Difference between revisions of "Elementalist - S/F Fresh Air"
Line 81: | Line 81: | ||
** '''Cleave:''' {{Skill|Fiery Whirl}}, {{Skill|Fiery Rush}} and {{Skill|Firestorm}} are potent AoE skills that could mow down balled up enemies (for instance if they're trying to rez a downed). | ** '''Cleave:''' {{Skill|Fiery Whirl}}, {{Skill|Fiery Rush}} and {{Skill|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 {{Skill|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. | ** You get a free {{Skill|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. | ||
+ | |||
+ | * Try to aim {{Skill|Phoenix}} 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. | ||
+ | ** Because of the slow travel time it's also best used in melee. | ||
Line 88: | Line 91: | ||
− | From '''Fire:''' | + | From '''Fire:''' ''(ideally Air Attunement should already be available by the time you start this combo)'' |
− | # ''Optional:'' {{Skill|Fire Shield}} {{to}} {{Skill|Transmute Fire}} for the {{Tooltip|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. | + | <!--# ''Optional:'' {{Skill|Fire Shield}} {{to}} {{Skill|Transmute Fire}} for the {{Tooltip|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.--> |
# {{Skill|Dragon's Tooth}} | # {{Skill|Dragon's Tooth}} | ||
− | # ''Optional:'' Autoattack 1-2x to stack {{Tooltip|Might}} and {{Tooltip|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. | + | # {{Skill|Fire Shield}} {{to}} {{Skill|Transmute 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:'' Autoattack 1-2x to stack {{Tooltip|Might}} and {{Tooltip|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.--> | ||
# {{Skill|Phoenix}} - optional: {{Skill|Lightning Flash}} right at your target before you finish casting Phoenix to cut down on the projectile's travel time. | # {{Skill|Phoenix}} - optional: {{Skill|Lightning Flash}} right at your target before you finish casting Phoenix to cut down on the projectile's travel time. | ||
− | # {{Skill|Air Attunement}} - swap to this | + | # {{Skill|Air Attunement}} - swap to this ''while'' casting Phoenix. '''Note:''' swapping out of fire triggers an explosion from {{Trait|Pyromancer's Puissance}}, 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. |
# {{Skill|Lightning Strike}} | # {{Skill|Lightning Strike}} | ||
+ | # {{Skill|Blinding Flash}} to avoid taking damage in melee, but it's not required | ||
+ | |||
+ | '''Note:''' if Air isn't ready by the time you get to step 3, you need to recharge it somehow with a {{Trait|Fresh Air}} proc. This is greedy but you could sacrifice an instant utility skill like {{Skill|Lightning Flash}} or {{Skill|Signet of Air}} and hope for a crit. That's the most seamless way because it doesn't risk messing up your timing, but a {{Skill|Flamestrike}} cast or two could also get the job done. | ||
Line 101: | Line 108: | ||
# {{Skill|Dust Devil}} | # {{Skill|Dust Devil}} | ||
# ''Optional:'' if you're in melee range of an enemy you may throw in a {{Skill|Magnetic Wave}} which can proc {{Relic|Relic of Fireworks}} if it hits something. | # ''Optional:'' if you're in melee range of an enemy you may throw in a {{Skill|Magnetic Wave}} which can proc {{Relic|Relic of Fireworks}} if it hits something. | ||
− | # {{Skill|Hurl}} then swap to {{Skill|Air Attunement}} during the channeling to make the projectiles land in the right attunement. | + | # {{Skill|Stone Shards}} + {{Skill|Hurl}} then swap to {{Skill|Air Attunement}} during the channeling to make the projectiles land in the right attunement. |
# {{Skill|Lightning Strike}} | # {{Skill|Lightning Strike}} | ||
Revision as of 13:34, 13 October 2023
This is a test build. You may comment and rate it.
Focused on: Strike damage, Mobility and Control
Designed for: PvP Conquest
Difficulty:
Normal
Overview
A core version of the
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=]
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 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 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.
- 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). is a valuable defensive skill but one that could also be used offensively 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:
- 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: , and 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 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.
's purpose is twofold.
- Try to aim
- Because of the slow travel time it's also 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.
From Fire: (ideally Air Attunement should already be available by the time you start this combo)
- ⇒ - 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.
- to avoid taking damage in melee, but it's not required
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.
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 the projectiles land in the right attunement.
From Water:
- - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but could substitute it.
- - 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 is active.
Survival
- 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.
- Chill which you can even place behind your back when running away. Chill is great at building distance. is a source of spammable
- Needless to say other CCs can also 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.
- 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.
- If you need to cleanse a lot of conditions do the following chain:
- - cleanses 1 condition as you gain an aura.
- - cleanses 2 conditions.
- Use Focus #5 , removing yet another condition.
- Transmute again for another 2 cleanses.
- if necessary for another cleanse.
- is great at avoiding crucial skills by blinding enemies, and it also shuts down Power-based specs in general with the Weakness. 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
- FA Cata - Catalyst version.
- 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
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.
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.
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.
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
Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium