May 21st, 2010
Guild Wars Elementalist Guide
10. About this Guide
I hope this guide helped you with your adventures in Guild Wars. If you are interested in more information for Guild Wars or other MMORPGs, take a look at the GW category on our site at http://gw.killerguides.com. We would also appreciate in case you take the time to rate this guide and leave a feedback in the member area of our site at
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Guild Wars is a registered trademark of NCsoft Corporation.
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May 21st, 2010
Guild Wars Elementalist Guide
Farming in general should be done solo when possible and in a small group when not. It’s best to have a couple of friends or a couple of guild-mates that function well with you and are willing to be patient while you work through mobs. It may take some time before you learn the quickest and most effective spells to use before you can efficiently chain-kill (that is, pull group after group with little to no downtime), but if you and your friends/guild keep at it, you’ll get the hang of things and the money will pour in.
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May 21st, 2010
Guild Wars Elementalist Guide
9.4. Gold/Rune Farming
Due to recent patching, farming in one specific area over another has become considerably less effective. Perdition Rock is a popular hotspot for farmers as the mobs there have a decent drop rate C though they have been adjusted in difficulty due to the number of people that farm there. With this in mind you’ll need a group of competent players that work well with one another. The money income here is nice here, netting one or two hundred gold, roughly, each time money drops. This averages out to about 3K per hour in gold alone; anywhere from 7-10K after drops and salvaging. It’s also easy to find groups since many people are here for elite skill capturing if nothing else.
Aside from Perdition Rock, any area in the Southern Shiverpeaks offers a good income. The avicara in the area will provide armor for salvaging/runes and the general money in the area from common loot as well as gold that drops will quickly fund your armor preferences. You’ll also need to kill most of the things here for the weapons from the collectors anyhow, so you might as well get some good farming experience ion while you’re at it. The gold generation in this area is similar to Perdition and will likewise net in the vicinity of roughly 7-10K per hour, but it’s primarily from drops and after salvaging those drops and selling the materials. So the important thing to keep in mind in this area is to carry a couple of salvage kits (it’s wise to carry 1 normal with at least 15 uses left, and 2 experts) and salvage anything and everything you don’t want. I would suggest being a Pyromancer here. The AoE damage against the cold-based mobs will allow you to handle large groups at a time.
An important thing to note about salvaging here is to always use a normal salvage kit on bows and staffs (not to be confused with staves, the one-handed metal items) only when they have mods that you do not want. A lot of the mods don’t sell well and you can easily get more money from the wood you’ll extract. The reason I suggest it with these is because there’s no rare crafting material to extract at all.
For rune farming, kill things that most commonly drop armor. I found the best area for this is the Southern Shiverpeaks, Talus Cute. The avicara inhabitants drop armor regularly and it produces a very decent income between the salvaging of crafting materials and the runes. Keep in mind that once you find a piece of armor with the rune and you choose to salvage it out, you may not always be successful. With that in mind, if you manage to find a rune worth selling (i.e. Superior Swordsmanship), then sell the armor with the rune in it. You may get a little less than you would selling the rune itself, but there’s always the possibility you’ll simply fail and you won’t receive any money at all.
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May 21st, 2010
Guild Wars Elementalist Guide
9.3. Salvage Guide and Material Pricing
This section will give you an idea of what items can be salvaged into the Rare crafting materials as well as the general price range for these items. Please note that the supply and demand changes constantly and a price can fluctuate overnight.
Name
Price
Salvaged From:
Glowing Heart (as far as I can tell, this is the only item it can be salvaged from)
Charcoal 100-150g
Fur
200-350g Centaur Hides,
Snowy Ettin Hides
Various Armors (primarily that of Ranger mobs), Hides
Leather Squares 75-125g
Various Armors (primarily that of Caster mobs)
Linen
150-250g
Scrolls (as far as I can tell, this is the only item it can be salvaged from)
Parchment 80-120g
Various Armors (primarily that of Caster mobs)
Silk
50-100g
Any Metal Weaponry, Various Armors (primarily those of Warrior mobs)
Steel
200-300g
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May 20th, 2010
Guild Wars Elementalist Guide
9. Striking it Rich
9.1. Introduction
This section will give you a few words of advice in how to save your money on the way to 20 and beyond. This includes a salvage guide with a general pricing guide on the rare materials, and ends with general farming tips.
9.2. Money-Saving Tips
Only buy what you need. No need in owning several suits of armor (aside from
your level 20 PvE/PvP suits) and there’s no point in buying weapons when you get the best ones for free.
Pick up everything. Those disgusting oozing eyes? Vendors want those for
some reason, so grab’em. Be sure to do this with any metal weapon as it can be salvaged into steel.
Stay away from the dye trader. Dyes get expensive and dying armor that’ll get
replaced while leveling is silly. Worry about dyes when you’re rich and in your final suit(s).
Don’t ever buy crafting materials. It’s much easier to farm and salvage for what
you want and need.
Don’t buy high-end runes from players. There’s a Rune Trader in town that sells
them cheap. Also do not buy high-end runes for lower-level armor C your damage may get a boost, but your hp gets driven into the ground.
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May 20th, 2010
Guild Wars Elementalist Guide
Radamon takes Huge Jawbone Fire Wand
Mineral Springs
Goran Grimyak takes Feathered Avicara Scalps Flame Artifact Bariel Darkroot takes Alpine Seeds Earth Staff Scroll
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May 20th, 2010
Guild Wars Elementalist Guide
The Scar
Lord Don Lendrigen takes Bleached Shells Air Staff
Droknar’s Forge
Ornhelm Brightaxe takes Stone Summit Badges Storm Aritfact
Witman’s Folly
Mag Ironwall takes Intricate Grawl Necklaces Scroll (Energy Storage)
Diviner’s Ascent
Luven Underwood takes Minotaur Horns Fire Wand Cinder Linwood takes Bleached Carapace Storm Artifact
Talus Chute
Volsun Stoneketil takes Feathered Avicara Scalps Air Wand Cember Goreaxe takes Frigid Hearts Fire Staff Earth Wand
Snake Dance
Hagnon Warblade takes Frosted Griffin Wing Air Staff Merin Trollsbane takes Mountain Troll Tusks Water Staff
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May 20th, 2010
Guild Wars Elementalist Guide
as max damage (11-22). The wands give a 20% recharge increase like the staffs and max damage. The focii are 20/20 like the staffs and +12 energy.
Skyward Reach
Mourn Drakespur takes Dessicated Hydra Claws Air Wand Rylan Palval takes Spiny Seeds Water Staff John Verado takes Topaz Crest Earth Wand Arliss Vaughn takes Iridescent Griffin Wings Frost Artifact
The Arid Sea
Sir Pohl Sanbert takes Dune Burrower Jaws) Flame Artifact
Vulture Drifts
Kraviec the Cursed takes Iridescent Griffin Wings Scroll (Energy Storage) Karl Jacobs takes Massive Jawbone Fire Staff Uderit Ignis takes Jade Mandible Water Wand Brandon Harlin takes Encrusted Lodestone Scroll (Earth)
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May 19th, 2010
Guild Wars Elementalist Guide
8. Weaponry
8.1. Introduction
This section is designed to guide you in choosing which weapon setup works best for your build and playing preference.
8.2. Staff or Wand/Focii?
There is no fundamental difference in the two; that is, there is no specific advantage or disadvantage to using a two-handed staff over a one-handed wand and a Focii, and vice-versa. Now, stat-wise they vary vastly.
Staffs can be upgraded while the wand/Focii combination cannot. And when using the 20/20 staff, this can make for a very powerful weapon. If you can manage to locate a perfect Insightful head (+5 energy), it’s almost the equivalent to a major energy rune. And if you manage to locate a perfect Hale head (+30 hit points), it’s almost a major vigor. Along with either of those, you can use a perfect Fortitude wrapping (+30 hit points). So it boils down to either +5 energy and +30 hit points, or +60 hit points.
Hybrids lean towards the hit point recovery due to the fact that elemental attunements helps in energy conservation and hit points are already low due to the use of higher runes. While the elementalist/subclass users prefer an energy boost.
As for the wand/Focii, it’s primarily utility. The Focii has the same stats as the staff, but cannot be modified. The wands adds another 20% to recharge speed (however, it’s isn’t really 20% – the cap on recharge/casting % is 36%). This seems almost pointless to me, since it’s virtually a 16% recharge percentage rather than a huge boost to hp or a balanced energy/hp bonus. Some hybrids however do prefer to use the wand/Fociii to aid in the recharge of both specs, which is a balanced idea in that both specializations do receive 20%. This is primarily seen in the Aero/Pyro hybrids; a 20/20 storm artifact and a 20 fire wand. Other combinations receive a small bonus overall primarily because of how few skills are used of the secondary specialization. Again, I would suggest testing it for yourself C but I do recommend the staff with high-end modifications.
8.3. Collector List
Below is a list of Collectors, what they collect, and what item(s) they give. The staffs are +10 energy, 20% casting speed increase, 20% skill recharge increase, as well
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May 19th, 2010
Guild Wars Elementalist Guide
In Perdition Rock, it’s obvious Pyromancer is the route to go. Drakes and hydras both deal pure fire damage (many of which are AoEs) and you’ll want to nullify as much of that as possible.
There are other places people like to farm because of personal preference and such, so if neither of the above suggestions apply, then take a look around the area you’re in and see what armor would be the smartest move accordingly.
7.4. PvP Suggestions
This is basically to nullify (or try to anyway) the damage of other elementalists. As a whole, lightning damage is the most common; therefore I strongly suggest making the chest piece Aeromancer. The second most popular is fire and so Pyromancer leggings may be wise. Or focus on taking out other Aeros or Pyros. Though you’ll notice you run into lightning more than anything else and it does have a 25% armor penetration chance. So you’re going to need as much defense as you can muster to help take those other elementalists down. Even though a Pyromancer suit is great for cutting down Pyromancers quickly and effectively, it will get you slaughtered against an Aeromancer C so it’s best to experiment a little and see which you prefer.
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