Elementalist - S/F Fast Air

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Designed for:

Overview

A variant of the traditional Fresh Air Elementalist, the Fast Air build is an active playstyle relying on very short cooldowns for extreme movespeed boosts and powerful active defense skills while dealing high single-target burst damage and CC.

Skill Bar

Scepter/FocusHealingUtilityElite

Slot Changes

For the Optional.png slot:

  • Glyph of Elementals Glyph of Elementals
    Activation.png
    90Recharge.png
    Glyph of Elementals
    Glyph. Summon an elemental based on your attunement.
    Fire Attunement.pngGlyph of Elementals (fire).pngFire Elemental: Deals damage.
    Water Attunement.pngGlyph of Elementals (water).pngIce Elemental: Deals damage and heals.
    Air Attunement.pngGlyph of Elementals (air).pngAir Elemental: Deals damage and stuns.
    Earth Attunement.pngGlyph of Elementals (earth).pngEarth Elemental: Deals damage and is hard to kill.
    Duration.pngDuration: 60 seconds
    - 5/5 - In Fire attunement, this skill provides a source of very high AoE DPS, allowing you to fight in 1v2 situations.
  • Conjure Fiery Greatsword Conjure Fiery Greatsword
    1Activation.png
    180Recharge.png
    Conjure Fiery Greatsword
    Conjure. Manifest a fiery greatsword in your hands and at the target location. When it lands, it damages and burns foes. Wielders of this weapon gain increased power and condition damage.
    Damage.pngDamage: 246
    Conjure Fiery Greatsword.pngConjure Fire Attributes: 260 Power, 180 Condition Damage
    Book.pngNumber of Charges: 15
    Burn.pngBurning (3s): 984 Damage
    Book.pngNumber of Targets: 3
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 150
    Range.pngRange: 1,200
    - 4/5 - The best mobility skill in the game. Nearly guaranteed escape from any situation. Lose ability to consistently 1v2 or near guaranteed win 1v1s.

Specializations




Equipment

Scepter.png
Focus.png
I.png
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Leeching
9Recharge.png
Superior Sigil of Leeching.pngSuperior Sigil of Leeching
Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
I.png
Superior Rune of the Pack
Superior Rune of the Pack.pngSuperior Rune of the Pack
(1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity

Sigil Variants

  • Superior Sigil of Energy Superior Sigil of Energy
    9Recharge.png
    Superior Sigil of Energy.pngSuperior Sigil of Energy
    Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
    - 5/5 - Replacement for Sigil of Leeching. Twice the benefit of Vigor Vigor. Defensive sigil choice.
  • Superior Sigil of Fire Superior Sigil of Fire
    5Recharge.png
    Superior Sigil of Fire.pngSuperior Sigil of Fire
    50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
    - 4/5 - Replacement for Sigil of Leeching. About the same damage. Doesn't heal, but cannot be dodged.

Usage

Damage

  • As a S/F power build, you have one main responsibility in fights-- focus a single priority target, lock them down, and kill them quickly. Your damage comes from two main sources.
    • Unpredictable burst! - Fresh Air is the main identity of this build. It refreshes your
      Air Attunement Air Attunement
      10Recharge.png
      Air Attunement
      Attune to air, gaining heavy damage and control abilities.
      's cooldown, allowing you to quickly go in and out of air attunement, maximizing the use of
      Lightning Strike Lightning Strike
      5Recharge.png
      Lightning Strike
      Strike your foe with lightning.
      Damage.pngDamage: 292
      Range.pngRange: 900
      and
      Electric Discharge Electric Discharge
      Electric Discharge
      Strike your target with a bolt of lightning when attuning to air.
      for consistent high damage non-telegraphed ranged burst.
    • Tons of damage! -
      Dragon's Tooth Dragon's Tooth
      1Activation.png
      6Recharge.png
      Dragon's Tooth
      Drop an explosive dragon's tooth on your foe.
      Damage.pngDamage: 799
      Burn.png3Burning (3s): 1,179 Damage
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 180
      Combo.pngCombo Finisher: Blast
      Range.pngRange: 900
      and
      Phoenix Phoenix
      ¼Activation.png
      20Recharge.png
      Phoenix
      Release a fiery phoenix that attacks foes in a line before exploding and returning to you, curing a condition and granting you vigor.
      Damage.pngDamage: 183
      Damage.pngExplosion Damage: 414
      Vigor.pngVigor (5s): 100% Endurance Regeneration
      Book.pngConditions Removed: 1
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      Combo.pngCombo Finisher: Blast
      Range.pngRange: 900
      Unblockable.pngUnblockable
      hit for immense damage but require CC to land. Either
      Gale Gale
      ¾Activation.png
      50Recharge.png
      Gale
      Knock down your foe with a charged wind blast.
      Knockdown.pngKnockdown: 2 seconds
      Range.pngRange: 900
      or
      Signet of Earth Signet of Earth
      ½Activation.png
      25Recharge.png
      Signet of Earth
      Signet Passive: Improves toughness.
      Signet Active: Immobilize your foe.
      Damage.pngDamage: 122
      Signet of Earth.pngSignet of Earth: 180 Toughness
      Bleed.png5Bleeding (7s): 1,488 Damage
      Immobilize.pngImmobilize (3s): Unable to move.
      Range.pngRange: 1,200
      last long enough to allow you to hit with both (use Dragon's Tooth first).

Support

  • Shield your team! - Being an Elementalist, you will always have a lot of tools to assist your team as well. Of particular note is to set up
    Swirling Winds Swirling Winds
    ½Activation.png
    30Recharge.png
    Swirling Winds
    Create a swirling wind that destroys projectiles.
    Duration.pngDuration: 6 seconds
    Radius.pngRadius: 400
    when either you or your team are being attacked by projectiles.
  • Heal your team! - You provide a solid amount of healing to your teammates as well through
    Soothing Mist Soothing Mist
    Soothing Mist
    You and nearby allies regenerate health while you are attuned to water.
    Heal.pngSoothing Mist (10s): 800 Heal
    Book.pngNumber of Targets: 5
    Radius.pngInterval: 10 seconds
    Radius.pngRadius: 1,200
    ,
    Healing Ripple Healing Ripple
    Healing Ripple
    Heal nearby allies when attuning to water.
    Heal.pngHealing: 1,302
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    , and
    Water Trident Water Trident
    ½Activation.png
    20Recharge.png
    Water Trident
    Cast a water trident that damages foes and heals allies.
    Damage.pngDamage: 122
    Heal.pngHealing: 1,448
    Regeneration.pngRegen (3s): 390 Heal
    Book.pngNumber of Targets: 3
    Book.pngNumber of Allied Targets: 5
    Radius.pngRadius: 180
    Range.pngRange: 900
    . Note that Healing Ripple has a very short range!

Defense

  • Who needs protection? - One of the biggest benefits the mastery system has provided is the ability to go deep into two defensive lines. Between Signet of Earth, Stone Flesh, and Rock Barrier, you will have up to 2700 armor while in fights. By taking the -33% cooldown traits, the cooldowns for Swirling Winds (20), Magnetic Wave (16), Obsidian Skin (33) allow you huge uptime on immunity to ranged/all attacks as well. Of note is that Obsidian Skin can be cast while stunned, allowing you to absorb all of the damage coming your way should you be hit by CC.
  • Use your healing liberally! - You have numerous powerful heals on several short cooldowns. Of note is that with Written in Stone, it is favorable to make maximum use of
    Signet of Restoration Signet of Restoration
    1Activation.png
    25Recharge.png
    Signet of Restoration
    Signet Passive: Grants health every time you cast a spell.
    Signet Active: Heal yourself.
    Heal.pngHealing: 3,275
    Heal.pngHealing Per Cast: 202
    by using the active as soon as you lose near 3.5k HP to start the cooldown immediately.
  • Keep your range! - With
    One with Air One with Air
    One with Air
    Gain superspeed when attuning to air.
    Haste.pngHaste (1½s): 100% Movement Speed
    giving you max movement speed for 3 seconds every time you swap into Air (which should be around every 3-5 seconds), you have superior mobility over every single class in the entire game. Maximize the use of this trait by minimizing the amount of backpedaling you do! This allows you to completely stay out of the range of melee classes and play a peek-a-boo style of combat using line of sight against other ranged classes with your superior instant burst on short cooldowns.
  • Cleanse your conditions! -
    Magnetic Wave Magnetic Wave
    25Recharge.png
    Magnetic Wave
    Damage foes, cure three conditions, and reflect projectiles with a magnetic surge.
    Damage.pngDamage: 255
    Cripple.pngCripple (5s): -50% Movement Speed
    Book.pngNumber of Targets: 5
    Duration.pngReflection Duration: 3 seconds
    Radius.pngRadius: 300
    Combo.pngCombo Finisher: Blast
    and
    Cleansing Fire Cleansing Fire
    40Recharge.png
    Cleansing Fire
    Cantrip. Cure three conditions and burn foes.
    Burn.png3Burning (4s): 1,572 Damage
    Book.pngConditions Removed: 3
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    are your burst condition cleanses to be used when you have several conditions on you! If you need to remove a single condition,
    Cleansing Water Cleansing Water
    Cleansing Water
    Remove a condition when granting regeneration to yourself or an ally.
    Book.pngConditions Removed: 1
    allows you to do so with
    Lightning Flash Lightning Flash
    40Recharge.png
    Lightning Flash
    Cantrip. Teleport to target area.
    Damage.pngDamage: 365
    Book.pngNumber of Targets: 1
    Radius.pngRadius: 120
    Range.pngRange: 900
    or
    Water Trident Water Trident
    ½Activation.png
    20Recharge.png
    Water Trident
    Cast a water trident that damages foes and heals allies.
    Damage.pngDamage: 122
    Heal.pngHealing: 1,448
    Regeneration.pngRegen (3s): 390 Heal
    Book.pngNumber of Targets: 3
    Book.pngNumber of Allied Targets: 5
    Radius.pngRadius: 180
    Range.pngRange: 900
    .

Tips & Tricks

  • 360 No Scope - It is recommended to bind an easy-to-access key to the reverse camera or to use the free camera setting as several of the S/F skills (including your bread and butter lightning strikes) do not require you to face your opponents to cast them. This allows you to run away while still firing off your attacks at enemies. This is particularly useful against melee classes in conjunction with
    One with Air One with Air
    One with Air
    Gain superspeed when attuning to air.
    Haste.pngHaste (1½s): 100% Movement Speed
    , whose benefit is lost immensely if you backpedal.
  • Maximize the value of
    Glyph of Elementals Glyph of Elementals
    Activation.png
    90Recharge.png
    Glyph of Elementals
    Glyph. Summon an elemental based on your attunement.
    Fire Attunement.pngGlyph of Elementals (fire).pngFire Elemental: Deals damage.
    Water Attunement.pngGlyph of Elementals (water).pngIce Elemental: Deals damage and heals.
    Air Attunement.pngGlyph of Elementals (air).pngAir Elemental: Deals damage and stuns.
    Earth Attunement.pngGlyph of Elementals (earth).pngEarth Elemental: Deals damage and is hard to kill.
    Duration.pngDuration: 60 seconds
    !
    9 times out of 10, the Fire Elemental is the one you want to summon going into a fight (emphasis on going into-- it does the most amount of work if you have it out from the get-go). However, you absolutely must remember to use the active skill of the elemental every time it is off cooldown!
    Flame Barrage Flame Barrage
    ¾Activation.png
    15Recharge.png
    Flame Barrage
    Command your fire elemental to bombard its target and surrounding foes with burning bolts.
    Burn.pngBurning (1s): 328 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 360
    Book.pngCombat Only
    does bonkers supplementary damage, applying multiple burning stacks on top of ~3-4k direct damage. If you do, there are few builds in the game that can stand toe-to-toe in a 1v1 with you.
    • Occasionally, you will want to summon the Elite Water Elemental for
      Crashing Waves Crashing Waves
      ¾Activation.png
      15Recharge.png
      Crashing Waves
      Command your ice elemental to knock back its target and then release a wave of water that heals allies and removes a condition.
      Heal.pngHealing: 10
      Book.pngConditions Removed: 1
      Knockback.pngKnockback: 180
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      Book.pngCombat Only
      , which heals for 6.5k, knocks an opponent back, and cleanses 1 condition in an AoE. This is a defensive alternative to the Fire Elemental, though you will have to remember to stick close to the Water Elemental to get the benefit of the heal! In a 1v2 or 2v2 fight, this is a solid alternative to the Fire Elemental.
  • Secure your stomps! The blind from
    Blinding Flash Blinding Flash
    10Recharge.png
    Blinding Flash
    Blind your foe with a flash of light.
    Blind.pngBlindness (6s): Next outgoing attack misses.
    Range.pngRange: 900
    is instant, which means you can use it in the middle of a stomping animation. This is extremely useful to securely stomp Necromancers, Warriors, Engineers, Guardians, and Rangers. Watch your opponents closely and cast it when they begin their downed interrupt animation (there are several video resources available for this).
    • Magnetic Wave Magnetic Wave
      25Recharge.png
      Magnetic Wave
      Damage foes, cure three conditions, and reflect projectiles with a magnetic surge.
      Damage.pngDamage: 255
      Cripple.pngCripple (5s): -50% Movement Speed
      Book.pngNumber of Targets: 5
      Duration.pngReflection Duration: 3 seconds
      Radius.pngRadius: 300
      Combo.pngCombo Finisher: Blast
      and
      Swirling Winds Swirling Winds
      ½Activation.png
      30Recharge.png
      Swirling Winds
      Create a swirling wind that destroys projectiles.
      Duration.pngDuration: 6 seconds
      Radius.pngRadius: 400
      are also effective against Warriors' and Engineers' downed interrupt abilities, as they are ranged projectiles.
    • Obsidian Flesh Obsidian Flesh
      50Recharge.png
      Obsidian Flesh
      Envelop yourself in stony armor, making yourself invulnerable.
      Duration.pngDuration: 4 seconds
      Book.pngPrevents Capture-Point Contribution
      will guarantee you the stomp on any of the aforementioned 6 classes.
    • Lightning Flash Lightning Flash
      40Recharge.png
      Lightning Flash
      Cantrip. Teleport to target area.
      Damage.pngDamage: 365
      Book.pngNumber of Targets: 1
      Radius.pngRadius: 120
      Range.pngRange: 900
      allows you the chase down Thieves in the middle of your stomping animation if you are quick to follow them.

Counters

  • Bunker Builds (Soft Counter): The build relies heavily on direct damage bursts of 5-7k damage every few seconds to win fights with the trump card of Dragon's Tooth and Phoenix as heavy hitters. Bunker builds tend to stack lots of healing, armor, and protection, denting a lot of the damage you'll be outputting. On top of that, they typically pack several condition cleanses and stunbreaks as well, meaning you will likely not be landing your CC combo into your fire skills. While they will not be able to kill you, you will take a long time killing them alone and should focus your attention elsewhere.

Video Guides

  • None at the moment.
Build rating - 3 stars
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5 Ratings
0 stars
Wheadna gave this build 0 stars August 2015

It feels like the passive defense gained from taking Earth is not markedly better than the active defense from the standard fresh air build and in my experience I missed the versatility of the Arcana line too much - especially the healing and condi cleanse.

0 stars
Hanz gave this build 0 stars August 2015

Fine, here's some elaboration for you.

By giving up Arcane you drastically cut your Vigor/Fury uptime, lose any access to very decent Protection uptime (for what, 150 toughness while in Earth? Not even taking Stone Heart, which could actually be useful if you are expecting stealth burst?). Extra condi cleansing/healing every 10 sec is also going away. The attunement recharge bonus is also going away - this isn't much, but Freash Air sometimes makes you burn through your other attunements, and the less you are locked out of them, the better. Swiftness will also be gone.

Taking Signet of Earth will leave you without a stunbreaker. On a Marauder build. Lightning Flash helps a lot with this, but still not a stunbreaker. With the traits it'll give you 180 toughness, raising you to a grand total of less than 2.1k while not in Earth. And no Protection.

Arcana also has a trait which makes you break stun at 25% HP while giving some charges of blocking, which can save your life. In contrast this has AoE at 50% HP, good but that's better on tanky builds imo.

Current Earth GM allows you to use your heal for the active ~3k heal every 20 sec, but the loss of Protection/Vigor/Heal&Cleanse on dodge will cost way more than 3k.

Earth gives some nice things like the Chill/Earth CD reduction, it's just not enough to replace Arcana imo. Playing ele without Arcana is like playing without Soul reaping for nec or Discipline for warrior.

5 stars
Easytomahawkcx gave this build 5 stars August 2015

I played this, and I had tons of fun. It is really helpful to have earth instead of arcana, because while missing 1 blast finisher, it is still better IMHO because it has more toughness, which burst builds usually lack.

2 More Ratings
5 stars
CGSN gave this build 5 stars July 2015

Geomancer's Training might be my favorite trait to have come out of the update. 33% CDR on Earth's utilities is too good. Additional room for Signet of Earth makes for easy focus fire during team fights. Fresh Air in general still has too much trouble against heavy sustain builds and bunker builds.

@Hanz - It doesn't need Arcana. The whole point of the variant is that Arcana's bonuses got nerfed in the specialization update and Earth got buffed (see discussion).

5 stars
Mithmoth gave this build 5 stars July 2015

Great alternative to the other fresh air build, much more effective in 1v1s and has much higher sustain.

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