Difference between revisions of "Elementalist - S/F Fresh Air Roamer"
(7 intermediate revisions by the same user not shown) | |||
Line 125: | Line 125: | ||
* '''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 {{Skill|Arc Lightning}} just before leaving {{Skill|Air Attunement}}. Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once. | * '''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 {{Skill|Arc Lightning}} just before leaving {{Skill|Air Attunement}}. Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once. | ||
− | + | <!--* ''Arcane variant-only:'' {{Skill|Arcane Blast}} should usually be used while in {{Skill|Earth Attunement}} for the {{Tooltip|Immobilize}}, which makes it harder to avoid your burst. Alternatively cast {{Skill|Arcane Blast}} while still in {{Skill|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.--> | |
− | * ''Arcane variant-only:'' {{Skill|Arcane Blast}} should usually be used while in {{Skill|Earth Attunement}} for the {{Tooltip|Immobilize}}, which makes it harder to avoid your burst. Alternatively cast {{Skill|Arcane Blast}} while still in {{Skill|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 {{Tooltip|Might}} by blasting the fire field created by {{Skill|Flamewall}}. Do not prioritize Might stacking, but do take advantage of the incidental opportunities which arise. Your blast finishers are: | * This build can self-stack {{Tooltip|Might}} by blasting the fire field created by {{Skill|Flamewall}}. Do not prioritize Might stacking, but do take advantage of the incidental opportunities which arise. Your blast finishers are: | ||
Line 135: | Line 134: | ||
* {{Skill|Conjure Fiery Greatsword}}'s purpose is twofold. | * {{Skill|Conjure Fiery Greatsword}}'s purpose is twofold. | ||
− | ** '''Mobility:''' {{Skill|Fiery Whirl}} and {{Skill|Fiery Rush}} are excellent movement skills that can help you disengage from fights if your defensive CDs ran out, or if you want to | + | ** '''Mobility:''' {{Skill|Fiery Whirl}} and {{Skill|Fiery Rush}} are excellent movement skills that can help you disengage from fights if your defensive CDs ran out, or if you want to chase down fleeing targets. These two also deal good damage. |
** '''Cleave:''' {{Skill|Fiery Whirl}} and {{Skill|Firestorm}} are excellent AoE skills. Use these whenever you need to cleave a downed enemy or want to take a camp (ball up the NPCs in a corner beforehand). | ** '''Cleave:''' {{Skill|Fiery Whirl}} and {{Skill|Firestorm}} are excellent AoE skills. Use these whenever you need to cleave a downed enemy or want to take a camp (ball up the NPCs in a corner beforehand). | ||
Line 166: | Line 165: | ||
# {{Skill|Stone Shards}} + {{Skill|Hurl}} then swap to {{Skill|Air Attunement}} during the channeling to make all the projectiles land in the right attunement. <!--{{Skill|Arcane Blast}} however must land right '''before''' attuning to Air to get the {{Tooltip|Immobilize}} - it moves faster than the other projectiles so timing shouldn't be too much of a problem.--> | # {{Skill|Stone Shards}} + {{Skill|Hurl}} then swap to {{Skill|Air Attunement}} during the channeling to make all the projectiles land in the right attunement. <!--{{Skill|Arcane Blast}} however must land right '''before''' attuning to Air to get the {{Tooltip|Immobilize}} - it moves faster than the other projectiles so timing shouldn't be too much of a problem.--> | ||
# {{Skill|Arcane Blast}} + {{Skill|Lightning Strike}} | # {{Skill|Arcane Blast}} + {{Skill|Lightning Strike}} | ||
− | # {{Skill|Blinding Flash}} to avoid taking damage, but it's not required | + | # {{Skill|Blinding Flash}} to avoid taking damage, but it's not required. |
Line 172: | Line 171: | ||
# {{Skill|Shatterstone}} | # {{Skill|Shatterstone}} | ||
# {{Skill|Water Trident}} - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but {{Skill|Freezing Gust}} could also do it. | # {{Skill|Water Trident}} - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but {{Skill|Freezing Gust}} could also do it. | ||
− | # {{Skill|Air Attunement}} | + | # {{Skill|Air Attunement}} 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. |
# {{Skill|Arcane Blast}} | # {{Skill|Arcane Blast}} | ||
# {{Skill|Lightning Strike}} | # {{Skill|Lightning Strike}} | ||
Line 178: | Line 177: | ||
'''Survival''' | '''Survival''' | ||
− | * {{Trait|One with Air}} makes it easy to kite most specs. '''Avoid melee range whenever possible!''' Don't stay in melee unless the target is | + | * 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. |
+ | |||
+ | * {{Trait|One with Air}} makes it easy to kite most specs via {{Tooltip|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. | ||
+ | |||
+ | * {{Skill|Blinding Flash}} 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. {{Skill|Signet of Air}} fills a similar purpose, so does {{Skill|Dust Devil}} although that one has a cast time. | ||
− | * {{Skill|Shatterstone}} is a source of spammable {{Tooltip|Chill}} which you can even place behind your back | + | * {{Skill|Shatterstone}} is a source of spammable {{Tooltip|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 | + | * Needless to say other CCs can also be used for creating some breathing room or making sure that your burst won't be disrupted. |
* {{Skill|Magnetic Wave}} and {{Skill|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. | * {{Skill|Magnetic Wave}} and {{Skill|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. | ||
Line 192: | Line 195: | ||
* Swapping to Fire procs a Fire Aura from {{Trait|Sunspot}} and gaining an aura removes 1 condition via {{Trait|Smothering Auras}}. 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 {{Skill|Transmute Fire}}. Smothering Auras removes 2 conditions when you transmute an aura. | * Swapping to Fire procs a Fire Aura from {{Trait|Sunspot}} and gaining an aura removes 1 condition via {{Trait|Smothering Auras}}. 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 {{Skill|Transmute Fire}}. Smothering Auras removes 2 conditions when you transmute an aura. | ||
− | * | + | * Do the following chain if you need to cleanse a lot of conditions quickly: |
:# {{Skill|Fire Attunement}} - cleanses 1 condition as you gain an aura. | :# {{Skill|Fire Attunement}} - cleanses 1 condition as you gain an aura. | ||
:# {{Skill|Transmute Fire}} - cleanses 2 conditions. | :# {{Skill|Transmute Fire}} - cleanses 2 conditions. | ||
:# Use Focus #5 {{Skill|Fire Shield}}, removing yet another condition. | :# Use Focus #5 {{Skill|Fire Shield}}, removing yet another condition. | ||
:# Transmute again for another 2 cleanses. | :# Transmute again for another 2 cleanses. | ||
− | :# {{Skill|Phoenix}} | + | :# {{Skill|Phoenix}} 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. |
− | |||
− | |||
Revision as of 19:52, 5 June 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Mobility and Control
Designed for: WvW Roaming
Overview
S/F Fresh Air is a Power-based WvW roaming build which focuses on burst damage whilst avoiding damage by utilizing Superspeed, 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
Skill Variants
Heal
- - better condition cleansing, but the long cast time makes it easy to interrupt. This could however allow you to run instead of for more damage.
Elite
- - has a lower CD and provides good CC + mobility, but it doesn't have the burst damage of the current elite.
Arcane variant
There's an even more bursty version of the build with even less sustain. This is a high risk/reward variant:
- Take on Arcane.
- Replace with .
- 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
Specializations
Equipment
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
x6
x18
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
Sigils
- over Cleansing - better damage if you can affor to give up some condition cleansing.
- Replacing Energy with Air (while keeping Cleansing) could also be considered when playing with .
Consumables
Food
There are plenty of viable choices, including:
- - highest possible damage option, great stats plus armor ignoring damage/healing procs.
- - slightly more defensive version of the Cilantro Lime feast, offering damage reduction instead of the lifesteal procs.
- - non-Ascended version of the above mentioned feasts with the same stats minus the damage reduction and the procs.
- - very similar to the Cilantro Lime feast except it offers Precision and not Ferocity. Worth considering if you're not using Precise infusions.
- or - armor ignoring damage and a bit of extra healing on top of increased crit chance, a suitable budget option.
- - defensive option with more evasion and a bit of Might stacking.
- Budget version:
Utility
- or .
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 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:
- Mobility: and are excellent movement skills that can help you disengage from fights if your defensive CDs ran out, or if you want to chase down fleeing targets. These two also deal good damage.
- Cleave: and are excellent AoE skills. Use these whenever you need to cleave a downed enemy or want to take a camp (ball up the NPCs in a corner beforehand).
's purpose is twofold.
- Try to aim
- Because of the slow travel time it's best used in melee.
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.
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:
- ⇒ - both the transmute and Dragon's Tooth have a delay, your goal is to get into Air by the time these go off
- - optional: right at your target before you finish casting Phoenix to cut down on the projectile's travel time.
- - 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:
- Optional: if you're in melee range of an enemy you may throw in a which can proc if it hits something.
- + then swap to during the channeling to make all the projectiles land in the right attunement.
- +
- to avoid taking damage, but it's not required.
From Water:
- - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but could also do it.
- 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.
- 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. makes it easy to kite most specs via
- 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.
- Chill which you can even place behind your back while running away. Chill is great at building distance and the damage could recharge Air. is a source of spammable
- 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.
- offers protection against all kinds of pressure.
- 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:
- - cleanses 1 condition as you gain an aura.
- - cleanses 2 conditions.
- Use Focus #5 , removing yet another condition.
- Transmute again for another 2 cleanses.
- 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
- Weaver - Fresh Air Roamer - WvW Weaver elite spec version.
- Catalyst - Fresh Air Roamer - WvW Catalyst elite spec version.
- Elementalist - S/F Fresh Air- Conquest sPvP version of the same core build.
Ratings
Comments
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
We are looking for experienced build admins and guide writers for Throne and Liberty. Get in touch with Galaxian#1640 on Discord if you're a good fit for the role or know someone else who is. Those are paid position.