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    GW2 Elementalist - Traits



    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


    Last edited by Gorani; 05-12-2012 at 19:59.

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    The Fire Magic trait line

    The Fire Magic trait line

    Passive effects: +10 Power, +1 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 () have limited or no benefit under water.


    Trait
    Line
    Type
    Icon
    Trait name
    Description
    Fire
    T1
    Minor
    Adept
    Flame Barrier 20% to cause burning when ever a foe attacks you in melee. Only triggers when attuned to fire.
    Benefit: Fire Magic
    Fire
    T2
    Minor
    Master
    Sunspot Inflict damage at your location when you attune to fire.
    Benefit: Swapping often
    Fire
    T3
    Minor
    Grand-
    master
    Burning Rage Deal 5% more damage to burning foes.
    Benefit: Fire Magic

    Trait
    Line
    Type
    Icon
    Trait name
    Description
    Fire
    T1
    Major
    II
    Burning Fire Cleansing Fire, Signet of Fire, and Conjure Flame, and Conjure Fiery Greatsword gain 3s of burning.
    Benefit: Fire Magic based Slot Skills
    Fire
    T1
    Major
    V
    Burning Precision 30% chance to cause burning each time you crit
    Benefit: Augments high Air Magic
    Fire
    T2
    Major
    VIII
    Conjurer Conjured weapons have 10 more charges.
    Benefit: Conjured Weapons
    Fire
    T1
    Major
    III
    Ember's Might Gain might for 30 seconds when ever you are set on fire.
    Benefit: Arcane Power might increase boon duration
    Fire
    T2
    Major
    IX
    Fire's Embrace When you active a signet you gain a fiery aura for 3 seconds.
    Benefit: Signet skills
    Fire
    T1
    Major
    VI
    Internal Fire Deal 10% more damage while attuned to Fire.
    Benefit: NOT swapping out of Fire Attunement
    Fire
    T1
    Major
    I
    Lava Tomb Create a Lava Font when downed. (can trigger every 30 seconds)
    Benefit: Always active
    Fire
    T2
    Major
    X
    One with Fire Flame Barrier's chance to Burn foes goes up the longer you are attuned to fire.
    Benefit: NOT swapping out of Fire Attunement
    Fire
    T3
    Major
    XI
    Persisting Flames Fire fields last 30% longer.
    Benefit: Fire Magic
    Fire
    T2
    Major
    VIII
    Pyromancer's Alacrity All your fire weapon skills recharge 20% faster.
    Benefit: Fire Magic weapon skills
    Fire
    T3
    Major
    XII
    Pyromancer's Puissance Each fire spell you cast adds might for 10 sec.
    Benefit: Arcane Power will increase boon duration
    Fire
    T1
    Major
    IV
    Spell Slinger Cantrips grant you 3 stacks of Might when used.
    Benefit: Cantrips
    Last edited by Gorani; 17-12-2012 at 19:52. Reason: Burning Precision now 30%
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    The Water Magic trait line

    Water Magic trait line

    Passive effects: +10 Vitality, +10 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 () have limited or no benefit under water.

    Trait
    Line
    Type
    Icon
    Trait name
    Description
    Water
    T1
    Minor
    Adept
    Soothing Mist Regenerate health while attuned to water.
    Benefit: Water Magic
    Water
    T2
    Minor
    Master
    Healing Ripple Heal nearby allies when attuning to water.
    Benefit: Swapping often
    Water
    T3
    Minor
    Grand-
    master
    Bountiful Power Deal +2% damage per boon on you.
    Benefit: Always active, Arcane Power

    Trait
    Line
    Type
    Icon
    Trait name
    Description
    Water
    T1
    Major
    I
    Aquamancer's Alacrity All your water weapon skills recharge 20% faster.
    Benefit: Water Magic
    Water
    T2
    Major
    IX
    Cantrip Master Cantrips recharge 20% faster.
    Benefit: Cantrip Slot skills
    Water
    T3
    Major
    XI
    Cleansing Water Removing a condition when granting Regeneration to yourself or an ally.
    Benefit:
    Always active, Water Magic skills
    Water
    T1
    Major
    V
    Cleansing Wave (trait) Remove a condition from you and your allies when attuning to water.
    Benefit: Swapping often
    Water
    T2
    Major
    VIII
    Arcane Abatement Take 50% less damage from falling. Create a spell when you take falling damage, based on your attunement.
    Fire: Ring of Fire
    Water: Healing Wave
    Air: Static Field
    Earth: Earthquake
    Benefit: Always active
    Water
    T1
    Major
    IV
    Piercing Shards While in water attunement, your spells deal 20% more damage to vulnerable foes. Benefit: Water Magic
    Water
    T3
    Major
    XII
    Powerful Aura Auras apply to nearby allies.
    Benefit: Always active
    Water
    T1
    Major
    II
    Shard of Ice Arcane and Signet skills cause vulnerability when activated.
    Benefit: Some Slot Skills
    Water
    T1
    Major
    III
    Soothing Distruption Cantrips grant you vigor and regeneration. (Duration 6 sec)
    Benefit: Slot skills, Arcane Power will increase boon duration
    Water
    T2
    Major
    X
    Soothing Wave Mist Form and Signet of Water grant +6 seconds of regeneration. Damage and inflict chill and vulnerability to nearby foes while in mist or vapor form.
    Benefit: Slot skills
    Water
    T2
    Major
    VII
    Stop Drop and Roll Dodge rolling removes the Burning and Chill conditions.
    Benefit: Always active
    Earth
    T1
    Major
    VI
    Vital Striking Deal extra damage when health is above 90%.
    Benefit: Always active
    Last edited by Gorani; 05-03-2013 at 15:16. Reason: lower Soothing Disruption boons
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
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    The Air Magic trait line

    Air Magic trait line

    Passive effects: +10 Precision, +1 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 () have limited or no benefit under water.

    Trait
    Line
    Type
    Icon
    Trait name
    Description
    Air
    T1
    Minor
    Adept
    Zephyr's Speed Move 10% faster while attuned to air.
    Benefit: Air Magic
    Air
    T2
    Minor
    Master
    Electric Discharge Strike your foe with bolt of lightning when attuning to air.
    Benefit: Swapping often
    Air
    T3
    Minor
    Grand-
    master
    Weak Spot 60% chance to cause Vulnerability on critical hits
    Benefit: Air Magic

    Trait
    Line
    Type
    Icon
    Trait name
    Description
    Air
    T2
    Major
    IX
    Aeromancer's Alacrity All your air weapon skills recharge 20% faster.
    Benefit: Air Magic
    Air
    T2
    Major
    X
    Air Training Deal +10% damage when attuned to air.
    Cross-trait-benefit: Air Magic, NOT swapping out
    Air
    T2
    Major
    VII
    Arcane Lightning Gain 3% more critical hit for 10 seconds when using an Arcane skill.
    Benefit: Arcane Slot Skills
    Air
    T1
    Major
    VI
    Bolt to the Heart Deal +20% damage to a foe with less than 33% health.
    Benefit: Always active
    Air
    T3
    Major
    XII
    Grounded +20% damage to stunned or knocked down foes.
    Benefit: Air & Earth Magic which can cause the effect
    Air
    T2
    Major
    VIII
    Inscription Grant a boon associated with your current attunement when you cast a glyph. Benefit: Glyph Slot Skills, Arcane Power will increase boon duration
    Air
    T1
    Major
    IV
    One with Air You move faster the longer you’re in attuned to air.
    Benefit: Air Magic, NOT Swapping often
    Air
    T1
    Major
    III
    Quick Glyphs Glyphs recharge 20% faster
    Benefit: Glyph Slot Skills
    Air
    T1
    Major
    V
    Soothing Winds 5% of your precision is converted to healing.
    Benefit: Water Magic skills & high Air Magic trait points
    Air
    T3
    Major
    XI
    Tempest Defense Surround yourself with a Shocking Aura when disabled (fear, stun, daze, knockback, knockdown, launch, float, sink.) This effect can only trigger once every 90 seconds.
    Benefit: Always active
    Air
    T1
    Major
    I
    Zephyr's Boon Auras grant swiftness and fury when applied.
    Benefit: Always active, Arcane Power will increase boon duration
    Air
    T1
    Major
    II
    Zephyr’s Focus Your endurance regenerates 100% faster while channeling skills.
    Benefit: Always active
    Last edited by Gorani; 17-12-2012 at 19:57. Reason: Bolt to the Heart changes
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
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    The Earth Magic trait line

    Earth Magic trait line

    Passive effects: +10 Toughness, +10 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 () have limited or no benefit under water.

    Trait
    Line
    Type
    Icon
    Trait name
    Description
    Earth
    T1
    Minor
    Adept
    Stone Flesh Gain 1 Toughness per level when attuned to Earth.
    Benefit: Earth Magic
    Earth
    T2
    Minor
    Master
    Earthen Blast Damage and cripple nearby foes when attuning to earth.
    Benefit: Swapping often
    Earth
    T3
    Minor
    Grand-
    master
    Enduring Damage Deal +10% damage when your endurance is full.
    Benefit: Always active

    Trait
    Line
    Type
    Icon
    Trait name
    Description
    Earth
    T1
    Major
    III
    Earth's Embrace Gain Armor of Earth when health reaches 50% (90sec cool down).
    Benefit: Always active
    Earth
    T2
    Major
    VIII
    Elemental Shielding Gain 3 sec of protection when applying an aura to an ally or yourself.
    Benefit: Always active, Arcane Power will increase boon duration
    Earth
    T2
    Major
    X
    Geomancer's Alacrity All your earth weapon skills recharge 20% faster.
    Benefit: Earth Magic
    Earth
    T2
    Major
    IX
    Geomancer's Freedom Reduces the duration on incoming Cripple, Immobilized and Chill by 33%
    Benefit: Always active
    Earth
    T1
    Major
    I
    Obsidian Focus Gain Toughness while using a channeled skill.
    Benefit: Always active
    Earth
    T3
    Major
    XI
    Rock's Fortitude Grants 2 sec of stability to nearby allies when attuning to earth.
    Benefit: Swapping often
    Earth
    T1
    Major
    IV
    Salt Stone Deal +5% more damage to bleeding foes.
    Benefit: Earth Magic
    Earth
    T1
    Major
    V
    Serrated Stones Bleeds you apply last 20% longer.
    Benefit: Earth Magic
    Earth
    T1
    Major
    II
    Signet Mastery Signets recharge 20% faster.
    Benefit: Signet Slot skills
    Earth
    T1
    Major
    VI
    Stone Splinters Deal 5% more damage when within extended melee range of your target. (600 units)
    Benefit: Always active, Main Hand Dagger skills
    Earth
    T2
    Major
    VII
    Strength in Stone Deal 10% more damage while attuned to earth.
    Benefit: Earth Magic, NOT swapping out
    Earth
    T3
    Major
    XII
    Written in Stone Maintain the passive effects of signets when you activate them.
    Benefit: Signet Slot skills
    Last edited by Gorani; 17-12-2012 at 19:59. Reason: Stone Splinter changes
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


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    Last edited by Gorani; 17-12-2012 at 20:02.
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    Fire Magic focused point allocations


    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 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 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 and Pyromancer's 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.

    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 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 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.

    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.
    Last edited by Gorani; 05-12-2012 at 19:59.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
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  8. #8
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    Air Magic focused point allocations


    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 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 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 and 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.

    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 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 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.

    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.
    Last edited by Gorani; 05-12-2012 at 20:00.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
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    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


  9. #9
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    Earth Magic focused point allocations


    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 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 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 and 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.

    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 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 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.

    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.
    Last edited by Gorani; 05-12-2012 at 20:00.
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    Arcane Power focused point allocations


    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 Concentration. The reduced recharge timer when swapping attunements is also much better than without a specialization due to the points in 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 and 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.

    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 Concentration The reduced recharge timer when swapping attunements is also slightly better than without putting points in 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.

    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.
    Last edited by Gorani; 05-12-2012 at 20:00.
    Gorani's Guild Wars legacy & the Kurzick Poet NPC in GW1
    * Member of [GWO] & The Zoo Crew * Everything about the Elementalist on the forums *
    Gaile Gray: "See Gorani's post, I note several ideas that might be doable and that seem very logical."


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