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ArenaNet | Official Site
CORPG | Setting:Fantasy | Status:Final  (rel 04/26/05)  | Pub:NCSoft
PVP:Yes | Distribution:Download,Retail | Retail Price:$18.65 | Pay Type:Free | Monthly Fee:Free
System Req: PC | ESRB:TOut of date info? Let us know!

State of the Game

Posted by Keith Cross on Jun 04, 2007  | Comments

State of the Game - Guild Wars -

The most recent State of the Game article is up on the Guild Wars site, this week they take a look at the Elementalist of past and present.

The Elementalist is currently seeing much more use than in its Prophecies days. Most teams utilize a Water runner, while others like a Monk runner. Almost every team has some form of Water Elementalist in their build. The metagame has shifted from favoring extremely high damage pressure teams to defensive builds. Teams have found that Water snares are an excellent way of stopping Warriors and Dervishes in their tracks, and grinding runners down to a halt. Blurred Vision is thrown around at every opportunity, heedless of Energy cost. The high pressure [KGYU] and [Fish] builds sent almost every guild turtling back to the lord within the first five minutes of the match. Teams needed a way to slow enemy offense down, and Water Hexes were the key.

Fire Elementalists were finally given an altar of glory as well. Two Fire skills introduced in Guild Wars Nightfall, Savannah Heat and Searing Flames, made the Fire Elementalist a force to be reckoned with, if not downright terrified of. Many teams run two Fire Elementalists, each carrying the same elite. Searing Flames is a skill that usually requires at least two copies in a build because it depends on Burning to do any damage. It's also not uncommon to see a Burning Arrow Ranger paired with a Searing Flames Elementalist to take care of the Burning prerequisite. Savannah Heat, in contrast, works with just one Elementalist at the flag stand and can generate massive amounts of pressure by itself.

Read the full article here.