Pre-Elites Elementalist: For new players. “Pre-Elites” means before you can join the other campaigns and get the early elites of those areas.
Elementalist is poorly kitted before Kaineng and Yohlon Haven at minimum. Complete with your secondary profession until then.
Note: “Default” is Prophecies.
Air Magic:
- Invoke Lightning is by far your strongest hitting spell. With Intensity it becomes a reliable AoE source, the rest of the bar helps to fuel energy and deal damage.
- Thunderclap is a flexible skill that applies Weakness and Cracked Armor on AoE while Chain Lightning is the main spell to use with Intensity. Allows a free slot for a PvE skill or a resurrection (Flesh of My Flesh)
- Blinding Surge and Glimmering Mark have the same function: applying Blindness on AoE. However, while Blinding Surge is more direct, Glimmering Mark is an hex you drop on a foe before ignoring it.
Note: Only skills that directly targets the enemy under Glimmering Mark cancels the mark.
Fire Magic: Important - Fire Magic is not recommended against Prophecies’ Titans and EotN Destroyers.
- Mind Burn is excellent in Normal Mode, but falls off in Hard Mode especially against other Elementalist foes. Overcast allows to do a lot of AoE damage while offering soft support through Phoenix.
- Elemental Attunement is a strong elite that allows to use highly costed spells without worrying about energy. Flare is a filler fueled by Incendiary Bonds’ Overcast.
Earth Magic:
- Shockwave is a strong point-blank AoE that does decent damage with several strong conditions. With Crystal Wave, you can blow up those conditions for more AoE damage. Assassins skills are here for quick retreat/engagement, while Mental Block adds a layer of defense.
- In Hard Mode, foes move 33% faster. That means Churning Earth will always knockdown enemies while Unsteady Ground will take care of attackers. Note that the cooldown of those spells is relatively long, which asks for a mandatory 40/40 set.
- Elemental Attunement is also solid in Earth, it allows to use both Earthquake and Eruption without losing too much energy, with a touch of support through Magnetic Aura with Overcast.
Support:
- Double Dragon is a strong contender for agressively supporting your melee friends. Next to Strength of Honor and Great Dwarf Weapon goes an enchantment that will deals damage and Burning in a fast rate around your melee and yourself. 12+3+1 Fire.
- Stone Sheath is a special one. Gives armor and immunity to crits (perfect for assassins!), but also applies Weakness on cast. Combined with Summon Naga Shaman’s Stoning and your own, you can effectively keep an enemy knocked down for a while. 12+3+1 Earth.
- Mirror of Ice seems weak, but if you have a melee player and a source of ground AoE like Ray of Judgment, you can help keeping enemies inside the AoEs. 12+3+1 Water.
- Yes, Elementalists can heal and even better than monks only because of Ether Renewal’s massive energy management. Run 12+3+1 Energy Storage, keep ER and the two bonds on you and be ready to heal yourself and your allies in large amounts thanks to Infuse Health while covering their bases with your protection spells.
Water Magic:
- Shatterstone is now an excellent damage spell that performs like Icy Veins on a shorter hex duration, an added snare on the initial target, and more damage on cast. Meanwhile, Rust is easier to play than Deep Freeze for the same damage, but doesn’t have a snare. On the free spot, you can run Steam if your team has Burning for a decent single-target spike, Ice Spikes for a snare, and Blurred Vision against melees.
Weapons:
- A 40/40 set or a 40/20/20 Staff is what you need. Preferably both, swithcing to the staff to recast your enchantments.
Note: I personally prefer staying on staff.
Armor:
- For the support builds, they use +3+1 in their element and +1 in Energy Storage, except Ether Renewal, which uses +3+1 Energy Storage.
On balance updates
- 2026-08-26: New PvE skill, Soul Ignition (Reduce overcast, permanent burning for you and adjacent foes). Testing needed. Several buffs for Water Magic and Air Magic.