|Gain power while in fire attunement.
|Burning you inflict has increased duration and your critical hits gain a chance to inflict burning.
|Gain fire aura when an ally picks up a conjured weapon.
|Cast Lesser Cleansing Fire when you have a number of conditions on you.
|Gain a fire aura, and damage nearby foes when you attune to fire. Also triggers on overload skills.
|Sunspot inflicts burning, and its radius is increased. Your condition damage is increased.
|Fire auras have increased duration. Applying auras to allies removes conditions, and transmuting auras removes conditions from nearby allies.
|While at or above the might threshold, gain increased power. Power bonuses are doubled while attuned to fire.
|Your fire-weapon skills gain reduced recharge. Deal increased strike damage to burning foes.
|Fire fields created by weapon skills last longer. Whenever your fire fields hit a foe, gain increased strike damage for a duration.
|Gain might for using any skill while attuned to fire. When leaving fire attunement or successfully completing a fire overload, unleash a Flame Expulsion.
|Inflict blindness on foes you burn. This trait can only affect the same enemy once per interval.
|Your chance to critically strike is increased. While attuned to air, your movement speed is also increased.
|Grant boons to allies you grant auras to.
|One with Air
|Gain superspeed when attuning to air.
|Gain ferocity based on your precision.
|Strike your target with a bolt of lightning when attuning to air. Also triggers on overload skills.
|Gain boons upon casting a glyph based on your attunement.
|Critically striking a foe grants fury. Gain ferocity while under the effects of fury.
|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.
|Gain ferocity, and gain additional ferocity while attuned to air. Air weapon skills get a reduced recharge time.
|Bolt to the Heart
|Deal increased strike damage to enemies below the health threshold.
|Recharge air attunement on a critical hit. Gain a ferocity boost when attuning to air.
|Cast Lightning Rod when you disable a foe. Disables include stun, daze, knockback, pull, knock down, sink, float, launch, taunt, and fear.
|Strike damage taken is reduced while attuned to earth.
|Gain barrier when attuning to earth. Note: This effect will not trigger when attuning to the same element.
|Bleeding you inflict has increased duration. Deal increased damage to bleeding foes.
|Auras you grant to allies also grant protection.
|Damage and cripple nearby foes when attuning to earth. Also triggers on overload skills.
|Strength of Stone
|Gain condition damage based on your toughness. Inflict bleeding when you immobilize a foe. Bleeding can only occur on the same target once per interval.
|Grant stability to nearby allies when attuning to earth. Note: This effect will not trigger when attuning to the same element.
|Decrease the duration of movement-impairing conditions applied to you. Restore endurance when you receive one of these conditions.
|Strike damage from nearby foes is reduced. Earth weapon skills gain reduced recharge.
|Remove conditions when struck while your health is above the threshold.
|Written in Stone
|Signets continue to grant their passive bonuses while recharging. Gain an aura when you use a signet skill.
|You cannot be critically hit for a duration of time after entering or exiting earth attunement. Remaining effect duration is lost when exiting.
|You and nearby allies recover health while you are attuned to water.
|Gain regeneration and frost aura when critically hit.
|Vulnerability you inflict has increased duration. Deal increased strike damage to vulnerable foes. Damage bonus is doubled while attuned to water.
|Stop, Drop, and Roll
|Dodging removes burning and chilled from nearby allies.
|Heal nearby allies when attuning to water. This effect will not trigger when attuning to the same element, but will be triggered by overload skills.
|Cantrips grant boons.
|Remove conditions from nearby allies when attuning to water.
|Flow like Water
|Deal increased strike damage when your health is above the threshold. Blocking or evading an attack heals you.
|Increase healing to other allies. Water-weapon skills gain reduced recharge.
|Cleanse conditions from allies you grant regeneration to.
|Any aura you grant yourself is granted to nearby allies.
|Soothing Mist is more effective.
|Gain boons when you switch attunements.
|Your critical strikes have a chance to inflict a condition based on your attunement.
|Gain vigor when you critically strike a foe.
|Swapping attunements restores health.
|Grant a boon to nearby allies when changing attunements. Note: This effect will not trigger when attuning to the same element.
|Cast Geyser when you begin reviving a downed ally. Geyser now partially revives downed allies. When you begin reviving an ally, you gain an aura based on your attunement.
|When you disable a foe, gain a boon based upon your current attunement.
|Cast Lesser Arcane Shield when you use an elite skill.
|Gain concentration and your attunements gain reduced recharge.
|Cast a skill when you dodge based on your attunement.
|Arcane skills grant increased ferocity and inflict a condition based on your attunement.
|Deal increased strike damage for each boon on you.
Tempest Elite Specialization top
|Attain elemental singularity by remaining in an attunement for a period of time. Upon attaining singularity, you may overload the attunement to your vicinity. Gain access to Shouts.
|Grant protection to nearby allies when you use a healing skill.
|Grant vigor to nearby allies when attuning to water. Restore endurance to allies you grant vigor.
|Overloads grant an aura based on your attunement.
|Your concentration is increased. Gain additional concentration while above the health threshold.
|Using a shout grants allies might. Granting an aura to an ally increases your outgoing damage for a period of time.
|Gain stability and swiftness when starting an overload.
|Auras you grant also grant regeneration and vigor.
|Overloads grant protection. Protection gains increased damage reduction.
|Time to attain singularity is reduced. Upon successfully completing an overload, gain increased damage.
|Apply alacrity to nearby allies while channeling and when successfully completing a channel.
|Heal allies you grant an aura to. Grant frost aura to nearby allies when struck while below the health threshold.
Weaver Elite Specialization top
|Your active attunement is now applied to your main hand, with the old attunement moving to your off hand. Attunement recharges are reduced. Gain access to Dual Attack and the Stance utility types.
|Dual Attack skills weaken enemies. Attacks against weakened foes have increased critical chance.
|Gain superspeed when inflicting inhibiting conditions on enemies.
|Gain increased vitality when wielding a sword. Gain bonus vitality based on a portion of your power and condition damage.
|Grant barrier to yourself and nearby allies when using Dual Attack skills.
|Gain increased condition damage and duration for a period of time after attuning to a different element.
|Gain swiftness when using a Dual Attack. Deal increased strike damage to enemies while under the effects of swiftness or superspeed.
|Gain barrier when activating a Stance. Activate Lesser Stone Resonance when struck while below the health threshold.
|Gain attributes based on your current attunement. When dual attuned, gain both benefits.
|Elements of Rage
|Gain a bonus to all damage dealt for a period of time when attuned to a single element. Gain precision based on a percentage of your vitality.
|Gain swiftness when you are inflicted with inhibiting conditions. When gaining either superspeed or swiftness, also gain regeneration and cleanse a condition. Swiftness has increased effectiveness.
|Gain vigor when using a Dual Attack. Dodge rolling grants a barrier.
Catalyst Elite Specialization top
|Depth of Elements
|Build up elemental energy when you strike foes. Energy is consumed to imbue the jade sphere with different elements, creating combo fields and granting boons to allies in the area.
Gain access to Augments.
|Damage reduction is increased when you grant yourself an aura. When this triggers, the duration of all stacks are refreshed.
|Gain Elemental Empowerment and might when you disable or immobilize a foe.
|Gain energy and boons when you switch attunements. Energy can only be gained while in combat.
|Gain Elemental Empowerment while in combat.
|Gain increased outgoing damage when you grant yourself an aura. When this triggers, refresh the duration of all stacks.
|Gain Elemental Empowerment and vigor when evading an attack.
|Your jade sphere is larger and grants quickness and an additional boon based on your current attunement to nearby allies when activated.
|Gain an aura based on your current attunement when you combo. Gain Elemental Empowerment when you grant yourself an aura. Auras can be gained this way once per attunement per interval.
|Gain stability when you grant yourself an aura.
|Elemental Empowerment is more effective. While at maximum stacks of Elemental Empowerment, its effectiveness is increased further.
|Boons applied by your jade sphere have increased duration.