This is the place you need to come to, for every information you need to know about "Boons" of the Elementalist in Guild Wars 2. Boons are "non-stripable" effects that last for a short while, that can either stack in duration or intensity. The Elementalist has traits that apply random or situational boons, which are not listed below. Please see the [Basics] Traits thread for more information about those.
Since February beta event, this boon helps you to regain endurance faster. The skills offering this boon have been almost evenly distributed among the professions. The Elementalist's skills are Phoenix, which grant you the boon on its return and Heat Wave, which grants it to allies on its path.
- Vigor -
Vigor is a boon that increases endurance regeneration by 100%. Endurance is used for active dodging. It stacks in duration.
The following traits can help to create the Vigor boon: Renewing Stamina, Soothing Disruption
Recharging the endurance bar works without the Vigor boon, too. Those traits grant a bonus after a condition is met: Vigorous Scepter; Arcane Energy; Zephyr’s Focus;
Currently it is unknown, how this information relates to the consumable regeneration boons you could buy at different potency levels at the last demo. This needs to be clarified in the future.
- Regeneration -
Regeneration is a boon which heals for a small amount of health over a certain length of time. When it stacks, the duration of the healing is extended, but not the amount of healing.
The Elementalist has three skills that create this boon: Healing Rain, Glyph of Elemental Harmony (while attuned to Water) and the aquatic Under Current.
The following traits can help to create the Regeneration boon: The Water Magic Trait Soothing Wave grants this boon when using the skills Mist Form and Signet of Water. Elemental Attunement and Arcane Resurrection (while attuned to Water) will make you and your allies gain the boon as well. Regeneration is also granted when using Cantrips with Soothing Disruption. Do you happen to have Inscription equipped, using a Glyph while attuned to Water will create this boon.
This is the counter-mechanic to the cripple & chilled conditions and it lets you reduce its effects (17% or 33% movement reduction instead of 50% or 66%). Removing the condition will always be better than compensating with the boon. The Elementalist has three skills that can create this boon: Updraft, Windborne Speed, Glyph of Elemental Harmony (while attuned to Air) and the Signet of Air (10%). The last skill has a passive effect on speed, which was not shown with the corresponding boon icon in the beta tests, but with the signet icon instead. The Air Elemental from Glyph of Lesser Elementals also grants a swiftness boon, but does that only during combat and not while travelling.
- Swiftness -
Swiftness is a boon that increases movement speed by 33%, excluding the passive effect from signet skills, which increase movement speed by 10%.
- - -
The following traits can help to create the Swiftness boon: The Air Magic trait Zephyr's Boon grants this boon when applying auras. Do you happen to have Inscription equipped, using a Glyph while attuned to Air will create this boon. Elemental Attunement and Arcane Resurrection (while attuned to Air) can make you and your allies gain the boon as well.
Glyph of Elemental Harmony (while attuned to Fire).
The following traits can help to create the Might boon: The trait Ember's Might grants this boon to allies when attuning to fire, Spell Slinger when you use Cantrips. Elemental Attunement and Arcane Resurrection (while attuned to Fire) can make you and your allies gain the boon as well. Inscription (upon using a glyph while attuned to fire) and Pyromancer's Puissance (upon casting fire spells) complement this list
This is the counter-mechanic to the vulnerability condition. If it works like the swiftness boon, removing the vulnerability condition will be the better option to try to counter it with the protection boon. The Elementalists has two skills that can grant this boon: Glyph of Elemental Harmony (while attuned to Earth) and Armor of Earth. Signet of Earth (passive effect) now improves toughness instead.
- Protection -
Protection is a boon which reduces damage taken by 33%.
The following traits can help to create the Protection boon: The trait Earth's Embrace will give your Armor of Earth when your health drops to 50%. The Adept Minor trait Stone Flesh has an armour increasing effect too, but it is not a boon effect. Elemental Attunement can make you and your allies gain the boon as well. Inscription (when using a glyph while attuned to earth) and Elemental Shielding (when applying an aura) complement this list of traits.
The following traits can help to create the Protection boon:The Air Magic Trait Zephyr's Boon grants this boon when applying auras. Arcane Fury gives you Fury whenever you swap attunements.
Stability has been elevated to boon status just a few weeks before the release of GW2. There are only a few skills across professions that grant this boon. The Elementalist has Armor of Earth and the Elite Tornado.
- Stability -
Stability is a boon that lets you ignore control effects (stun, knockback, launch, knockdown, sink, float, fear, daze).
The following traits can help to create the Stability boon:Earth's Embrace will give you this boon, when you reach 50% health (it is like an auto-cast Armor of Earth including the 90sec cool down) and Rock Solid will grant Stability to nearby allies when attuning to Earth.
Switching attunement a lot will grant you more boons than just sticking with one element, as many are toggled on with the switch action. The use of the signets also rewards you with boons, because you miss out on some skill diversity by sacrificing utility skills slots. On paper, the more defensive elements of Water & Earth have more boons and together with the passive signets should make you very durable compared to the aggressive Fire & Air abilities.
Outdated pre-beta table of boons & skills for archive reasons