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Gorani
07-11-2011, 20:10
http://guildwars.incgamers.com/wp-content/uploads/2012/12/GW2flat_Traits_E.png


This is the place you need to come to, for every information you need to know about "Traits" of the Elementalist in Guild Wars 2. Since this thread as gone bigger than expected, the following list will help you navigate through the fist chapters.

Table of Contents

1. The Fire Magic trait line (List of Traits & assessment of usage)

2. The Water Magic trait line (List of Traits & assessment of usage)

3. The Air Magic trait line (List of Traits & assessment of usage)

4. The Earth Magic trait line (List of Traits & assessment of usage)

5. The Arcane Power trait line (List of Traits & assessment of usage)

6. Pros/Cons of specializing in high Fire Magic

7. Pros/Cons of specializing in high Water Magic

8. Pros/Cons of specializing in high Air Magic

9. Pros/Cons of specializing in high Earth Magic

10. Pros/Cons of specializing in high Arcane Power

11. Examples of specializing on both ends of the spectrum

Gorani
07-11-2011, 20:10
http://wiki.guildwars2.com/images/thumb/b/b4/Fire_Attunement.png/33px-Fire_Attunement.png (http://wiki.guildwars2.com/wiki/File:Fire_Attunement.jpg) The Fire Magic trait line

Passive effects: +10 http://wiki.guildwars2.com/images/2/23/Power.png (http://wiki.guildwars2.com/wiki/File:Power.png)Power (http://wiki.guildwars2.com/wiki/Power), +1 http://wiki.guildwars2.com/images/3/38/Condition_Duration.png (http://wiki.guildwars2.com/wiki/Condition_Duration)Expertise (http://wiki.guildwars2.com/wiki/Expertise) for each trait point invested in Fire Magic. At 5, 15 and 25 invested trait points, you will unlock the "Minor Adept", "Minor Master" and "Minor Grandmaster" traits. Those are fixed traits in the trait progression. The Major traits can be unlocked and used at 10 (T1 traits), 20 (T2 traits) and 30 points (T3 traits). You can slot in any Major trait, which is known to you within the limits of the tiers (T1 to T3). There are six tier 1 traits (I-VI), four tier 2 traits (VII-X) and two tier 3 traits (XI & XII). No trait can be slotted twice.
Traits marked with this icon (http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png) have limited or no benefit under water.




Trait
Line

Type

Icon

Trait name

Description


Fire
T1
Minor
Adept
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Flame Barrier (http://wiki.guildwars2.com/wiki/Flame_Barrier)
20% to cause burning (http://wiki.guildwars2.com/wiki/Burning) when ever a foe attacks you in melee. Only triggers when attuned to fire.
Benefit: Fire Magic


Fire
T2
Minor
Master
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Sunspot (http://wiki.guildwars2.com/wiki/Sunspot)
Inflict damage at your location when you attune to fire (http://wiki.guildwars2.com/wiki/Fire_Attunement).
Benefit: Swapping often


Fire
T3
Minor
Grand-
master
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Burning Rage (http://wiki.guildwars2.com/wiki/Burning_Rage)
Deal 5% more damage to burning (http://wiki.guildwars2.com/wiki/Burning) foes.
Benefit: Fire Magic





Trait
Line

Type

Icon

Trait name

Description



Fire
T1
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
II
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Burning Fire (http://wiki.guildwars2.com/wiki/Burning_Fire)
Cleansing Fire (http://wiki.guildwars2.com/wiki/Cleansing_Fire), Signet of Fire (http://wiki.guildwars2.com/wiki/Signet_of_Fire), and Conjure Flame (http://wiki.guildwars2.com/wiki/Conjure_Flame), and Conjure Fiery Greatsword (http://wiki.guildwars2.com/wiki/Fiery_Greatsword) gain 3s of burning (http://wiki.guildwars2.com/wiki/Burning).
Benefit: Fire Magic based Slot Skills


Fire
T1
Major
V
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Burning Precision (http://wiki.guildwars2.com/wiki/Burning_Precision)
30% chance to cause burning (http://wiki.guildwars2.com/wiki/Burning) each time you crit (http://wiki.guildwars2.com/wiki/Critical_hit)
Benefit: Augments high Air Magic


Fire
T2
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
VIII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Conjurer (http://wiki.guildwars2.com/wiki/Conjurer)
Conjured (http://wiki.guildwars2.com/wiki/Conjure) weapons have 10 more charges.
Benefit: Conjured Weapons


Fire
T1
Major
III
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Ember's Might (http://wiki.guildwars2.com/wiki/Ember%27s_Might)
Gain might (http://wiki.guildwars2.com/wiki/Might) for 30 seconds when ever you are set on fire (http://wiki.guildwars2.com/wiki/Burning).
Benefit: Arcane Power might increase boon duration


Fire
T2
Major
IX
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Fire's Embrace (http://wiki.guildwars2.com/wiki/Fire%27s_Embrace)
When you active a signet (http://wiki.guildwars2.com/wiki/Signet) you gain a fiery aura (http://wiki.guildwars2.com/wiki/Fiery_Aura) for 3 seconds.
Benefit: Signet skills


Fire
T1
Major
VI
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Internal Fire (http://wiki.guildwars2.com/wiki/Internal_Fire)
Deal 10% more damage while attuned to Fire.
Benefit: NOT swapping out of Fire Attunement


Fire
T1
Major
I
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Lava Tomb (http://wiki.guildwars2.com/wiki/Lava_Tomb)
Create a Lava Font (http://wiki.guildwars2.com/wiki/Lava_Font) when downed (http://wiki.guildwars2.com/wiki/Downed). (can trigger every 30 seconds)
Benefit: Always active


Fire
T2
Major
X
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
One with Fire (http://wiki.guildwars2.com/wiki/One_with_Fire)
Flame Barrier (http://wiki.guildwars2.com/wiki/Flame_Barrier)'s chance to Burn (http://wiki.guildwars2.com/wiki/Burning) foes goes up the longer you are attuned (http://wiki.guildwars2.com/wiki/Attunement) to fire.
Benefit: NOT swapping out of Fire Attunement


Fire
T3
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
XI
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Persisting Flames (http://wiki.guildwars2.com/wiki/Persisting_Flames)
Fire fields (http://wiki.guildwars2.com/wiki/Skill_combination) last 30% longer.
Benefit: Fire Magic



Fire
T2
Major
VIII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Pyromancer's Alacrity (http://wiki.guildwars2.com/wiki/Pyromancer%27s_Alacrity)
All your fire (http://wiki.guildwars2.com/wiki/Fire_Attunement) weapon skills (http://wiki.guildwars2.com/wiki/Weapon_skill) recharge (http://wiki.guildwars2.com/wiki/Recharge) 20% faster.
Benefit: Fire Magic weapon skills


Fire
T3
Major
XII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Pyromancer's Puissance (http://wiki.guildwars2.com/wiki/Pyromancer%27s_Puissance)
Each fire (http://wiki.guildwars2.com/wiki/Fire_attunement) spell (http://wiki.guildwars2.com/wiki/Skill) you cast adds might (http://wiki.guildwars2.com/wiki/Might) for 10 sec.
Benefit: Arcane Power will increase boon duration



Fire
T1
Major
IV
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Spell Slinger (http://wiki.guildwars2.com/wiki/Spell_Slinger)
Cantrips (http://wiki.guildwars2.com/wiki/Cantrip) grant you 3 stacks of Might (http://wiki.guildwars2.com/wiki/Might) when used.
Benefit: Cantrips

Gorani
07-11-2011, 20:11
http://wiki.guildwars2.com/images/thumb/3/31/Water_Attunement.png/33px-Water_Attunement.png (http://wiki.guildwars2.com/wiki/File:Water_Attunement.png) Water Magic trait line

Passive effects: +10 http://wiki.guildwars2.com/images/b/be/Vitality.png (http://wiki.guildwars2.com/wiki/File:Vitality.png) Vitality (http://wiki.guildwars2.com/wiki/Vitality), +10 http://wiki.guildwars2.com/images/8/81/Healing_Power.png (http://wiki.guildwars2.com/wiki/Healing_Power) Compassion (http://wiki.guildwars2.com/wiki/Compassion) for each trait point invested in Water Magic. At 5, 15 and 25 invested trait points, you will unlock the "Minor Adept", "Minor Master" and "Minor Grandmaster" traits. Those are fixed traits in the trait progression. The Major traits can be unlocked and used at 10 (T1 traits), 20 (T2 traits) and 30 points (T3 traits). You can slot in any Major trait, which is known to you within the limits of the tiers (T1 to T3). There are six tier 1 traits (I-VI), four tier 2 traits (VII-X) and two tier 3 traits (XI & XII). No trait can be slotted twice.
Traits marked with this icon (http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png) have limited or no benefit under water.



Trait
Line

Type

Icon

Trait name

Description



Water
T1
Minor
Adept
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Soothing Mist (http://wiki.guildwars2.com/wiki/Soothing_Mist)
Regenerate (http://wiki.guildwars2.com/wiki/Regenerate) health while attuned to water (http://wiki.guildwars2.com/wiki/Water_Attunement).
Benefit: Water Magic


Water
T2
Minor
Master
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Healing Ripple (http://wiki.guildwars2.com/wiki/Healing_Ripple)
Heal (http://wiki.guildwars2.com/wiki/Heal) nearby allies when attuning to water (http://wiki.guildwars2.com/wiki/Water_Attunement).
Benefit: Swapping often


Water
T3
Minor
Grand-
master
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Bountiful Power (http://wiki.guildwars2.com/wiki/Bountiful_Power)
Deal +2% damage per boon (http://wiki.guildwars2.com/wiki/Boon) on you.
Benefit: Always active, Arcane Power





Trait
Line

Type

Icon

Trait name

Description



Water
T1
Major
I
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Aquamancer's Alacrity (http://wiki.guildwars2.com/wiki/Aquamancer%27s_Alacrity)
All your water (http://wiki.guildwars2.com/wiki/Water_Attunement) weapon skills (http://wiki.guildwars2.com/wiki/Weapon_skill) recharge (http://wiki.guildwars2.com/wiki/Recharge) 20% faster.
Benefit: Water Magic


Water
T2
Major
IX
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Cantrip Master (http://wiki.guildwars2.com/wiki/Cantrip_Master)
Cantrips (http://wiki.guildwars2.com/wiki/Cantrip) recharge (http://wiki.guildwars2.com/wiki/Recharge) 20% faster.
Benefit: Cantrip Slot skills


Water
T3
Major
XI
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Cleansing Water (http://wiki.guildwars2.com/wiki/Cleansing_Water)
Removing a condition when granting Regeneration to yourself or an ally.
Benefit: Always active, Water Magic skills


Water
T1
Major
V
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Cleansing Wave (trait) (http://wiki.guildwars2.com/wiki/Cleansing_Wave_%28trait%29)
Remove a condition (http://wiki.guildwars2.com/wiki/Condition) from you and your allies when attuning to water (http://wiki.guildwars2.com/wiki/Water_Attunement).
Benefit: Swapping often


Water
T2
Major
VIII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Arcane Abatement (http://wiki.guildwars2.com/wiki/Arcane_Abatement)
Take 50% less damage from falling. Create a spell when you take falling damage, based on your attunement.
Fire (http://wiki.guildwars2.com/wiki/Fire_Attunement): Ring of Fire (http://wiki.guildwars2.com/wiki/Ring_of_Fire)
Water (http://wiki.guildwars2.com/wiki/Water_Attunement): Healing Wave (http://wiki.guildwars2.com/wiki/Healing_Wave)
Air (http://wiki.guildwars2.com/wiki/Air_Attunement): Static Field (http://wiki.guildwars2.com/wiki/Static_Field_%28staff_skill%29)
Earth (http://wiki.guildwars2.com/wiki/Earth_Attunement): Earthquake (http://wiki.guildwars2.com/wiki/Earthquake)
Benefit: Always active


Water
T1
Major
IV
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Piercing Shards (http://wiki.guildwars2.com/wiki/Piercing_Shards)
While in water attunement (http://wiki.guildwars2.com/wiki/Water_attunement), your spells (http://wiki.guildwars2.com/wiki/Skills) deal 20% more damage (http://wiki.guildwars2.com/wiki/Damage) to vulnerable (http://wiki.guildwars2.com/wiki/Vulnerability) foes. Benefit: Water Magic


Water
T3
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
XII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Powerful Aura (http://wiki.guildwars2.com/wiki/Powerful_Aura)
Auras (http://wiki.guildwars2.com/index.php?title=Aura&action=edit&redlink=1) apply to nearby allies.
Benefit: Always active


Water
T1
Major
II
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Shard of Ice (http://wiki.guildwars2.com/wiki/Shard_of_Ice)
Arcane (http://wiki.guildwars2.com/wiki/Arcane) and Signet (http://wiki.guildwars2.com/wiki/Signet) skills cause vulnerability (http://wiki.guildwars2.com/wiki/Vulnerability) when activated.
Benefit: Some Slot Skills


Water
T1
Major
III
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Soothing Distruption (http://wiki.guildwars2.com/wiki/Soothing_Distruption)
Cantrips (http://wiki.guildwars2.com/wiki/Cantrip) grant you vigor (http://wiki.guildwars2.com/wiki/Vigor) and regeneration (http://wiki.guildwars2.com/wiki/Regeneration). (Duration 6 sec)
Benefit: Slot skills, Arcane Power will increase boon duration



Water
T2
Major
X
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Soothing Wave (http://wiki.guildwars2.com/wiki/Soothing_Wave)
Mist Form (http://wiki.guildwars2.com/wiki/Mist_Form) and Signet of Water (http://wiki.guildwars2.com/wiki/Signet_of_Water) grant +6 seconds of regeneration (http://wiki.guildwars2.com/wiki/Regeneration). Damage (http://wiki.guildwars2.com/wiki/Damage) and inflict chill (http://wiki.guildwars2.com/wiki/Chill) and vulnerability (http://wiki.guildwars2.com/wiki/Vulnerability) to nearby foes while in mist (http://wiki.guildwars2.com/wiki/Mist_Form) or vapor (http://wiki.guildwars2.com/wiki/Vapor_Form) form.
Benefit: Slot skills


Water
T2
Major
VII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Stop Drop and Roll (http://wiki.guildwars2.com/wiki/Stop_Drop_and_Roll)
Dodge rolling (http://wiki.guildwars2.com/wiki/Dodge) removes the Burning and Chill conditions.
Benefit: Always active


Earth
T1
Major
VI
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Vital Striking (http://wiki.guildwars2.com/wiki/Vital_Striking)
Deal extra damage when health is above 90%.
Benefit: Always active

Gorani
17-03-2012, 22:44
http://wiki.guildwars2.com/images/thumb/9/91/Air_Attunement.png/33px-Air_Attunement.png (http://wiki.guildwars2.com/wiki/File:Air_Attunement.png) Air Magic trait line

Passive effects: +10 http://wiki.guildwars2.com/images/e/ee/Precision.png (http://wiki.guildwars2.com/wiki/File:Precision.png) Precision (http://wiki.guildwars2.com/wiki/Precision), +1 http://wiki.guildwars2.com/images/f/fb/Critical_Damage.png (http://wiki.guildwars2.com/wiki/Critical_Damage) Prowess (http://wiki.guildwars2.com/wiki/Prowess) for each trait point invested in Air Magic. At 5, 15 and 25 invested trait points, you will unlock the "Minor Adept", "Minor Master" and "Minor Grandmaster" traits. Those are fixed traits in the trait progression. The Major traits can be unlocked and used at 10 (T1 traits), 20 (T2 traits) and 30 points (T3 traits). You can slot in any Major trait, which is known to you within the limits of the tiers (T1 to T3). There are six tier 1 traits (I-VI), four tier 2 traits (VII-X) and two tier 3 traits (XI & XII). No trait can be slotted twice.
Traits marked with this icon (http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png) have limited or no benefit under water.



Trait
Line

Type

Icon

Trait name

Description



Air
T1
Minor
Adept
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Zephyr's Speed (http://wiki.guildwars2.com/wiki/Zephyr%27s_Speed)
Move 10% faster while attuned to air (http://wiki.guildwars2.com/wiki/Air_Attunement).
Benefit: Air Magic


Air
T2
Minor
Master
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Electric Discharge (http://wiki.guildwars2.com/wiki/Electric_Discharge)
Strike your foe with bolt of lightning when attuning to air (http://wiki.guildwars2.com/wiki/Air_Attunement).
Benefit: Swapping often


Air
T3
Minor
Grand-
master
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Weak Spot (http://wiki.guildwars2.com/wiki/Weak_Spot)
60% chance to cause Vulnerability (http://wiki.guildwars2.com/wiki/Vulnerability) on critical hits
(http://wiki.guildwars2.com/wiki/Crit)Benefit: Air Magic





Trait
Line

Type

Icon

Trait name

Description



Air
T2
Major
IX
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Aeromancer's Alacrity (http://wiki.guildwars2.com/wiki/Aeromancer%27s_Alacrity)
All your air (http://wiki.guildwars2.com/wiki/Air_Attunement) weapon skills (http://wiki.guildwars2.com/wiki/Weapon_skill) recharge (http://wiki.guildwars2.com/wiki/Recharge) 20% faster.
Benefit: Air Magic


Air
T2
Major
X
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Air Training (http://wiki.guildwars2.com/wiki/Air_Training)
Deal +10% damage (http://wiki.guildwars2.com/wiki/Damage) when attuned to air (http://wiki.guildwars2.com/wiki/Air_Attunement).
Cross-trait-benefit: Air Magic, NOT swapping out


Air
T2
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
VII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Arcane Lightning (http://wiki.guildwars2.com/wiki/Arcane_Lightning)
Gain 3% more critical hit for 10 seconds when using an Arcane skill.
Benefit: Arcane Slot Skills


Air
T1
Major
VI
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Bolt to the Heart (http://wiki.guildwars2.com/wiki/Bolt_to_the_Heart)
Deal +20% damage to a foe with less than 33% health.
Benefit: Always active



Air
T3
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
XII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Grounded (http://wiki.guildwars2.com/wiki/Grounded)
+20% damage to stunned (http://wiki.guildwars2.com/wiki/Stun) or knocked down (http://wiki.guildwars2.com/wiki/Knockdown) foes.
Benefit: Air & Earth Magic which can cause the effect


Air
T2
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
VIII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Inscription (http://wiki.guildwars2.com/wiki/Inscription)
Grant a boon (http://wiki.guildwars2.com/wiki/Boon) associated with your current attunement (http://wiki.guildwars2.com/wiki/Attunement) when you cast a glyph (http://wiki.guildwars2.com/wiki/Glyph). Benefit: Glyph Slot Skills, Arcane Power will increase boon duration


Air
T1
Major
IV
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
One with Air (http://wiki.guildwars2.com/wiki/One_with_the_Wind)
You move faster the longer you’re in attuned to air (http://wiki.guildwars2.com/wiki/Air_Attunement).
Benefit: Air Magic, NOT Swapping often


Air
T1
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
III
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Quick Glyphs (http://wiki.guildwars2.com/wiki/Quick_Glyphs)
Glyphs (http://wiki.guildwars2.com/wiki/Glyph) recharge (http://wiki.guildwars2.com/wiki/Recharge) 20% faster
Benefit: Glyph Slot Skills


Air
T1
Major
V
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Soothing Winds (http://wiki.guildwars2.com/wiki/Soothing_Winds)
5% of your precision (http://wiki.guildwars2.com/wiki/Precision) is converted to healing (http://wiki.guildwars2.com/wiki/Healing).
Benefit: Water Magic skills & high Air Magic trait points


Air
T3
Major
XI
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Tempest Defense (http://wiki.guildwars2.com/wiki/Tempest_Defense)
Surround yourself with a Shocking Aura (http://wiki.guildwars2.com/wiki/Shocking_Aura) when disabled (fear (http://wiki.guildwars2.com/wiki/Fear), stun (http://wiki.guildwars2.com/wiki/Stun), daze (http://wiki.guildwars2.com/wiki/Daze), knockback (http://wiki.guildwars2.com/wiki/Knockback), knockdown (http://wiki.guildwars2.com/wiki/Knockdown), launch (http://wiki.guildwars2.com/wiki/Launch), float (http://wiki.guildwars2.com/wiki/Float), sink (http://wiki.guildwars2.com/wiki/Sink).) This effect can only trigger once every 90 seconds.
Benefit: Always active


Air
T1
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
I
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Zephyr's Boon (http://wiki.guildwars2.com/wiki/Zephyr%27s_Boon)
Auras grant swiftness (http://wiki.guildwars2.com/wiki/Swiftness) and fury (http://wiki.guildwars2.com/wiki/Fury) when applied.
Benefit: Always active, Arcane Power will increase boon duration


Air
T1
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
II
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Zephyr’s Focus (http://wiki.guildwars2.com/wiki/Zephyr%E2%80%99s_Focus)
Your endurance (http://wiki.guildwars2.com/wiki/Endurance) regenerates 100% faster while channeling (http://wiki.guildwars2.com/wiki/Channeled) skills.
Benefit: Always active

Gorani
29-03-2012, 21:25
http://wiki.guildwars2.com/images/thumb/a/a8/Earth_Attunement.png/33px-Earth_Attunement.png (http://wiki.guildwars2.com/wiki/File:Earth_Attunement.png) Earth Magic trait line

Passive effects: +10 http://wiki.guildwars2.com/images/1/12/Toughness.png (http://wiki.guildwars2.com/wiki/File:Toughness.png) Toughness (http://wiki.guildwars2.com/wiki/Toughness), +10 http://wiki.guildwars2.com/images/5/54/Condition_Damage.png (http://wiki.guildwars2.com/wiki/Condition_Damage) Malice (http://wiki.guildwars2.com/wiki/Malice) for each trait point invested in Earth Magic. At 5, 15 and 25 invested trait points, you will unlock the "Minor Adept", "Minor Master" and "Minor Grandmaster" traits. Those are fixed traits in the trait progression. The Major traits can be unlocked and used at 10 (T1 traits), 20 (T2 traits) and 30 points (T3 traits). You can slot in any Major trait, which is known to you within the limits of the tiers (T1 to T3). There are six tier 1 traits (I-VI), four tier 2 traits (VII-X) and two tier 3 traits (XI & XII). No trait can be slotted twice.
Traits marked with this icon (http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png) have limited or no benefit under water.



Trait
Line

Type

Icon

Trait name

Description



Earth
T1
Minor
Adept
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Stone Flesh (http://wiki.guildwars2.com/wiki/Stone_Flesh)
Gain 1 Toughness per level when attuned to Earth.
Benefit: Earth Magic


Earth
T2
Minor
Master
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Earthen Blast (http://wiki.guildwars2.com/wiki/Earthen_Blast)
Damage and cripple (http://wiki.guildwars2.com/wiki/Cripple) nearby foes when attuning to earth (http://wiki.guildwars2.com/wiki/Earth_Attunement).
Benefit: Swapping often


Earth
T3
Minor
Grand-
master
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Enduring Damage (http://wiki.guildwars2.com/wiki/Enduring_Damage_%28elementalist%29)
Deal +10% damage when your endurance (http://wiki.guildwars2.com/wiki/Endurance) is full.
Benefit: Always active





Trait
Line

Type

Icon

Trait name

Description



Earth
T1
Major
III
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Earth's Embrace (http://wiki.guildwars2.com/wiki/Earth%27s_Embrace)
Gain Armor of Earth (http://wiki.guildwars2.com/wiki/Armor_of_Earth) when health reaches 50% (90sec cool down).
Benefit: Always active


Earth
T2
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
VIII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Elemental Shielding (http://wiki.guildwars2.com/wiki/Elemental_Shielding)
Gain 3 sec of protection (http://wiki.guildwars2.com/wiki/Protection) when applying an aura (http://wiki.guildwars2.com/wiki/Aura) to an ally or yourself.
Benefit: Always active, Arcane Power will increase boon duration


Earth
T2
Major
X
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Geomancer's Alacrity (http://wiki.guildwars2.com/wiki/Geomancer%27s_Alacrity)
All your earth (http://wiki.guildwars2.com/wiki/Earth_Attunement) weapon skills (http://wiki.guildwars2.com/wiki/Weapon_skill) recharge (http://wiki.guildwars2.com/wiki/Recharge) 20% faster.
Benefit: Earth Magic


Earth
T2
Major
IX
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Geomancer's Freedom (http://wiki.guildwars2.com/wiki/Geomancer%27s_Freedom)
Reduces the duration on incoming Cripple, Immobilized and Chill by 33%
Benefit: Always active


Earth
T1
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
I
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Obsidian Focus (http://wiki.guildwars2.com/wiki/Obsidian_Focus)
Gain Toughness (http://wiki.guildwars2.com/wiki/Toughness) while using a channeled skill (http://wiki.guildwars2.com/wiki/Channeled_skill).
Benefit: Always active


Earth
T3
Major
XI
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Rock's Fortitude (http://wiki.guildwars2.com/wiki/Rock%27s_Fortitude)
Grants 2 sec of stability (http://wiki.guildwars2.com/wiki/Stability) to nearby allies when attuning to earth (http://wiki.guildwars2.com/wiki/Earth_Attunement).
Benefit: Swapping often


Earth
T1
Major
IV
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Salt Stone (http://wiki.guildwars2.com/wiki/Salt_Stone)
Deal +5% more damage (http://wiki.guildwars2.com/wiki/Damage) to bleeding (http://wiki.guildwars2.com/wiki/Bleeding) foes.
Benefit: Earth Magic


Earth
T1
Major
V
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Serrated Stones (http://wiki.guildwars2.com/wiki/Serrated_Stones)
Bleeds (http://wiki.guildwars2.com/wiki/Bleed) you apply last 20% longer.
Benefit: Earth Magic


Earth
T1
Major
II
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Signet Mastery (http://wiki.guildwars2.com/wiki/Signet_Mastery_%28elementalist%29)
Signets (http://wiki.guildwars2.com/wiki/Signet) recharge (http://wiki.guildwars2.com/wiki/Recharge) 20% faster.
Benefit: Signet Slot skills


Earth
T1
Major
VI
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Stone Splinters (http://wiki.guildwars2.com/wiki/Stone_Splinters)
Deal 5% more damage (http://wiki.guildwars2.com/wiki/Damage) when within extended melee range of your target. (600 units)
Benefit: Always active, Main Hand Dagger skills



Earth
T2
Major
VII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Strength in Stone (http://wiki.guildwars2.com/wiki/Strength_in_Stone)
Deal 10% more damage while attuned to earth (http://wiki.guildwars2.com/wiki/Earth_Attunement).
Benefit: Earth Magic, NOT swapping out


Earth
T3
Major
XII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Written in Stone (http://wiki.guildwars2.com/wiki/Written_in_Stone)
Maintain the passive effects of signets (http://wiki.guildwars2.com/wiki/Signet) when you activate them.
Benefit: Signet Slot skills

Gorani
07-04-2012, 14:47
http://wiki.guildwars2.com/images/thumb/7/72/Arcane_Power.png/33px-Arcane_Power.png (http://wiki.guildwars2.com/wiki/File:Arcane_Power.png) Arcana trait line

Passive effects: +1 http://wiki.guildwars2.com/images/4/44/Boon_Duration.png (http://wiki.guildwars2.com/wiki/Boon_Duration) Concentration (http://wiki.guildwars2.com/wiki/Concentration), +2 http://wiki.guildwars2.com/images/a/aa/Elementalist_tango_icon_20px.png (http://wiki.guildwars2.com/wiki/File:Elementalist_tango_icon_20px.png) Intelligence (http://wiki.guildwars2.com/wiki/Intelligence) for each trait point invested in Arcane Power. At 5, 15 and 25 invested trait points, you will unlock the "Minor Adept", "Minor Master" and "Minor Grandmaster" traits. Those are fixed traits in the trait progression. The Major traits can be unlocked and used at 10 (T1 traits), 20 (T2 traits) and 30 points (T3 traits). You can slot in any Major trait, which is known to you within the limits of the tiers (T1 to T3). There are six tier 1 traits (I-VI), four tier 2 traits (VII-X) and two tier 3 traits (XI & XII). No trait can be slotted twice.
Traits marked with this icon (http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png) have limited or no benefit under water.



Trait
Line

Type

Icon

Trait name

Description



Water
T1
Minor
Adept
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Lingering Elements (http://wiki.guildwars2.com/wiki/Lingering_Elements)
Attunement (http://wiki.guildwars2.com/wiki/Attunement) bonuses linger for 5 seconds.
Benefit: Always active, Swapping often


Water
T2
Minor
Master
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Arcane Fury (http://wiki.guildwars2.com/wiki/Arcane_Fury)
Grant yourself Fury (http://wiki.guildwars2.com/wiki/Fury) on attunement (http://wiki.guildwars2.com/wiki/Attunement).
Benefit: Swapping often, Arcane Power will increase duration of boon


Water
T3
Minor
Grand-
master
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_minor.png
Arcane Precision (http://wiki.guildwars2.com/wiki/Arcane_Precision)
Skills (http://wiki.guildwars2.com/wiki/Skills) have chance to apply a condition (http://wiki.guildwars2.com/wiki/Condition) on critical hit (http://wiki.guildwars2.com/wiki/Critical_hit).
Benefit: Always active, Air Magic





Trait
Line

Type

Icon

Trait name

Description



Arcana
T2
Major
X
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Arcane Energy (http://wiki.guildwars2.com/wiki/Arcane_Energy)
Your arcane (http://wiki.guildwars2.com/wiki/Arcane) and signets (http://wiki.guildwars2.com/wiki/Signets) skills (http://wiki.guildwars2.com/wiki/Skills) restore 25% endurance (http://wiki.guildwars2.com/wiki/Endurance) when used.
Benefit: Some Slot Skills


Arcana
T1
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
I
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Arcane Mastery (http://wiki.guildwars2.com/wiki/Arcane_Mastery)
Arcane (http://wiki.guildwars2.com/wiki/Arcane) skills (http://wiki.guildwars2.com/wiki/Skills) recharge (http://wiki.guildwars2.com/wiki/Recharge) 20% faster.
Benefit: Arcane Slot Skills


Arcana
T1
Major
II
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Arcane Resurrection (http://wiki.guildwars2.com/wiki/Arcane_Resurrection)
When you resurrect (http://wiki.guildwars2.com/wiki/Resurrect) an ally (10% faster) you and resurrected ally gain an aura (http://wiki.guildwars2.com/wiki/Aura) based on your attunement (http://wiki.guildwars2.com/wiki/Attunement). (5 sec) Benefit: Always active


Arcana
T1
Major
III
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Arcane Retribution (http://wiki.guildwars2.com/wiki/Arcane_Retribution)
Gain Arcane Power (http://wiki.guildwars2.com/wiki/Arcane_Power_%28skill%29) at 75% health.
Benefit: Always active


Arcana
T2
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
VIII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Blasting Staff (http://wiki.guildwars2.com/wiki/Blasting_Staff)
Area attacks with staff (http://wiki.guildwars2.com/wiki/Staff) are larger.
Benefit: Always, Staff weapon


Arcana
T1
Major
V
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Elemental Attunement (http://wiki.guildwars2.com/wiki/Elemental_Attunement)
You and your allies gain might (http://wiki.guildwars2.com/wiki/Might) when attuning to fire (http://wiki.guildwars2.com/wiki/Fire_Attunement), swiftness (http://wiki.guildwars2.com/wiki/Swiftness) when attuning to air (http://wiki.guildwars2.com/wiki/Air_Attunement), protection (http://wiki.guildwars2.com/wiki/Protection) when attuning to earth (http://wiki.guildwars2.com/wiki/Earth_Attunement), regeneration (http://wiki.guildwars2.com/wiki/Regeneration) when attuning to water (http://wiki.guildwars2.com/wiki/Water_Attunement). Benefit: Swapping often


Arcana
T3
Major
XII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Elemental Surge (http://wiki.guildwars2.com/wiki/Elemental_Surge)
Arcane Spells (http://wiki.guildwars2.com/wiki/Arcane) cause burning (http://wiki.guildwars2.com/wiki/Burning) 5s if you're attuned to fire (http://wiki.guildwars2.com/wiki/Fire_Attunement), blindness (http://wiki.guildwars2.com/wiki/Blind) 5s if you're attuned to air (http://wiki.guildwars2.com/wiki/Air_Attunement), immobilized (http://wiki.guildwars2.com/wiki/Immobilized) 1s if you're attuned to Earth (http://wiki.guildwars2.com/wiki/Earth_Attunement), and chill (http://wiki.guildwars2.com/wiki/Chill) 3s if you're attuned to water (http://wiki.guildwars2.com/wiki/Water_Attunement). Benefit: Arcane Slot Skills


Arcana
T3
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png?
Major
XI
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Evasive Arcana (http://wiki.guildwars2.com/wiki/Evasive_Arcana)
Create an attunement (http://wiki.guildwars2.com/wiki/Attunement) based spell on dodge (http://wiki.guildwars2.com/wiki/Dodge). (Flame Burst, Cleansing Wave, Blinding Flash & Churning Earth; can only used in combat & trigger only every 10 seconds)
Benefit: Always active


T1
Major
IV
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Final Shielding (http://wiki.guildwars2.com/wiki/Final_Shielding)
Create an Arcane Shield (http://wiki.guildwars2.com/wiki/Arcane_Shield) when health (http://wiki.guildwars2.com/wiki/Health) reaches 25%.
Benefit: Always active


Arcana
T1
Major
VI
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Renewing Stamina (http://wiki.guildwars2.com/wiki/Renewing_Stamina)
You have 100% chance to gain vigor (http://wiki.guildwars2.com/wiki/Vigor) on a critical hits. (Cooldown 5 sec)
Benefit: Air Magic, Arcane Power will increase boon duration



Arcana
T2
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
VII
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Vigorous Scepter (http://wiki.guildwars2.com/wiki/Vigorous_Scepter)
Endurance (http://wiki.guildwars2.com/wiki/Endurance) recharges (http://wiki.guildwars2.com/wiki/Recharge) faster while wielding a scepter (http://wiki.guildwars2.com/wiki/Scepter).
Benefit: Always active, Scepter weapon


Arcana
T2
http://wiki.guildwars2.com/images/thumb/a/a0/Not_available_underwater.png/20px-Not_available_underwater.png
Major
IX
http://guildwars.incgamers.com/wp-content/uploads/2012/04/Traiticon_Ele_major.png
Windborne Dagger (http://wiki.guildwars2.com/wiki/Windborne_Dagger)
Move 15% faster while wielding a dagger (http://wiki.guildwars2.com/wiki/Dagger).
Benefit: Always, Dagger weapon

Gorani
07-04-2012, 14:48
Trait tier table for all five trait lines





Tier 1 / Adept
Tier 2 / Master
Tier 3 / Grand Master


http://wiki.guildwars2.com/images/thumb/b/b4/Fire_Attunement.png/33px-Fire_Attunement.png (http://wiki.guildwars2.com/wiki/File:Fire_Attunement.png)

Fire Magic
Lava Tomb (http://wiki.guildwars2.com/wiki/Lava_Tomb) - Burning Fire (http://wiki.guildwars2.com/wiki/Burning_Fire)
Ember's Might (http://wiki.guildwars2.com/wiki/Ember%27s_Might) - Spell Slinger (http://wiki.guildwars2.com/wiki/Spell_Slinger)
Burning Precision (http://wiki.guildwars2.com/wiki/Burning_Precision) - Internal Fire (http://wiki.guildwars2.com/wiki/Internal_Fire)
Conjurer (http://wiki.guildwars2.com/wiki/Conjurer) - Pyromancer's Alacrity (http://wiki.guildwars2.com/wiki/Pyromancer%27s_Alacrity)
Fire's Embrace (http://wiki.guildwars2.com/wiki/Fire%27s_Embrace) - One with Fire (http://wiki.guildwars2.com/wiki/One_with_Fire)
Persisting Flames (http://wiki.guildwars2.com/wiki/Persisting_Flames)
Pyromancer's Puissance (http://wiki.guildwars2.com/wiki/Pyromancer%27s_Puissance)


http://wiki.guildwars2.com/images/thumb/3/31/Water_Attunement.png/33px-Water_Attunement.png (http://wiki.guildwars2.com/wiki/File:Water_Attunement.png)

Water Magic
Cleansing Water (http://wiki.guildwars2.com/wiki/Cleansing_Water) - Shard of Ice (http://wiki.guildwars2.com/wiki/Shard_of_Ice)
Soothing Distruption (http://wiki.guildwars2.com/wiki/Soothing_Distruption) - Piercing Shards (http://wiki.guildwars2.com/wiki/Piercing_Shards)
Cleansing Wave (trait) (http://wiki.guildwars2.com/wiki/Cleansing_Wave_%28trait%29) - Vital Striking (http://wiki.guildwars2.com/wiki/Vital_Striking)
Aquamancer's Alacrity (http://wiki.guildwars2.com/wiki/Aquamancer%27s_Alacrity) - Arcane Abatement (http://wiki.guildwars2.com/wiki/Arcane_Abatement)-
Cantrip Master (http://wiki.guildwars2.com/wiki/Cantrip_Master) - Soothing Wave (http://wiki.guildwars2.com/wiki/Soothing_Wave)

Stop Drop and Roll (http://wiki.guildwars2.com/wiki/Stop_Drop_and_Roll)
Powerful Aura (http://wiki.guildwars2.com/wiki/Powerful_Aura)


http://wiki.guildwars2.com/images/thumb/9/91/Air_Attunement.png/33px-Air_Attunement.png (http://wiki.guildwars2.com/wiki/File:Air_Attunement.png)

Air Magic
Zephyr's Boon (http://wiki.guildwars2.com/wiki/Zephyr%27s_Boon) - Zephyr’s Focus (http://wiki.guildwars2.com/wiki/Zephyr%E2%80%99s_Focus)
Quick Glyphs (http://wiki.guildwars2.com/wiki/Quick_Glyphs) - One with Air (http://wiki.guildwars2.com/wiki/One_with_the_Wind)
Soothing Winds (http://wiki.guildwars2.com/wiki/Soothing_Winds) - Bolt to the Heart (http://wiki.guildwars2.com/wiki/Bolt_to_the_Heart)
Arcane Lightning (http://wiki.guildwars2.com/wiki/Arcane_Lightning) - Inscription (http://wiki.guildwars2.com/wiki/Inscription)
Aeromancer's Alacrity (http://wiki.guildwars2.com/wiki/Aeromancer%27s_Alacrity) - Air Training (http://wiki.guildwars2.com/wiki/Air_Training)
Tempest Defense (http://wiki.guildwars2.com/wiki/Tempest_Defense)
Grounded (http://wiki.guildwars2.com/wiki/Grounded)


http://wiki.guildwars2.com/images/thumb/a/a8/Earth_Attunement.png/33px-Earth_Attunement.png (http://wiki.guildwars2.com/wiki/File:Earth_Attunement.png)

Earth Magic
Obsidian Focus (http://wiki.guildwars2.com/wiki/Obsidian_Focus) - Signet Mastery (http://wiki.guildwars2.com/wiki/Signet_Mastery_%28elementalist%29)
Earth's Embrace (http://wiki.guildwars2.com/wiki/Earth%27s_Embrace) - Salt Stone (http://wiki.guildwars2.com/wiki/Salt_Stone)
Serrated Stones (http://wiki.guildwars2.com/wiki/Serrated_Stones) - Stone Splinters (http://wiki.guildwars2.com/wiki/Stone_Splinters)
Strength in Stone (http://wiki.guildwars2.com/wiki/Strength_in_Stone) - Elemental Shielding (http://wiki.guildwars2.com/wiki/Elemental_Shielding)
Geomancer's Freedom (http://wiki.guildwars2.com/wiki/Geomancer%27s_Freedom) - Geomancer's Alacrity (http://wiki.guildwars2.com/wiki/Geomancer%27s_Alacrity)
Rock's Fortitude (http://wiki.guildwars2.com/wiki/Rock%27s_Fortitude)
Written in Stone (http://wiki.guildwars2.com/wiki/Written_in_Stone)


http://wiki.guildwars2.com/images/thumb/7/72/Arcane_Power.png/33px-Arcane_Power.png (http://wiki.guildwars2.com/wiki/Arcane_Power)
Arcana
Arcane Mastery (http://wiki.guildwars2.com/wiki/Arcane_Mastery) - Arcane Resurrection (http://wiki.guildwars2.com/wiki/Arcane_Resurrection)
Arcane Retribution (http://wiki.guildwars2.com/wiki/Arcane_Retribution) - Final Shielding (http://wiki.guildwars2.com/wiki/Final_Shielding)
Elemental Attunement (http://wiki.guildwars2.com/wiki/Elemental_Attunement) - Renewing Stamina (http://wiki.guildwars2.com/wiki/Renewing_Stamina)
Vigorous Scepter (http://wiki.guildwars2.com/wiki/Vigorous_Scepter) - Blasting Staff (http://wiki.guildwars2.com/wiki/Blasting_Staff)
Windborne Dagger (http://wiki.guildwars2.com/wiki/Windborne_Dagger) - Arcane Energy (http://wiki.guildwars2.com/wiki/Arcane_Energy)
Evasive Arcana (http://wiki.guildwars2.com/wiki/Evasive_Arcana)
Elemental Surge (http://wiki.guildwars2.com/wiki/Elemental_Surge)

Gorani
07-04-2012, 14:48
http://guildwars.incgamers.com/wp-content/uploads/2012/12/GW2flat_FireMagic_E.png

http://wiki.guildwars2.com/images/thumb/e/e5/Fire_Attunement.jpg/40px-Fire_Attunement.jpg The Grandmaster of Fire

A grandmaster Elementalists of Fire has put a minimum of 25 trait points (30 to gain the third Major Trait slot) into this trait line. Therefore he has access to all the minor traits: Fiery Aura, Sunspot and Burning Rage. He also has a very high base damage output (even when attuned to other elements), as his ratings in http://wiki.guildwars2.com/images/2/23/Power.png (http://wiki.guildwars2.com/wiki/File:Power.png)Power have raised the attribute by 250 (300) points. The conditions he is dealing last for a long time, 25% (30%) longer than without a specialization due to the points in http://wiki.guildwars2.com/images/b/b8/Expertise.png (http://wiki.guildwars2.com/wiki/File:Expertise.png) Expertise. From the list of Major Traits, he can select two Tier 2 traits fitting his play style or even one Tier 3 trait. Getting the traits Persisting Flames (http://wiki.guildwars2.com/wiki/Persisting_Flames) and Pyromancer's Puissance (http://wiki.guildwars2.com/wiki/Pyromancer%27s_Puissance) requires the Elementalist to max out Fire Magic with 30 points.

Why put so many points in Fire Magic?
The benefit to other elemental lines is the raw damage output, which should be utilized by taking and using skills that concentrate on active damage and high availability (low recharge times) for constant damage output and less on skills that offer utility effects or fixed benefits like passive Signets. If you want to use three traits (or a Tier 3 trait) from the Fire Magic trait line for your build, you don't have a choice - you need to invest the maximum number of points here.

http://wiki.guildwars2.com/images/thumb/e/e5/Fire_Attunement.jpg/40px-Fire_Attunement.jpg The Master of Fire

A master Elementalists of Fire has put a minimum of 15 trait points (20 to gain the second Major Trait slot) into this trait line. Therefore he has access to two the minor traits: Fiery Aura and Sunspot. He still has a fairly high base damage output, as his ratings in http://wiki.guildwars2.com/images/2/23/Power.png (http://wiki.guildwars2.com/wiki/File:Power.png)Power have raised the attribute by 150 (200) points. The conditions he is dealing last for an increased period of time, 15% (20%) longer than without adding points in http://wiki.guildwars2.com/images/b/b8/Expertise.png (http://wiki.guildwars2.com/wiki/File:Expertise.png) Expertise. Form the list of Major traits, he can select one (two) traits fitting his play style, even one Tier 2 trait, if you invest 20 points.

Why put that amount of points in Fire Magic?
The benefit to other elemental lines is a decent raw damage output, which should be utilized by taking and using skills that concentrate on active damage and high availability. Adding more utility and fixed benefit effect skills does not have such a big impact than being a Grandmaster of Fire. Players choosing this path will very likely swap attunements regularly and should chose their trait(s) to augment their personal play style and skill bar specialities, like conjured weapons.

http://wiki.guildwars2.com/images/thumb/e/e5/Fire_Attunement.jpg/40px-Fire_Attunement.jpg The Adept of Fire

An adept Elementalists of Fire has put either 5 trait or 10 trait points into this line (10 to gain one Tier 1 Major Trait slot). Therefore he has access to just one minor trait: Fiery Aura.

Why put so few points in Fire Magic?
If you chose to keep your Elementalist on an adept level, you will hardly notice anything special, both from the impact on the attribute and on the trait benefit side. Players allocating points to gain two Grandmaster levels can put points in very few other lines, so they will not exceed the Adept level in those. Specialization comes at a price. A player going the "Arcane Swapper" way, relying heavily on multiple swaps & boons, will stay on an Adept level within most/all his Magic lines.

Gorani
07-04-2012, 15:08
http://guildwars.incgamers.com/wp-content/uploads/2012/12/GW2flat_WaterMagic_E.png

http://wiki.guildwars2.com/images/thumb/4/43/Water_Attunement.jpg/40px-Water_Attunement.jpg The Grandmaster of Water

A grandmaster Elementalists of Water has put a minimum of 25 trait points (30 to gain the third Major Trait slot) into this trait line. Therefore he has access to all the minor traits: Soothing Mist, Healing Ripple and Bountiful Power. He also has a bonus to his health rating compared to others, as his ratings in http://wiki.guildwars2.com/images/b/be/Vitality.png (http://wiki.guildwars2.com/wiki/File:Vitality.png) Vitality have raised the attribute by 250 (300) points. How much a benefit this really is needs to be put in perspective to the total amount of health. The increased healing is also higher than without a specialization due to the points in http://wiki.guildwars2.com/images/1/1e/Compassion.png (http://wiki.guildwars2.com/wiki/File:Compassion.png) Compassion. From the list of Major Traits, he can select two Tier 2 traits fitting his play style or even one Tier 3 trait. Getting the traits Powerful Aura (http://wiki.guildwars2.com/wiki/Powerful_Aura) and Stop Drop and Roll (http://wiki.guildwars2.com/wiki/Stop_Drop_and_Roll) requires the Elementalist to max out Water Magic with 30 points.

Why put so many points in Water Magic?
The benefit to other elemental lines is the higher health pool, which makes the Elementalist not so easy to spike, when his health is at maximum. The increase to heals of course help with the self heal ability, but is most useful when sticking to the Water Magic line, which offers the most additional heals to allies as well. Grandmasters of Water clearly focus on support, although traits allow to branch out of that category again (e.g. by taking the "Piercing Shards" trait, which buffs damage from Water spells significantly). If you want to use three traits (or a Tier 3 trait) from the Water Magic trait line for your build (e.g. for focusing both on damage and support), you don't have a choice - you need to invest the maximum number of points here.

http://wiki.guildwars2.com/images/thumb/4/43/Water_Attunement.jpg/40px-Water_Attunement.jpg The Master of Water

A master Elementalists of Water has put a minimum of 15 trait points (20 to gain the second Major Trait slot) into this trait line. Therefore he has access to two minor traits: Soothing Mist and Healing Ripple. He still has a small bonus to his total health rating compared to others, as his ratings in http://wiki.guildwars2.com/images/b/be/Vitality.png (http://wiki.guildwars2.com/wiki/File:Vitality.png) Vitality have raised the attribute by 150 (200) points. Comparison to the base health of the Elementalist is needed to evaluate this boost. The increased healing is slightly better than without the points in http://wiki.guildwars2.com/images/1/1e/Compassion.png (http://wiki.guildwars2.com/wiki/File:Compassion.png) Compassion. Form the list of Major traits, he can select one (two) traits fitting his play style, even one Tier 2 trait, if you invest 20 points.

Why put that amount of points in Water Magic?
The benefit to other elemental lines is the slightly higher health pool, which makes the Elementalist not so easy to spike, but probably only when his health is at its maximum. The increase to heals will help support orientated players who will often swap to Water Magic for group support, but a trait like Vital Striking will help damage dealers as well. Players choosing this path will very likely swap attunements regularly and should chose their trait(s) to augment their personal play style and skill bar specialities, like Cantrips.

http://wiki.guildwars2.com/images/thumb/4/43/Water_Attunement.jpg/40px-Water_Attunement.jpg The Adept of Water

An adept Elementalists of Water has put either 5 trait or 10 trait points into this line (10 to gain one Tier 1 Major Trait slot). Therefore he has access to just one minor trait: Soothing Mist.

Why put so few points in Water Magic?
If you chose to keep your Elementalist on an adept level, you will hardly notice anything special, both from the impact on the attribute and on the trait benefit side. Players allocating points to gain two Grandmaster levels can put points in very few other lines, so they will not exceed the Adept level in those. As the minor trait offers a small health regeneration, putting leftover points into Water to become an Adept is a good way to fall back and gather new strength for another attack. It also provides a small countermeasure against degeneration conditions. A player going the "Arcane Swapper" way, relying heavily on multiple swaps & boons, will stay on an Adept level within most/all his Magic lines.

Gorani
07-04-2012, 15:08
http://guildwars.incgamers.com/wp-content/uploads/2012/12/GW2flat_AirMagic_E.png

http://wiki.guildwars2.com/images/thumb/3/32/Air_Attunement.jpg/40px-Air_Attunement.jpg (http://wiki.guildwars2.com/wiki/File:Air_Attunement.jpg) The Grandmaster of Air

A grandmaster Elementalists of Air has put a minimum of 25 trait points (30 to gain the third Major Trait slot) into this trait line. Therefore he has access to all the minor traits: Zephyr's Speed, Electric Discharge and Weak Spot. He also has a very high chance to inflict critical hits compared to others, as his ratings in http://wiki.guildwars2.com/images/e/ee/Precision.png (http://wiki.guildwars2.com/wiki/File:Precision.png) Precision have raised the attribute by 250 (300) points. The damage modifier for critical hits is also much higher than without a specialization due to the points in http://wiki.guildwars2.com/images/e/e6/Prowess.png (http://wiki.guildwars2.com/wiki/File:Prowess.png) Prowess. From the list of Major Traits, he can select two Tier 2 traits fitting his play style or even one Tier 3 trait. Getting the traits Tempest Defense (http://wiki.guildwars2.com/wiki/Tempest_Defense) and Grounded (http://wiki.guildwars2.com/wiki/Grounded) requires the Elementalist to max out Air Magic with 30 points.

Why put so many points in Air Magic?
The benefit to other elemental lines is the increased chance to do critical damage, which should be utilized by taking and using skills that concentrate on critical damage anyway and high availability for repeated chances to score and less on skills that offer utility effects or fixed benefits like passive Signets. Every chance to "spike" a foe should be used. If you want to use three traits (or a Tier 3 trait) from the Air Magic trait line for your build, you don't have a choice - you need to invest the maximum number of points here.

http://wiki.guildwars2.com/images/thumb/3/32/Air_Attunement.jpg/40px-Air_Attunement.jpg (http://wiki.guildwars2.com/wiki/File:Air_Attunement.jpg) The Master of Air

A master Elementalists of Air has put a minimum of 15 trait points (20 to gain the second Major Trait slot) into this trait line. Therefore he has access to two the minor traits: Zephyr's Speed and Electric Discharge. He still has a fairly high chance to inflict critical damage, as his ratings in http://wiki.guildwars2.com/images/e/ee/Precision.png (http://wiki.guildwars2.com/wiki/File:Precision.png) Precision have raised the attribute by 150 (200) points. The damage dealt with critical hits compared to others is still larger than without adding points to http://wiki.guildwars2.com/images/e/e6/Prowess.png (http://wiki.guildwars2.com/wiki/File:Prowess.png) Prowess. Form the list of Major traits, he can select one (two) traits fitting his play style.

Why put that amount of points in Air Magic?
The benefit to other elemental lines is a decent chance to inflict critical damage, which should be utilized by taking and using skills that concentrate on critical damage anyway and high availability for repeated chances to score. Every chance to "spike" a foe should be used. Adding more utility and fixed benefit effect skills does not have such a big impact than being a Master of Air. Players choosing this path will very likely swap attunements regularly and should chose their trait(s) to augment their personal play style and skill bar specialities, like multiple Glyph skills.

http://wiki.guildwars2.com/images/thumb/3/32/Air_Attunement.jpg/40px-Air_Attunement.jpg (http://wiki.guildwars2.com/wiki/File:Air_Attunement.jpg) The Adept of Air

An adept Elementalists of Air has put either 5 trait or 10 trait points into this line (10 to gain one Tier 1 Major Trait slot). Therefore he has access to just one minor trait: Zephyr's Speed.

Why put so few points in Air Magic?
If you chose to keep your Elementalist on an adept level, you will hardly notice anything special, both from the impact on the attribute and on the trait benefit side. Players allocating points to gain two Grandmaster levels can put points in very few other lines, so they will not exceed the Adept level in those. A player going the "Arcane Swapper" way, relying heavily on multiple swaps & boons, will stay on an Adept level within most/all his Magic lines. As the minor trait offers a speed boost, putting leftover points into Air to become an Adept is great for travelling around in PvE and perhaps on low threat areas in WvW.

Gorani
07-04-2012, 15:08
http://guildwars.incgamers.com/wp-content/uploads/2012/12/GW2flat_EarthMagic_E.png

http://wiki.guildwars2.com/images/thumb/7/78/Earth_Attunement.jpg/40px-Earth_Attunement.jpg (http://wiki.guildwars2.com/wiki/File:Earth_Attunement.jpg) The Grandmaster of Earth

A grandmaster Elementalists of Earth has put a minimum of 25 trait points (30 to gain the third Major Trait slot) into this trait line. Therefore he has access to all the minor traits: Stone Flesh, Earthen Blast and Enduring Damage. He also has a high bonus to his armour rating compared to others (especially other light armour professions), as his ratings in http://wiki.guildwars2.com/images/1/12/Toughness.png (http://wiki.guildwars2.com/wiki/File:Toughness.png) Toughness have raised the attribute by 250 (300) points. The damage done by inflicted conditions is also much higher than without a specialization due to the points in http://wiki.guildwars2.com/images/d/d4/Malice.png (http://wiki.guildwars2.com/wiki/File:Malice.png) Malice. From the list of Major Traits, he can select two Tier 2 traits fitting his play style or even one Tier 3 trait. Getting the traits Rock's Fortitude (http://wiki.guildwars2.com/wiki/Rock%27s_Fortitude) and Written in Stone (http://wiki.guildwars2.com/wiki/Written_in_Stone) requires the Elementalist to max out Earth Magic with 30 points.

Why put so many points in Earth Magic?
The benefit to other elemental lines is the increased chance to withstand continuous small packages of damage due to the increased rating in armour, which makes the Elementalist very sturdy. This can be amplified even more by taking and using skills that give an armour bonus. The stronger DPS for inflicting conditions will allow a Grandmaster of Earth to keep up pressure on foes that can not remove conditions fast enough, wearing them out over a short period of time. Written in Stone is also a very popular trait, which before it was a Tier 3 trait at BWE2, was picked by many players as their first Major Trait.

http://wiki.guildwars2.com/images/thumb/7/78/Earth_Attunement.jpg/40px-Earth_Attunement.jpg (http://wiki.guildwars2.com/wiki/File:Earth_Attunement.jpg) The Master of Earth

A master Elementalists of Earth has put a minimum of 15 trait points (20 to gain the Major Trait slot) into this trait line. Therefore he has access to two minor traits: Stone Flesh and Earthen Blast. He still has a decent bonus to his armour rating compared to others (especially other light armour professions), as his ratings in http://wiki.guildwars2.com/images/1/12/Toughness.png (http://wiki.guildwars2.com/wiki/File:Toughness.png) Toughness have raised the attribute by 150 (200) points. The damage done by inflicted conditions is also slightly higher than without a specialization due to the points in http://wiki.guildwars2.com/images/d/d4/Malice.png (http://wiki.guildwars2.com/wiki/File:Malice.png) Malice. Form the list of Major traits, he can select one (two) trait(s) fitting his play style, even one Tier 2 trait, if you invest 20 points.

Why put that amount of points in Earth Magic?
The benefit to other elemental lines is the increased chance to withstand small packages of damage due to the slightly increased rating in armour, which makes the Elementalist a little less squishy. Survivability can be amplified by taking and using skills that give an armour bonus. The bonus to DPS for inflicting conditions will allow a Master of Earth to keep up pressure on foes that can not remove conditions fast enough, wearing them out if the pressure can be kept up. Players choosing this path will very likely swap attunements regularly and should chose their trait(s) to augment their personal play style and skill bar specialities, like multiple Signets.

http://wiki.guildwars2.com/images/thumb/7/78/Earth_Attunement.jpg/40px-Earth_Attunement.jpg (http://wiki.guildwars2.com/wiki/File:Earth_Attunement.jpg) The Adept of Earth

An adept Elementalists of Earth has put either 5 trait or 10 trait points into this line (10 to gain one Tier 1 Major Trait slot). Therefore he has access to just one minor trait: Stone Flesh.

Why put so few points in Earth Magic?
If you chose to keep your Elementalist on an adept level, you will hardly notice anything special, both from the impact on the attribute and on the trait benefit side. Players allocating points to gain two Grandmaster levels can put points in very few other lines, so they will not exceed the Adept level in those. As the minor trait offers a small increase in armour, putting leftover points into Earth to become an Adept is small counterweight to the poor base amour class of scholars. A player going the "Arcane Swapper" way, relying heavily on multiple swaps & boons, will stay on an Adept level within most/all his Magic lines.

Gorani
07-04-2012, 15:09
http://guildwars.incgamers.com/wp-content/uploads/2012/12/GW2flat_Arcana_E.png

http://wiki.guildwars2.com/images/thumb/5/52/Arcane_Wave.jpg/40px-Arcane_Wave.jpg (http://wiki.guildwars2.com/wiki/File:Arcane_Wave.jpg) The Grandmaster of Arcana

A grandmaster Elementalists of Arcane Power has put a minimum of 25 trait points (30 to gain the Major Trait slot) into this trait line. Therefore he has access to all the minor traits: Lingering Elements, Arcane Fury and Arcane Precision. The boons he is creating last for an increased period of time, 25% (30%) longer than without adding points in http://wiki.guildwars2.com/images/0/0b/Concentration.png (http://wiki.guildwars2.com/wiki/File:Concentration.png) Concentration. The reduced recharge timer when swapping attunements is also much better than without a specialization due to the points in http://wiki.guildwars2.com/images/a/aa/Elementalist_tango_icon_20px.png (http://wiki.guildwars2.com/wiki/File:Elementalist_tango_icon_20px.png) Intelligence. From the list of Major Traits, he can select two Tier 2 traits fitting his play style or even one Tier 3 trait. Getting access to the traits Evasive Arcana (http://wiki.guildwars2.com/wiki/Evasive_Arcana) and Elemental Surge (http://wiki.guildwars2.com/wiki/Elemental_Surge) requires the Elementalist to max out Arcana with 30 points.

The benefit of this trait line is its connection to amplify aspects not covered by an elemental line (e.g. a certain weapon) and its focus on swapping your attunements fast and often. The longer lasting boons will only be of interest to Elementalists that swap a lot, as skills of the profession hardly create any boons on their own.

http://wiki.guildwars2.com/images/thumb/5/52/Arcane_Wave.jpg/40px-Arcane_Wave.jpg (http://wiki.guildwars2.com/wiki/File:Arcane_Wave.jpg) The Master of Arcana

A master Elementalists of Arcane has put a minimum of 15 trait points (20 to gain the Major Trait slot) into this trait line. Therefore he has access to two minor traits: Lingering Elements and Arcane Fury. The boons he is creating last slightly longer, 15% (20%) than without adding points in http://wiki.guildwars2.com/images/0/0b/Concentration.png (http://wiki.guildwars2.com/wiki/File:Concentration.png) Concentration The reduced recharge timer when swapping attunements is also slightly better than without putting points in http://wiki.guildwars2.com/images/a/aa/Elementalist_tango_icon_20px.png (http://wiki.guildwars2.com/wiki/File:Elementalist_tango_icon_20px.png) Intelligence. Form the list of Major traits, he can select one (two) traits fitting his play style, even one Tier 2 trait, if you invest 20 points.

The benefit of this trait line is its connection to amplify aspects not covered by an elemental line (e.g. a certain weapon) and its focus on swapping your attunements fast and often. The longer lasting boons will only be of interest to Elementalists that swap a lot, as skills of the profession hardly create any boons on their own.

http://wiki.guildwars2.com/images/thumb/5/52/Arcane_Wave.jpg/40px-Arcane_Wave.jpg (http://wiki.guildwars2.com/wiki/File:Arcane_Wave.jpg) The Adept of Arcana

An adept Elementalists of Water has put either 5 trait or 10 trait points into this line (10 to gain one Tier 1 Major Trait slot). Therefore he has access to just one minor trait: Lingering Elements.
If you chose to keep your Elementalist on an adept level, you will hardly notice anything special, both from the impact on the attribute and on the trait benefit side. With the low number of boons the Elementalist can create, the impact of not putting a lot of points here is lower than alloctating very few points into the elemental lines of Fire, Air, Water & Earth. Players who will create builds that stick to one or two elemental lines will gain no big benefits from fast swapping. This allows them to neglect this trait line, too.

Gorani
07-04-2012, 15:50
How to divide trait points?

What does it mean to the player, if he gets certain combinations of traits? I will try to make a three groups, knowing that of course the possibilities are much bigger and diverse and those listed might not be the most efficient. The categories are there to illustrate extreme paths that can be taken.
Keep in mind that the trait point allocation is made for a level 80 character (e.g. in PvP) and PvE characters only gain one trait point for every level beyond Lvl 10. Their path to many traits and a high number of allocated trait points is long and slow.

1. The grandmaster of two elements - 30/30/5/5/0

This is the most extreme form of specialization you can create, as you hardly care for fast swapping by not putting any points into the Arcana line. Two Elements will be completely maxed out (all three Minor and three Major Traits available, even from Tier 3 traits). Elementalists lose most of the benefits of swapping attunements due to the longer recharge and few boon benefits. They have a defined role, which the do very well. Possible variants are:

Fire + Air => This combo will deal the most damage due to its high base damage + critical damage spikes. It will be the most vulnerable to counter attacks, lacking extra defensive skills from the Earth & Water line and a smaller pool of health points and armour.
Fire + Earth => This combo will create a combination of high base damage and pressure damage due to long lasting and strong conditions. The ability to spike with criticals will be limited.
Earth + Water => This combo might be the most defensive one, offering high armour, healing and battlefield control. An Elementalist with this setup will be hard to kill as he can withstand damage & keep his allies alive. Without a baseline punch, he might have difficulties of taking out foes quickly, before reinforcements arrive.

2. Grandmaster of one, master of many elements - 30/10/10/10/10

This was the most successful trait set-up during the first BWE event, with the focus on maxing out one trait line, but still getting a trait of choice from each other line. After the second BWE, this diversity was limited to access to only Tier 1 traits, which locks out favourites like: Written in Stone, Stop Dodge & Roll and Evasive Arcana.

2. The master of many elements - 20/15/15/10/10 (three different trait levels)

This is is the "Jack of all Traits" and will be a very diverse character to play. It will be hard to describe what the Elementalist can do or can't do without looking at the Major Traits he can chose. Since he will have a lot of Minor Traits (my example has 8, compared to 5 Major Traits), he will have a lot of general abilities that span all magic lines, so swapping attunements will be beneficial to his game play.

3. The arcane master of swapping - 10/10/10/10/30

This option might be the other end of specialization. Keeping a close eye on beta players, especially in PvP is needed to find all the benefits and weak spots of this set up. This type of player will swap as much as possible, creating multiple boons and charging up himself and his allies that way. His utility bar will be filled with skills from the Arcane section as they are candidates for buffs from Major Traits of the Arcane Power line. In his elemental magic lines, he is limited to Tier 1 traits, so that adds some additional boundaries.

Gorani
14-06-2012, 18:53
The traits thread is now updated with everything about trait tiers. I have also added an overview table at the end of the individual trait tables with all trait lines.

Gorani
13-10-2012, 17:42
I've decided to raise this thread into the spotlight again, now that we had about seven weeks of intense GW2 gameplay, so you might be able to talk about traits here.
Currently, I don't want to create a separate "Traits of Interest" thread series, so put all discussion about traits in this thread.

Gorani

Gorani
17-12-2012, 21:04
Changes to the traits that came wit the Wintersday 2012 update (14th of December) have been incorporated within the thread.

Gorani