Water Magic


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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.

Armor of Frost
Enchantment Spell, 5en - 1cast - 45recharge
Armor of Mist
Enchantment Spell, 10en - 2cast - 30recharge
Blurred Vision
Hex, 15en - 1cast - 20recharge
Conjure Frost
Enchantment Spell, 10en - 1cast - 60recharge
Deep Freeze
Hex, 25en - 3cast - 15recharge
Frozen Burst
Hex, 15en - 3/4cast - 30recharge
Ice Prison
Hex, 10en - 2cast - 30recharge
Ice Spear
Spell, 5en - 1cast - 0recharge
Ice Spikes
Hex, 15en - 2cast - 15recharge
Maelstrom
Spell, 25en - 4cast - 30recharge
Mind Freeze {Elite}
Hex, 10en - 1cast - 20recharge
Mist Form {Elite}
Enchantment Spell, 10en - 2cast - 30recharge
Rust
Hex, 5en - 2cast - 45recharge
Shard Storm
Hex, 10en - 1cast - 10recharge
Swirling Aura
Enchantment Spell, 10en - 1cast - 60recharge
Ward Against Harm {Elite}
Spell, 15en - 1cast - 20recharge
Water Attunement
Enchantment Spell, 10en - 2cast - 60recharge
Water Trident {Elite}
Spell, 5en - 1cast - 3recharge
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