Elementalist - Core Power
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage
Designed for: Open World and Open World Core
Overview
Elementalists are master spellcasters that attune to the four elements of fire, water, air, and earth; each attunement having their own weapon skills, making elementalist an innately complex profession.
This build, as all elementalist builds, requires a lot of button pressing to be truly effective. A more relaxed playstyle using staff is also offered as an alternative, but it does do less damage.
Template Code
Skill Bar
Weapon Variants
We deafult to Scepter +
Dagger as they offer great damage and mobility.
Dagger - mainhand dagger can replace scepter for higher damage but less range.
Staff - with staff you can have a more relaxed playstyle that stays in most of the time. This playstyle is explained below, but it does do less damage.
Warhorn - players with Weaponmaster Training from Secrets of the Obscure can use warhorn for more damage.
Skill Variants
Let's explain why we recommend these skills, and alternatives you can consider:
Healing
We default to
as it provides strong burst healing and a boon based on attunement. Other alternatives are:- Guide:What are Combo Fields). - weak heal by default, but is greatly increased if it strikes nearby enemies. Performs a blast finisher, and heals for more when doing so. Excellent synergy with water combo fields. (See:
- - very high healing and condition removal throughout its long channelling time. Great option for raw healing if you can afford the cast time.
- - good passive healing and works great with a fast-paced playstyle, but very weak heal on demand, leaving you vulnerable to burst damage.
Utility Skills
provides AoE damage, and in some attunements also utility.
offers a very useful stun break that also blocks 3 attacks. Other options can be considered.
- - AoE damage and daze.
- - for mobility.
- - if conditions are a problem.
- - this is an excellent skill, with the only downside being that elementals die when you mount up.
- - stunbreak with stability.
- - very flexible skill that can do damage, or cleanse conditions, or daze enemies, or give barrier, depending on your current attunement, and breaks stun.
Elite Skills
Knockback, on Air for a
Stun, or on Earth for a pet that can tank.
- - offers more burst damage with and .
Specializations
- If you're levelling your character, unlock your specializations in this order: Air -> Fire -> Water.
Staff
If you want to play the more relaxed alternative playstyle with staff, you must use the Fire traitline. Unlock it as your first specialization. You must use the trait
.- When playing in a group providing you with
Might, use instead.
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
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
If you are gearing this character from zero, start with exotic quality gear. Search the trading post for "Zhed" armor, "Hypnotic Scepter" scepter, "Usoku's Needle" dagger, "Deathwish" staff. Upgrade to ascended gear as you progress See also: Guide:How to Gear a Character.
Consumables
Budget consumables are acceptable for use in open world.
DPS
- Prioritize Steak Ascended food.
- /
- /
Defense
Farming
- Prioritize Steak Ascended food.
- /
- (and variants)
Usage
Scepter/Dagger
When playing the suggested scepter/dagger variant, you will be constantly switching attunements since you have useful damage skills in all attunements.
Fire
In
you find the following useful skills:In the regular build, the trait
will give you might for every fire skill you use, then cause an explosion when you leave Fire attunement.Water
In
you find the following useful skills:- use directly after Shatterstone to deal increased damage to chilled enemies.
Frost Aura and .
which is both an offensive and defensive ability with
Air
In
you find the following useful skills:- great for both damage and mobility.
It also has a strong auto attack with
.Earth
In
you find the following useful skills:Never stay in an attunement for long, cast the available damage skills and swap attunement.
Staff
Staff enables an alternative more simple and relaxed playstyle. While it does offer ranged damage, staff deals considerably lower damage than scepter-dagger. The playstyle revolves around
and spamming . The trait 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 with and condition cleanse with . In , does great damage but the cooldown is too high, and you have some CC from and . In you have decent damage from and , and CC with .Defense
- The best defense is always to dodge or sidestep attacks.
- is an extra evade.
- provides good defense.
- can be used to mitigate pressure.
- , used in , creates a tanky elemental.
- You can use
Blind enemies for 10 seconds when used.
in to continuously
Sustain
- is a good source of healing and condition cleanse.
- You can run or if conditions are a problem.
- , used in , creates an elemental with strong healing and condition cleanse on a short cooldown.
- You will periodically enter which will maintain a high uptime of .
Crowd Control
- (from Ice Elemental)
- (from Air Elemental)
Ratings

Comments
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