User:Crossfirexiv/Guide to be an Elementalist

UNFINISHED Welcome to my guide on How to Be an gw:Elementalist. Here you will learn how to be an elementalist, what should not be used, and how Elementalists can be effective.

The Basics

 * All Elementalists must carry an attunement of the primary element. If not your energy will be bad.
 * Glyph of Lesser Energy is a Must on every bar
 * The "Spammable" elementalist skills such as Flare, Ice Spear, and Stone Daggers should not be used
 * Always carry a Resurrection Signet
 * Always carry an Elite skill

If you have these basics down then you are ready to become an Elementalist.

Contents:

 * Air Magic
 * Fire Magic
 * Earth Magic
 * Water Magic
 * Support on an elementalist
 * Secondary Profession options.
 * Self healing

Ok Here is an example of an Elementalist Bar I found in Random Arenas. Point out the flaws please using the "Basics" Above. [build prof=E/any air=4 wat=6 ene=2 Sword=12 fir=2 ear=3][Flare][Aura of Restoration][Glowing Gaze][Gale][Stone Daggers][Lightning Strike][Blinding Flash][Ice Spear][/build]

Yes this is the noobiest build ive ever seen, so lets fix it up a little to make it more leet.
 * You shouldnt split attributes on an elementalist.
 * Aura of Restoration is Generally a mediocre skill
 * do not use any of the "spammable skills"
 * Chose ONE element only. Combine elements if it has a specific use
 * Always carry an elite.
 * Always put more than 9 into Energy storage

Now lets fix this bar up [build prof=E/D air=12+1+1 ener=9+1 Earthp=9][Air Attunement][Mystic Regeneration][Invoke Lightning][Glyph of Lesser Energy][Shell Shock][Blinding Flash][Gale][Resurrection Signet][/build]

Air Magic
Ahh Air magic. Most think of air magic as... Air, but this is more lightning and thunder skills. These skills are very effective and critical in any match.
 * When running Air, always bring a blinding skill (Except Glimmering Mark)
 * Air skills are high in energy so bring Glyph of Lesser Energy
 * Always bring an attunement
 * Always bring an interrupt skill when running air. More specificly Gale
 * Do not Spam Gale.
 * Bring shock Arrow whenever possible because elementalists deal with Melee, so this is a great form of Energy Management
 * Do not use any of the actual "air" skills because they generally suck. For example, Whirlwind, Teinai's wind, Chilling winds, Gust.
 * Always bring Shellshock or Lightning Orb for cracked armor

Now this is what you need to know about running AIR. Lets try making a build. [build prof=E/any air=12+1+1 ener=12+1 ][Air Attunement][Shock Arrow][Blinding Surge][Glyph of Lesser Energy][Shell Shock][Shock arrow][Gale][Resurrection Signet][/build]

Now this is a very effective build.

Fire Magic
Fire magic is a good attribute and has the most AoE damage out of every profession. Fire magic is very popular in AB and even in HA matches.
 * Always carry Fire attunement
 * Always carry Glyph of Lesser Energy because it helps manage the high energy of fire magic
 * ALWAYS carry at least 3 AoE fire skills on a fire bar
 * Never bring flare
 * Do not bring Msrk of Rodgort with AoE damage. It is unaffected.
 * Liquid flame is a good AoE skill and should be used in fire magic Bars
 * Always carry an elite
 * When running fire, do not Bring Support skills

Lets see a good fire magic build now. [build prof=E/any fir=12+1+1 ene=12+1 ][Savannah Heat][Searing Heat][Teinai's Heat][Glowing Gaze][Glyph of Lesser Energy][Liquid Flame][optional][Fire Attunement][/build]

Earth Magic
Earth magic is a secondary elementalist attribute, meaning never use earth magic elites unless you are farming. Earth magic does have uses on other builds though, such as: -Ward Against Melee -Ward of Stability