The domain of Water is the Elementalist's 'utility' line. There is a large variety of benefits that can be reaped from this line, including defensive self buffs, wards, hexes, and perhaps most importantly - snares. A 'snare' is an attack that stops or hinders an enemy's ability to move, and the uses of this can be two fold: either to keep fleeing enemies from retreating, or to keep attacking enemies from approaching. Since most Elementalists rely on being at a distance to attack, having a means to keep your foes from closing in on you can be exceedingly useful. While not as strong as a focused Air or Fire Elementalist would be, a primary Water Elementalist is still a viable choice, due to the usefulness of many of their skills.
Rust
Hex, 5en - 2cast - 45recharge
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