Causes ice damage and decreases opponents’ ice resistance within a certain radius. Allied players receive a bonus to fire resistance. If the combat art Fiery Ember is active within range, the spell with the higher level will cancel the weaker one.
A player may gather as large a mob as possible, casting Icy Evanescence while being attacked. If done successfully, each monster will be damaged by several of the damage points/crystal clusters, resulting in significantly increased damage, as well as effecting a chance to freeze monsters (slowing effect)
Due to its reduction to enemy ice resists, it's useful to cast Icy Evanescence before attacking with CA's like Amplifying Discharge (modded for ice damage) or ice-damage weapons socketed with ice crystals.
Icy Evanescence has a wide radius that can be increased even further with +combat art range item modifiers, killing everything on the screen.
Great against Dragons - protects against their fire breath and weakens them even further to ice (which they are already weak against)
Pros and Cons
Can be useful against very large mobs that are not moving, for example enemies within melee range
The effect follows the Temple Guardian around while it lasts
Ice resist reduction can be useful when paired up with an ice High Elf
Damage mitigation protects against fire spells and melee attacks
Temple Guardian's CAs Fiery Ember and Icy Evanescence increase target's vulnerability to Ice or Fire; High Elf's Buff Crystal Skin has "Feel Cold" modification that causes all targets in close vicinity to the caster to be more vulnerable to Ice Damage. These CAs cause all enemies in Area of Effect to have modifier "Damage Vulnerability Ice/Fire +x%" which not only removes these enemies' resistance to Damage but can decrease it below zero, causing CAs to deal more damage than the value stated in CA description. These CAs do not affect target's Armor, but decrease "Damage Mitigation" modifier by fixed percentage (not by percent of target's mitigation like Ancient Magic).