Greetings, my fellow elementalists! Whether you’re a wind witch, a wizard of water, an earthen behemoth, or a good ol’ fashioned pyromaniac, the Elementalist profession offers you a level of versatility unmatched in Guild Wars 2. While we can only use one weapon at a time, we have four times the weapon skills available to us on our chosen weapons.
All those shiny buttons can overwhelm us at first, but once you’re comfortable with your attunements and the roles they fill, you’ll be mastering the elements no matter what weapon set you choose. We’re going to break down each of our four attunements and learn how to weave them like true masters of the elements. This is not meant to be a comprehensive guide to all of the weapon skills, but rather a selection of the signature abilities you should keep in mind when you don’t know which attunement to swap to next.
Fire
Seems pretty obvious–fire is for BURNING IT TO THE GROUND! And fire certainly delivers, offering the most up-front damage on its signature abilities.
But there’s more to life than just reducing your enemies to smoldering husks (hard to believe, I know). Fire offers really strong AoE damage. All it takes is a spark–just ask Smokey the Bear. The auto-attack abilities Fireball and Dragon’s Claw on our Staff and Dagger can hit multiple targets; Flame Burst, a Staff skill, spreads the flame to nearby enemies. Lava Font on the Staff, Ring of Fire on the Dagger, and Flame Wall on the Focus offer great fire fields, as well, perfect for performing a Combo with your allies.
And the hidden star of the show is the Burning condition. Load your enemies up with Burning via one of the fire fields above or a conal attack like Drake’s Breath, then flame-punch them with Fire Grab! Cackle in maniacal delight as they crumple like so much ash! Or, just to make sure everything’s really, really dead, drop a Meteor Shower. It’s guaranteed to keep carpet-bombing the area long after the job’s done.
Water
“Oh,” you say, “the healing attunement.” Water does offer some incredible heals and chances to apply Regeneration to yourself and allies, from the ground-targeted Geyser and Healing Rain on the Staff (which can make for some lovely combo fields) to Cone of Cold on the Dagger and Water Trident on the Scepter. But Water offers some great opportunities to apply conditions, as well. Vulnerability is my personal favorite, which you can apply with Vapor Blade on the Dagger, Ice Spike on the Staff, and Shatterstone on the Scepter. Even if your Water abilities in and of themselves don’t hit for much, a healthy stack of Vulnerability will make everything else hit harder.
Chill is another winner from Water, available on Frozen Burst on the Dagger, Frozen Ground on the Staff, and Freezing Gust on the Focus. It’s going to be more valuable in solo play and PvP, when you can’t let things chase you, than massive dynamic event fights against a single enemy, but keep it in mind.
Earth
I know what you think: Earth is boring. I thought so, too. Until I got more comfortable with it. Now Earth is nearly always my favorite way to kick off a long fight, because Earth is brutal.
My absolute favorite Earth ability is Churning Earth on the Dagger. In addition to massive, spiky damage, it drops a nice stack of Bleeding on your enemies. And this is Earth’s secret strength–Bleed application. From Ring of Earth on Dagger, Shockwave on Staff, and Stone Shards on Scepter, you can rack up some vicious damage over time with your Earth abilities.
There’s more to Earth than just bleeds, though. Cripples are invaluable in movement fights, from Unsteady Ground on Staff to Churning Earth again. The knockdown/interrupt on Earthquake on the Dagger is crucial for stopping an enemy from launching its big ability, as is Dust Devil‘s Blind on Scepter, and the projectile deflection on Magnetic Aura on the Staff or Magnetic Wave on the Focus will save your hide in a ranged battle. Earth is all about protecting you while making life miserable for your foes.
Air
The Air attunement is something of a grab bag. All the types of abilities contained within Air make sense for this element, but are nonetheless varied. Still, there are some common themes we can focus on.
Most obvious are the movement speed bonuses: Ride the Lightning on our Dagger and Windborne Speed on our Staff. We can also control our enemy’s movement: Static Field on Staff, Gust on Staff and Updraft on Daggers for knockbacks and knockdowns, and Gale on the Focus. We can Blind them with Lightning Surge on the Staff and Blinding Flash on the Scepter, Weaken them with Lightning Touch on our Daggers, and eradicate their projectiles with the Focus’s Swirling Winds.
And when all else fails, we can use Chain Lightning and Lightning Strike to shock the ever-loving crap out of them!
Conclusion
Whatever weapon set you choose, I hope you’ll now feel more confident weaving through the attunements at your disposal. Get comfortable with what sorts of abilities you can reliably expect from any given attunement, and cycle through them in combat. Figure out what combinations work for you. Do you like opening with a Cripple ability in Earth, then swapping to Fire to drop some big firebombs? Do you prefer to stack Vulnerability on your foe in Water, then move over to Air to zap them repeatedly? Let me know in the comments below!
And if there are any particular topics in mastering the elements that you’d like to learn more about, please tell us. We’d be happy to explore whatever subject interests you.
Until then, let the elements be your guides!


I prefer staff, as scepter is too defensive and any time I've gone daggers, I lose at least half my health even in a 1v1. For staff eles, range, control, and two types of damage are your friends. Note that eruption bleed does as much damage as fire does. (6 stacks, 7 if you shockwave.) A standard PvE sequence is:
eruption/shockwave/(signet of fire or flame burst or lava font)
All should land at about the same time; the mob won't notice the eruption until it explodes, the shockwave takes time to travel, especially at max range, and the fire spells are more or less instant. At this point, the mob has taken good direct damage and will take huge condition damage.
From here, follow up with
(lava font or flame burst)
signet of earth if you carry it to immobilize in the lava font
or start up meteor shower on your position; by the time you finish casting it he'll be on top of you. Use burning retreat to keep him toasty warm as you retreat, then switch to air for mob control. Gust him back into the meteor shower, stun him there, blind him as stun wears off, and all this time your stacks of bleeding and burning are causing heavy dps while you are bashing him with medium direct damage.
Water has a bit of control with the ice field, and is very good for combo fields. Use geyser when low and/or running and put it in front of you so you can run or dodge roll into it. Note that the earth auto attack is a projectile, so cast healing rain, switch to earth and auto attack (even nothing) for regeneration boon.
IMO, staff ele's have solid control and two excellent dps conditions that do a lot of damage. If you're not dishing out bleeds and burns, you're badly cutting your overall damage, as your direct damage is pretty limited to auto attacks, unreliable lava fonts (without immobilize) long casting meteor shower (you can break out of it half way and still get a decent shower, so don't feel you have to cast the whole spell) and hard to land eruptions if the targets are smart or moving.
In sPvP, highly recommend you have a look behind button, and highly recommend you figure out your "run away! RUUUUNNN AAAWWWAAAAYYY!" techniques. That would be free dodge in fire, ice field (water), stun field +gust (air), cripple field and immobilize. (earth) Secondaries include 'cast while run' geyser, healing rain only sometimes, as it stops your run for a full second, and blind in air. Light the target on fire and/or bleed them, control with air as you can, run when they start pounding, nuke away and keep conditions on them as you create breathing space, and they bleed and burn out trying to get to you.
And always, always spit on those charr that refuse to let the ghosts of our Ascalonain forefathers rest in peace.
Hello.My elemetalist style is Scepter/dagger.I usually play alone (except in events), and that's why i don't use staff (long casting times). Dual daggers are very powerful, but the short range of the attacks and the low defense/life of the character are not a good combination.The typical fight starts with Dragon's tooth+ Phoenix at the same time (due to the low casting time of Dragon's tooth), followed by Arcane Blast. When the enemy gets closer, Ring of fire+Arcane blast (blast combo) and Fire grab to finish him taking advantage of the burning condition.That's a basic chain of habilities based on burning.When the fight gets longer, usually change to Air to blind the target and launch it back with Updraft. Recharge the cooldowns and start again.