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| ==Usage== | | ==Usage== |
− | ====Outdated====
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− | This section is currently out of date due to Weaponmaster and is pending a review.
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− | ===Overload Air===
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− | {{Trait|Fresh Air}} resets the cooldown of {{Skill|Air Attunement}} every time you critically strike while attuned to a different attunement. This includes resetting the cooldown of {{Skill|Overload Air}}. Thus, the idea behind the build is to use Overload Air, attune to another element and maybe use some skills of that element, and then return to Air, triggering {{Trait|Electric Discharge}}, the extra ferocity from Fresh Air, and the extra damage from {{Trait|Transcendent Tempest}}. Use your air skills while waiting to achieve singularity (when the overload becomes available), but don't delay it once it is ready.
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− | ===Other overloads===
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− | If you're fighting in a static place, it is absolutely worth it to {{Skill|Overload Fire}} and stay inside the skill to gain high amounts of {{Tooltip|might}}. As this creates a fire field, you can use combo finishers to provide yourself and nearby allies with 25 might.
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− | {{Skill|Overload Water}} can be used in emergencies to cleanse 5 conditions and heal you a little. However, you will lack sustain as you'll lose access to {{Trait|Soothing Mist}} due to the increased cooldown after overloading.
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− | {{Skill|Overload Earth}} is great for chipping away at breakbars with its {{Tooltip|crippled}} and {{Tooltip|immobilize}}. It also gives you {{Tooltip|stability}} at the start, and the lingering storm provides {{Tooltip|protection}}.
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| ===Damage=== | | ===Damage=== |
− | The build is extremely simple and revolves around spamming {{Skill|Overload Air}} while filling the gaps with weapon and utility skills. | + | * The goal of this build is to proc {{Trait|Fresh Air}} off cooldown, utilizing {{Skill|Overload Air}} as often as possible. |
− | | + | * Use {{Skill|Overload Air}} and {{Skill|Overload Fire}} off cooldown. |
− | ====Scepter+Warhorn====
| + | * {{Skill|Fire Attunement}} and {{Skill|Air Attunement}} are our main damage sources. Use their skills off cooldown, and try to never interrupt Air auto-attack chains. |
− | In Fire, use {{Skill|Wildfire}} + {{Skill|Phoenix}} + {{Skill|Dragon's Tooth}}. Phoenix and Dragon's Tooth are blast finishers (more about this below). Use {{Skill|Heat Sync}} when you have boons to share them with nearby allies or elementals.
| + | * Proc {{Relic|Relic of Fireworks}} with {{Skill|Wildfire}}, {{Skill|Lightning Orb}}, and {{Skill|Dust Storm}}. |
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− | In Water, use {{Skill|Shatterstone}}.
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− | In Air, use {{Skill|Lightning Orb}}. Spam {{Skill|Lightning Strike}} off cooldown. {{Skill|Cyclone}} can be used for damage if CC is not needed.
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− | In Earth, use {{Skill|Dust Storm}}. Consider casting {{Skill|Rock Barrier}} for free extra toughness (never use Rock Barrier in raids). Use {{Skill|Sand Squall}} when you have boons to extend their duration.
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− | ====Dagger+Warhorn====
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− | In Fire, use {{Skill|Wildfire}} + {{Skill|Burning Speed}} + {{Skill|Drake's Breath}} (you can leave Fire during the casting of Drake's Breath). Use {{Skill|Heat Sync}} when you have boons to share them with nearby allies or elementals.
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− | In water, use {{Skill|Frozen Burst}}. This is a blast finisher.
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− | In Air, use {{Skill|Lightning Orb}} and {{Skill|Convergence}}. Air also has the strongest auto attack.
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− | In Earth, use {{Skill|Dust Storm}}, {{Skill|Earthen Rush}}, {{Skill|Ring of Earth}}. Use {{Skill|Sand Squall}} when you have boons to extend their duration.
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− | ====Staff====
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− | In Fire, use {{Skill|Lava Font}} + {{Skill|Flame Burst}} + {{Skill|Meteor Shower}} (you can leave Fire during the casting of Meter Shower). {{Skill|Burning Retreat}} evades and distances you from your enemy.
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− | In water, use {{Skill|Ice Spike}}, this is a blast finisher. Remember Healing Rain cleanses conditions.
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− | In Air, use {{Skill|Lightning Surge}} then auto attack until you can Overload.
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− | In Earth, use {{Skill|Eruption}} and {{Skill|Shock Wave}}. Eruption is a blast finisher.
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− | ===Finishers===
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− | Elementalists in general have many combo fields and finishers. These skills provide additional effects when interacting with each other. Here are some good combos you should keep in mind, you have to be near the skill to receive these effects.
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− | * Fire fields like {{Skill|Wildfire}}: use a blast finisher like {{Skill|Phoenix}} to generate AoE {{tooltip|Might}}, 3 stacks for 20 seconds.
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− | * Water fields like {{Skill|Water Globe}}: use a blast finisher like {{Skill|Sand Squall}} to create AoE 1320 healing. | |
− | You can also use combo fields to generate auras.
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− | * Fire field + leap finisher = {{Tooltip|Fire Aura}}
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− | * Frost field + blast finisher = {{Tooltip|Frost Aura}}
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− | If you want to know more about combos, check [https://wiki.guildwars2.com/wiki/Combo the official wiki].
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− | ===Auras===
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− | In this build, on top of their normal benefits, Auras also provide {{Tooltip|Fury}} and {{Tooltip|Swiftness}}, which is great because you really want Fury. You have several skills that produce auras, including your overloads thanks to {{Trait|Unstable Conduit}}:
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− | * {{Tooltip|Fire Aura}}: {{Skill|"Feel the Burn!"}}, {{Skill|Overload Fire}}.
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− | * {{Tooltip|Frost Aura}}: {{Skill|Frost Aura}}, {{Skill|"Flash-Freeze!"}}, {{Skill|Overload Water}}.
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− | * {{Tooltip|Shocking Aura}}: {{Skill|Shocking Aura}}, {{Skill|Overload Air}}.
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− | * {{Tooltip|Magnetic Aura}}: {{Skill|Magnetic Aura}}, {{Skill|Sand Squall}}, {{Skill|"Aftershock!"}}, {{Skill|Overload Earth}}.
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− | === Elementals ===
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− | Elementals are really good allies in any open world elementalist build. Their only downside is that they die when you mount up.
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− | ====Glyph of Lesser Elementals====
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− | {{Skill|Glyph of Lesser Elementals}} summons one elemental for 2 minutes. If you cast it off cooldown, you can have 3 elementals alive almost always.
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− | * The Lesser Fire Elemental deals good melee range AoE strike damage and {{Tooltip|Burning}}, and provides {{Tooltip|Might}}. It has the highest AoE damage of all Lesser Elementals.
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− | * The Lesser Ice Elemental deals very low damage and inflicts a lot of {{Tooltip|Chill}} (80-90% uptime) through an ice combo field.
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− | * The Lesser Air Elemental deals great single target damage and generates {{Tooltip|Swiftness}}. It has the highest singe target dps of all Lesser Elementals. | |
− | * The Lesser Earth Elemental deals low damage, inflicts {{Tooltip|Weakness}}, and is very tanky.
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− | ====Glyph of Elementals====
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− | Elementals have the same attacks and behaviour as Lesser Elementals, but can be commanded to do an additional skill.
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− | * The Fire Elemental can be commanded to deal damage and {{Tooltip|Burning}} in an AoE.
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− | * The Ice Elemental can be commanded to deal damage in an AoE, while healing nearby allies by 6401, knocking back enemies, and removing 1 condition.
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− | * The Air Elemental can be commanded to {{Tooltip|Stun}} for 1.5 seconds.
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− | * The Earth Elemental can be commanded to inflict nearby enemies with 1 second of {{Tooltip|Immobilize}} and 5 seconds of {{Tooltip|Cripple}}, while providing 3 seconds of {{Tooltip|Protection}} to nearby allies.
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− | ===Fiery Greatsword===
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− | If taking {{Skill|Conjure Fiery Greatsword}}, use it right as you attune to Air. Cast {{Skill|Firestorm}} and {{Skill|Fiery Rush}} then drop it and Overload Air while casting {{Skill|Lightning Strike}}. If using dagger or staff, you cannot use skills during the Overload so you can keep the greatsword until the channelling finishes and drop it when leaving Air to benefit longer from the extra power.
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| ===Defense=== | | ===Defense=== |
− | * The best defense is always to dodge or sidestep attacks. You have permanent {{Tooltip|Swiftness}} so you can run around enemies while they die to your AoEs. You cannot dodge while doing an Overload or you will cancel it, but you can use that swiftness to get out of the way of telegraphed attacks. | + | * Heal yourself with {{Skill|Water Attunement}} skills, especially {{Skill|Water Orb}} and {{Skill|Riptide}} |
− | * {{Skill|Glyph of Elementals}} is great for defense, as the elemental will often draw aggro away from you. The earth elemental is quite tanky.
| + | * Evade damage by dodging or using {{Skill|Riptide}} and {{Skill|Earthen Vortex}}. |
− | * You get {{Tooltip|Stability}} when you overload thanks to {{Trait|Harmonious Conduit}},
| + | * {{Skill|Sand Squall}} grants a magnetic aura |
− | * You get {{Tooltip|Protection}} when you overload thanks to {{Trait|Hardy Conduit}}, from {{Skill|Sand Squall}} (which also extends existing boons) and from {{Skill|Glyph of Elemental Harmony}} when cast in Earth.
| + | * This build has a lot of CC, use it to your advantage. |
− | * {{Tooltip|Magnetic Aura}} from {{Skill|Sand Squall}} or {{Trait|Unstable Conduit}}+{{Skill|Overload Earth}} reflects projectiles. If using dagger, {{Skill|Ring of Earth}} blocks them. | |
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− | ===Sustain===
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− | * Attuning to Water gives some healing from {{Trait|Healing Ripple}} and {{Trait|Soothing Mist}}.
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− | * Some of your water scepter and warhorn skills do a little healing: {{Skill|Tidal Surge}}, {{Skill|Water Globe}}, {{Skill|Water Trident}}. Other weapons do too: {{Skill|Cone of Cold}} and {{Skill|Transmute Frost}} on dagger, and {{Skill|Geyser}} on staff.
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− | * Make use of your finishers. Remember your water fields such as {{Skill|Water Globe}} can be blasted with finishers like {{Skill|Frozen Burst}} for area healing. | |
− | * You can cleanse one condition with {{Skill|Phoenix}}. Or {{Skill|Healing Rain}} if using staff.
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− | * You can run {{Skill|Ether Renewal}} against enemies that inflict several conditions.
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− | * {{Skill|Glyph of Elementals}}, used in {{Skill|Water Attunement}}, creates an elemental with strong healing and condition cleanse on a short cooldown {{Skill|Crashing Waves}}. | |
− | * {{Skill|Glyph of Elemental Harmony}} in Water gives you {{Tooltip|Regeneration}}.
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− | * If you need healing really badly, you can run away and {{Skill|Overload Water}}.
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| ===Crowd Control=== | | ===Crowd Control=== |
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| * {{Skill|Crashing Waves}} (from {{Skill|Glyph of Elementals}} Ice Elemental) - {{Tooltip|Knockback}} | | * {{Skill|Crashing Waves}} (from {{Skill|Glyph of Elementals}} Ice Elemental) - {{Tooltip|Knockback}} |
| * {{Skill|Shocking Bolt}} (from {{Skill|Glyph of Elementals}} Air Elemental) - {{Tooltip|stun}} | | * {{Skill|Shocking Bolt}} (from {{Skill|Glyph of Elementals}} Air Elemental) - {{Tooltip|stun}} |
− | * {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} (if using dagger) - {{Tooltip|stun}}
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− | * {{Skill|Gust}} (if using staff) - {{Tooltip|Knockback}}
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− | * {{Skill|Static Field}} and {{Skill|Unsteady Ground}} (if using staff) - {{Tooltip|Stun}} and {{Tooltip|Knockback}}, respectively. These only work if an enemy crosses the edge of the skill, they have no effect on targets that don't cross it.
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− | * If you need a lot of crowd control you can use {{Skill|Conjure Frost Bow}} so that you and an ally can use {{Skill|Deep Freeze}} to {{Tooltip|stun}}.
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− | ==Video examples==
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− | *[https://youtu.be/huYqRmB5oH8 vs. Vampire Beast Broodmother (Pile of Guano Hero Challenge)] Great showcase of what this build does best. Run around while chipping away at enemies and staying alive with your sustain. It also has amazing crowd control over time. Unfortunately, the amount of burst crowd control is not enough to interrupt the life steal attack, but that only makes the fight longer.
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− | *[https://youtu.be/YQV7JvhiBgg vs. Champion Coztic Bladedancer (Coztic Itzel Belongings Hero Challenge)] Triple Magnetic Aura takes care of the 2 adds. The rest of the fight is just staying out of range of the boss's deadly melee dagger attacks. When it teleports, it switches briefly to a bow, and you can dodge or reflect his arrows.
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