Elementalist - S/F Fresh Air Roamer
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage and Mobility
Designed for: WvW Roaming
Difficulty:
TBD
This build was last updated on February 12, 2022 and is up to date for the October 8, 2024 patch.
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/Focus
Utility
Template Code
[&DQYpKhEeJS4XARcB9gD2AJAA6wBQAVABlwCWAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Berserker
Berserker
Accessory
Berserker
Berserker
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Scepter
Marauder
Marauder
Focus
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
Stats
- The ratio of Template:Marauder and Template:Berserker gear can be changed based on personal preferences. More experienced players can replace some Marauder pieces with Berserker ones.
Runes
Consumables
Food
There are plenty of viable choices:
- - passive damage mitigation and strong offensive stats.
- - armor ignoring damage and a bit of extra healing, a suitable budget option.
- - defensive option with more evasion.
- Budget version:
Utility
- or .
Usage
General
- Much of this build's damage comes from swapping to , as this triggers , followed by . 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 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 just before leaving . Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once.
- 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. should usually be used while in for the
- 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:
- The build's most dangerous above 90% HP where the and 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 and .
- Mobility: and are excellent movement skills that can help you disengage from fights if your defensive CDs ran out, or if you want to get to the other capture point as soon as possible.
- Cleave: AoE in the build is rather clumsy, except for and . 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.
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:
- (optional, easy to avoid so use it only when the target is CC'd or downed)
- - optional: right at your target before Phoenix Goes off
- - swap to this just before Phoenix and Arcane Blast are about to land
From Earth:
- Immobilize - projectile must land right before attuning to Air to get the
From Water:
- + right at your target before the trident goes off
- just before Shatterstone and Water Trident does damage
Survival
- makes it easy to kite most specs. Avoid melee range at all costs!
- CCs can be used for shaking off pursuers.
- 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.
- 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 applications remove conditions.
Ratings
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.
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.
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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