Elementalist Info and Skills
The Elementalist commands the four elemental forces: earth, air, fire, and water. With magic derived from the very foundations of nature itself, Elementalists can inflict more damage in a single strike than any other profession. There are as many types of Elementalists as there are elements and ways to combine them. Some Elementalists choose to study two or more elements to maintain broad discipline, though many prefer to focus on one unique element. Earth magic triggers quakes and volcanoes, envelops foes in solid rock, and can add to the strength and stamina of allies. Air magic is driven by the power of storms and lightning, granting allies greater speed or targeting specific foes with a focused, high-damage attack. Fire magic is often considered the most purely destructive form, inflicting searing pain and damage on multiple enemies. The magic of Water is highly manipulative. Water magic summons ice and mist to slow enemies down and blur their vision, inflicts freezing cold damage, and even protects allies from other forms of magical attack. The primary Elementalist attribute, Energy Storage, gives the Elementalist the highest maximum Energy in the game. This makes other professions that use a lot of Energy, like the Monk or the Mesmer, natural choices for an Elementalist's secondary class. Elementalists should never be at the fore of melee combat, but when surrounded they can tap into a full staple of handy area-of-effect skills just in case.
Spell. Projectile: Deals 15...43...50 lightning damage. Interrupts your target is your target is attacking. 25% armor penetration. Strikes all foes between you and your target
Spell Inflicts Blindness condition (3...7...8 seconds).
Glyph of Lesser Energy
Glyph. (15 seconds.) Your next 2 spells cost 10...16...18 less Energy.
Signet. Resurrects target party member (100% Health, 25% Energy.) This signet only recharges when you gain a morale boost.
Aura of Restoration
Enchantment Spell. (60 seconds.) You gain 0...1...1 Energy and are healed for 200...440...500% of the Energy cost each time you cast a spell.
Spell. Deals 5...29...35 fire damage each second (10 seconds). Hits foes adjacent to target's initial location.
Spell. Projectile: deals 20...56...65 fire damage. If overcast, strikes adjacent