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

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| profession = elementalist
 
| profession = elementalist
 
| set1 = scepter, focus
 
| set1 = scepter, focus
| healing = Signet of Restoration
+
| healing = Glyph of Elemental Harmony
 
| utility1 = Arcane Shield
 
| utility1 = Arcane Shield
 
| utility2 = Lightning Flash
 
| utility2 = Lightning Flash
| utility3 = Signet of Earth
+
| utility3 = Arcane Blast
 
| elite = Conjure Fiery Greatsword
 
| elite = Conjure Fiery Greatsword
 
}}
 
}}
 
===Slot Changes===
 
'''Utility skills:'''
 
* {{Skill|Mist Form}} - a great 'panic button' while under heavy focus, synergizes well with '''cantrip''' traits.
 
* {{Skill|Cleansing Fire}} - excellent condition cleansing, also synergizes well with '''cantrip''' traits.
 
* {{Skill|Signet of Air}} - the shortest CD stunbreaker Elementalists can have.
 
* {{Skill|Arcane Blast}} - for guaranteed {{Skill|Air Attunement}} recharge.
 
  
 
==Specializations==
 
==Specializations==
 
{{Specialization|Air|mid|mid|mid}}
 
{{Specialization|Air|mid|mid|mid}}
{{Specialization|Earth|top|bot|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 Changes===
 +
'''Fire''' over '''Water''':
 +
{{Specialization|Fire|bot|mid|mid}}
 +
 
 +
* {{Trait|Pyromancer's Puissance}} which makes 25 {{gw2wiki|Might}} easily accessible at a loss of some healing on {{skill|Water Attunement}}. Absolutely '''Any''' skills used while in {{skill|Fire Attunement}} will grant {{gw2wiki|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 {{gw2wiki|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 {{gw2wiki|Might}}.
 +
 
 +
* {{rune|Strength}} is highly recommended if using this specialization to keep {{gw2wiki|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|the Fire}} can increase the damage by 10% (20% if paired with {{gw2wiki|Burning}}.) on it's duration for a bit less {{gw2skill|Might}} uptime.
  
 
==Equipment==
 
==Equipment==
 
{{PvP equipment
 
{{PvP equipment
 
| weapon1 = Scepter, Focus
 
| weapon1 = Scepter, Focus
| sigil1 = Strength, Air
+
| sigil1 = Exposure, Energy
| rune = Strength
+
| rune = the Scholar
 
| amulet = Marauder
 
| amulet = Marauder
 
}}
 
}}
Line 42: Line 49:
 
===Variants===
 
===Variants===
 
'''Scepter/Focus'''
 
'''Scepter/Focus'''
* {{gw2sigil|Superior Sigil of Blood}}
+
* {{gw2sigil|Superior Sigil of Exploitation}}
 +
* {{gw2sigil|Superior Sigil of Courage}}
 
* {{gw2sigil|Superior Sigil of Battle}}
 
* {{gw2sigil|Superior Sigil of Battle}}
 +
* {{gw2sigil|Superior Sigil of Cleansing}}
  
 
'''Rune'''
 
'''Rune'''
* {{gw2rune|Superior Rune of the Scholar}}
+
* {{gw2rune|Superior Rune of Strength}}
* {{gw2rune|Superior Rune of the Pack}}
 
  
 
==Usage==
 
==Usage==
* 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, and cast quick skills in order to get a critical hit. This refreshes '''Air Attunement''', allowing the process to be repeated rapidly.
+
'''General'''
* {{Trait|Written in Stone}} allows signets to be used without losing their passive effects. This allows {{Skill|Signet of Restoration}} to be cast like other healing skills while retaining the passive healing.
+
* Avoid 1v1s whenever possible, keep moving between capture points to outnumber fights and burst targets down.
* {{Skill|Signet of Earth}} is used to root opponents into your burst.
+
* 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.
* {{Skill|Magnetic Wave}} is this build's only condition cleanse, but it does cleanse 3 conditions. Note that {{Trait|Geomancer's Training}} also reduces the duration of some conditions.
+
* '''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.  
* {{Skill|Obsidian Flesh}} gives invincibility for a short while, and can be used to counter bursts.
+
* {{Skill|Arcane Blast}} should usually be used while in {{Skill|Earth Attunement}} for the {{gw2skill|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.
 
* 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:
 
* 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|Dragon's Tooth}}
 
:* {{Skill|Dragon's Tooth}}
:* {{Skill|Phoenix}}
+
:* {{Skill|Phoenix}}  
 
:* {{Skill|Comet}}
 
:* {{Skill|Comet}}
 
:* {{Skill|Magnetic Wave}}
 
:* {{Skill|Magnetic Wave}}
:* Dodge rolling in {{Skill|Earth Attunement}}.
+
* The build's most dangerous above 90% HP where the {{Rune|Superior Rune of the 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}}.
* Your sources of '''CC''' are:
+
* {{Skill|Glyph of Elemental Harmony}} is best used either while in Earth for the {{gw2wiki|Protection}} or Water for the {{gw2wiki|Regeneration}} which cleanses a condition via {{Trait|Cleansing Water}}.
:* {{Skill|Gale}}
+
* {{Skill|Conjure Fiery Greatsword}}'s purpose is twofold.
:* {{Skill|Comet}}
+
** '''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.
 +
 
 +
 
 +
'''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.
 +
 
 +
From '''Fire:'''
 +
# {{Skill|Dragon's Tooth}} (optional, easy to avoid so use it only when the target is CC'd or downed)
 +
# {{Skill|Phoenix}} - optional: {{Skill|Lightning Flash}} right at your target before Phoenix Goes off
 +
# {{Skill|Arcane Blast}}
 +
# {{Skill|Air Attunement}} - swap to this just before Phoenix and Arcane Blast are about to land
 +
# {{Skill|Lightning Strike}}
 +
 
 +
 
 +
From '''Earth:'''
 +
# {{Skill|Dust Devil}}
 +
# {{Skill|Arcane Blast}} - Projectile must land right '''before''' attuning to Air to get the {{gw2wiki|Immobilize}}
 +
# {{Skill|Hurl}}
 +
# {{Skill|Air Attunement}}
 +
# {{Skill|Lightning Strike}}
 +
 
 +
 
 +
From '''Water:'''
 +
# {{Skill|Shatterstone}}
 +
# {{Skill|Water Trident}} + {{Skill|Lightning Flash}} right at your target before the trident goes off
 +
# {{Skill|Arcane Blast}}
 +
# {{Skill|Air Attunement}} just before Shatterstone and Water Trident does damage
 +
# {{Skill|Lightning Strike}}
 +
 
 +
 
 +
'''Survival'''
 +
* {{Trait|One with Air}} makes it easy to kite most specs. '''Avoid melee range at all costs!'''
 +
* CCs can be used for shaking off pursuers.
 +
* 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.
 +
* {{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}} 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.
 +
* {{gw2wiki|Regeneration}} applications remove conditions.
  
 
==Counters==
 
==Counters==
Line 69: Line 116:
 
* Heavy condition pressure.
 
* Heavy condition pressure.
  
==Streamers==
+
==Related Builds==
* Twitch: [http://www.twitch.tv/phantaram Phantaram - NA/EU]
+
* [[Build:Weaver_-_Freshweaver|Freshweaver]] - a more powerful version using the Weaver elite specialization
* Twitch: [http://www.twitch.tv/thundercatshoooo Zoose - NA]
 

Latest revision as of 17:14, 20 July 2019

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Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Gold.png

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

Focused on: Direct damageMobility.

Designed for:

Overview

Scepter/Focus Fresh Air is one of the harder elementalist specs to master, but allows for high pressure roaming.

Skill Bar

Scepter/FocusHealingUtilityElite

Specializations



Variants

  • is an equally viable alternative to
    .

Specialization Changes

Fire over Water:



  • which makes 25 Might Might easily accessible at a loss of some healing on . Absolutely Any skills used while in will grant Might Might, even Utility.
  • Condition cleanses can still be achieved via
    ,
    giving a that removes 1 condition on then with Transmute Fire will remove 2 more, can be followed by another .
    also passively adds up 3 conditions to be removed upon having said amount on self.
  • boosts any damage by 10% to Burning Burning enemies. All Fire skills can apply it as well as , ideally even doing one before can increase damage by good margin alongside extra Might Might.
  • is highly recommended if using this specialization to keep Might Might longer and 5% damage increase, however if able to follow the right circumstances before leaving , waiting to activate the second into with can increase the damage by 10% (20% if paired with Burning Burning.) on it's duration for a bit less Might Might uptime.

Equipment

Scepter.png
Focus.png
I.png
Superior Sigil of Exposure
Superior Sigil of Exposure.pngSuperior Sigil of Exposure
Your next attack after you swap to this weapon while in combat inflicts 5 stacks of vulnerability for 5 seconds. (Cooldown: 9s)
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)
I.png
Superior Rune of the Scholar
Superior Rune of the Scholar.pngSuperior Rune of the Scholar
(1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity

Variants

Scepter/Focus

  • Superior Sigil of Exploitation Superior Sigil of Exploitation
    Superior Sigil of Exploitation.pngSuperior Sigil of Exploitation
    Deal 5% extra damage to targets below 50% health.
  • Superior Sigil of Courage Superior Sigil of Courage
    2Recharge.png
    Superior Sigil of Courage.pngSuperior Sigil of Courage
    On hit gain might for 10 seconds. (Cooldown: 2s)
  • Superior Sigil of Battle Superior Sigil of Battle
    9Recharge.png
    Superior Sigil of Battle.pngSuperior Sigil of Battle
    Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9s)
  • Superior Sigil of Cleansing Superior Sigil of Cleansing
    9Recharge.png
    Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
    Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)

Rune

  • Superior Rune of Strength Superior Rune of Strength
    Superior Rune of Strength.pngSuperior Rune of Strength
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.

Usage

General

  • 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 , as this triggers
    , followed by . 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.
  • Recharging Air: to take advantage of
    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 just before leaving . Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once.
  • should usually be used while in for the Immobilize Immobilize, which makes it harder to avoid your burst. Alternatively, cast while still in 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.
  • This build can self-stack might by blasting the fire field created by . Do not prioritize might-stacking, but do take advantage of the incidental opportunities which arise. Your blast finishers are:
  • The build's most dangerous above 90% HP where the and
    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
    and
    .
  • is best used either while in Earth for the Protection Protection or Water for the Regeneration Regeneration which cleanses a condition via
    .
  • 's purpose is twofold.
    • Mobility: and 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 and . Use these whenever you need to cleave down a downed enemy.


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.

From Fire:

  1. (optional, easy to avoid so use it only when the target is CC'd or downed)
  2. - optional: right at your target before Phoenix Goes off
  3. - swap to this just before Phoenix and Arcane Blast are about to land


From Earth:

  1. - Projectile must land right before attuning to Air to get the Immobilize Immobilize


From Water:

  1. + right at your target before the trident goes off
  2. just before Shatterstone and Water Trident does damage


Survival

  • makes it easy to kite most specs. Avoid melee range at all costs!
  • CCs can be used for shaking off pursuers.
  • 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.
  • and 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.
  • is the build's best condition cleanse which can also be used while stunned.
  • 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.
  • Regeneration Regeneration applications remove conditions.

Counters

  • Stealth, as most high-damage abilities in this build require a target.
  • Heavy condition pressure.

Related Builds

  • Freshweaver - a more powerful version using the Weaver elite specialization
Build rating - 4 stars
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5 Ratings
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.

2 stars
Hanz gave this build 2 stars January 2019

We're keeping this one mainly for the sake of F2P players. Fairly simple playstyle but relatively hard to master, should work well up to ~platinum.

2 More Ratings
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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