Air
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“"Swift as the wind, deadly as lightning."
Air-based magic specializes in high single-target damage and improving your mobility. It enhances the power of your critical hits and grants bonus effects when you disable an enemy.
— In-game description
Air is a core specialization of the elementalist that focuses on use of air magic and additionally glyphs, movement speed, and spike damage.
| Tier | Trait | Description | |
|---|---|---|---|
| Minor Adept | Your chance to critically strike is increased. While attuned to air, your movement speed is also increased. | ||
| Major Adept | Grant boons to allies you grant auras to. | ||
| Major Adept | Gain superspeed when attuning to air. | ||
| Major Adept | Gain ferocity based on your precision. | ||
| Minor Master | Strike your target with a bolt of lightning when attuning to air. Also triggers on overload skills. | ||
| Major Master | Gain boons upon casting a glyph based on your attunement. Gain resistance when attuning to air. | ||
| Major Master | 8 | Critically striking a foe grants fury. Gain ferocity while under the effects of fury. | |
| Major Master | Deal increased strike damage to disabled or defiant foes. Outgoing stun duration increased. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. | ||
| Minor Grandmaster | Gain ferocity, and gain additional ferocity while attuned to air. Air weapon skills get a reduced recharge time. | ||
| Major Grandmaster | Deal increased strike damage to enemies below the health threshold. | ||
| Major Grandmaster | Recharge air attunement on a critical hit. Gain a ferocity boost when attuning to air. | ||
| Major Grandmaster | Cast Lightning Rod when you disable a foe. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. |
- See also: List of elementalist traits
Version history[edit]
For a detailed specialization history, see here.
