Elementalist - S/F Fresh air roamer


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Gold.png

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

Designed for:

Overview

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

Scepter/FocusHealingUtilityElite

Specializations

Equipment

Ascended Head (Light).png
Marauder stat icon.png
Ascended Shoulders (Light).png
Marauder stat icon.png
Ascended Chest (Light).png
Marauder stat icon.png
Ascended Hands (Light).png
Marauder stat icon.png
Ascended Legs (Light).png
Marauder stat icon.png
Ascended Feet (Light).png
Marauder stat icon.png
Ascended Back.png
Berserker stat icon.png
Ascended Accessory1.png
Berserker stat icon.png
Ascended Accessory2.png
Marauder stat icon.png
Ascended Amulet.png
Marauder stat icon.png
Ascended Ring1.png
Berserker stat icon.png
Ascended Ring2.png
Berserker stat icon.png
Ascended Scepter.png
Marauder stat icon.png
Ascended Focus.png
Marauder stat icon.png
Superior Sigil of Air.png
Superior Sigil of Energy.png
Superior Rune of the Scholar.png6x
Superior Rune of the Scholar
Mighty WvW Infusion.png18x
Mighty WvW Infusion

Variants

Stats

  • 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.

Runes

  • 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

Consumables

Food

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.

Utility

  • 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
    Consumable

Usage

General

  • Much of this build's damage comes from swapping to Air Attunement.png Air Attunement, as this triggers Electric Discharge.png Electric Discharge, followed by Lightning Strike.png Lightning Strike. To capitalize on this, you should generally swap out of air immediately or soon after casting Lightning Strike into any other attunement, get a Fresh Air proc and jump back into Air Attunement.
  • Recharging Air: to take advantage of Fresh Air.png Fresh Air you need to score a critical hit. The fastest way to do it on attunements with slower skill is to start channel the air autoattack Arc Lightning.png Arc Lightning just before leaving Air Attunement.png Air Attunement. Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once.
  • Arcane Blast.png Arcane Blast should usually be used while in Earth Attunement.png Earth Attunement for the Immobilize Immobilize, which makes it harder to avoid your burst. Alternatively, cast Arcane Blast.png Arcane Blast while still in Air Attunement.png Air Attunement 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.
  • This build can self-stack might by blasting the fire field created by Flamewall.png Flamewall. Do not prioritize might-stacking, but do take advantage of the incidental opportunities which arise. Your blast finishers are:
  • The build's most dangerous above 90% HP where the
    and Aquamancer's Training.png Aquamancer's Training bonuses are active. These bonuses are active in any attunement, but to maximize bursts most of your hard hitting abilities should go off while attuned to Air to benefit from Aeromancer's Training.png Aeromancer's Training and Fresh Air.png Fresh Air.


Notable burst combos

These are some potential combos you can use based on the techniques outlined above. The quicker you pull these chains off, the better.

From Fire:

  1. Dragon's Tooth.png Dragon's Tooth (optional, easy to avoid so use it only when the target is CC'd or downed)
  2. Phoenix.png Phoenix - optional: Lightning Flash.png Lightning Flash right at your target before Phoenix Goes off
  3. Arcane Blast.png Arcane Blast
  4. Air Attunement.png Air Attunement - swap to this just before Phoenix and Arcane Blast are about to land
  5. Lightning Strike.png Lightning Strike


From Earth:

  1. Dust Devil.png Dust Devil
  2. Arcane Blast.png Arcane Blast - projectile must land right before attuning to Air to get the Immobilize Immobilize
  3. Hurl.png Hurl
  4. Air Attunement.png Air Attunement
  5. Lightning Strike.png Lightning Strike


From Water:

  1. Shatterstone.png Shatterstone
  2. Water Trident.png Water Trident + Lightning Flash.png Lightning Flash right at your target before the trident goes off
  3. Arcane Blast.png Arcane Blast
  4. Air Attunement.png Air Attunement just before Shatterstone and Water Trident does damage
  5. Lightning Strike.png Lightning Strike


Survival

  • One with Air.png One with Air makes it easy to kite most specs. Avoid melee range at all costs!
  • CCs can be used for shaking off pursuers.
  • Magnetic Wave.png Magnetic Wave and Swirling Winds.png Swirling Winds 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.
  • Magnetic Wave.png Magnetic Wave is the build's best condition cleanse which can also be used while stunned.
  • Obsidian Flesh.png Obsidian Flesh gives invincibility for a short while, and can be used to survive bursts or to create a window where you can pressure targets in the ehat of battle without any hinderance.
  • Regeneration Regeneration applications remove conditions.
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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