Difference between revisions of "Elementalist - Core Power"

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| profession = elementalist
 
| profession = elementalist
 
| specialization =  
 
| specialization =  
| designed for = open world, open world general, open world core, open world dps
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| designed for = open world, open world general, open world core
 
| focus = strike damage
 
| focus = strike damage
 
| rating = good
 
| rating = good
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==Overview==
 
==Overview==
Elementalists are master spellcasters that attune to the four elements of fire, water, air, and earth. Widely regarded as one of the most complex classes of Guild Wars 2, they can specialize into several different builds with their elite specialziations. As a core elementalist, however, you'll be most useful playing a power build, and this build focuses on that.
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A basic Strike-oriented build for Elementalist in the open world.
 
 
This build, as all elementalist builds, requires a lot of button pressing to be truly effective. A more relaxed playstyle is also offered as an alternative, but it does do less damage.
 
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYpKSUvET4XARcBUAFQAU4BTgH2APYAJgCWAAAAAAAAAAAAAAAAAAAAAAA=]
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code = [&DQYfHSkZJSsXARcBUAFQAb4BTgH2APYAJgCWAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
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|weapon1 = Dagger
 
|weapon1 = Dagger
 
|weapon2 = Dagger
 
|weapon2 = Dagger
 +
|weapon3 = Staff
 
|healing = Glyph of Elemental Harmony
 
|healing = Glyph of Elemental Harmony
 
|utility1 = Arcane Blast
 
|utility1 = Arcane Blast
|utility2 = Arcane Wave
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|utility2 = Glyph of Storms
 
|utility3 = Arcane Shield
 
|utility3 = Arcane Shield
 
|elite = Glyph of Elementals
 
|elite = Glyph of Elementals
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===Weapon Variants===
 
===Weapon Variants===
* {{Tooltip|Staff}} - with staff you can have a more relaxed playstyle that stays in {{Skill|Fire Attunement}} most of the time. This playstyle is explained below, but it does do less damage.
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* {{Tooltip|Sword}}/{{Tooltip|Warhorn}} - powerful weapon set if you have access to [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training]
  
 
===Skill Variants===
 
===Skill Variants===
Let's explain why we recommend these skills, and alternatives you can consider:
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====Heals====
====Healing====
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* {{Skill|Arcane Brilliance}} - blast finisher
{{Skill|Glyph of Elemental Harmony}} is a great burst heal and provides a boon.
 
* {{Skill|Arcane Brilliance}} - potentially the strongest heal if there are 5 enemies in range, plus a blast finisher, but very weak healing if there are no nearby enemies. Also synergizes with the Arcane trait {{Trait|Elemental Surge}}.
 
* {{Skill|Ether Renewal}} - very situational heal that removes up to 8 conditions throughout its long channelling time.
 
  
====Utility Skills====
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====Utilities====
{{Skill|Arcane Blast}} and {{Skill|Arcane Wave}} provide great burst damage, especially because their damage is always a critical strike. {{Skill|Arcane Shield}} offers a very useful stun break that also blocks 3 attacks. These three skills also synergize with {{Trait|Elemental Surge}}. Other options can be considered.
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* {{Skill|Glyph of Lesser Elementals}} - spawn a small elemental army that dies when you mount up, good for fighting strong bosses.
* {{Skill|Glyph of Storms}} - can be used in Air for great burst damage, or in Earth to continually {{Tooltip|blind}} trash enemies.
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* {{Skill|Cleansing Fire}} - additional condition cleanse
 
* {{Skill|Lightning Flash}} - for mobility.
 
* {{Skill|Lightning Flash}} - for mobility.
* {{Skill|Conjure Lightning Hammer}} - very high DPS option for when big skills are on cooldown.
 
* {{Skill|Cleansing Fire}} - if conditions are a problem.
 
* {{Skill|Glyph of Lesser Elementals}} - this is an excellent skill, with the only downside being that elementals die when you mount up.
 
  
====Elite Skills====
 
{{Skill|Glyph of Elementals}} provides a very useful pet with okayish damage. It also has amazing synergy with {{Trait|Final Shielding}}. Cast it on Fire for damage, on Water for support, healing and {{Tooltip|Knockback}}, on Air for a {{Tooltip|Stun}}, or on Earth for a pet that can tank.
 
* {{Skill|Conjure Fiery Greatsword}} - offers more damage with {{Skill|Fiery Rush}} and {{Skill|Firestorm}}.
 
  
 
==Specializations==
 
==Specializations==
{{Specialization|Air|top|bot|mid}}
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{{Specialization|Air|top|bot|top}}
{{Specialization|Arcane|bot|bot|mid}}
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{{Specialization|Fire|top|bot|top}}
{{Specialization|Water|mid|bot|bot}}
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{{Specialization|Arcane|bot|mid|mid}}
* If you're levelling your character, unlock your specializations in this order: Air -> Arcane -> Water.
 
===Fire===
 
If you want to play the more relaxed alternative playstyle with staff, you must use the Fire traitline. Unlock it as your first specialization, followed by Air, but use the trait {{Trait|Ferocious Winds}} instead of Zephyr's Boon, and {{Trait|Bolt to the Heart}} instead of Fresh Air.
 
You may then use Arcane for more damage. Water can be chosen instead of Arcane but it's only truly useful if you attune to Water at some point, instead of staying permanently attuned to Fire.
 
{{Specialization|Fire|top|top|top|variant=y}}
 
* When playing in a group providing you with {{Tooltip|Might}}, use {{Trait|Power Overwhelming}} instead.
 
  
  
 
==Equipment==
 
==Equipment==
:Ascended gear and stat infusions are not required; you can use exotic gear with the same stats. This set uses similar gear to [[Build:Tempest_-_Power_DPS]], making it a good option for general PVE
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:Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.
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===Standard Equipment===
 
{{PvE equipment
 
{{PvE equipment
 
| weight = Light
 
| weight = Light
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| sigil3 = Superior Sigil of Force
 
| sigil3 = Superior Sigil of Force
 
| sigil4 = Superior Sigil of Accuracy
 
| sigil4 = Superior Sigil of Accuracy
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| relic = Relic of the Thief
 
}}
 
}}
* use a few {{Tooltip|Knight}} trinkets if extra defense is needed
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* {{Rune|Superior Rune of the Dragonhunter}} and {{Rune|Superior Rune of the Scholar}} are interchangeable.
* {{Sigil|Superior Sigil of Energy}} - more active defense
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* For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use {{Tooltip|Knight}} trinkets.
* {{Sigil|Superior Sigil of Air}} - budget DPS
 
* {{Rune|Superior Rune of the Eagle}} - budget DPS
 
  
  
<br>
 
 
==Consumables==
 
==Consumables==
 
Budget consumables are acceptable for use in open world.
 
Budget consumables are acceptable for use in open world.
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* {{Food|Peppermint Omnomberry Bar}}
 
* {{Food|Peppermint Omnomberry Bar}}
 
* {{Utility|Sharpening Skull}} (and variants)
 
* {{Utility|Sharpening Skull}} (and variants)
<br>
 
  
  
 
==Usage==
 
==Usage==
===Dagger/Dagger===
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===Damage===
When playing the suggested dagger/dagger variant, you will be constantly switching attunements, though always coming back to {{Skill|Air Attunement}}. While all attunements have useful skills, this build finds great value out of coming in and out of {{Skill|Air Attunement}} thanks to {{Trait|Electric Discharge}} and {{Trait|Fresh Air}}. You can swap from {{Skill|Air Attunement}} to any attunement and use the skills you need, then reset the cooldown on {{Skill|Air Attunement}} with any critical hit and immediately attune back to Air to trigger these traits.
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* This build functions well with a simple priority system.  
 
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* Focus primarily on rotating between {{Skill|Fire Attunement}} and {{Skill|Air Attunement}}.
====Fire====
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* Save {{Skill|Water Attunement}} and {{Skill|Earth Attunement}} for CC or Healing.
In {{Skill|Fire Attunement}} you find the following useful skills:
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* Try to keep enemies in your fire fields
* {{Skill|Drake's Breath}}
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* Blast your fire fields for {{Tooltip|Might}}.
* {{Skill|Burning Speed}}
 
* {{Skill|Ring of Fire (elementalist)}}
 
* {{Skill|Fire Grab}}
 
{{Skill|Fire Attunement}} has very high priority, attune to it whenever if comes off cooldown, use all the skills that aren't in cooldown, the attune back to {{Skill|Air Attunement}}. Note that {{Skill|Drake's Breath}} has a channelling time, you can use this skill the last and attune back to {{Skill|Air Attunement}} while casting it without interrupting it.
 
 
 
====Water====
 
In {{Skill|Water Attunement}} you find the following useful skills:
 
* {{Skill|Frozen Burst}}
 
* {{Skill|Frost Aura}} which is both an offensive and defensive ability with {{Tooltip|Frost Aura}} and {{Trait|Zephyr's Boon}}.
 
{{Skill|Water Attunement}} is mainly defensive and you will spend very little time in it.
 
 
 
====Air====
 
In {{Skill|Air Attunement}} you find the following useful skills:
 
* {{Skill|Lightning Whip}}
 
* {{Skill|Convergence}}
 
* {{Skill|Shocking Aura}} which is both an offensive and defensive ability with {{Tooltip|Shocking Aura}} and {{Trait|Zephyr's Boon}}.
 
* {{Skill|Ride the Lightning}} great both for damage and mobility.
 
{{Skill|Air Attunement}} is your main attunement. You will quickly return to it after casting the useful skills in other attunements thanks to {{Trait|Fresh Air}}. It also has the strongest auto attack with {{Skill|Lightning Whip}}.
 
  
====Earth====
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====Dagger/Dagger====
In {{Skill|Earth Attunement}} you find the following useful skills:
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'''Fire'''
* {{Skill|Ring of Earth}}
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# {{Skill|Drake's Breath}}
* {{Skill|Earthen Rush}}
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# {{Skill|Burning Speed}}
* {{Skill|Earthquake}}
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# {{Skill|Ring of Fire (elementalist)}}
* {{Skill|Churning Earth}}
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# {{Skill|Fire Grab}}
{{Skill|Earth Attunement}} combines good damage and crowd control.
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# Fill with auto-attacks.
  
The main idea of this build is to start fights in {{Skill|Air Attunement}}, {{Skill|Ride the Lightning}} is good for this, and use {{Skill|Shocking Aura}} for boons. You then attune to the other elements in this priority, and use their useful skills:
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'''Air'''
# Fire
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# {{Skill|Convergence}}
# Earth
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# {{Skill|Ride the Lightning}}
# Water
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# {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}}
After you attune to an element and cast their useful skills, you should attune back to {{Skill|Air Attunement}}, which triggers {{Trait|Electric Discharge}} and {{Trait|Fresh Air}}, cast all the useful Air skills, then attune to the next element in the priority list and repeat.
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# Fill with auto-attacks.
Cast your Arcane skills {{Skill|Arcane Blast}} and {{Skill|Arcane Wave}} after atuning to air as their damage is always a critical strike and they grant increased critical strike damage thanks to {{Trait|Elemental Surge}}, so they have great synergy with {{Trait|Fresh Air}}.
 
  
===Staff===
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====Staff====
Staff enables an alternative more simple and relaxed playstyle. While it does offer ranged damage, staff deals lower damage than daggers. The playstyle revolves around {{Skill|Fire Attunement}} and spamming {{Skill|Lava Font}}. The trait {{Trait|Persisting Flames}} is key to the build so make sure you are using it. Generally speaking, there's no much incentive to attune to the other elements. You find some healing in {{Skill|Water Attunement}} with {{Skill|Geyser}} and condition cleanse with {{Skill|Healing Rain}}. In {{Skill|Air Attunement}}, {{Skill|Lightning Surge}} does great damage but the cooldown is too high, and you have some CC from {{Skill|Gust}} and {{Skill|Static Field}}. In {{Skill|Earth Attunement}} you have decent damage from {{Skill|Eruption}} and {{Skill|Shock Wave}}, and CC with {{Skill|Unsteady Ground}}.
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* Staff is primarily just used to tag enemies at range in groups.  
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* Often, the most effective tactic is simply to camp {{Skill|Fire Attunement}} and use its skills off cooldown, other than {{Skill|Burning Retreat}} (though this can be funny if you're wanting to add some chaos to your life).
  
 
===Defense===
 
===Defense===
* The best defense is always to dodge or sidestep attacks.
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* Avoid damage by dodging or repositioning.
* Both {{Skill|Burning Speed}} and {{Skill|Earthen Rush}} are dodges, you evade while casting them.
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* Use CC to stun enemies.
* {{Skill|Ring of Earth}} blocks projectiles for a very short duration.
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* Heal yourself with water skills like {{Skill|Cleansing Wave}}.
* {{Skill|Arcane Shield}} can be used to mitigate pressure.
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* Use {{Skill|Glyph of Lesser Elementals}} and/or {{Skill|Glyph of Elementals}} in {{Skill|Earth Attunement}} or {{Skill|Water Attunement}} for powerful, tanky pets.
* {{Skill|Glyph of Elementals}}, used in {{Skill|Earth Attunement}}, creates a tanky elemental that can help relieve pressure. Casting your elite skill also activates a free version of {{Skill|Arcane Shield}} thanks to {{Trait|Final Shielding}}. The flip over skill, such as {{Skill|Stomp (Glyph of Elementals)}} can also trigger this shield. This free shield has a cooldown of 16 seconds, and elemental skills have a cooldown of 18. This means that you will get the shield when first casting the elemental and (once the shield recharges) every time you activate the elemental's skill.
 
* CC enemies with: {{Skill|Earthquake}}, {{Skill|Updraft}}, and {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}}.
 
* You can use {{Skill|Glyph of Storms}} in {{Skill|Earth Attunement}} to continuously {{Tooltip|Blind}} enemies for 10 seconds when used.
 
 
 
===Sustain===
 
* {{Skill|Cleansing Wave}} is a good source of healing and condition cleanse.
 
* You can run {{Skill|Ether Renewal}} or {{Skill|Cleansing Fire}} if conditions are a problem.
 
* {{Skill|Glyph of Elementals}}, used in {{Skill|Water Attunement}}, creates an elemental with strong healing and condition cleanse on a short cooldown.
 
* You will periodically enter {{Skill|Water Attunement}} which will maintain a high uptime of {{Trait|Soothing Mist}}.
 
 
 
  
 
===Crowd Control===
 
===Crowd Control===

Latest revision as of 01:18, 1 April 2024

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damage

Designed for: Open WorldOpen World General and Open World Core

Difficulty:
Normal
This build was last updated on April 01, 2024 and is up to date for the March 19, 2024 patch.

Overview

A basic Strike-oriented build for Elementalist in the open world.


Template Code

[&DQYfHSkZJSsXARcBUAFQAb4BTgH2APYAJgCWAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Skill Bar

Dagger/Dagger
Staff
Utility


Weapon Variants

Skill Variants

Heals

  • Arcane Brilliance - blast finisher

Utilities

  • Glyph of Lesser Elementals - spawn a small elemental army that dies when you mount up, good for fighting strong bosses.
  • Cleansing Fire - additional condition cleanse
  • Lightning Flash - for mobility.


Specializations


Equipment

Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.

Standard Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Berserker
Ring
Berserker
Dagger
Berserker
Dagger
Berserker
Sigil
Sigil
Staff
Berserker
Sigil
Sigil
Rune
x6


Relic
  • Rune of Superior Rune of the Dragonhunter and Rune of Superior Rune of the Scholar are interchangeable.
  • For defense, equip the highest tier Jade Core you can afford. Use defensive food, traits, or skills if required. If necessary, use Knight Knight trinkets.


Consumables

Budget consumables are acceptable for use in open world.

DPS

  • Prioritize Steak Ascended food.
  • /
  • /

Defense

Farming

  • Prioritize Steak Ascended food.
  • /
  • (and variants)


Usage

Damage

  • This build functions well with a simple priority system.
  • Focus primarily on rotating between Fire Attunement and Air Attunement.
  • Save Water Attunement and Earth Attunement for CC or Healing.
  • Try to keep enemies in your fire fields
  • Blast your fire fields for Might Might.

Dagger/Dagger

Fire

  1. Drake's Breath
  2. Burning Speed
  3. Ring of Fire (elementalist)
  4. Fire Grab
  5. Fill with auto-attacks.

Air

  1. Convergence
  2. Ride the Lightning
  3. Shocking Aura Transmute Lightning
  4. Fill with auto-attacks.

Staff

  • Staff is primarily just used to tag enemies at range in groups.
  • Often, the most effective tactic is simply to camp Fire Attunement and use its skills off cooldown, other than Burning Retreat (though this can be funny if you're wanting to add some chaos to your life).

Defense

  • Avoid damage by dodging or repositioning.
  • Use CC to stun enemies.
  • Heal yourself with water skills like Cleansing Wave.
  • Use Glyph of Lesser Elementals and/or Glyph of Elementals in Earth Attunement or Water Attunement for powerful, tanky pets.

Crowd Control

  • Shocking Aura Transmute Lightning
  • Updraft
  • Earthquake
  • Crashing Waves (from Ice Elemental)
  • Shocking Bolt (from Air Elemental)


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
Warming Hearth gave this build 4 stars • April 2023
Nothing too remarkable about core elementalist. It has enough burst damage to delete normal open world enemies, especially with Arcane skills. The build can be used while levelling or learning elementalist before transitioning into its elite specializations. If you need to fight a tough enemy, it's a good idea to use Glyph of Lesser Elementals and summon one or two before starting the fight, plus the extra elemental from the elite skill Glyph of Elementals

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