ELEMENTALIST: June 23rd Specialization Changes
The information presented below is taken from the Guild Wars 2 forum thread “June 23 Specialization Changes“ by GW2 Competitive Events Manager Josh Davis
Base attunement recharge reduced from 13s to 10s
Base global recharge reduced from 1.65s to 1.5s
Ether Renewal: This ability is now a Cantrip. The recharge of this ability has been increased from 15 seconds to 18.
Tornado: This ability is now a Cantrip.
Whirlpool: This ability is now a Cantrip.
Soothing Mist: The radius of this trait has been reduced to 300 radius.
Fiery Charge: The damage of this ability has been increased by 60%
Ice Bow Frost Volley: Damage increased by 25%. Vulnerability application of this ability has been increased from 10 seconds to 15.
Ice Bow Frost Fan: The damage of this ability has been increased by 25%.
Glyph of Elemental Power: This skill now applies 2 stacks of burning for 3 seconds when used in fire attunement
Drake’s Breath: Increased the burning duration from 2 seconds to 3 seconds.
Burning Speed: Increased the burning duration from 1 second to 1.5 seconds per pulse. Movement speed adjustments no longer affect the intended travel distance.
Burning Retreat: Movement speed adjustments no longer affect the intended travel distance.
Ring of Fire: This skill now applies 3 stacks of burning for 5 seconds when a foe crosses the threshold.
Flamewall: Increased the burning duration from 1 second to 2.5 seconds per pulse.
FlameStrike: Increased the burning duration from 2 seconds to 3 seconds.
Dragon’s Rooth: This skill now applies 3 stacks of burning for 3 seconds.
Signet of Fire: This skill now applies 2 stacks of burning for 10 seconds.
Flame Burst: This skill now applies 2 stacks of burning for 6 seconds.
Heat Wave: Increased the burning duration from 2 seconds to 6 seconds.
Cleansign Fire: This skill now applies 3 stacks of burning for 4 seconds.
Flame Leap: Increased the burning form 7 seconds to 8 seconds.
Glyph of Storms – FIrestorm: Increased the burning duration from 1 second to 2 seconds.
Ride the Lightning: Movement speed adjustments no longer affect the intended travel distance.
Magnetic Leap: Movement speed adjustments no longer affect the intended travel distance.
Tidal Wave: Movement speed adjustments no longer affect the intended travel distance.
Conjure Fiery Greatsword – Fiery Whirl: Movement speed adjustments no longer affect the intended travel distance.
Conjure Fiery Greatsword – Fiery Rush: Movement speed adjustments no longer affect the intended travel distance.
Conjure Flame Axe – Burning Retreat: Movement speed adjustments no longer affect the intended travel distance.
Conjure Flame Axe – Flame Leap: Movement speed adjustments no longer affect the intended travel distance.
Conjure Earth Shield – Magnetic Surge: Movement speed adjustments no longer affect the intended travel distance.
(This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Empowering Flame: Gain 150 power while in fire attunement.
Sunspot: Inflict damage at your location when you attune to fire, and gain 3 seconds of fire aura.
Burning Rage: Deal 10% more damage to burning foes.
Burning Precision: Critical hits have a 33% chance to cause 2 seconds of burning. Burning duration is increased by 20%.
Conjurer: Gain fire aura for 5 seconds when an ally picks up a conjured weapon; Conjured weapons have 10 more charges.
Burning Fire: Use cleansing fire automatically when you have 3 conditions on you. Cantrips grant you 3 stacks of might for 15 seconds when used.
Pyromancer’s Training: Deal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
One with Fire: Fire auras you apply last 33% longer and grant 2 stacks of might for 10 second when applied.
Power Overwhelming: Gain condition damage based on 10% of your total power attribute.
Persisting Flames: Executing blast finishers on fire fields grant 10 seconds of fury. Fire fields last 2 seconds longer. Create a lava font on your position when you go down.
Pyromancer’s Puissance: Each skill you use while attuned to fire grant you 15 seconds of might. This effect works in combat only.
Blinding Ashes: Blind foes for 4 seconds when you burn them. This effect has a 3 second internal cooldown.
Zephyr’s Speed: Move 25% faster when attuned to air.
Electric Discharge: Strike your target with a bolt of lightning when attuning to air.
Weak Spot: You have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.
Zephyr’s Boon: Auras grant Fury and Swiftness for 5 seconds when applied.
One with Air: Gain 3 seconds of superspeed when attuning to air.
Ferocious Winds: Gain ferocity based on 7% of your precision.
Inscription: Grant a boon associated with your current attunement when you cast a glyph. Glyph ability recharges are reduced by 20%.
Aeromancer’s Training: Gain 190 precision while attuned to air. Recharge of air weapon abilities are reduced by 33%.
Tempest Defense: Surround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.
Bolt to the Heart: Deal 20% more damage to enemies whose health is below 50%.
Fresh Air: Recharge air attunement when you critically hit an enemy.
Lightning Rod: Disabling an enemy causes them to be struck by a lightning bolt.
Stone Flesh: Gain 150 toughness while attuned to earth.
Earthen Blast: Damage foes and cripple them for 3 seconds when attuning to earth.
Geomancer’s Defense: You take 10% less damage from foes within 360 range of you.
Earth’s Embrace: Gain armor of earth when struck while below 50% health.
Serrated Stones: Bleeds you apply last 20% longer. Deal 5% more damage to bleeding foes.
Elemental Shielding: Grant 3 seconds of protection when applying an aura to yourself or an ally.
Strength of Stone: Gain condition damage based on 10% of your toughness attribute.
Rock Solid: Grant 2 seconds of stability to nearby allies when attuning to earth.
Geomancer’s Training: You recover 33% more quickly from chilled, cripple and immobilize. Earth abilities recharge 33% faster.
Diamond Skin: Conditions cannot be applied to you when your health is above 90%.
Written in Stone: Maintain the passive effects of signets when you activate them. Signet recharges are reduced by 20%.
Stone Heart: You cannot be critically hit while attuned to earth.
Soothing Mist: You and nearby allies regenerate health while you are attuned to water. Radius 300.
Healing Ripple: Heal nearby allies when attuning to water.
Aquatic Benevolence: Healing done to allies is increased by 15%
Soothing Ice: Gain regeneration and frost aura for 4 seconds when critically hit.
Piercing Shards: While attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
Stop, Drop, and Roll: Dodge-rolling removes burning and chilled from you and nearby allies.
Soothing Disruption: Cantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
Cleansing Wave: Remove a condition from you and allies when attuning to water.
Aquamancer’s Training: Deal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
Cleansing Water: Remove a condition when granting regeneration to yourself or an ally.
Powerful Aura: When you apply an aura to yourself, grant that aura to all nearby allies as well.
Soothing Power: The healing effect of soothing mist is increased by 200%.
Arcane Fury: Gain 2 seconds of Fury when you switch attunements
Elemental Attunement: When attuning to an element, you and nearby allies gain a boon.
Elemental Enchantment: Boon duration is increased by 10% and attunements recharge 15% faster.
Arcane Precision: Skills have a chance to apply a condition, based on your current attunement, on critical hits.
Renewing Stamina: Gain vigor when you deliver a critical hit. This effect has a 5 second internal cooldown.
Arcane Abatement: Take less damagea from falling. Create a spell when you take falling damage, based on your attunement.
Arcane Resurrection: You have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
Elemental Contingency: Gain a boon when you are struck, based on your current attunement.
Final Shielding: Create an arcane shield when you are struck while your health is below the threshold.
Evasive Arcana: Create an attunement-based spell at the end of your dodge roll.
Cleansing Wave (Evasive Arcana): This ability has been unsplit between PvE and PvP and now maintains the full healing power effectiveness in all game modes.
Elemental Surge: Based on your current attunement, arcane skills inflict a condition on foes that they hit. Gain 150 more ferocity for 15 seconds when you use an arcane skill. Arcane abilities recharge 20% faster.
Bountiful Power: Deal 2% more damage for each boon on you.