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Elementalist - S/F Fresh Air Roamer

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

Focused on: Strike damageMobility and Control

Designed for: WvW Roaming

Difficulty:
Normal
This build was last updated on February 18, 2025 and is up to date for the March 11, 2025 patch.

Overview

S/F Fresh Air is a Power-based WvW roaming build which focuses on burst damage whilst avoiding damage by utilizing Superspeed Superspeed, Blind Blind, anti-projectile skills and invulnerabilities to make up for its lack of sustain by staying out of harm's way.

The core version has its pros and cons when compared to other FA WvW builds: it's got better condition cleansing than any other FA build and the burst is higher than Catalyst's, but the damage is lower than that of Weaver and it has neither the boon variety nor defensive toolkit of Catalyst (namely the extra block and aura spam).


Skill Bar

Scepter/Focus
Utility


Skill Variants

Heal


Elite


Arcane variant

There's an even more bursty version of the build with even less sustain. This is a high risk/reward option:

  • Swapping out for could also be considered. While Arcane Shield has a longer CD, it protects you from followup damage and could even be used to shield . It even works offensively, the shield can negate incoming attacks while you're bursting targets.


Template Code

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Specializations


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Scepter
Marauder
Focus
Marauder
Sigil
Sigil
Focus
Marauder
Sigil
Rune
x6
Infusion
x18
Relic


Second set: you may have noticed a Focus on the second set, this one's for the tryhards. While Elementalists can't swap weapons in combat, they can still stack Bloodlust on random PvE mobs before fights using the second set then switch back to the first set once they're ready to PvP. The Bloodlust stacks will remain active without the need to sacrifice a sigil slot on the PvP set. It's enough to put 1 weapon into the second set as they'll inherit the missing one from the main set. If you have no intention to stack Bloodlust before fights then you don't need the 2nd set! It's not mandatory.


Equipment Variants

Runes

  • - relatively cheap option with better survivability and slightly higher consistency thanks to the higher crit chance, but less burst potential than Scholar.


Sigils

  • over Cleansing - better damage if you can affor to give up some condition cleansing.


Consumables

Food

There are plenty of viable choices, including:


Utility


Usage

General

  • The build's all about swapping in and out of every few seconds, made possible by which recharges Air whenever you land a critical strike.
  • Swapping to Air triggers which you should immediately follow up with a for instant burst damage. Entering this attunement also grants you Ferocity from 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 just before leaving . 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 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:
  • is mainly about . This skill can be used to run away from fights, chase after enemies, set up burst with CC or deny damage through CC. It's not uncommon to only use Tornado for this skill alone before dropping out of the form.
  • Try to aim 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 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.

If you're playing the default version of the build and not the Arcane variant then skip the

s, everything else is the same.


From Fire:

  1. - both the transmute and Dragon's Tooth have a delay, your goal is to get into Air by the time these go off
  2. - optional: right at your target before you finish casting Phoenix to cut down on the projectile's travel time.
  3. - swap to this while casting Phoenix. Note: swapping out of fire triggers an explosion from , 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.

Note: if Air isn't ready by the time you get to step 3, you need to recharge it somehow with a

proc. This is greedy but you could sacrifice an instant utility skill like or and hope for a crit. That's the most seamless way because it doesn't risk messing up your timing, but a cast or two could also get the job done. With the Arcane variant this is much easier as you can just use an to recharge Air.


From Earth:

  1. Optional: if you're in melee range of an enemy you may throw in a which can proc if it hits something.
  2. + then swap to during the channeling to make all the projectiles land in the right attunement.
  3. +
  4. to avoid taking damage, but it's not required.


From Water:

  1. - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but could also do it.
  2. as soon as you start casting Water Trident. If you're quick enough with the sequencing it's possible to make the 2nd strike of Shatterstone go off in Air atunement for a bit of extra damage, but it's not a big deal if it doesn't.


Survival

  • Swapping to Air is just as important for defense as it is for offense. Even when you're running away you should try to get some Fresh Air procs just so you can abuse blinds and superspeed.
  • makes it easy to kite most specs via Superspeed Superspeed. Avoid melee range whenever possible! Don't stay in melee unless the target is blinded, CC'd or you're about to burst them.
  • is great at avoiding crucial skills by blinding enemies, and it also shuts down Power-based specs in general with the Weakness. Being an instant cast skill this can also be used while CC'd. fills a similar purpose, so does although that one has a cast time.
  • is a source of spammable Chill Chill which you can even place behind your back while running away. Chill is great at building distance and the damage could recharge Air.
  • Needless to say other CCs can also be used for creating some breathing room or making sure that your burst won't be disrupted.
  • 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.
  • Swapping to Fire procs a Fire Aura from and gaining an aura removes 1 condition via . 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 . Smothering Auras removes 2 conditions when you transmute an aura.
  • Do the following chain if you need to cleanse a lot of conditions quickly:
  1. - cleanses 1 condition as you gain an aura.
  2. - cleanses 2 conditions.
  3. Use Focus #5 , removing yet another condition.
  4. Transmute again for another 2 cleanses.
  5. at your feet for another cleanse, if necessary. Swapping to Water and performing a dodge roll or swapping to Earth for Magnetic Wave could add even more cleansing to the chain.


Related Builds


Ratings

This build has a rating of 5 stars based on 3 votes.
Log in or register to rate this build.
4 stars
Hanz gave this build 4 stars • June 2024
Probably one of the best core builds in WvW/PvP at the moment. It's a very well rounded one that mixes defense and offense, the condi cleansing is especially good by FA standards. Has a bit of a learning curve but it's not that hard to pick up either, you just need to get the hang of it. The build very much uses a hit and run style, using Fresh Air procs both offensively (burst window) and defensively (frequent Superspeed/blind access). Overall it's slightly worse than Catalyst, but against condi specs it can actually be better than Cata, and core has a stronger burst combo.
5 stars
InvisableYam gave this build 5 stars • January 2017
Still loving this build and small variations to it, S/F ele is all about timing and this build can be very rewarding if you time it right. It's possible to experiment with a Tempest variation, keeping in mind the fresh air aspect and overloading, that's also about right time right place. Great build.
5 stars
Arete gave this build 5 stars • July 2016
Very difficult to play, but with a very high skill cap and high amount of outplay potential. Struggles against some of the new HoT specs such as herald and daredevil but has the potential to win almost all matchups if played well enough.

Comments

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