A utility-oriented elementalist build around Blurred Vision, Icy Prism and Swirling Aura, with space for various elite-skills, PvE-skills and secondary professions. Can fulfill the role of typical anti-meele caster like air elementalists or illusion mesmer in coordinated PvE. Especially suited for caster heavy backlines interested in extra layers of party-wide protection.
CoreElementalist. Water Magic 16Water AttunementEnchantment SpellFor 62 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Water Magic.10130
FactionsElementalist. Luxon rank Elemental Lord (Luxon)Enchantment SpellFor 40..60 seconds, your elemental attributes are boosted by 1, you gain 1 Energy for every 10 ranks of Energy Storage, and you are healed for 100..300% of the Energy cost each time you cast a spell. PvE only.10¼45
CoreElementalist. Water Magic 16Blurred VisionHex SpellFor 10 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks.10112
FactionsElementalist. Water Magic 16Icy PrismSpellTarget foe is struck for 79 cold damage. If that foe has a Water Magic hex, Icy Prism deals +79 cold damage to all other nearby foes.51015
PropheciesElementalist. Water Magic 16Swirling AuraEnchantment SpellFor 5 seconds, you are enchanted with Swirling Aura and have +6 Health regeneration and a 50% chance to block projectiles. If you are Overcast when you cast this spell, all party members in earshot are also enchanted.10115
Ward Against HarmPropheciesElementalist. Water Magic 16Ward Against HarmElite Ward SpellCreate a Ward Against Harm at this location. For 16 seconds, non-spirit allies in this area have have +3 health regeneration, +25 armor, and an additional +25 armor against elemental damage. This spell is disabled for 20 seconds.15120: For greater protection.
ShatterstoneFactionsElementalist. Water Magic 16ShatterstoneElite Hex SpellTarget foe is struck for 105 cold damage and is hexed with Shatterstone for 3 seconds. When Shatterstone ends, that foe and all nearby foes are struck for 105 cold damage.1028: Damage and a flexible additional hex for Icy Prism. Add Arcane EchoCoreMesmer. UnlinkedArcane EchoEnchantment SpellIf you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.15220 to the optional slots for extra fun.
Optional 2 and 3
Glowing IceEotNElementalist. Water Magic 16Glowing IceSpellDeals 53 cold damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is hexed with Water Magic.518: Energy Management if needed. Depends highly on whether or not a BiP Support is used, which is advised.
Pve-skills of your choice like Pain InverterEotNNo Profession. Asura rank Pain InverterHex SpellFor 6..10 seconds, every time target foe deals damage that foe takes 100..140% of the damage it causes (maximum 80 damage). PvE only.10120, Ebon Battle Standard of HonorEotNNo Profession. Ebon Vanguard rank Ebon Battle Standard of HonorWard SpellYou plant an Ebon Battle Standard of Honor at your current location. For 14..20 seconds, non-Spirit allies in this area strike for +8..15 damage and an additional +7..10 vs. Charr. PvE only.10120, "You Move Like a Dwarf!"EotNNo Profession. Norn rank 5"You Move Like a Dwarf!"ShoutTarget foe is knocked down and takes 80 damage. When that foe gets up, it is Crippled for 15 seconds. PvE only.1010 etc.
Secondary class utility like Fall BackNightfallParagon. Command "Fall Back!"ShoutFor 4..9..10 seconds, all allies within earshot gain 5..13..16 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack.1020Protective SpiritCoreMonk. Protection Prayers Protective SpiritEnchantment SpellFor 5..19..24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.10¼5 or Power DrainCoreMesmer. Inspiration Magic Power DrainSpellIf target foe is casting a Spell or Chant, that Skill is interrupted and you gain 1..25..33 Energy.5¼20. Lower Energy Storage to 11 or 10 to raise the secondary attribute to 6 or 8 respectively.
Equipment[]
Weapons
40/40 Water Magic Set: Wand with a Wand Wrapping of Memory inscribed by "Aptitude not Attitude" and Focus with a Focus Core of Aptitude inscribed by "Forget Me Not"
Armor
5 blessed Insignias
1 rune of (superior) vigor
2 runes of vitae
Usage[]
Prioritize keeping Blurred Vision on melees and well timed Swirling Aura's to catch spikes and deal AoE damage afterwards
Maintain Attunement and Elemental Lord
Stay overcast with Icy Prism without blocking to much energy
Ward against harm is especially good when playing a caster heavy team. Furthermore if you are skipping a protection ritualist and other party wide protection for e.g. a monk backline