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    GW2 Elementalist - Conditions



    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. On the front page of the GWOnline.net site, CM has written an extensive analysis of the conditions for all professions. If you want to see how the Elementalist relates to other classes, take a look.




    A short note in the beginning. The last two "conditions" (Daze & Stun) are not really conditions in the sense the first eleven are. They can not be removed with "condition removal skills", but have to fade out without triggering or countered by special skills. In terms of discussing the effects, this has to be kept in mind, but does not deserve a separate category at the moment.
    Effects that happen with associated traits of the Elementalist will receive a more in depth view in the [Basics] thread about the "Traits", but is a work in progress now. Not all possible traits will be listed here, especially when they are linked to prerequisites or have other effects, too.
    - Poison & Fear-

    (beta Poison icon)
    (beta Fear icon)

    The Elementalist has no skill for applying these conditions. This is a continuity from GW1, where the Ele lacks skills that cause poison, too. In GW2 the Necro remains the master of poison as he was in GW1
    The fear condition is new to GW2, but you could argue that the "AOE scare effect" is somehow similar, although undesired.
    The following traits can help to create the Poison or Fear condition: Arcane Precision will create a random condition upon a critical hit. This way even a Elementalist can cause Poison or Fear, but there is no way to force the condition as it is just a statistical chance that those two will be chosen. Arcane Precision is not mentioned with the other conditions listed below, again, because of its random nature.

    - Bleeding -

    is a stackable condition. Every stack causes damage per second. Inflicts X damage per second. (Stacks intensity) - (beta Bleed icon)

    - - - - - - -

    Churning Earth, Eruption, Impale, Ring of Earth, Shockwave and Stone Shards (+ Rock Blade & Rock Spray as under water skills) will cause bleeding. The amount of stacks of bleed can differ a lot though. All of them are part of the Earth Magic line of skills. Bleeding is new to the Elementalist in GW2. Earth Magic is now a source of degeneration for this profession. The limitations are the focus to just one element, so in order to degenerate, you have to attune to Earth. The distribution of this condition among professions follows the path of GW1 (with only the Guardian excluded from the condition).
    The following traits can help to effect the Bleeding condition: Serrated Stones (increases duration) and Salt Stone (increases damage). Of course, both traits are from the Earth Magic trait line. Evasive Arcana (at the end of dodge while attuned to earth) will cause a Churning Earth attack.

    - Burning -

    is a stackable condition that deals damage over time. Inflicts X damage per second. (Stacks duration) - (beta Burning icon)
    - - - - - - - - - - -

    Burning Retreat, Burning Speed, Cleansing Fire, Fire Shield, Flame Burst, Flamestrike, Flamewall, Glyph of Elemetal Power (while attuned to Fire), Ring of Fire, Signet of Fire, Heatwave and Steam Vent will cause burning. This condition is almost exclusively dealt by Fire Magic skills (Cleansing Fire and Glyph of Elemental Power being the exception, as utility skills) and no other profession can cause burning compared to the Elementalist. Since the GW2 Guardian combines some abilities of Monks & Paragons from GW1, this class gets a close 2nd place. Right now, burning is very strong compared to bleeding (which you need to stack to get on par with burning) and a great source of DPS for the Elementalist.
    The following traits can help to augment the Burning condition: Burning Precision, Elemental Surge, Flame Barrier, One with Fire, Burning Fire, and Burning Rage. See the [Basics] Trait thread for what those traits do. Evasive Arcana (upon dodging while attuned to fire) will cause a Flamestrike attack.

    - Crippled -

    is a condition which decreases movement speed by 50% (Stacks duration). Crippled targets will visibly limp. - (beta Crippled icon)
    - - - - - -

    Churning Earth, Crippling Shield (#2 in Conjure Earth), Debris Tornado (#3 in Tornado), Fiery Whirl (#3 in Fiery Greatsword), Glyph of Elemental Power (while attuned to Earth), Lava Chains and Unsteady Ground cause this condition. Fire & Earth Magic are home to those skills. Other GW2 professions have a lot more options to cause cripple, like in GW1. The GW1 Elementalist did not have a single cripple skill, but the hexes of Water Magic had an similar effect to movement speed (although most of them slowed 66% and not 50%, like cripple). The two Conjures and the Form effect from the "Tornado" add a lot to the list, that would be rather short without them.
    The following trait can help to augment the Crippled condition: Earthen Blast adds Cripple while attuning to Earth. Evasive Arcana (at the end of dodge while attuned to earth) will cause a Churning Earth attack.

    - Chilled -

    It causes those affected by it to acquire a blue tint, have a 66% speed reduction. While chilled, skills already recharging will recharge 66% slower. (Stacks in duration) - (beta Chilled icon)
    - - - - - - - - - -

    Freezing Gust, Frost Aura, Frozen Burst, Frozen Ground,
    Glyph of Elemental Power (while attuned to Water),& Signet of Water (active use) are all part of the Water Magic line. Conjure Frostbow's Frost Fan & Water Arrow skills, an exploding Ice Wall and the ice storm of Glyph of Storms complement the skills and abilities that can cause Chilled. The Elementalist is only rivalled by the Necromancer in dealing this condition (but two of their options are aquatic & down variants of skills). Chilled combines the effect of cripple with an even slower movement (66% => 50% slowdown) and induced a slowing of recharges, which is an effect only very few GW1 skills could do (Mesmer ones most of the time). With Conjure Frost, the Ele can create a weapon that causes the chilled condition, thereby helping other professions to acquire the ability to gain access to "chilled" that would not wave that condition on their own, like Warriors and Guardians.
    The following traits can help to augment the Chilled condition: Elemental Surge (Arcane spells while attuned to Water) and Icy Mist (while in Mist or Vapor Form)

    - Immobilized -

    is a condition which stops movement (by 100%) and prevents dodging. The condition stacks in duration. - (beta Immobilized icon)
    - - - - -

    Grasping Earth (downed), Magnetic Current, Magnetic Grasp, Magnetic Shield (#4 in Conjure Earth), Shockwave & Signet of Earth (active) will immobilize a foe. All professions have very few skills that cause that. The list looks larger, but one is a downed skill, the other for aquatic combat and a third from a Conjure. All of them are from the Earth Magic line. (Currently Magnetic Grasp & Magnetic Shield share an icon).
    The following traits can help to augment the Immobilized condition: Elemental Surge (Arcane spells while attuned to Earth)

    - Weakness -

    is a condition that 50% of attacks are glancing (which is hitting "off-target" extras) and endurance regeneration is reduced by 50%. Stacks in duration. - (beta Weakness icon)
    - -

    The Elementalist has three skill for applying this condition: Stoning from the Earth Magic line, Lightning Touch from Air Magic and Glyph of Elemental Power (while attuned to Earth) . This is a setback from GW1, where the Elementalist had three skills and the potential to cause AoE weakness within the Ward of Weakness. Most of the professions got their ability to induce weakness reduced, so the move to cut the ability seems OK (Weakness also got stronger on AoE damage dealers, while making individual strikes, both by spells or physical attack less vulnerable - but you have to see Blind for that).
    The Elementalist has NO trait to augment the Weakness condition.

    - Vulnerability -

    is a condition which increases damage taker by 1%/stack. It stacks in intensity, allowing damage spikes after applying it multiple times. - (beta Vulnerability icon)
    - - - -

    The Elementalist has a few Water Magic skills for applying this condition: Frost Volley (#2 in Conjure Frost) Ice Spike (3), Shatterstone (2) and Vapor Blade (1). The downed skills Discharge Lightning also gained this ability. Vulnerability is the GW2 version of "cracked armor". Unlike the GW1 condition, Vulnerability can stack, but only Vapor Blade has the potential to do so continuously, because of the recharge times of the other skills. Other skills apply multiple stacks though.
    The following traits can help to augment the Vulnerability condition: Icy Mist (while in Mist or Vapor Form), Shard of Ice (applies to Arcane & Signet Skills) and Weak Spot, which has a 60% chance to apply at critical hits.

    - Blind -

    is a non-stacking condition that causes the target's next attack to miss. Attacks apply to all form of skills. - (beta Blind icon)
    - - - - - - - - -

    Blinding Flash, Dust Devil, Dust Tornado (#2 in Tornado), Lightning Surge, Murky Water, Signet of Air, Steam, Steam Vent & Thunderclap (#3 in Lightning Hammer Chain) can cause this condition. Glyph of Storms in Earth attunement applies the blind effect with every damage pulse, blinding a great area for several seconds. The skills cover more attunements than other conditions, only Water lacking a Blind. Blind is different in Guild Wars 2 than it was in GW1. While it could shut down a physical attacker in GW1 for a while (90% chance to miss), it now acts on all attacks (including spells) and therefore is closer to some Mesmer skills of GW1. This condition made the Air Magic line the "shut down" line of the GW2 Elementalist in early development, but now it is not as prominent as before.
    The following trait can help to augment the Blind condition: Elemental Surge (Arcane spells while attuned to Air)

    - Confusion -

    Inflicts X damage each time (depending on the skill and ability level) a foe uses skill. It stacks in intensity. - (beta Confusion icon)

    Only Ice Storm from the Water Magic Conjure Frost environmental weapon has the ability to inflict Confusion. The conditions is very limited outside the Mesmer class for all other professions as well (Engineer has a Pistol skill for Confusion).
    The Elementalist has NO trait to augment the Confusion condition.

    - Daze -

    is an effect caused by some skills, which interrupts and prevents the target from using skills for a period of time. - (beta Daze icon)
    -

    Comet is the only true weapon skill right now that can cause daze. The other wone is Magnetic Surge from the Conjure Earth Shield replacement bar. As with "blind", the daze condition got a redesign too, as it is not the caster version of GW1 blind any more, but affects all skills now. It is slightly stronger, as it works over a period of time. The Stun effect listed below is an even more effective way to shut down enemies
    The Elementalist has NO trait to augment the Daze effect.

    - Stun -

    is an effect caused by some skills, which interrupts, immobilizes, and incapacitates foes for a short duration. - (beta Stun icon)
    - -

    Lightning Cage, Shocking Aura and Static Field can cause this condition. All skills come from the Air Magic line. Stun kind of combines the immobilize & daze condition, which again contributes to the "shut down line" of Air Magic.
    The Elementalist has two traits to augment the Stun effect: Grounded (+20% damage to stunned foes) and Geomancer's Freedom (Conjures count as stun breakers)
    There also is the ability to Break Stun, which all Cantrips (Armor of Earth , Cleansing Fire, Lightning Flash, Mist Form) and Conjures (see Geomancer's Freedom) can do.



    Oudated pre-beta conditions & effects for reference & changes


    Spoiler
    Last edited by Gorani; 05-12-2012 at 20:02. Reason: added Thunderclap to Blind list
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  3. #3
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    Quote Originally Posted by Redean View Post
    They look pretty sweet, I like where the different elements are going in terms of the debuffs they apply.
    I am done with the two missing icons (the others are currently linked to mesmer.me - which everybody should check out - and I hope I can get them over here too, to ease linking for us on incgamers/GWO)

    I will add some comments to the conditions, but everybody else is very welcome to start commenting him-/herself during this work in progress.
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  4. #4
    Blind is on the list twice. I think you mean that one of them is "stun" right?

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    Quote Originally Posted by Guildoholic View Post
    Blind is on the list twice. I think you mean that one of them is "stun" right?
    I was still working on that, it is corrected now.
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    Great work! Thanks for making the effort. This is extremely informative.

    How about a summary by attunement, listing the available conditions for each? E.g.: Earth: Bleeding, Blind, Crippled. Perhaps list them in descending order of importance, and/or indicate the number of skills in that attunement which can cause that condition.

    I think a summary like that could be very useful, if you have the time.

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    Quote Originally Posted by BrettM View Post
    Great work! Thanks for making the effort. This is extremely informative.

    How about a summary by attunement, listing the available conditions for each? E.g.: Earth: Bleeding, Blind, Crippled. Perhaps list them in descending order of importance, and/or indicate the number of skills in that attunement which can cause that condition.

    I think a summary like that could be very useful, if you have the time.
    I could add that to the Elementalist stuff I have on the official GW2wiki, because tables are not possible within the forum code here. (probably in the Elementalist Secrets" part)

    I am not sure how an "order of importance" could be done. To deal damage, burning is more important than bleeding, OK - but for battlefield control - is cripple better than blind at this moment?

    Taking a look at boons should be the next thing to check out for me (although it looks the Ele is limited in that field, e.g. compared to the Guardian). I am not sure if the movement altering additions (like launch, KD etc) are worth a closer look.

    PS: Added the movement map to post #1
    Last edited by Gorani; 23-10-2011 at 13:40.
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    Quote Originally Posted by Gorani View Post
    I am not sure how an "order of importance" could be done. To deal damage, burning is more important than bleeding, OK - but for battlefield control - is cripple better than blind at this moment?
    I should have been clearer. By "importance" I was really thinking of the emphasis that is placed on the condition in a particular attunement. If earth, for example, has six ways to bleed a foe, two ways to cripple them, and only one way to blind them, then bleeding is something you will be using frequently, blinding not so much, and burning is irrelevant since you have no way to apply it. Blinding may be important to saving your tail in a pinch, but it isn't something that an earth-attuned ele will focus on. If you want to support the group by blinding foes, you will not pick earth for the purpose.

    Clear as mud?

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    What Gorani said. I think pro elementalists will be swapping elements regularly in-combat.
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    Well, yes. But, knowing which elements give you the best access to which conditions is going to be factor into the decision as to which attunement to select at any given time. You can, for example, switch to earth to blind a foe, but earth may be a bad choice if blinding is part of your strategy of the moment. For earth, blind seems to be a quick self defense. For air, blind is a strategic condition. So a rundown by attunement provides a condensed guide to the possibilities.

    Of course, Gorani is right that one has to consider the weapon as well.

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