guild wars 2 elementalist weapons

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The Elementalist, Guild Wars 2's master of the primordial forces, is a profession defined by versatility and explosive potential. Unlike other professions, the Elementalist's true arsenal is not merely the weapon in hand, but the four elemental attunements – Fire, Water, Air, and Earth – that radically transform each weapon's skills. This intricate synergy between physical armament and magical attunement creates a dynamic and complex playstyle, where tactical attunement-swapping is as crucial as the weapon choice itself. Understanding the weapons available to the Elementalist is key to unlocking the profession's full spectrum, from devastating area-of-effect bombardment to precise supportive healing.

Table of Contents

Core Weapons: The Foundational Arsenal

Elite Specialization Weapons: Expanding the Horizon

Weapon and Attunement Synergy: The Core Gameplay Loop

Strategic Weapon Selection for Game Modes

The Essence of Elementalist Combat

Core Weapons: The Foundational Arsenal

The Elementalist begins their journey with a core set of weapons that establish the profession's fundamental roles. The scepter and dagger are the primary main-hand options, each offering distinct tactical identities. The scepter is a medium-range casting weapon, excelling in precise, potent strikes. In Fire, it launches a fiery projectile; in Water, it becomes a chilling spike; in Air, a chain-lightning attack; and in Earth, a seeking projectile that bleeds. Its focused nature makes it ideal for condition damage builds, particularly when leveraging the burning from Fire and bleeding from Earth.

In contrast, the main-hand dagger is a tool for aggressive, close-quarters combat. Its skills are shorter-ranged but often more impactful in melee, featuring gap-closers like "Ride the Lightning" in Air and area-denial fields like "Ring of Fire." The off-hand dagger complements this aggressive stance, providing defensive tools such as "Cleansing Wave" in Water for condition removal and "Obsidian Flesh" in Earth for complete invulnerability. The focus, the other core off-hand, leans more towards control and protection, with skills like "Swirling Winds" in Air to block projectiles and "Magnetic Wave" in Earth for a defensive push.

For two-handed options, the staff represents the archetypal battlefield mage. It is the weapon of choice for large-scale area control and support. Every attunement on the staff provides wide-area effects: meteors and lava fonts in Fire; healing rains and protective spheres in Water; lightning storms and gusting winds in Air; and seismic shocks and magnetic fields in Earth. Its long cast times and immense area influence make it a cornerstone in World vs. World and structured PvP where zoning and team support are paramount.

Elite Specialization Weapons: Expanding the Horizon

The introduction of elite specializations dramatically expanded the Elementalist's martial repertoire, each breaking from tradition to enable new playstyles. The Tempest, from the *Heart of Thorns* expansion, introduced the warhorn. This off-hand weapon transformed the Elementalist into a potent front-line supporter and brawler. The warhorn's skills are overloaded with combo fields and powerful effects, such as "Heat Sync" in Fire to share might, "Geyser" in Water for area healing, "Lightning Orb" in Air for sustained damage, and "Sand Squall" in Earth for damage reduction. When combined with the Tempest's "Overload" mechanic, the warhorn user becomes a nexus of elemental fury and team utility.

The Weaver, from *Path of Fire*, took complexity to a new level by allowing the attunement of both weapon slots simultaneously. Its signature weapon, the sword, finally gave the Elementalist a true melee duelist option. The sword is a fluid, mobility-focused weapon with skills that change based on the combined attunement pair. For instance, "Fire Attunement" skill becomes "Flaming Lash," a sweeping strike, but when paired with Water as the secondary attunement, it becomes "Aqua Lash," which heals. This "Dual Attack" system makes the sword Weaver a highly technical and rewarding spec, weaving between elements for evasion, damage, and condition application in melee range.

The Catalyst, from *End of Dragons*, brought the hammer to the Elementalist, reimagining the weapon as a channel for elemental spheres and close-range kinetic force. The hammer's skills create persistent "jade spheres" that provide boons to allies, while its attacks are weighty and impactful. The Catalyst's gameplay revolves around using these spheres and the "Grand Finale" skill within the profession's unique "Energy" mechanic to unleash devastating area-of-effect power damage, cementing the hammer as the premier weapon for a bruiser-style, boon-support power build.

Weapon and Attunement Synergy: The Core Gameplay Loop

The true depth of Elementalist weapons lies not in their static skill bars, but in their quadruple-layered nature. A weapon is not one set of five skills, but four distinct sets. Effective play requires understanding the "rotation" not just of skills, but of attunements. A condition damage build using scepter and focus might cycle from Fire to Earth to apply burning and bleeding, dip into Water for a defensive "Frost Aura" from focus, and use Air for crowd control with "Static Field," before returning to Fire. This constant dance maximizes damage output while managing cooldowns across four attunements instead of one.

This synergy defines the profession's risk-reward balance. A staff Elementalist can lay down tremendous area damage but is vulnerable due to long cast times. A sword Weaver can deal incredible melee damage and evade attacks but must master intricate dual-attunement combinations to survive. The weapon choice dictates the rhythm of attunement swapping; a dagger-focused build may swap rapidly for burst combos, while a staff user may linger in an attunement to complete a full area-control sequence.

Strategic Weapon Selection for Game Modes

The optimal Elementalist weapon loadout is highly dependent on the game mode. In instanced Player vs. Environment content like fractals and raids, the focus is on high damage or specific boon support. Here, the sword Weaver and hammer Catalyst are often favored for their superior power damage potential, while condition builds may utilize scepter. The staff sees less use due to its slower, more diffuse damage profile in single-target scenarios.

In Player vs. PvP and World vs. World, utility and survivability become critical. The dagger and focus combination is a classic for its balanced mix of damage, mobility, and personal defense. The staff remains a powerhouse in large-scale WvW zerg fights for its unparalleled area denial and group support. The Tempest's warhorn provides excellent team utility in smaller-scale engagements, offering healing, cleansing, and boon support in a more durable package.

The Essence of Elementalist Combat

The Elementalist's weapons are conduits, not crutches. They provide the structure through which raw elemental power is given form and function. From the foundational core weapons to the transformative elite specialization arms, each option opens a different philosophical approach to combat: the precise arcanist with scepter, the aggressive brawler with dagger, the strategic controller with staff, the supportive catalyst with warhorn, the elegant duelist with sword, and the kinetic juggernaut with hammer. Mastery of the Elementalist lies in selecting the right conduit for the task and then mastering the eternal, fluid dance between Fire, Water, Air, and Earth that flows through it. This profound integration of weapon and element is what makes the profession perpetually challenging and uniquely rewarding.

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