Elementalist - S/F Fresh air roamer

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

Designed for:


S/F Fresh Air is a WvW roaming build which focuses on burst damage whilst avoiding damage by utilizing superspeed, projectile hate and invulnerabilities to make up for its squishiness.

Skill Bar




Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Superior Rune of the Scholar
Mighty WvW Infusion



  • The ratio of Marauder stat icon.png Marauder and Berserker stat icon.png Berserker's gear can be changed based on personal preferences. More experienced players can replace some Marauder pieces with Berserker ones.


  • 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.
  • Superior Rune of the Pack Superior Rune of the Pack
    Superior Rune of the Pack.pngSuperior Rune of the Pack
    (1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration



There are plenty of viable choices:

  • - highest damage option.
  • - damage and extra vitality in case you're not comfortable with the current HP.
  • - armor ignoring damage and a bit of extra healing.
  • defensive option with more evasion.


  • Superior Sharpening Stone Superior Sharpening Stone
    Superior Sharpening Stone.pngSuperior Sharpening Stone
    Nourishment (30 m):
    Potion.pngGain power equal to 3% of your precisionGain power equal to 6% of your ferocity+10 Experience from kills



  • The build revolves around the trait
    . Your goal is to keep dropping in an out of
    every few seconds and burst targets with
    plus whatever other skills/procs you can weave in from other sources.
  • strikes several times and will continue to be channeled even after swapping attunements. Starting the channel in Air then entering another attunement is one of the best and most consistent ways of triggering
  • There are many skills you can precast (such as
    ) before swapping back to Air - you do the most damage while attuned to Air so make sure you're in the right attunement before the damage goes off.
  • 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.
  • and
    can both be used to proc
    or add additional burst if needed.
  • You're most dangerous above 90% health (which is easiest to exploit with a good opening burst). Both
    significantly boost your damage above the health threshold.


S/F relies heavily on avoiding damage

  • Utilize the Superspeed Superspeed from
    to avoid damage from melee attackers. Use abilities that don't require facing your target to keep full speed while delivering damage.
  • is the most defensive of attunements. The two most notable skills are:
    • is a strong instant condition cleanse which also reflects projectiles.
    • makes you immune to hostile skills and condition damage.
  • is your second most defensive attunement. This one can cleanse conditions and heal you:
    • Attuning to Water heals via
      and applies Regeneration Regeneration, which cleanses 1 condition thanks to
    • has more or less the same results as attuning to Water if you throw it at your feet.
  • and
    are mostly about offense, but have some defensive skills as well:
    • provides instant access to Blind Blind even while stunned.
    • is an excellent anti-projectile skill.
    • cleanses a condition.


A few examples for getting started. Try to sync your skills in a way that all the damage lands roughly at the same time!

  • +
    • This one is rather hard to execute though as it realies on your opponent completely being out of defensive CDs.
  • Combining
    followed by the usual Air rotation during the quarter second cast-time of phoenix is your highest dps burst combo. It is however a bit risky since
    is one of your most important defensive cooldowns.

Build rating - 4 stars
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3 Ratings
3 stars
Hanz gave this build 3 stars September 2018

Dusted off this build and brought it back from the archives with a couple of updates. Will rewrite the usage soon enough. It's still a very effective roamer with great burst damage, although sustained damage/cleave are lacking, so it's mostly just for 1v1s.

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.

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