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Elementalist - S/F Fresh Air

This is a test build. You may comment and rate it.

Focused on: Strike damageMobility and Control

Designed for: PvP Conquest

Difficulty:
Normal
This build was last updated on September 27, 2023.


Overview

A core version of the Fresh Air PvP archetype. Its role is to roam the map and +1 fights, quickly bursting down targets. With enough experience it could also win some duels, but you need to play it perfectly in 1v1s due to its lack of sustain. Scepter/Focus FA is one of the harder elementalist specs to master.

Being a core Ele build, it's available for F2P players as well.


Skill Bar

Scepter/Focus
Utility


Template Code

[&DQYfKykqJR50AHUATwFPAZAAkAAcAesAlwCWAAAAAAAAAAAAAAAAAAAAAAACVgAxAAA=]
Copy Template Code


Specializations


Equipment

Scepter
Focus
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Amulets and Runes

  • - makes the build a bit more forgiving to play in exchange for lower damage. Take Rune of Holosmith if you go with this amulet.


Usage

General

  • Avoid 1v1s whenever possible, keep moving between capture points to outnumber fights and burst targets down.
  • The build's all about swapping in and out of Air Attunement every few seconds, made possible by Fresh Air which recharges Air whenever you land a critical strike.
  • Swapping to Air triggers Electric Discharge which you should immediately follow up with a Lightning Strike for instant burst damage. Entering this attunement also grants you Ferocity from Fresh Air 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 Arc Lightning just before leaving Air Attunement. Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once.
  • Signet of Air is a valuable defensive skill but one that could also be used offensively for the Vulnerability Vulnerability and damage. This is a very greedy thing to do and you could get punished for it, but sometimes it can make the difference between getting a kill or not. It also has the potential to instantly reset Air attunement (if it crits).
  • This build can self-stack Might Might by blasting the fire field created by Flamewall. Do not prioritize Might stacking, but do take advantage of the incidental opportunities which arise. Your blast finishers are:
  • Dragon's Tooth
  • Phoenix
  • Comet
  • Magnetic Wave
  • Conjure Fiery Greatsword's purpose is twofold.
    • Mobility: Fiery Whirl and Fiery Rush 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: Fiery Whirl, Fiery Rush and Firestorm are potent AoE skills that could mow down balled up enemies (for instance if they're trying to rez a downed).
    • You get a free Arcane Shield proc from traits whenever you conjure up the Greatsword. This is useful in every situation from running away to attacking enemies without having to worry about interrupts or incoming damage for a short while.


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.


From Fire:

  1. Optional: Fire Shield Transmute Fire for the Might Might if you haven't used it already to cleanse conditions and think you can afford to sacrifice an otherwise defensive CD for a damage boost.
  2. Dragon's Tooth
  3. Optional: Autoattack 1-2x to stack Might Might and Burning Burning for trait synergy. This could maximize your damage but slows down the combo a bit. With this Phoenix and Dragon's Tooth should hit about the same time, this could deal massive damage BUT also makes it easier to negate your entire combo with 1 dodge. If you skip this step and land Phoenix while DT is still up in the air then it could force enemies to commit more defensives or facetank at least one part of your combo.
  4. Phoenix - optional: Lightning Flash right at your target before you finish casting Phoenix to cut down on the projectile's travel time.
  5. Air Attunement - swap to this just before Phoenix is about to hit the target. Note: swapping out of fire triggers an explosion from Pyromancer's Puissance, dealing considerable damage. Swapping to Air while in melee range of the target therefore adds more damage to your combo.
  6. Lightning Strike


From Earth:

  1. Rock Barrier
  2. Dust Devil
  3. Optional: if you're in melee range of an enemy you may throw in a Magnetic Wave which can proc Relic of Fireworks if it hits something.
  4. Hurl then swap to Air Attunement during the channeling to make the projectiles land in the right attunement.
  5. Lightning Strike


From Water:

  1. Shatterstone
  2. Water Trident - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but Freezing Gust could substitute it.
  3. Air Attunement - swap to this the moment you press Water Trident. The goal is to make the 2nd strike of Shatterstone and Water Trident land while the Ferocity bonus from Fresh Air is active.
  4. Lightning Strike


Survival

  • One with Air makes it easy to kite most specs. Avoid melee range whenever possible! Don't stay in melee unless the target is Blinded, CC'd or you're about to burst them.
  • Shatterstone is a source of spammable Chill Chill which you can even place behind your back when running away. Chill is great at building distance.
  • Needless to say other CCs can also be used for shaking off pursuers.
  • Magnetic Wave and 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 is the build's best condition cleanse which can also be used while stunned.
  • Obsidian Flesh offers protection against all kinds of pressure.
  • Swapping to Fire procs a Fire Aura from Sunspot and gaining an aura removes 1 condition via 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 Transmute Fire. Smothering Auras removes 2 conditions when you transmute an aura.
  • If you need to cleanse a lot of conditions do the following chain:
  1. Fire Attunement - cleanses 1 condition as you gain an aura.
  2. Transmute Fire - cleanses 2 conditions.
  3. Use Focus #5 Fire Shield, removing yet another condition.
  4. Transmute again for another 2 cleanses.
  5. Phoenix if necessary for another cleanse.
  • Blinding Flash is great at avoiding crucial skills by blinding enemies, and it also shuts down Power-based specs in general with the Weakness. Signet of Air could fill a similar role. While this is one of your stunbreaks, it could also be used proactively to blind dangerous skills instead of tanking them.


Related Builds

  • Freshweaver - a higher damage version of the build that's even harder to play. Bit of a gimmick, it's arguably less viable than core.
  • FA Roamer - WvW roaming version of the same build.


Ratings

This build has a rating of 4 stars based on 7 votes.
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4 stars
Ethan gave this build 4 stars • November 2024
As a core build, this is easily a 5, and should be used by F2P players, however it can be very underwhelming in situations where you are playing against elite specs. It's damage is very highly telegraphed and by now most players, even in silver, know what to expect from your animations. The damage can stick well against low sustain high damage roamers like wb or mesmers, however condi mesmer is a nightmare and against enemy teams that have a support, you don't do much. The only spec currently able to pull off fresh air is Catalyst, but that's just cause Cata is better at everything than other Ele builds. Again, if you are F2P, this is probably the strongest option aside from terrormancer necro, guard support or signet mesmer so do with this what you will. Bonus for having higher cleanse than other FA builds while carrying the same relative damage.
5 stars
Emilon gave this build 5 stars • July 2024
Very underrated build! I'd go as far as saying it's one of the best core builds atm. Great bursts, low downtime, lots of defensive options. It's not even that hard to learn.
4 stars
Hanz gave this build 4 stars • October 2023
Updated it for the relic patch, actually saw a few eles switching to this in ranked after Cata nerfs. I don't think core is better overall, but it could do a bit more damage and has better cleansing. Reduced recharge on Fire skills isn't bad either. It's surprisingly good once you get the hang of it.
3 stars
Ssendink gave this build 3 stars • May 2019
Decent build for f2p players, but lack of all
4 stars
ShaoAZ gave this build 4 stars • March 2019
With all the changes the core specs got, it's hard to say if Freshweaver is actually better than this one if played with Fire. With more control over skills at a loss of a rather telegraphed burst of weaver, core gets to be more volatile and organized, which is arguably putting the player in a better place for any type of situation. IMO water should not be used any longer as long as a focus is involved, the might , damage increase and cleanses in Fire are way more accessible and efficient for dueling.
5 stars
FalkonLink gave this build 5 stars • May 2018
This build has given me quite a bit of success. After a few matches I swapped out S/F for D/D to see if it would make a difference and ended up far more successful.
5 stars
Walle gave this build 5 stars • January 2018
This build has given me the most success with ele so far I still find ele squishy that's why I only put good but obviously that's just the current shape ele is in. I really enjoy playing this build

Comments

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