Difference between revisions of "Elementalist - S/F Fresh Air"

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{{#seo:
 
|title=Elementalist - S/F Fresh Air
 
|description=A PvP Weaver take on the Fresh Air archetype with a steep learning curve, focusing on burst damage and +1ing fights.}}
 
 
{{Build
 
{{Build
 
| profession = elementalist
 
| profession = elementalist
 
| specialization =  
 
| specialization =  
 
| designed for = Conquest
 
| designed for = Conquest
| rating = archived
+
| rating = good
| focus = direct damage, mobility
+
| focus = strike damage, mobility, control
 +
| difficulty = 2
 
}}
 
}}
  
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==Overview==
 
==Overview==
Scepter/Focus Fresh Air is one of the harder elementalist specs to master, but allows for high pressure roaming.
+
An oldschool, core version of the {{Trait|Fresh Air}} PvP archetype. Its role is to roam the map and +1 fights, quickly bursting down targets. With enough experience it could also win some duels, although that's not the main focus here. Scepter/Focus FA is one of the harder elementalist specs to master, but the core version actually has better condition removal than most other iterations of FA which should make it a bit more forgiving to play.
  
''Archival note: replaced by [[Build:Elementalist_-_Core_Support]] as our default F2P Ele build.''
+
Core Fresh Air isn't just some stripped down version of an elite spec build - being able to run {{Tooltip|Fire}} makes it quite strong in its own right.
 +
 
 +
Being a core Ele build it's available for F2P players.
  
  
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| weapon1 = scepter
 
| weapon1 = scepter
 
| weapon2 = focus
 
| weapon2 = focus
| healing = Glyph of Elemental Harmony
+
| healing = Signet of Restoration
| utility1 = Arcane Shield
+
| utility1 = Armor of Earth
 
| utility2 = Lightning Flash
 
| utility2 = Lightning Flash
| utility3 = Arcane Blast
+
| utility3 = Signet of Air
 
| elite = Conjure Fiery Greatsword
 
| elite = Conjure Fiery Greatsword
 
}}
 
}}
 +
 +
 +
===Skill Variants===
 +
'''Elite'''
 +
* {{Skill|Tornado}} - much like FGS this could still be used as an escape tool, and the CC combined with the damage this skill deals could act as a finishing move against low HP targets who just barely survived your burst. The CC even works on downed enemies, allowing you to mess with ground targeted rez skills like {{Skill|Signet of Mercy}} by flinging the downed enemy out of the rez skill's target radius.
 +
 +
* {{Skill|Glyph of Elementals}} - the Fire elemental is very underrated and can do a lot of damage, but another reason to take this would be the {{Trait|Final Shielding}} synergy. This trait can give you a lesser {{Skill|Arcane Shield}} once every 20 seconds when using an elite - the glyph's chain skill (which is on a 15s CD) can also proc this trait. You may choose to delay using the active a bit and enjoy a frequent instant defensive proc, or just take this skill for a bit of extra damage.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYpKhEeJS8XAXQA9gAAAJAAAABQAQAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfKykqJR50AHUATwFPAZAAkAAcAesAlwCWAAAAAAAAAAAAAAAAAAAAAAACVgAxAAA=]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
 +
{{Specialization|Fire|bot|mid|mid}}
 
{{Specialization|Air|mid|mid|mid}}
 
{{Specialization|Air|mid|mid|mid}}
{{Specialization|Water|mid|bot|top}}
+
{{Specialization|Arcane|mid|bot|top}}
{{Specialization|Arcane|bot|bot|mid}}
 
'''Variants'''
 
* {{Trait|Renewing Stamina}} is an equally viable alternative to {{Trait|Arcane Abatement}}.
 
 
 
===Specialization Variants===
 
'''Fire''' over '''Water''':
 
{{Specialization|Fire|bot|mid|mid}}
 
* {{Trait|Pyromancer's Puissance}} which makes 25 {{Tooltip|Might}} easily accessible at a loss of some healing on {{skill|Water Attunement}}. Absolutely '''Any''' skills used while in {{skill|Fire Attunement}} will grant {{Tooltip|Might}}, even Utility.
 
 
 
* Condition cleanses can still be achieved via {{trait|Smothering Auras}}, {{trait|Sunspot}} giving a {{skill|Fire Shield}} that removes 1 condition on {{skill|Fire Attunement}} then with Transmute Fire will remove 2 more, can be followed by another {{skill|Fire Shield}}. {{trait|Burning Fire}} also passively adds up 3 conditions to be removed upon having said amount on self.
 
 
 
* {{trait|Burning Rage}} boosts any damage by 10% to {{Tooltip|Burning}} enemies. All Fire skills can apply it as well as {{Skill|Arcane Blast}}, ideally even doing one {{Skill|Flamestrike}} before {{skill|Air Attunement}} can increase damage by good margin alongside extra {{Tooltip|Might}}.
 
 
 
* {{rune|Strength}} is highly recommended if using this specialization to keep {{Tooltip|Might}} longer and 5% damage increase, however if able to follow the right circumstances before leaving {{skill|Fire Attunement}}, waiting to activate the second {{skill|Fire Shield}} into {{skill|Air Attunement}} with {{rune|Fire}} can increase the damage by 10% (20% if paired with {{Tooltip|Burning}}.) on it's duration for a bit less {{Tooltip|Might}} uptime.
 
  
  
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| weapon2 = focus
 
| weapon2 = focus
 
| sigil1 = Cleansing
 
| sigil1 = Cleansing
| sigil2 = Purging
+
| sigil2 = Energy
| rune = Scholar
+
| rune = Warrior
| amulet = Marauder
+
| amulet = Berserker
 +
| relic = Relic of Fireworks
 
}}
 
}}
  
  
 
===Equipment Variants===
 
===Equipment Variants===
'''Rune'''
+
'''Amulets and Runes'''
* {{Rune|Strength}} - a reliable damage bonus at the cost of potentially lower burst damage.
+
* {{Amulet|Marauder}} - makes the build a bit more forgiving to play in exchange for lower damage. Take {{Rune|Holosmith}} if you go with this amulet.
  
 
'''Amulet'''
 
* {{Amulet|Berserker}} - better damage, way lower health pool. Take {{Rune|Divinity}} to compensate, but even then the build is going to be more unforgiving to play so beginners may struggle on Berserker.
 
  
 
==Usage==
 
==Usage==
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* Avoid 1v1s whenever possible, keep moving between capture points to outnumber fights and burst targets down.
 
* Avoid 1v1s whenever possible, keep moving between capture points to outnumber fights and burst targets down.
  
* Much of this build's damage comes from swapping to {{Skill|Air Attunement}}, as this triggers {{Trait|Electric Discharge}}, followed by {{Skill|Lightning Strike}}. To capitalize on this, you should generally swap out of air immediately or soon after casting '''Lightning Strike''' into any other attunement, get a Fresh Air proc and jump back into Air Attunement.
+
* The build's all about swapping in and out of {{Skill|Air Attunement}} every few seconds, made possible by {{Trait|Fresh Air}} which recharges Air whenever you land a critical strike.
  
* '''Recharging Air:''' to take advantage of {{Trait|Fresh Air}} you need to score a critical hit. The fastest way to do it on attunements with slower skill is to start channel the air autoattack {{Skill|Arc Lightning}} just before leaving {{Skill|Air Attunement}}. Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once.  
+
* Swapping to Air triggers {{Trait|Electric Discharge}} which you should immediately follow up with a {{Skill|Lightning Strike}} for instant burst damage. Entering this attunement also grants you Ferocity from {{Trait|Fresh Air}} for a few seconds, which is why most of your heavy hitting skills should land in this small time frame. More on that later.
  
* {{Skill|Arcane Blast}} should usually be used while in {{Skill|Earth Attunement}} for the {{Tooltip|Immobilize}}, which makes it harder to avoid your burst. Alternatively, cast {{Skill|Arcane Blast}} while still in {{Skill|Air Attunement}} then switch over to Earth before the projectile hits - this will root the target and you can get back into Air without skipping a beat as Arcane Blast is always a critical hit. With 1.5k range this is also your best ranged option.
+
* '''Recharging Air:''' to recharge Air you need to score a critical hit. The fastest way to do it on attunements with slower skills is to start channeling the air autoattack {{Skill|Arc Lightning}} just before leaving {{Skill|Air Attunement}}. Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once.  
  
* This build can self-stack might by blasting the fire field created by {{Skill|Flamewall}}. Do not prioritize might-stacking, but do take advantage of the incidental opportunities which arise. Your blast finishers are:
+
* {{Skill|Signet of Air}} is a valuable defensive skill but one that could also be used offensively for the {{Tooltip|Vulnerability}} and damage. This is a very greedy thing to do and you could get punished for it, but sometimes it can make the difference between getting a kill or not. It also has the potential to instantly reset Air attunement (if it crits).
 +
 
 +
* This build can self-stack {{Tooltip|Might}} by blasting the fire field created by {{Skill|Flamewall}}. Do not prioritize Might stacking, but do take advantage of the incidental opportunities which arise. Your blast finishers are:
 
:* {{Skill|Dragon's Tooth}}
 
:* {{Skill|Dragon's Tooth}}
 
:* {{Skill|Phoenix}}  
 
:* {{Skill|Phoenix}}  
 
:* {{Skill|Comet}}
 
:* {{Skill|Comet}}
 
:* {{Skill|Magnetic Wave}}
 
:* {{Skill|Magnetic Wave}}
 
* The build's most dangerous above 90% HP where the {{Rune|Scholar}} and {{Trait|Aquamancer's Training}} bonuses are active. These bonuses are active in any attunement, but to maximize bursts most of your hard hitting abilities should go off while attuned to Air to benefit from {{Trait|Aeromancer's Training}} and {{Trait|Fresh Air}}.
 
 
* {{Skill|Glyph of Elemental Harmony}} is best used either while in Earth for the {{Tooltip|Protection}} or Water for the {{Tooltip|Regeneration}} which cleanses a condition via {{Trait|Cleansing Water}}.
 
  
 
* {{Skill|Conjure Fiery Greatsword}}'s purpose is twofold.  
 
* {{Skill|Conjure Fiery Greatsword}}'s purpose is twofold.  
 
** '''Mobility:''' {{Skill|Fiery Whirl}} and {{Skill|Fiery Rush}} are excellent movement skills that can help you disengage from fights if your defensive CDs ran out, or if you want to get to the other capture point as soon as possible.
 
** '''Mobility:''' {{Skill|Fiery Whirl}} and {{Skill|Fiery Rush}} are excellent movement skills that can help you disengage from fights if your defensive CDs ran out, or if you want to get to the other capture point as soon as possible.
** '''Cleave:''' AoE in the build is rather clumsy, except for {{Skill|Fiery Whirl}} and {{Skill|Firestorm}}. Use these whenever you need to cleave down a downed enemy.
+
** '''Cleave:''' {{Skill|Fiery Whirl}}, {{Skill|Fiery Rush}} and {{Skill|Firestorm}} are potent AoE skills that could mow down balled up enemies (for instance if they're trying to rez a downed).
 +
** You get a free {{Skill|Arcane Shield}} proc from traits whenever you conjure up the Greatsword. This is useful in every situation from running away to attacking enemies without having to worry about interrupts or incoming damage for a short while.
 +
 
 +
* Try to aim {{Skill|Phoenix}} slightly behind your target whenever you can. This skill passes through targets while doing damage, explodes on the ground, then returns to you once again damaging targets it passes through. The goal here is to hit the target with all 3 parts of the skill, not just the explosion damage.
 +
** Because of the slow travel time it's also best used in melee.
  
  
 
'''Notable burst combos'''
 
'''Notable burst combos'''
  
These are some potential combos you can use based on the techniques outlined above. The quicker you pull these chains off, the better.
+
These are some of the most common burst combos used by FA players. The quicker you pull these chains off, the better.
 +
 
  
From '''Fire:'''
+
From '''Fire:''' ''(ideally Air Attunement should already be available by the time you start this combo)''
# {{Skill|Dragon's Tooth}} (optional, easy to avoid so use it only when the target is CC'd or downed)
+
<!--# ''Optional:'' {{Skill|Fire Shield}} {{to}} {{Skill|Transmute Fire}} for the {{Tooltip|Might}} if you haven't used it already to cleanse conditions and think you can afford to sacrifice an otherwise defensive CD for a damage boost.-->
# {{Skill|Phoenix}} - optional: {{Skill|Lightning Flash}} right at your target before Phoenix Goes off
+
# {{Skill|Dragon's Tooth}}
# {{Skill|Arcane Blast}}
+
# {{Skill|Fire Shield}} {{to}} {{Skill|Transmute Fire}} - both the transmute and Dragon's Tooth have a delay, your goal is to get into Air by the time these go off
# {{Skill|Air Attunement}} - swap to this just before Phoenix and Arcane Blast are about to land
+
<!--# ''Optional:'' Autoattack 1-2x to stack {{Tooltip|Might}} and {{Tooltip|Burning}} for trait synergy. This could maximize your damage but slows down the combo a bit. With this Phoenix and Dragon's Tooth should hit about the same time, this could deal massive damage BUT also makes it easier to negate your entire combo with 1 dodge. If you skip this step and land Phoenix while DT is still up in the air then it could force enemies to commit more defensives or facetank at least one part of your combo.-->
 +
# {{Skill|Phoenix}} - optional: {{Skill|Lightning Flash}} right at your target before you finish casting Phoenix to cut down on the projectile's travel time.
 +
# {{Skill|Air Attunement}} - swap to this ''while'' casting Phoenix. '''Note:''' swapping out of fire triggers an explosion from {{Trait|Pyromancer's Puissance}}, dealing considerable damage in melee (after a short delay). Swapping to Air while in melee range of the target therefore adds more damage to your combo.
 
# {{Skill|Lightning Strike}}
 
# {{Skill|Lightning Strike}}
 +
# {{Skill|Blinding Flash}} to avoid taking damage in melee, but it's not required
 +
 +
'''Note:''' if Air isn't ready by the time you get to step 3, you need to recharge it somehow with a {{Trait|Fresh Air}} proc. This is greedy but you could sacrifice an instant utility skill like {{Skill|Lightning Flash}} or {{Skill|Signet of Air}} and hope for a crit. That's the most seamless way because it doesn't risk messing up your timing, but a {{Skill|Flamestrike}} cast or two could also get the job done.
  
  
 
From '''Earth:'''
 
From '''Earth:'''
 +
# {{Skill|Rock Barrier}}
 
# {{Skill|Dust Devil}}
 
# {{Skill|Dust Devil}}
# {{Skill|Arcane Blast}} - Projectile must land right '''before''' attuning to Air to get the {{Tooltip|Immobilize}}
+
# ''Optional:'' if you're in melee range of an enemy you may throw in a {{Skill|Magnetic Wave}} which can proc {{Relic|Relic of Fireworks}} if it hits something.
# {{Skill|Hurl}}
+
# {{Skill|Stone Shards}} + {{Skill|Hurl}} then swap to {{Skill|Air Attunement}} during the channeling to make the projectiles land in the right attunement.
# {{Skill|Air Attunement}}
 
 
# {{Skill|Lightning Strike}}
 
# {{Skill|Lightning Strike}}
  
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From '''Water:'''
 
From '''Water:'''
 
# {{Skill|Shatterstone}}
 
# {{Skill|Shatterstone}}
# {{Skill|Water Trident}} + {{Skill|Lightning Flash}} right at your target before the trident goes off
+
# {{Skill|Water Trident}} - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but {{Skill|Freezing Gust}} could substitute it.
# {{Skill|Arcane Blast}}
+
# {{Skill|Air Attunement}} - swap to this the moment you press Water Trident. The goal is to make the 2nd strike of Shatterstone and Water Trident land while the Ferocity bonus from {{Trait|Fresh Air}} is active.
# {{Skill|Air Attunement}} just before Shatterstone and Water Trident does damage
 
 
# {{Skill|Lightning Strike}}
 
# {{Skill|Lightning Strike}}
 +
  
  
 
'''Survival'''
 
'''Survival'''
* {{Trait|One with Air}} makes it easy to kite most specs. '''Avoid melee range at all costs!'''
+
* {{Trait|One with Air}} makes it easy to kite most specs. '''Avoid melee range whenever possible!''' Don't stay in melee unless the target is Blinded, CC'd or you're about to burst them.
  
* CCs can be used for shaking off pursuers.  
+
* {{Skill|Shatterstone}} is a source of spammable {{Tooltip|Chill}} which you can even place behind your back when running away. Chill is great at building distance.
  
* Abuse spots on maps that break teleport skill pathing when the enemy team has Thieves, Revenants, and other such specs with teleports. Use the terrain to your advantage in general, it's very important for builds as squishy as this one.
+
* Needless to say other CCs can also be used for shaking off pursuers.  
  
 
* {{Skill|Magnetic Wave}} and {{Skill|Swirling Winds}} provide excellent protection against enemies who use projectiles. These however do not work against unblockable projectiles, and some ranged builds - such as this one - are mostly unaffected by projectile reflects and blocks.
 
* {{Skill|Magnetic Wave}} and {{Skill|Swirling Winds}} provide excellent protection against enemies who use projectiles. These however do not work against unblockable projectiles, and some ranged builds - such as this one - are mostly unaffected by projectile reflects and blocks.
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* {{Skill|Magnetic Wave}} is the build's best condition cleanse which can also be used while stunned.
 
* {{Skill|Magnetic Wave}} is the build's best condition cleanse which can also be used while stunned.
  
* {{Skill|Obsidian Flesh}} gives invincibility for a short while, and can be used to survive bursts or to create a window where you can pressure targets in the heat of battle without any hindrance.
+
* {{Skill|Obsidian Flesh}} offers protection against all kinds of pressure.
  
* {{Tooltip|Regeneration}} applications remove conditions.
+
* Swapping to Fire procs a Fire Aura from {{Trait|Sunspot}} and gaining an aura removes 1 condition via {{Trait|Smothering Auras}}. In the 5th slot on Fire you'll find a skill which grants the same aura, but if you already have the aura it flips over to its chain skill {{Skill|Transmute Fire}}. Smothering Auras removes 2 conditions when you transmute an aura.
  
 +
* If you need to cleanse a lot of conditions do the following chain:
 +
:# {{Skill|Fire Attunement}} - cleanses 1 condition as you gain an aura.
 +
:# {{Skill|Transmute Fire}} - cleanses 2 conditions.
 +
:# Use Focus #5 {{Skill|Fire Shield}}, removing yet another condition.
 +
:# Transmute again for another 2 cleanses.
 +
:# {{Skill|Phoenix}} if necessary for another cleanse.
 +
 +
* {{Skill|Blinding Flash}} is great at avoiding crucial skills by blinding enemies, and it also shuts down Power-based specs in general with the Weakness. {{Skill|Signet of Air}} could fill a similar role. While this is one of your stunbreaks, it could also be used proactively to blind dangerous skills instead of tanking them.
  
==Counters==
 
* Stealth, as most high-damage abilities in this build require a target.
 
* Heavy condition pressure.
 
  
 
==Related Builds==
 
==Related Builds==
* [[Build:Weaver_-_Freshweaver|Freshweaver]] - a more powerful version using the Weaver elite specialization
+
* [[Build:Catalyst_-_Fresh_Air_Cata|FA Cata]] - Catalyst version.
 +
 
 +
* [[Build:Weaver_-_Freshweaver|Freshweaver]] - a higher damage version of the build that's even harder to play. Bit of a gimmick, it's arguably less viable than core.
 +
 
 +
* [[Build:Elementalist_-_S/F_Fresh_Air_Roamer|FA Roamer]] - WvW roaming version of the same build.

Revision as of 09:16, 4 February 2024

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

Focused on: Strike damageMobility and Control

Designed for: PvP Conquest

Difficulty:
Normal
This build was last updated on February 04, 2024 and is up to date for the March 19, 2024 patch.


Overview

An oldschool, core version of the Fresh Air PvP archetype. Its role is to roam the map and +1 fights, quickly bursting down targets. With enough experience it could also win some duels, although that's not the main focus here. Scepter/Focus FA is one of the harder elementalist specs to master, but the core version actually has better condition removal than most other iterations of FA which should make it a bit more forgiving to play.

Core Fresh Air isn't just some stripped down version of an elite spec build - being able to run Fire Fire makes it quite strong in its own right.

Being a core Ele build it's available for F2P players.


Skill Bar

Scepter/Focus
Utility


Skill Variants

Elite

  • Tornado - much like FGS this could still be used as an escape tool, and the CC combined with the damage this skill deals could act as a finishing move against low HP targets who just barely survived your burst. The CC even works on downed enemies, allowing you to mess with ground targeted rez skills like Signet of Mercy by flinging the downed enemy out of the rez skill's target radius.
  • Glyph of Elementals - the Fire elemental is very underrated and can do a lot of damage, but another reason to take this would be the Final Shielding synergy. This trait can give you a lesser Arcane Shield once every 20 seconds when using an elite - the glyph's chain skill (which is on a 15s CD) can also proc this trait. You may choose to delay using the active a bit and enjoy a frequent instant defensive proc, or just take this skill for a bit of extra damage.


Template Code

[&DQYfKykqJR50AHUATwFPAZAAkAAcAesAlwCWAAAAAAAAAAAAAAAAAAAAAAACVgAxAAA=]
Copy Template Code


Specializations


Equipment

Scepter
Focus
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Amulets and Runes

  • - makes the build a bit more forgiving to play in exchange for lower damage. Take Rune of Holosmith if you go with this amulet.


Usage

General

  • Avoid 1v1s whenever possible, keep moving between capture points to outnumber fights and burst targets down.
  • The build's all about swapping in and out of Air Attunement every few seconds, made possible by Fresh Air which recharges Air whenever you land a critical strike.
  • Swapping to Air triggers Electric Discharge which you should immediately follow up with a Lightning Strike for instant burst damage. Entering this attunement also grants you Ferocity from Fresh Air for a few seconds, which is why most of your heavy hitting skills should land in this small time frame. More on that later.
  • Recharging Air: to recharge Air you need to score a critical hit. The fastest way to do it on attunements with slower skills is to start channeling the air autoattack Arc Lightning just before leaving Air Attunement. Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once.
  • Signet of Air is a valuable defensive skill but one that could also be used offensively for the Vulnerability Vulnerability and damage. This is a very greedy thing to do and you could get punished for it, but sometimes it can make the difference between getting a kill or not. It also has the potential to instantly reset Air attunement (if it crits).
  • This build can self-stack Might Might by blasting the fire field created by Flamewall. Do not prioritize Might stacking, but do take advantage of the incidental opportunities which arise. Your blast finishers are:
  • Dragon's Tooth
  • Phoenix
  • Comet
  • Magnetic Wave
  • Conjure Fiery Greatsword's purpose is twofold.
    • Mobility: Fiery Whirl and Fiery Rush are excellent movement skills that can help you disengage from fights if your defensive CDs ran out, or if you want to get to the other capture point as soon as possible.
    • Cleave: Fiery Whirl, Fiery Rush and Firestorm are potent AoE skills that could mow down balled up enemies (for instance if they're trying to rez a downed).
    • You get a free Arcane Shield proc from traits whenever you conjure up the Greatsword. This is useful in every situation from running away to attacking enemies without having to worry about interrupts or incoming damage for a short while.
  • Try to aim Phoenix slightly behind your target whenever you can. This skill passes through targets while doing damage, explodes on the ground, then returns to you once again damaging targets it passes through. The goal here is to hit the target with all 3 parts of the skill, not just the explosion damage.
    • Because of the slow travel time it's also best used in melee.


Notable burst combos

These are some of the most common burst combos used by FA players. The quicker you pull these chains off, the better.


From Fire: (ideally Air Attunement should already be available by the time you start this combo)

  1. Dragon's Tooth
  2. Fire Shield Transmute Fire - both the transmute and Dragon's Tooth have a delay, your goal is to get into Air by the time these go off
  3. Phoenix - optional: Lightning Flash right at your target before you finish casting Phoenix to cut down on the projectile's travel time.
  4. Air Attunement - swap to this while casting Phoenix. Note: swapping out of fire triggers an explosion from Pyromancer's Puissance, dealing considerable damage in melee (after a short delay). Swapping to Air while in melee range of the target therefore adds more damage to your combo.
  5. Lightning Strike
  6. Blinding Flash to avoid taking damage in melee, but it's not required

Note: if Air isn't ready by the time you get to step 3, you need to recharge it somehow with a Fresh Air proc. This is greedy but you could sacrifice an instant utility skill like Lightning Flash or Signet of Air and hope for a crit. That's the most seamless way because it doesn't risk messing up your timing, but a Flamestrike cast or two could also get the job done.


From Earth:

  1. Rock Barrier
  2. Dust Devil
  3. Optional: if you're in melee range of an enemy you may throw in a Magnetic Wave which can proc Relic of Fireworks if it hits something.
  4. Stone Shards + Hurl then swap to Air Attunement during the channeling to make the projectiles land in the right attunement.
  5. Lightning Strike


From Water:

  1. Shatterstone
  2. Water Trident - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but Freezing Gust could substitute it.
  3. Air Attunement - swap to this the moment you press Water Trident. The goal is to make the 2nd strike of Shatterstone and Water Trident land while the Ferocity bonus from Fresh Air is active.
  4. Lightning Strike


Survival

  • One with Air makes it easy to kite most specs. Avoid melee range whenever possible! Don't stay in melee unless the target is Blinded, CC'd or you're about to burst them.
  • Shatterstone is a source of spammable Chill Chill which you can even place behind your back when running away. Chill is great at building distance.
  • Needless to say other CCs can also be used for shaking off pursuers.
  • Magnetic Wave and Swirling Winds provide excellent protection against enemies who use projectiles. These however do not work against unblockable projectiles, and some ranged builds - such as this one - are mostly unaffected by projectile reflects and blocks.
  • Magnetic Wave is the build's best condition cleanse which can also be used while stunned.
  • Obsidian Flesh offers protection against all kinds of pressure.
  • Swapping to Fire procs a Fire Aura from Sunspot and gaining an aura removes 1 condition via Smothering Auras. In the 5th slot on Fire you'll find a skill which grants the same aura, but if you already have the aura it flips over to its chain skill Transmute Fire. Smothering Auras removes 2 conditions when you transmute an aura.
  • If you need to cleanse a lot of conditions do the following chain:
  1. Fire Attunement - cleanses 1 condition as you gain an aura.
  2. Transmute Fire - cleanses 2 conditions.
  3. Use Focus #5 Fire Shield, removing yet another condition.
  4. Transmute again for another 2 cleanses.
  5. Phoenix if necessary for another cleanse.
  • Blinding Flash is great at avoiding crucial skills by blinding enemies, and it also shuts down Power-based specs in general with the Weakness. Signet of Air could fill a similar role. While this is one of your stunbreaks, it could also be used proactively to blind dangerous skills instead of tanking them.


Related Builds

  • Freshweaver - a higher damage version of the build that's even harder to play. Bit of a gimmick, it's arguably less viable than core.
  • FA Roamer - WvW roaming version of the same build.


Ratings

This build has a rating of 4 stars based on 5 votes.
Log in or register to rate this build.
4 stars
Hanz gave this build 4 stars • October 2023
Updated it for the relic patch, actually saw a few eles switching to this in ranked after Cata nerfs. I don't think core is better overall, but it could do a bit more damage and has better cleansing. Reduced recharge on Fire skills isn't bad either. It's surprisingly good once you get the hang of it.
3 stars
Ssendink gave this build 3 stars • May 2019
Decent build for f2p players, but lack of all
4 stars
ShaoAZ gave this build 4 stars • March 2019
With all the changes the core specs got, it's hard to say if Freshweaver is actually better than this one if played with Fire. With more control over skills at a loss of a rather telegraphed burst of weaver, core gets to be more volatile and organized, which is arguably putting the player in a better place for any type of situation. IMO water should not be used any longer as long as a focus is involved, the might , damage increase and cleanses in Fire are way more accessible and efficient for dueling.
5 stars
FalkonLink gave this build 5 stars • May 2018
This build has given me quite a bit of success. After a few matches I swapped out S/F for D/D to see if it would make a difference and ended up far more successful.
5 stars
Walle gave this build 5 stars • January 2018
This build has given me the most success with ele so far I still find ele squishy that's why I only put good but obviously that's just the current shape ele is in. I really enjoy playing this build

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