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Factions Elementalist Elite Skills Print E-mail

All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 12 points in the related attribute.

It is possible to have more than 12 points in a given attribute, but values will need to be calculated on the 12-point figures given in the individual descriptions.


- Adrenaline - Casting Time - Energy

- Energy Upkeep - Recharge Time




Air Magic

Points in this attribute increase effectiveness of Air Magic (lightning, wind); increases damage, in most cases.



Gust (Elite) - 5 1 10
Elite Spell. Target foe is struck for (Min: 10 - Max: 54) cold damage. If that foe is under an Earth or Water Magic Hex, that foe is knocked down for 3 seconds.



Ride the Lightning (Elite) - 10 1 20
Elite Spell. You ride the lightning to target foe. That foe is struck for (Min: 15 - Max: 63) lightning damage. This spell causes exhaustion.




Earth Magic

Points in this attribute increase effectiveness of Earth Magic (eruptions, stones); increases damage and/or duration in most cases.




Shockwave (Elite) - 10 ¾ 20
Elite Spell. Adjacent foes take (Min: 15 - Max: 51) earth damage, nearby foes take (Min: 15 - Max: 51) earth damage, and foes in the area take (Min: 15 - Max: 51) earth damage.



Unsteady Ground (Elite) - 10 2 20
Elite Spell. You create Unsteady Ground at target foe's location. For 5 seconds, nearby foes take (Min: 10 - Max: 34) earth damage each second. Attacking foes struck by Unsteady Ground are knocked down.




Energy Storage

Primary Attribute (available to Primary Elementalists only). Points in this attribute increase maximum Energy and improve skills that help the Elementalist regenerate Energy.




Energy Boon (Elite) - 5 1 15
Elite Spell. You gain (Min: 10 - Max: 18) Energy. Energy Boon causes Exhaustion.




Fire Magic

Points in this attribute increase the duration and effectiveness of Fire Magic (fire, flame, lava); increases damage in most cases.




Double Dragon (Elite) - 15 ¾ 30
Elite Spell. For two seconds, foes adjacent to this location are struck for (Min: 7 - Max: 91) fire damage each second. This spell causes exhaustion.



Star Burst (Elite) - 5 ¾ 10
Elite Spell. Target touched foe and all nearby foes are struck for (Min: 7 - Max: 91) fire damage. If more than one foe was struck you lost 5 energy.




Water Magic

Points in this attribute increase the duration and effectiveness of Water Magic (ice, mist); increases damage in most cases.




Mirror of Ice (Elite) - 5 ¾ 10
Elite Enchantment Spell. For 60 seconds, the next time an enemy Spell would deal damage to you, that damage is negated and that spell's caster takes (Min: 10 - Max: 70) damage.



Shatterstone (Elite) - 15 2 8
Elite Hex Spell. Target foe is struck for (Min: 25 - Max: 85) cold damage and is Hexed with Shatterstone for 3 seconds. When Shatterstone ends, that foe is struck for (Min: 25 - Max: 85) cold damage.




No Attribute

Some skills in each profession are not directly tied to a character's attributes. Unlike other skills that can be improved with the application of points into a specific attribute, these skills do not change, but are static in their properties.




Second Wind (Elite) - 5 2 5
Elite Spell. You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion.









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