Guild Wars Game: Guide to Elementalist Skills

Guild Wars: Guide to Elementalist Skills

In the popular MMORG game Guild Wars, an elementalist is the master of elemental magic. They are damage dealers with potent magic and only they have the Energy Storage attribute to boost their total energy number. If high flashy damage with a flair for casting from a safe distance is for you, then the Elementalist is the Guild Wars character to build.
Skills for a Guild War Elementalist fall in categories and outlined below:

No Attribute Skills:
Elemental Attunement (elite) – When active this skill makes any elemental skill used afterwards free from energy cost.

Glyph of Energy (elite) – 25 energy. Use with high energy spells.

Glyph of Renewal (elite) – Use before skills that have a high recharge number.

Glyph of Concentration – Keeps you from being interrupted while casting.

Glyph of Elemental Power – increases the attributes for the skill you cast directly after it.

Glyph of Lesser Energy – 15 energy. Use with higher energy casting spells.

Glyph of Sacrifice – next skill casts immediately but takes 120 extra seconds to recharge.

Energy Storage Skills:
Ether Prodigy (elite) – Lose all enchantments. You get an energy regeneration of 4 for 10-25 seconds. When spell ends you take 2 damage for each point of energy you have.

Ether Renewal (elite) – You gain 1-5 energy and 5-20 health for each enchantment on you when you cast this spell. It lasts 10 seconds.

Aura of Restoration – 60 seconds. You are healed 152-400% of the energy cost for every spell you cast.

Air Magic Skills:
Glimmering Mark (elite) – For up to 16 seconds whenever target suffers lightning damage that target and adjacent targets suffer Blindness for 3 seconds.

Lightning Surge (elite) – After 3 seconds target is knocked down and takes 14-100 lightning damage.

Mind Shock (elite) – For up to 20 seconds next time target suffers lightning damage, target and adjacent targets are knocked down. You lose up to 15 energy.

Air Attunement – For up to 60 seconds you game 30% of energy cost of spells cast using Air Magic.

Blinding Flash – Target is Blinded for up to 10 seconds.

Chain Lightning – Target and up to two adjacent targets are hit for 10-100 damage. There is 25% armor penetration.

Conjure Lightning – Lose all enchantments and if target is hit with a lightning weapon it strikes for up to an additional 16 damage.

Enervating Charge – Target suffers up to 50 lightning damage and up to 20 seconds of Weakness. There is 25% armor penetration.

Gale – Target is knocked down for 3 seconds.

Lightning Javelin – Create a lightning javelin that hits with up to 50 lightning damage. If target was in attack mode that attack is interrupted. There is 25% armor penetration.

Lightning Orb – If it hits, target suffers for 10-100 lightning damage. This has 25% armor penetration.

Lightning Strike – Target suffers 5-50 lightning damage. This has 25% armor penetration.

Lightning Touch – Touching target strikes foe and all adjacent targets for 10-40 lightning damage. If target is suffering from a Water Hex they suffer an additional 10-40 lightning damage. There is 25% armor penetration.

Shock – Touching target hits for 10-60 lightning damage and is knocked down. There is 25% armor penetration.

Whirlwind – All targets next to you take 15-60 Cold damage. If they were attacking they are knocked down as well.

Windborne Speed – For up to 9 seconds that target ally moves 33% faster.

Earth Magic Skills:
Obsidian Flesh (elite) – For up to 20 seconds you gain 20 armor and cannot be target in an enemy’s spell. You move 50% slower.

Aftershock – Targets near you are struck for 26-100 damage. If they are knocked down, it hits for 10-68 additional damage.

Armor of Earth – For 30 seconds you gain 24-60 armor, but you will move 50-14% slower.

Crystal Wave – Targets near you are struck for 10-100 damage but are cured of any other negative conditions. This spell has 100% armor penetration and 100% magic resistance penetration.

Earth Attunement – For up to 60 seconds you gain 30% of the energy cost of the spells you cast each time it’s an Earth Magic spell.

Earthquake – Creates an earthquake that makes target get knocked down and struck for 26-100 earth damage.

Eruption – Volcano at target. For 5 seconds targets are struck for 5-24 earth damage every second. When it stops, targets are Blinded.

Grasping Earth – For 8-20 seconds, all targets near you move 50% slower but gain 24 armor against physical damage.

Iron Mist – For 5-17 seconds, targets move 90% slower. Targets will gain immunity against all damage but lightning however.

Kinetic Armor – For 8 seconds, you gain 10-40 armor and whenever you cast a spell it’s renewed for 8 seconds.

Magnetic Aura – For up to 11 seconds it has a 75% chance to block a melee attack.

Obsidian Flame – Deals 22-112 damage to target, it has 100% armor penetration.

Stone Daggers – You send out two stone daggers that if it hits, strikes for 3-24 Earth damage.

Stoning – If stone flurry hits, they strike for 20-90 earth damage. If that target is suffering from weakness they are also knocked down.

Ward Against Elements – For up to 20 seconds, nearby friends in your party gain 24 armor against Elemental damage.

Ward Against Foes – Creates ward where you are. For up to 20 seconds these party members move 50% slower though.

Ward Against Melee – For up to 20 seconds, you and your party have a 50% chance to avoid melee attacks.

Fire Magic Skills:
Mind Burn (elite) – Target takes up to 60 fire damage. If you have more energy than the target, that target will take an additional 15-60 fire damage and is set on fire for 1-7 seconds.

Conjure Flame – You lose all enchantments and for 60 seconds if you have a fire weapon your attack has an additional 1-16 fire damage.

Fire Attunement – For up to 60 seconds you gain 30% of the energy cost of casting a fire magic spell.

Fire Storm – For 10 seconds the area surrounding target is bombed with a rain of fire, striking for 5-29 fire damage each second.

Fireball – A ball of fire goes to target and explodes, creating 7-112 fire damage.

Flame Burst – All near targets are struck by a flame burst with 7-112 fire damage.

Flare – a fire flare goes to target with 16-46 fire damage if it hits.

Immolate – target is hit with 5-50 fire damage and set on fire for 1-3 seconds.

Incendiary Bonds – After 3 seconds, target and nearby targets are hit with 10-60 fire damage and set on fire for 1-3 seconds.

Inferno – All near targets are hit with 15-120 fire damage.

Lava Font – All near targets are hit with 5-29 fire damage for 3 seconds.

Mark of Rodgort – For up to 20 seconds whenever target is hit with fire damage, that target is set on fire for 1-3 seconds.

Meteor – A meteor is created that goes to target for 7-112 damage and knock down power.

Meteor Shower – A shower of meteor is created that goes to target area for 7-112 damage and knocks down targets.

Phoenix – A phoenix strikes near targets for 7-112 fire damage and flies to target and explodes. If explosion hits, an additional 15-90 fire damage occurs.

Searing Heat – For 5 seconds, targets near it are hit with 5-29 fire damage each second. When it ends the area targets are set on fire for 1-3 seconds.

Rodgort’s Invocation – All targets near the location are hit with 7-112 fire damage and set on fire for 1-3 seconds.

Water Magic Skills:
Mind Freeze (elite) – Target suffers 10-40 cold damage, if player has more energy than the target, that target suffers an additional 10-40 cold damage and moves 50% slower for up to 6 seconds.

Mist Form (elite) – For up to 20 seconds you cannot take damage (or deal out damage) from attacks.

Ward Against Harm (elite) – For up to 20 seconds, party members have 12-60 armor against fire damage and 12-24 armor against other damage.

Water Trident (elite) – Send out this to target for 10-70 cold damage if it hits, that target is also knocked down.

Armor of Frost – For up to 34 seconds you gain 40 armor from physical attacks, but -24 armor against a fire attack. It will end if you use a fire spell.

Armor of Mist – For up to 20 seconds you gain 10-40 armor and move 33% slower.

Blurred Vision – For up to 20 seconds target and nearby targets have a 50% chance to miss with their attack.

Rust – For up to 42 seconds target and near targets take 3 times as long to use signet rings.

Shard Storm – Strikes with 10-65 damage and slows movement for 2-6 seconds.

Swirling Aura – For up to 20 seconds, this has a 75% chance to block arrows and projectiles.

Water Attunement – For up to 60 seconds, you gain 30% of the energy cost of the spell each time you use a water spell.

Conjure Frost – Lose all enchantments. For 60 seconds, if you use a cold weapon you attack for 1-16 additional damage.

Deep Freeze – All targets near area are hit with 10-85 cold damage and for 10 seconds they move slower.

Frozen Burst – Near targets are hit with 20-80 cold damage and slowed for 5-11 seconds.

Ice Prison – For up to 20 seconds targets legs are in ice, making them move 66% slower. Ends with target taking fire damage.

Ice Spear – Target is hit with 10-55 cold damage.

Ice Spikes – Target is hit with 20-80 cold damage and slowed for 2-6 seconds.

Maelstrom – For 10 seconds, targets in area are hit with 10-25 damage every second. It will interrupt spells cast from targets.

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