Elementalist - Core Support
The community gave this build a rating, making it second-tier: Good
Focused on: Support and Utility
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on June 06, 2024 and is up to date for the October 8, 2024 patch.
Overview
A core support Elementalist build for sPvP made to keep allies alive in teamfights. This build was created for F2P players - while the build is perfectly fine it's not quite as good as its Tempest counterpart, so those with the Heart of Thorns expansion are recommended to play that instead.
Skill Bar
Staff
Utility
Skill Variants
Utility
- over - panic button that works well against burst damage but has a way higher CD.
Heal
- - slightly more selfish skill that could help you out a lot against conditions, but offers nothing for the team whereas could be used to blast Water fields for AoE healing.
Template Code
[&DQYRGxo7JRYnD3QATwEAAJAAAAAdAQAAlgAAAAAAAAAAAAAAAAAAAAAAAAABWQAA]
Specializations
Variants
- Protection uptime. adds a useful personal barrier proc to the build for damage mitigation in exchange for slightly lower
- Stability access for better defense against movement-impairing conditions and higher endurance regen. trades a bit of
Variants
- Magnetic Aura with allies. However as a tradeoff your condition cleansing will become worse. could be considered against some projectile users like Rifle Deadeyes or Longbow Dragonhunters, allowing you to share
Equipment
Staff
Sigil
Sigil
Rune
Amulet
Relic
Equipment Changes
Relics
- - adds an AoE healing proc to your healing skill. Overall Karakosa provides more group healing when you're good at making use of combo fields, but Flock is much easier to use and heals more in 1 cast without any previous setup (making it more reactive). Unlike Karakosa which only heals allies, Flock could also be used for self-healing. These qualities make Flock an ideal option for beginners or harder matches where you expect to be focused a lot, but Karakosa fits your role better when used right.
- - improved condition cleansing.
Usage
General
- Under General Options / User Interface enable "Thick party health bars" and "Always show health bars". These will make it much easier to keep track of who needs your support.
- Avoid getting locked into 1v1s, always be in teamfights. You depend on your allies just as much as they depend on you! A support's job is to keep party members alive through support, and these allies must peel for you in return (if the enemy team gets to focus you without allies counterpressuring them you'll probably end up dead).
- It's possible to steal a capture point by knocking enemies off with then keeping them out with some of your area denial skills such as or . The same skills are also good for creating some breathing room when you're being focused by the enemy team.
- Being a support build doesn't mean you don't have any pressure - and both do decent damage which could be useful in situations where there's nothing to support or you have to contribute some cleave damage (for example vs downed targets).
- Always aim to use inside some type of combo field (preferably water) for extra value, especially with .
Support and sustain
- Attunement swapping itself is your first line of defense. Attuning to elements is instant and could even be used while CC'd!
- Swapping to Fear. cleanses 2 conditions and heals allies around you. This even has a chance to break you out of
- Swapping to Protection, mitigating incoming strike damage and making you immune to critical hits via . applies AoE
- The first dodge on Water heals allies and cleanses conditions via . Swapping to Water in the middle of a dodge roll near teammates is one of your strongest methods of reactive burst healing/cleansing as it's quick and hard to interrupt.
- is where most of your healing and condition removal comes from, is more about mitigation. While Earth doesn't have healing tools of its own it has plenty of combo finishers - we recommend you always swap from Water to Earth and place at least 1 combo field before switching.
- It's best not to linger in Water Attunement too much, as swapping to Water has many powerful effects tied to it. Your goal is to fit as many Water swaps into a fight as possible, so unload your big heals and move on to other attunements as soon as possible.
- and are fairly straightforward support tools. Geyser does AoE healing while Healing Rain is the best condition cleansing tool in the build. Both of these are also water fields, you may blast them with or Earth skills for even more healing.
- When you swap to Earth, your first dodge roll becomes a blast finisher. This attunement in general has a lot of combo potential, here's an example:
- Precast a Water field on ⇒ ⇒ ⇒ dodge, enhanced by ⇒ + = 3 blast finishers in one field. You could add for a 4th.
- further encourages you to blast combo fields, adding extra healing each time such a combo is executed. This doesn't actually have to be a healing combo, any will do - even blasting or . Of course blasting these is less ideal, but in combat things don't always go according to plan and Karakosa makes the build a bit more flexible.
- is for peeling for allies (and yourself). , and are potent CC skills.
- Casting before swapping to is a great way of helping out allies that are pressured by conditions - Windborne Speed removes up to 3 non-damaging conditions, increasing the chance of cleansing damaging ones with Water skills and procs.
- Immobilized and evades incoming attacks, on top of being a mobility skill! Meanwhile can be used to Blind important skills. doesn't leave you defenseless either - is usable even if you're
- If taken Stability via and two, reduces incoming damage drastically to minimize the chance of getting killed. Another thing you could do under pressure is away to the nearby highground in order to further reduce the chance of interruption. is perhaps your best personal healing / cleansing skill. You're however rather vulnerable during this channel, so it's recommended to use it right after swapping to Earth for various reasons. One, attuning to Earth grants
- Running away from a fight with .
- Scattering enemies who are trying to rez or stomp - Tornado's even capable of tossing around downed targets!
- Taking pressure off your team through and CC in general.
is valuable in plenty of situations. To mention a few:
Reviving allies
- turns into a rez skill, and even spawns its own Geyser when you begin to revive someone.
- The two s (weapon skill and trait proc) stack in effectiveness!
- If you're about to die dropping this AoE at your feet restores downed health for you later, making it easier for allies to get the rez.
- If taken
- Note: Mist Form must be activated AFTER starting to revive an ally, otherwise it won't work. This only works with manual rez, not the Glyph.
turns the caster invulnerable, allowing you to rez without getting interrupted or killed.
- In general it's best to start reviving allies while attuned to Air for the Stability. Earth's isn't bad either (could negate interrupt skills like ) while Water's offers damage mitigation that allows you to tank more hits.
- Another benefit of using it on Earth is that you get to transmute Magnetic Aura for AoE Stability, making it harder to interrupt you and your allies.
, assuming the enemy doesn't have
- The attunement bonus depends on which attunement you've started channeling this skill on. Swapping from Air to Fire in the middle of it for example is going to proc the Air bonus.
- Whatever attunement you're using, consider swapping to Earth for the stability while channeling to make it easier to pull off.
- teleports the ally to your location. It's great if you're in a safe spot, you may even consider teleporting to the highground beforehand with .
- brings them back with max HP, which is probably the best option if you only have to rez one ally and you're not in a safe spot.
- is for reviving multiple allies as it is an AoE rez.
- is mainly for your personal survivability. Even if you don't have an ally to rez, you could use this glyph on Fire and give yourself a 15 second window of immortaility, as using this skill in Fire revives the caster when they go down!
- If you're absolutely certain that a teammate is going to die in 2 seconds, you may consider using this skill on their location in advance to bring them up a split second after they go down. This is a bit risky however, as if they don't die (or don't die inside the range of the skill) you're going to have to cancel cast with a weapon stow, which send it on a short CD of 5 seconds thus might not be available when they actually go down.
is a very potent ranged rez with a secondary effect that can be customized to fit a bunch of different situations. In general you should just focus on getting the rez as soon as possible regardless of attunement, but if you're able to swap to the right element beforehand this glyph becomes even more powerful. Couple of things to note:
- Note: rezing counts as healing and is therefore affected by healing reduction effects such as Poison. If your teammate is poisoned on low health it's possible for to not bring them back to life completely, only restoring a chunk of their downed health.
Stacking swiftness
- Stack Swiftness for your team before the game starts!
- For this you must begin on . Drop on the exit gate - whilst channeling this skill, swap to and place on top of Eruption.
- Blast the field with .
- Finish the chain with .
Ratings
Updated for the Relic patch. While the main selling point of the old version (greater rez power) got gutted years ago, the build received several buffs over the years and it's surprisingly good right now. Maybe not core guardian or Tempest level of good, but definitely a viable pick for ranked climb especially for free to play players.
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