Elementalist - D/D Burn Burst Bruiser
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The DDBBB is a somewhat survivable, very damaging variation of the Elementalist. It brings linear, but abhorrent five-digit area-damage to the table while keeping a slight notion of the survival and healing the Elementalist is absolutely hated for. You start with your best, and you finish with your best, but the creamy middle is slightly trite, yet none less tasty.
First Weapon Set
Skill variants go here.
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|First Weapon Set
- PvP Valkyrie's Amulet
- Superior Rune of Altruism(1): +25 Healing Power (2): When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10s) (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10s)
The idea of the build is to initially nuke your opponent down, then to outlast them until you are ready to nuke again. The typical, core rotation is to use the Signet of Earth to keep the opponent from moving, then to use Arcane Power right before running right into them with Burning Speed, then crit-nuking them with Fire Grab. Since they'll be Burning, they'll have 22+ stacks of Vulnerability on them, and they'll be frozen in place, they usually end up losing a large bit of their health, if they don't outright die from it in the first place. Or, if you choose to take Arcane Wave or Arcane Blast over Signet of Earth, you can attune to Earth, use Magnetic Grasp, leap to them, knock them down, then attune to Fire and then start on your one-shot rotation.
You may not be as tank-like as a Guardian, but you won't need it. They'll be too focused on cleansing the Burning to make sure they don't die, or healing up all of the damage you just dealt to them. Even if they do Leeroy Jenkins you, you have the Health, Healing, and CC to take care of them until your nuke-em combo is ready to use once again.
Counters? Generally a Guardian with Radiance's Trait line, or a person with good Reflexes that can cleanse the Immobilize before you have the time to land the 3-hitter combo. If you play smart, it's generally not a problem, as you catch them with the Immobilize when they least expect it.