Elementalist
Weapon Sets, Skills & Effects
- Fire Attunement10Attunement. Attune to fire, gaining heavy damage and burning abilities.
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- Water Attunement10Attunement. Attune to water, gaining superior support and healing abilities.
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- Air Attunement10Attunement. Attune to air, gaining heavy damage and control abilities.
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- Earth Attunement10Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.Crippled: 3 s
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- Fire Attunement10Attunement. Attune to fire, gaining heavy damage and burning abilities.
Boons & Effects
Conditions
Control
Fields & Finishers
Combo
Traits
Air Magic
- Zephyr's SpeedMove 25% faster when attuned to air.
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- Zephyr’s BoonAuras grant fury and swiftness for 5s when applied.
- One with AirGain 3 seconds of superspeed when attuning to air.
- Ferocious WindsGain ferocity based on 7% of your precision.
- Electric DischargeStrike your target with a bolt of lightning when attuning to air.
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- InscriptionGrant a boon associated with your current attunement when you cast a glyph. Glyph ability recharges are reduced by 20%.
- Aeromancer’s TrainingGain 190 precision while attuned to air. Recharge of air weapon abilities are reduced by 33%.
- Tempest DefenseSurround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.
- Weak SpotYou have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.
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- Bolt to the HeartDeal 20% more damage to enemies whose health is below 50%.
- Fresh AirRecharge air attunement when you critically hit an enemy.
- Lightning RodDisabling an enemy causes them to be struck by a lightning bolt.
Earth Magic
- Stone FleshGain 150 toughness while attuned to earth.
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- Earth’s EmbraceGain armor of earth when struck while below 50% health.
- Serrated StonesBleeds you apply last 20% longer; deal 5% more damage to bleeding foes.
- Elemental ShieldingGrant 3 seconds of protection when applying an aura to yourself or an ally.
- Earthen BlastDamage foes and cripple them for 3s when attuning to earth.
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- Strength of StoneGain condition damage based on 10% of your toughness attribute.
- Rock SolidGrant 2 seconds of stability to nearby allies when attuning to earth.
- Geomancer’s TrainingYou recover 33% more quickly from chilled, cripple and immobilize. Earth abilities recharge 33% faster.
- Geomancer’s DefenseYou take 10% less damage from foes within 360 range of you.
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- Diamond SkinConditions cannot be applied to you when your health is above the threshold (90%)
- Written in StoneMaintain the passive effects of signets when you activate then. Reduces recharge of signets by 20%.
- Stone HeartYou cannot be critically hit while attuned to earth.
Water Magic
- Soothing MistYou and nearby allies regenerate health while you are attuned to water. Radius 300.
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- Soothing IceGain regeneration and frost aura for 4 seconds when critically hit. 20 second internal cooldown.
- Piercing ShardsWhile attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
- Stop, Drop and RollDodge-rolling removes burning and chilled from you and nearby allies.
- Healing RippleHeal nearby allies when attuning to water
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- Soothing DisruptionCantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
- Cleansing WaveRemove a condition from you and allies when attuning to water.
- Aquamancer’s TrainingDeal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
- Aquatic BenevolenceHealing done to allies is increased by 15%
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- Cleansing WaterRemove a condition when granting regeneration to yourself or an ally.
- Powerful AuraWhen you apply an aura to yourself, grant that aura to all nearby allies as well.
- Soothing PowerThe healing effect of soothing mist is increased by 200%.
Stats
Primary Stats
- Health 11645 (+0)
- Vitality 1000 (+0)
- Armor 1920 (+0)
- Toughness 1000 (+0)
- Attack 3322 (+1375)
- Power 2375 (+1375)
- Critical Hit 53% (+53%)
- Precision 2025 (+1025)
Secondary Stats
- Chill Duration (self) -33% (+-33%)
- Cripple Duration (self) -33% (+-33%)
- Critical Damage 78% (+78%)
- Damage 947 (+0%)
- Defense 920 (+0)
- Ferocity 1184 (+1184)
- Immobilize Duration (self) -33% (+-33%)
- Swiftness Duration 30% (+30%)
Active Stat Bonuses
Active Boons
(Click to activate a Boon or change the Intensity amount.)World vs World Bonuses
(Click to activate bonus and change the Intensity amount.)Runes, Sigils, Accessories & Jewels
Armor & Runes
Rune Stat Totals
- Power 175
- Swiftness Duration 30%
- Precision 125
Rune Bonuses
PvP Rune of the Pack- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
Accessories & Jewels
Accessory Totals
- Power:1200
- Precision:900
- Ferocity:900
Weapon Set Sigils
Weapon Set I
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Water Weapon I
Water Weapon II
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