Elementalist - Ember Hybrid Signet D/F


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Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Focused on: Hybrid damageUtility.

Designed for:

Overview

This is a hybrid damage build with absurd amounts of offensive and defensive stats. Between high damage, lots of ranged CC, and tons of defensive utility, it is a very offensive Elementalist playstyle with lots of survivability and tricks to outplay opponents.

It is important to emphasize that the Ember Elementalist does not serve the same role as the D/D cantrip Elementalist does in teams. It serves a similar role to the Hammer Meditation Guardian-- lock an opponent down reliably and do high damage to remove them from a fight while still being very hard to kill itself.

The core of this build revolves around two things.

Fire's Embrace Fire's Embrace
Fire's Embrace
When you activate a signet, you gain a fire shield.
Fire Shield.pngFire Shield (3s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1-second cooldown per attacker).
Might.pngMight (10s): 35 Power, 35 Condition Damage
Burn.pngBurning (1s): 328 Damage

and

Written in Stone Written in Stone
Written in Stone
Maintain the passive effects of signets when you activate them.

. On their own, signets are mediocre skills and not worth the full investment in the Earth trait line. Heavy emphasis is placed on augment the

Fire Shield Fire Shield
40Recharge.png
Fire Shield
Envelop yourself in a fiery shield that burns foes and grants might every time you are struck (cooldown of 1 second per attacker).
Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1-second cooldown per attacker).
Might.pngMight (10s): 30 Power, 30 Condition Damage
Burn.pngBurning (1s): 328 Damage
Radius.pngCondition Duration Reduction: 20%

you gain upon signet use. With heavy investment in signets, each becomes an incredibly loaded skill for both defense and offense.

Skill Bar

Dagger/FocusHealingUtilityElite

Slot Changes

  • Conjure Fiery Greatsword Conjure Fiery Greatsword
    1Activation.png
    180Recharge.png
    Conjure Fiery Greatsword
    Conjure. Manifest a fiery greatsword in your hands and at the target location. When it lands, it damages and burns foes. Wielders of this weapon gain increased power and condition damage.
    Damage.pngDamage: 246
    Conjure Fiery Greatsword.pngConjure Fire Attributes: 260 Power, 180 Condition Damage
    Book.pngNumber of Charges: 15
    Burn.pngBurning (3s): 984 Damage
    Book.pngNumber of Targets: 3
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 150
    Range.pngRange: 1,200
    - 5/5 - The best mobility skill in the game. Nearly guaranteed escape from any situation. Lose ability to consistently 1v2 or near guaranteed win 1v1s.
  • Lightning Flash Lightning Flash
    40Recharge.png
    Lightning Flash
    Cantrip. Teleport to target area.
    Damage.pngDamage: 365
    Book.pngNumber of Targets: 1
    Radius.pngRadius: 120
    Range.pngRange: 900
    - 3/5 - Replacement for Signet of Water. Weakens condition removal options and lose out on the Fire Shield/boon bonuses. Great escape/chasing utility.
  • Ether Renewal Ether Renewal
    Activation.png
    18Recharge.png
    Ether Renewal
    Cantrip. Heal yourself and cure a condition with every pulse.
    Heal.pngHealing: 625
    Book.pngConditions Removed: 1
    Book.pngPulses: 8
    - 2/5 - Increases condition removal. Less healing and offensive pressure.

Specializations

Equipment

Equipment

Dagger.png
Focus.png
I.png
Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
I.png
Superior Rune of Scavenging
Superior Rune of Scavenging.pngSuperior Rune of Scavenging
(1): +25 Condition Damage (2): +35 Vitality (3): +50 Condition Damage (4): +65 Vitality (5): +100 Condition Damage (6): +20% Poison Duration, convert 7% of your Vitality into Condition Damage.
Celestial Amulet
Celestial Amulet.pngCelestial Amulet
+460 Power +460 Precision +460 Toughness +460 Vitality +460 Ferocity +460 Healing Power +460 Condition Damage

Sigil Variants

  • Superior Sigil of Energy 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)
    - 5/5 - Replacement for Sigil of Doom. Same overall benefit as Vigor Vigor. Defensive sigil choice.
  • Superior Sigil of Leeching Superior Sigil of Leeching
    9Recharge.png
    Superior Sigil of Leeching.pngSuperior Sigil of Leeching
    Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
    - 4/5 - Replacement for Sigil of Doom. Leech deals/heals 975. Balance between offensive/defensive sigil. The leech effect from this does not stack with the leech effect from Runes of Scavenging! Do not use one if you use the other!

Equipment Variants

  • Superior Rune of the Earth Superior Rune of the Earth
    Superior Rune of the Earth.pngSuperior Rune of the Earth
    (1): +25 Toughness (2): +10% Protection Duration (3): +50 Toughness (4): +20% Protecion Duration (5): +100 Toughness (6): +5% Incoming Heal Effectiveness; gain Protection when struck by a foe. (Cooldown: 60s)
    - 5/5 - Ultra-defensive variant. All bonuses have very high synergy with the rest of the build and will keep you alive much longer. 6/0/6/2/0, swapping Zephyr’s Boon for Soothing Wave, is the trait variant suggested with this rune set. Does less damage.
  • Superior Rune of the Flame Legion Superior Rune of the Flame Legion
    Superior Rune of the Flame Legion.pngSuperior Rune of the Flame Legion
    (1): +25 Power (2): +10% Burning Duration (3): +50 Power (4): 25% chance to cause burning for 1 sec when hit. (Cooldown: 10s) (5): +100 Power (6): +20% Burning Duration; +7% damage against burning foes.
    + PvP Berserker's Amulet PvP Berserker's Amulet - 5/5 - Package replacement set. Large boost to damage, but much weaker in 1vX scenarios.

Usage

Role

  • When playing this build, your goal will be to focus a single target, lock them down, and kill them quickly. The Ember Build has extremely favorable match-ups versus Berserker builds, as the active defense mitigates huge amounts of damage and the 2800 armor + protection soaks up what gets through while having really high damage in return. A key advantage of the Ember build compared to other DPS builds is that the damage is spread out over all of your skills. The sigils of doom/geomancy are applicable everywhere and fire shield provides a constant burn regardless of which attunement you're in. This makes it difficult for your opponents to have a "key skill" that they need to dodge.
  • Due to the lack of escapes, map awareness and knowledge of the enemy players' locations and movements are extremely important if roaming alone between points. While the build is extremely strong in 1v1 scenarios, going into a 1v2 unprepared will very likely result in your death.

General

  • There is a quick rotation that is used to maximize your burst and the utility of some of the very situational skills on the off-hand Focus.
    • Start in
      Fire Attunement Fire Attunement
      10Recharge.png
      Fire Attunement
      Attune to fire, gaining heavy damage and burning abilities.
      . Begin by opening with
      Signet of Earth Signet of Earth
      ½Activation.png
      25Recharge.png
      Signet of Earth
      Signet Passive: Improves toughness.
      Signet Active: Immobilize your foe.
      Damage.pngDamage: 122
      Signet of Earth.pngSignet of Earth: 180 Toughness
      Bleed.png5Bleeding (7s): 1,488 Damage
      Immobilize.pngImmobilize (3s): Unable to move.
      Range.pngRange: 1,200
      . Use
      Burning Speed Burning Speed
      ¾Activation.png
      15Recharge.png
      Burning Speed
      Slide forward and blast the area, leaving behind a line of fire that burns foes.
      Damage.pngBlast Damage: 710
      Damage.pngFire Wall Damage: 36
      Burn.pngBurning (1½s): 131 Damage
      Book.pngNumber of Targets: 5
      Duration.pngFire Wall Duration: 4 seconds
      Radius.pngBlast Radius: 240
      Book.pngEvade: ¾ seconds
      Combo.pngCombo Field: Fire
      Range.pngRange: 600
      and queue up
      Flamewall Flamewall
      ¾Activation.png
      20Recharge.png
      Flamewall
      Create a wall of flame at the target area that burns foes.
      Damage.pngDamage: 32
      Burn.pngBurning (2½s): 262 Damage
      Book.pngNumber of Targets: 5
      Duration.pngDuration: 8 seconds
      Combo.pngCombo Field: Fire
      Range.pngRange: 900
      underneath them while moving in with Burning Speed.
    • Switch to
      Water Attunement Water Attunement
      10Recharge.png
      Water Attunement
      Attune to water, gaining superior support and healing abilities.
      and use
      Comet Comet
      ¾Activation.png
      25Recharge.png
      Comet
      Drop a comet of ice on target foe, damaging and dazing foes in the area.
      Damage.pngDamage: 195
      Daze.pngDaze (2s): Unable to use skills.
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 180
      Combo.pngCombo Finisher: Blast
      Range.pngRange: 900
      , giving you a blast finisher as your opponent will still be standing in the Flame Wall. Use
      Frozen Burst Frozen Burst
      ¼Activation.png
      12Recharge.png
      Frozen Burst
      Detonate a burst of ice that chills nearby foes.
      Damage.pngDamage: 103
      Chill.pngChilled (3s): -66% Movement Speed, -66% Skill Recharge Rate
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      Combo.pngCombo Finisher: Blast
      immediately after for an additional blast finisher, followed by
      Freezing Gust Freezing Gust
      ½Activation.png
      25Recharge.png
      Freezing Gust
      Chill your foe for a brief time.
      Damage.pngDamage: 65
      Chill.pngChilled (3s): -66% Movement Speed, -66% Skill Recharge Rate
      Range.pngRange: 900
      and
      Cone of Cold Cone of Cold
      Activation.png
      10Recharge.png
      Cone of Cold
      Spray an icy blast in a cone that damages foes and heals allies.
      Damage.png4Damage: 488
      Heal.pngHealing: 740
      Book.pngNumber of Targets: 5
      Range.pngRange: 400
      . When you get this portion down, you'll be able to pop off every single water skill in under 2 seconds, allowing you the benefit of all of the Blast Finishers, Chills, and healing without having to deal with the mediocre autoattack. Swap to
      Earth Attunement Earth Attunement
      10Recharge.png
      Earth Attunement
      Attune to earth, gaining superior damage-over-time and defensive abilities.
      while channeling Cone of Cold.
    • Use
      Magnetic Wave Magnetic Wave
      25Recharge.png
      Magnetic Wave
      Damage foes, cure three conditions, and reflect projectiles with a magnetic surge.
      Damage.pngDamage: 255
      Cripple.pngCripple (5s): -50% Movement Speed
      Book.pngNumber of Targets: 5
      Duration.pngReflection Duration: 3 seconds
      Radius.pngRadius: 300
      Combo.pngCombo Finisher: Blast
      for the third blast finisher in your Flame Wall. After you land Magnetic Earth, the immobilize from Signet of Earth will have worn off.
      • It is important to practice this rotation to be able to perform it consistently during Signet of Earth's immobilize.
    • Before Flame Wall wears off, it is also important to use
      Magnetic Grasp Magnetic Grasp
      ½Activation.png
      12Recharge.png
      Magnetic Grasp
      Immobilize your foe, making them vulnerable to a Magnetic Leap attack.
      Damage.pngDamage: 24
      Immobilize.pngImmobilize (2s): Unable to move.
      Combo.pngCombo Finisher: Physical Projectile
      Range.pngRange: 900
      Unblockable.pngUnblockable
      through the Flame Wall for a burning projectile finisher and more importantly,
      Magnetic Leap Magnetic Leap
      Magnetic Leap
      Pull yourself to your magneticaly grasped foe and deliver a strike.
      Damage.pngDamage: 71
      Combo.pngCombo Finisher: Leap
      Range.pngRange: 900
      through the Flame Wall for a 5 second Fire Shield leap finisher. The flame wall lasts long enough for all of the above to be done with comfortable amounts of time to spare.
    • After the rotation, you will have access to the two better attunements to camp in, Air and Earth. Continue fighting until your Fire Attunement is ready again. When you swap back in, wait until
      Signet of Earth Signet of Earth
      ½Activation.png
      25Recharge.png
      Signet of Earth
      Signet Passive: Improves toughness.
      Signet Active: Immobilize your foe.
      Damage.pngDamage: 122
      Signet of Earth.pngSignet of Earth: 180 Toughness
      Bleed.png5Bleeding (7s): 1,488 Damage
      Immobilize.pngImmobilize (3s): Unable to move.
      Range.pngRange: 1,200
      comes off cooldown (should be around 5 seconds). When it does, the entire rotation is off cooldown and ready to go again.
  • Use your healing liberally! While the defensive stats of this build are high, the healing is overall quite weak. As a result, in the vast majority of situations, it is favorable to make maximum use of Signet of Restoration by using the active as soon as you lose near 3.5k HP to start the cooldown immediately.
  • Space out your Fire Shields! You have access to an enormous number of Fire Shields, but each application does not stack-- it simply refreshes the duration. The ones you get from your 4 signets with
    Fire's Embrace Fire's Embrace
    Fire's Embrace
    When you activate a signet, you gain a fire shield.
    Fire Shield.pngFire Shield (3s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1-second cooldown per attacker).
    Might.pngMight (10s): 35 Power, 35 Condition Damage
    Burn.pngBurning (1s): 328 Damage
    last for 3 seconds each while
    Fire Shield Fire Shield
    40Recharge.png
    Fire Shield
    Envelop yourself in a fiery shield that burns foes and grants might every time you are struck (cooldown of 1 second per attacker).
    Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1-second cooldown per attacker).
    Might.pngMight (10s): 30 Power, 30 Condition Damage
    Burn.pngBurning (1s): 328 Damage
    Radius.pngCondition Duration Reduction: 20%
    and the leap finisher from
    Magnetic Leap Magnetic Leap
    Magnetic Leap
    Pull yourself to your magneticaly grasped foe and deliver a strike.
    Damage.pngDamage: 71
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 900
    last 5 seconds each. Keep a mental clock going on each application and try hard to not use one on top of the other. Only by spacing them out can you achieve a permanent fire shield!
  • Do not stack your defensive utilities! I mentioned that you manage to outright avoid a lot of damage and conditions for the majority of fights because of the defensive utility offered in this build, but that is only if you don't stack them on top of each other! This build has a lot of control in
    Comet Comet
    ¾Activation.png
    25Recharge.png
    Comet
    Drop a comet of ice on target foe, damaging and dazing foes in the area.
    Damage.pngDamage: 195
    Daze.pngDaze (2s): Unable to use skills.
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 180
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 900
    ,
    Gale Gale
    ¾Activation.png
    50Recharge.png
    Gale
    Knock down your foe with a charged wind blast.
    Knockdown.pngKnockdown: 2 seconds
    Range.pngRange: 900
    ,
    Signet of Earth Signet of Earth
    ½Activation.png
    25Recharge.png
    Signet of Earth
    Signet Passive: Improves toughness.
    Signet Active: Immobilize your foe.
    Damage.pngDamage: 122
    Signet of Earth.pngSignet of Earth: 180 Toughness
    Bleed.png5Bleeding (7s): 1,488 Damage
    Immobilize.pngImmobilize (3s): Unable to move.
    Range.pngRange: 1,200
    ,
    Magnetic Grasp Magnetic Grasp
    ½Activation.png
    12Recharge.png
    Magnetic Grasp
    Immobilize your foe, making them vulnerable to a Magnetic Leap attack.
    Damage.pngDamage: 24
    Immobilize.pngImmobilize (2s): Unable to move.
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    Unblockable.pngUnblockable
    (run behind your opponent while they are immobilized and they cannot target you with most skills-- only 360 degree skills, such as marks, can be cast on you) and even more active defense in
    Swirling Winds Swirling Winds
    ½Activation.png
    30Recharge.png
    Swirling Winds
    Create a swirling wind that destroys projectiles.
    Duration.pngDuration: 6 seconds
    Radius.pngRadius: 400
    ,
    Ring of Earth Ring of Earth
    ¾Activation.png
    6Recharge.png
    Ring of Earth
    Bleed foes with a ring of rocky spikes.
    Damage.pngDamage: 306
    Bleed.pngBleeding (12s): 510 Damage
    Cripple.pngCripple (3s): -50% Movement Speed
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Book.pngBlock Missiles
    ,
    Magnetic Wave Magnetic Wave
    25Recharge.png
    Magnetic Wave
    Damage foes, cure three conditions, and reflect projectiles with a magnetic surge.
    Damage.pngDamage: 255
    Cripple.pngCripple (5s): -50% Movement Speed
    Book.pngNumber of Targets: 5
    Duration.pngReflection Duration: 3 seconds
    Radius.pngRadius: 300
    Combo.pngCombo Finisher: Blast
    , and
    Obsidian Flesh Obsidian Flesh
    50Recharge.png
    Obsidian Flesh
    Envelop yourself in stony armor, making yourself invulnerable.
    Duration.pngDuration: 4 seconds
    Book.pngPrevents Capture-Point Contribution
    . Don't stack these on top of each other!
    • For example (this is the most common one), don't use Obsidian Flesh while the projectile absorb reflect are still active from
      Ring of Earth Ring of Earth
      ¾Activation.png
      6Recharge.png
      Ring of Earth
      Bleed foes with a ring of rocky spikes.
      Damage.pngDamage: 306
      Bleed.pngBleeding (12s): 510 Damage
      Cripple.pngCripple (3s): -50% Movement Speed
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      Book.pngBlock Missiles
      and
      Magnetic Wave Magnetic Wave
      25Recharge.png
      Magnetic Wave
      Damage foes, cure three conditions, and reflect projectiles with a magnetic surge.
      Damage.pngDamage: 255
      Cripple.pngCripple (5s): -50% Movement Speed
      Book.pngNumber of Targets: 5
      Duration.pngReflection Duration: 3 seconds
      Radius.pngRadius: 300
      Combo.pngCombo Finisher: Blast
      . That's 5 seconds of projectile immunity you'd have put to waste. Don't use
      Swirling Winds Swirling Winds
      ½Activation.png
      30Recharge.png
      Swirling Winds
      Create a swirling wind that destroys projectiles.
      Duration.pngDuration: 6 seconds
      Radius.pngRadius: 400
      and immediately follow up with a
      Gale Gale
      ¾Activation.png
      50Recharge.png
      Gale
      Knock down your foe with a charged wind blast.
      Knockdown.pngKnockdown: 2 seconds
      Range.pngRange: 900
      . While they're knocked down for 3 seconds, that's 3 of Swirling Winds wasted. The same idea applies for all of the skills above. While many seem to only have offensive utility at first glance, like the immobilizes/daze/CC, they are great defensive tools as well as your opponent cannot fight back. In spacing these utilities out, you can completely shut down the majority of options your opponent has to fight back.

Tips & Tricks

  • Remember that
    Magnetic Grasp Magnetic Grasp
    ½Activation.png
    12Recharge.png
    Magnetic Grasp
    Immobilize your foe, making them vulnerable to a Magnetic Leap attack.
    Damage.pngDamage: 24
    Immobilize.pngImmobilize (2s): Unable to move.
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    Unblockable.pngUnblockable
    is unblockable!
    This is insanely useful for locking down a fleeing Guardian/Engineer using
    Shelter Shelter
    Activation.png
    30Recharge.png
    Shelter
    Block attacks while healing.
    Heal.pngHealing: 4,555
    Duration.pngBlock Duration: 2 seconds
    or
    Gear Shield Gear Shield
    3Activation.png
    20Recharge.png
    Gear Shield
    Block attacks.
    Duration.pngDuration: 3 seconds
    , allowing you and your team to get a kill that may have otherwise escaped.
  • Maximize the value of
    Glyph of Elementals Glyph of Elementals
    Activation.png
    90Recharge.png
    Glyph of Elementals
    Glyph. Summon an elemental based on your attunement.
    Fire Attunement.pngGlyph of Elementals (fire).pngFire Elemental: Deals damage.
    Water Attunement.pngGlyph of Elementals (water).pngIce Elemental: Deals damage and heals.
    Air Attunement.pngGlyph of Elementals (air).pngAir Elemental: Deals damage and stuns.
    Earth Attunement.pngGlyph of Elementals (earth).pngEarth Elemental: Deals damage and is hard to kill.
    Duration.pngDuration: 60 seconds
    !
    9 times out of 10, the Fire Elemental is the one you want to summon going into a fight (emphasis on going into-- it does the most amount of work if you have it out from the get-go). However, you absolutely must remember to use the active skill of the elemental every time it is off cooldown!
    Flame Barrage Flame Barrage
    ¾Activation.png
    15Recharge.png
    Flame Barrage
    Command your fire elemental to bombard its target and surrounding foes with burning bolts.
    Burn.pngBurning (1s): 328 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 360
    Book.pngCombat Only
    does bonkers supplementary damage, applying multiple burning stacks on top of ~3-4k direct damage. If you do, there are few builds in the game that can stand toe-to-toe in a 1v1 with you.
    • Occasionally, you will want to summon the Elite Water Elemental for
      Crashing Waves Crashing Waves
      ¾Activation.png
      15Recharge.png
      Crashing Waves
      Command your ice elemental to knock back its target and then release a wave of water that heals allies and removes a condition.
      Heal.pngHealing: 10
      Book.pngConditions Removed: 1
      Knockback.pngKnockback: 180
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      Book.pngCombat Only
      , which heals for 6.5k, knocks an opponent back, and cleanses 1 condition in an AoE. This is a defensive alternative to the Fire Elemental, though you will have to remember to stick close to the Water Elemental to get the benefit of the heal! In a 1v2 or 2v2 fight, this is a solid alternative to the Fire Elemental.
  • Secure your stomps! The blind from
    Signet of Air Signet of Air
    25Recharge.png
    Signet of Air
    Signet Passive: Grants a 25% increase in movement speed.
    Signet Active: Blind your target and nearby foes.
    Damage.pngDamage: 122
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Signet of Air.pngSignet of Air: 25% Movement Speed
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    is instant, which means you can use it in the middle of a stomping animation. This is extremely useful to securely stomp Necromancers, Warriors, Engineers, Guardians, and Rangers. Watch your opponents closely and cast it when they begin their downed interrupt animation (there are several video resources available for this).
    • Magnetic Wave Magnetic Wave
      25Recharge.png
      Magnetic Wave
      Damage foes, cure three conditions, and reflect projectiles with a magnetic surge.
      Damage.pngDamage: 255
      Cripple.pngCripple (5s): -50% Movement Speed
      Book.pngNumber of Targets: 5
      Duration.pngReflection Duration: 3 seconds
      Radius.pngRadius: 300
      Combo.pngCombo Finisher: Blast
      and
      Swirling Winds Swirling Winds
      ½Activation.png
      30Recharge.png
      Swirling Winds
      Create a swirling wind that destroys projectiles.
      Duration.pngDuration: 6 seconds
      Radius.pngRadius: 400
      are also effective against Warriors' and Engineers' downed interrupt abilities, as they are ranged projectiles.
    • Obsidian Flesh Obsidian Flesh
      50Recharge.png
      Obsidian Flesh
      Envelop yourself in stony armor, making yourself invulnerable.
      Duration.pngDuration: 4 seconds
      Book.pngPrevents Capture-Point Contribution
      will guarantee you the stomp on any of the aforementioned 6 classes.

Counters

  • Condition Necromancer (Hard Counter): With a large health pool, high condition application, and the ability to send all of your conditions back onto you, Condition Necromancers, including the Terrormancer build, are the direct counter to this build. The large health pool is the primary reason for this match-up swinging in the Necromancer's favor, as they have plenty of time to either consume or send back the 6+ conditions the Ember build puts out in the opening few seconds of an engagement (that would down most other classes). Multiple sources of fear overcome the single stunbreak of
    Signet of Air Signet of Air
    25Recharge.png
    Signet of Air
    Signet Passive: Grants a 25% increase in movement speed.
    Signet Active: Blind your target and nearby foes.
    Damage.pngDamage: 122
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Signet of Air.pngSignet of Air: 25% Movement Speed
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    , leaving the instant condition cleanse from
    Magnetic Wave Magnetic Wave
    25Recharge.png
    Magnetic Wave
    Damage foes, cure three conditions, and reflect projectiles with a magnetic surge.
    Damage.pngDamage: 255
    Cripple.pngCripple (5s): -50% Movement Speed
    Book.pngNumber of Targets: 5
    Duration.pngReflection Duration: 3 seconds
    Radius.pngRadius: 300
    Combo.pngCombo Finisher: Blast
    as your only other way to break out of fear.
    Putrid Mark Putrid Mark
    ¾Activation.png
    20Recharge.png
    Putrid Mark
    Mark. Inscribe a mark that transfers conditions from yourself to foes when they trigger it.
    Damage.pngDamage: 516
    Book.pngConditions Removed: 3
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Radius.pngBlast Radius: 300
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 1,200
    and
    Deathly Swarm Deathly Swarm
    ¼Activation.png
    18Recharge.png
    Deathly Swarm
    Unleash an insect swarm blinding multiple foes. Transfer three conditions to your target on a successful attack.
    Damage.pngDamage: 153
    Blind.pngBlindness (6s): Next outgoing attack misses.
    Book.pngNumber of Bounces: 3
    Range.pngRange: 900
    are the two skills that are 100% must dodge. The former is particularly hard as it shares the animation of the 2/3 skills on Necromancer's staff. If you are able to avoid the condition return skills, the match-up is actually very even. However, if you are hit with either of them, the Necromancer will likely win the fight right then and there. I highly recommend bringing out the Fire/Water Elemental for this fight.
  • Attrition Builds (Soft Counter): The Ember Build actually packs enough offensive damage to chew through attrition builds fairly quickly. However, because those builds are so heavily focused on defense over offense, the value of your active defense skills goes down a lot, as you aren't mitigating big bursts anymore but rather a thousand little pricks that will continue after your active defense skills go on cooldown. This is going to be a fairly large skill match-up against the popular attrition builds in each meta (D/D Cantrips, Shoutbow, Celestial Engineer, etc.). Attrition builds typically have a small handful of important skills they rely on for damage. If you are familiar with the builds you are playing against and dodge/reflect respectively, attrition builds are no longer a counter.

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