Elementalist

Profession Mechanics

The elementalist is sadly limited to only one weapon set in combat meaning they only have twice as much weapon skills as everyone else. Boohoo.

You start off with Fire (F1) and Water (F2) and unlock Air (F3) then Earth (F4) by leveling.

They swap out your first 5 weapon skills to their respective elements as well as affect various other utility skills and 1 elite skill. You have to unlock each attunement weapon skill individually. So if you unlock the 3rd Staff skill in Fire you still have to switch to Water and unlock the 3rd Staff skill in Water and so on. So it will take some time to learn all the skills for each weapon.

Switching to an attunement gives its own slight effect. (Not sure if it’s passive or just on switch)
Fire does AoE damage around you. Water regens you and nearby allies. Air hits enemies around you and Earth raises your defense.
The catch is that if you switch from say Fire to Water, then Fire goes on a 10 second cooldown while Air and Earth go into a 1 second cooldown. Attuned weapon skills have their own individual cooldowns. (

Weapons
The elementalist can use a Staff, Daggers in both hands, a Scepter and a Focus along with the Trident.

Staff: This is the long range AoE type weapon. Very AoE…like most of its skills are ground targeted so you’ll need good quick hands.
Scepter: Lot of skirmish range pure damage abilities with this one with the 3 skill generally being a attunement type condition (air = blind etc)
Dagger (main hand): This is the short range dueling weapon (LIGHTNING WHIP BYAHHHH). Has a lot of conditions and even a rare pull skill.
Dagger (offhand): Another short range weapon (THE SURPRISE). Every skill it has is “nearby” and it’s mostly supportive with a knockback and a launch thrown in.
Focus(offhand): Very versatile weapon, medium range. It can probably do any one thing you want, even make that perfect cup of coffee.

Healing

You start with:
Glyph of Elemental Harmony (20 second cooldown): Heals you. You also get a boon based on your attunement: Fire – Might, Air – Swiftness, Water – Regenerate, Earth – Protection. So it is somewhat important what attunement you are in when you use this thing.

Ether Renewal (15 second cooldown, 1 skill point): This is a channeled spell so it’ll work as long as you want. Every pulse heals you and loses a condition.

Signet of Restoration (40 second cooldown, 4 skill points): The most expensive might be the best. Passively gives health every time you use a spell and when activated heals you. Downside? After using it, for 40 seconds you got nothing.

Utility Skills

Elementalists’ utility skills come in groups of 4, one for each attunement. E.g. 4 signets for each attunement.

They also have Conjure skills for each attunement. These summon an environmental weapon into your hands and one at a location you choose. They have charges, which tell you how many times you can use its weapon skills before it disappears.

The odd ones out are the Glyph skills which change depending on your attunement. They do things like heal (see above), summon lesser elementals, apply conditions and create storms.

Elite skills

FIERY GREATSWORD: Conjures a greatsword for you and someone else to use, with a lot of fiery AoEs. The mere act of summoning it does damage to enemies in the target zone. 3 min cooldown, 20 skill points.

Tornado: Changes you into a tornado that damages and throws around enemies as well as giving you 3 skills (lightning, dust, debris). 3 min cooldown, 25 skill points.

Glyph of Elementals: Summons an elemental. Type depends on your attunement so you have 4 choices for your summon. The Fire and Air elementals fly but I’m not sure that’s important. Fire does more damage, Air stuns, Earth is tough and Ice heals you as well. 2 min cooldown, 15 skill points.

Traits

Elementalists have traits for each attunement and another for Arcane. Points in Arcane raises intelligence which lowers attunement cooldowns. The traits also work as you expect (water = healing). Ones to note are Fire raises condition duration and Earth raising condition damage.

Conclusion
Versatile was the correct word to describe the elementalist from the start and still is. You won’t be able to fully use the trait lines for all attunements but you can get halfway there. Not sure that the elementals can be controlled by hitting the skill again. If you see any errors let me know.

Sylvari Elementalist totally equals Captain Planet.

Graphic Author: J0shstar
Guide: Beliasta