Difference between revisions of "Elementalist - S/F Fresh Air Roamer"

 
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{{SEO
 
|title=Elementalist - S/F Fresh Air Roamer
 
|description=S/F Fresh Air is a WvW Elementalist roaming build which focuses on burst damage whilst avoiding damage by utilizing superspeed, projectile hate and invulnerabilities to make up for its squishiness.
 
}}
 
 
{{Build
 
{{Build
 
| profession = Elementalist
 
| profession = Elementalist
 
| specialization =
 
| specialization =
 
| designed for = WvW Roaming
 
| designed for = WvW Roaming
| focus = direct damage, mobility
+
| focus = strike damage, mobility, control
 
| rating = good
 
| rating = good
 +
| difficulty = 2
 
}}
 
}}
  
 
==Overview==
 
==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.
+
S/F Fresh Air is a Power-based WvW roaming build which focuses on burst damage whilst avoiding damage by utilizing {{Tooltip|Superspeed}}, {{Tooltip|Blind}}, anti-projectile skills and invulnerabilities to make up for its lack of sustain.
  
  
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| weapon1 = scepter
 
| weapon1 = scepter
 
| weapon2 = focus
 
| weapon2 = focus
| healing = Glyph of Elemental Harmony
+
| healing = Signet of Restoration
| utility1 = Arcane Shield
+
| utility1 = Armor of Earth
 
| utility2 = Lightning Flash
 
| utility2 = Lightning Flash
| utility3 = Arcane Blast
+
| utility3 = Signet of Air
 
| elite = Conjure Fiery Greatsword
 
| elite = Conjure Fiery Greatsword
 
}}
 
}}
 +
 +
 +
===Skill Variants===
 +
'''Heal'''
 +
* {{Skill|Ether Renewal}} - better condition cleansing, but the long cast time makes it easy to interrupt. This could however allow you to run {{Sigil|Superior Sigil of Air}} instead of {{Sigil|Superior Sigil of Cleansing}} for more damage.
 +
 +
 +
'''Arcane variant'''
 +
 +
There's an even more bursty version of the build with even less sustain. This is a high risk/reward variant:
 +
* Take {{Trait|Elemental Surge}} on Arcane.
 +
 +
* Replace {{Skill|Armor of Earth}} with {{Skill|Arcane Blast}}.
 +
 +
* Swapping out {{Skill|Signet of Air}} for {{Skill|Arcane Shield}} could also be considered. While Arcane Shield has a longer CD, it protects you from followup damage and could even be used to shield {{Skill|Ether Renewal}}. It even works offensively, the shield can negate incoming attacks while you're bursting targets.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYpKhEeJS4XARcB9gD2AJAA6wBQAVABlwCWAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYfKykqJR50AHUATwFPAZAAkAAcAesAlwCWAAAAAAAAAAAAAAAAAAAAAAACVgAxAAA=]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
 +
{{Specialization|Fire|bot|mid|mid}}
 
{{Specialization|Air|mid|mid|mid}}
 
{{Specialization|Air|mid|mid|mid}}
{{Specialization|Water|mid|bot|top}}
+
{{Specialization|Arcane|mid|bot|top}}
{{Specialization|Arcane|mid|bot|mid}}
 
  
  
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| weight = Light
 
| weight = Light
 
| stats = Marauder
 
| stats = Marauder
| rune = Superior Rune of the Scholar
+
| rune = Superior Rune of the Pack
 
| rune-qt = 6
 
| rune-qt = 6
 
| weapon1 = Scepter
 
| weapon1 = Scepter
 
| weapon2 = Focus
 
| weapon2 = Focus
| sigil1 = Superior Sigil of Air
+
| sigil1 = Superior Sigil of Cleansing
 
| sigil2 = Superior Sigil of Energy
 
| sigil2 = Superior Sigil of Energy
| back = Berserker
+
| weapon4 = Focus
| accessory1 = Berserker
+
| sigil4 = Superior Sigil of Bloodlust
| ring1 = Berserker
 
| ring2 = Berserker
 
| backpiece = Berserker
 
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 +
| relic = Relic of Fireworks
 
}}
 
}}
 +
<!--'''Note:''' if you don't want to invest into Ascended Dragon's stat pieces, Exotics from the Trading Post will do just fine. The trinkets are relatively cheap, here's a [https://wiki.guildwars2.com/index.php?title=Special:RunQuery/Equipment_query&Equipment_query%5Brarity%5D=Exotic&Equipment_query%5Bsupertype%5D=Trinket&Equipment_query%5Bprefix%5D=Dragon&_run list of them] from the official wiki.
 +
 +
'''Note:''' if you're F2P then {{Tooltip|Marauder}} stats won't show up as an option on stat-selectible gear, but you can still buy <span style="color:#FFA500">'''Exotic'''</span> Marauder gear from the Trading Post. For armor pieces simply search for "Marauder", you'll find the trinkets under the name of "Ebony Orichalcum" Amulet, Ring and Earring.-->
 +
 +
 +
'''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===
 
===Equipment Variants===
'''Stats'''
+
<!--'''Stats'''
* The ratio of {{Tooltip|Marauder stats}} and {{Tooltip|Berserker stats}} gear can be changed based on personal preferences. More experienced players can replace some Marauder pieces with Berserker ones.
+
* A full set of {{Tooltip|Marauder}} gear would also work, your burst potential will be lower but your crit chance higher. Use Mighty infusions with this.
 +
 
 +
 
 +
'''Infusions'''
 +
* '''Mighty''' Infusions are more popular than '''Precise''' on most other builds with similar stats. If you want to use this set of gear on other characters as well or you already have a set with Mighty infusions that'd also work just fine. In that case however you might want replace a '''Dragon''' piece or two with {{Tooltip|Marauder}} to make up for the lost crit chance.-->
 +
'''Sigils'''
 +
* {{Sigil|Superior Sigil of Air}} over Cleansing - better damage if you can affor to give up some condition cleansing.
  
'''Runes'''
+
* Replacing Energy with Air (while keeping Cleansing) could also be considered when playing with {{Food|Bowl of Orrian Truffle and Meat Stew}}.
* {{Rune|Superior Rune of Strength}}
 
* {{Rune|Superior Rune of the Pack}}
 
  
  
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'''Food'''
 
'''Food'''
  
There are plenty of viable choices:
+
There are plenty of viable choices, including:
* {{Food|Peppercorn-Crusted Sous-Vide Steak}} - passive damage mitigation and strong offensive stats.
+
* {{Food|Cilantro Lime Sous-Vide Steak}} - highest possible damage option, great stats plus armor ignoring damage/healing procs.
* {{Food|Omnomberry Ghost}} - armor ignoring damage and a bit of extra healing, a suitable budget option.
+
 
* {{Food|Bowl of Orrian Truffle and Meat Stew}} - defensive option with more evasion.
+
* {{Food|Peppercorn-Crusted Sous-Vide Steak}} - slightly more defensive version of the Cilantro Lime feast, offering damage reduction instead of the lifesteal procs.
 +
 
 +
* {{Food|Bowl of Sweet and Spicy Butternut Squash Soup}} - non-Ascended version of the above mentioned feasts with the same stats minus the damage reduction and the procs.
 +
 
 +
* {{Food|Plate of Coq Au Vin with Salsa}} - very similar to the Cilantro Lime feast except it offers Precision and not Ferocity. Worth considering if you're not using Precise infusions.
 +
 
 +
* {{Food|Slice of Candied Dragon Roll}} or {{Food|Omnomberry Ghost}} - armor ignoring damage and a bit of extra healing on top of increased crit chance, a suitable budget option.
 +
 
 +
* {{Food|Bowl of Orrian Truffle and Meat Stew}} - defensive option with more evasion and a bit of {{Tooltip|Might}} stacking.
 
** Budget version: {{Food|Bowl of Meat and Winter Vegetable Stew}}
 
** Budget version: {{Food|Bowl of Meat and Winter Vegetable Stew}}
  
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==Usage==
 
==Usage==
 
'''General'''
 
'''General'''
* Much of this build's damage comes from swapping to {{Skill|Air Attunement}}, as this triggers {{Trait|Electric Discharge}}, followed by {{Skill|Lightning Strike}}. 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.
+
* The build's all about swapping in and out of {{Skill|Air Attunement}} every few seconds, made possible by {{Trait|Fresh Air}} which recharges Air whenever you land a critical strike.
 +
 
 +
* Swapping to Air triggers {{Trait|Electric Discharge}} which you should immediately follow up with a {{Skill|Lightning Strike}} for instant burst damage. Entering this attunement also grants you Ferocity from {{Trait|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 take advantage of {{Trait|Fresh Air}} 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 {{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.  
  
* {{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 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:
 
:* {{Skill|Dragon's Tooth}}
 
:* {{Skill|Dragon's Tooth}}
 
:* {{Skill|Phoenix}}  
 
:* {{Skill|Phoenix}}  
 
:* {{Skill|Comet}}
 
:* {{Skill|Comet}}
 
:* {{Skill|Magnetic Wave}}
 
:* {{Skill|Magnetic Wave}}
 
* The build's most dangerous above 90% HP where the {{Rune|Superior Rune of the Scholar}} and {{Trait|Aquamancer's Training}} 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 {{Trait|Aeromancer's Training}} and {{Trait|Fresh Air}}.
 
  
 
* {{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 get to the other capture point as soon as possible.
 
** '''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 get to the other capture point as soon as possible.
** '''Cleave:''' AoE in the build is rather clumsy, except for {{Skill|Fiery Whirl}} and {{Skill|Firestorm}}. 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).
 +
 
 +
* 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 best used in melee.
  
  
 
'''Notable burst combos'''
 
'''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.
+
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 {{Skill|Arcane Blast}}s, everything else is the same.
 +
 
  
 
From '''Fire:'''
 
From '''Fire:'''
# {{Skill|Dragon's Tooth}} (optional, easy to avoid so use it only when the target is CC'd or downed)
+
# {{Skill|Dragon's Tooth}}
# {{Skill|Phoenix}} - optional: {{Skill|Lightning Flash}} right at your target before Phoenix Goes off
+
# {{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
# {{Skill|Arcane Blast}}
+
# {{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 just before Phoenix and Arcane Blast are about to land
+
# {{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|Arcane Blast}}
 
# {{Skill|Lightning Strike}}
 
# {{Skill|Lightning Strike}}
 +
 +
'''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. With the Arcane variant this is much easier as you can just use an {{Skill|Arcane Blast}} to recharge Air.
  
  
 
From '''Earth:'''
 
From '''Earth:'''
 +
# {{Skill|Rock Barrier}}
 
# {{Skill|Dust Devil}}
 
# {{Skill|Dust Devil}}
# {{Skill|Arcane Blast}} - projectile must land right '''before''' attuning to Air to get the {{Tooltip|Immobilize}}
+
# ''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}}
+
# {{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|Air Attunement}}
+
# {{Skill|Arcane Blast}} + {{Skill|Lightning Strike}}
# {{Skill|Lightning Strike}}
+
# {{Skill|Blinding Flash}} to avoid taking damage, but it's not required
  
  
 
From '''Water:'''
 
From '''Water:'''
 
# {{Skill|Shatterstone}}
 
# {{Skill|Shatterstone}}
# {{Skill|Water Trident}} + {{Skill|Lightning Flash}} right at your target before the trident goes off
+
# {{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}} just before Shatterstone and Water Trident hit the target.
 
# {{Skill|Arcane Blast}}
 
# {{Skill|Arcane Blast}}
# {{Skill|Air Attunement}} just before Shatterstone and Water Trident does damage
 
 
# {{Skill|Lightning Strike}}
 
# {{Skill|Lightning Strike}}
  
  
 
'''Survival'''
 
'''Survival'''
* {{Trait|One with Air}} makes it easy to kite most specs. '''Avoid melee range at all costs!'''
+
* {{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 Blinded, CC'd or you're about to burst them.
 +
 
 +
* {{Skill|Shatterstone}} is a source of spammable {{Tooltip|Chill}} which you can even place behind your back when running away. Chill is great at building distance.
  
* CCs can be used for shaking off pursuers.  
+
* Needless to say other CCs can also be used for shaking off pursuers.  
  
 
* {{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.
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* {{Skill|Magnetic Wave}} is the build's best condition cleanse which can also be used while stunned.
 
* {{Skill|Magnetic Wave}} is the build's best condition cleanse which can also be used while stunned.
  
* {{Skill|Obsidian Flesh}} 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.
+
* {{Skill|Obsidian Flesh}} offers protection against all kinds of pressure.
 +
 
 +
* 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.
 +
 
 +
* If you need to cleanse a lot of conditions do the following chain:
 +
:# {{Skill|Fire Attunement}} - cleanses 1 condition as you gain an aura.
 +
:# {{Skill|Transmute Fire}} - cleanses 2 conditions.
 +
:# Use Focus #5 {{Skill|Fire Shield}}, removing yet another condition.
 +
:# Transmute again for another 2 cleanses.
 +
:# {{Skill|Phoenix}} if necessary for another cleanse.
 +
 
 +
* {{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.
 +
 
 +
 
 +
==Related Builds==
 +
* [[Build:Weaver_-_Fresh_Air_Roamer|Weaver - Fresh Air Roamer]] - Weaver elite spec version.
  
* {{Tooltip|Regeneration}} applications remove conditions.
+
* [[Build:Catalyst_-_Fresh_Air_Cata_Roamer|Catalyst - Fresh Air Roamer]] - Catalyst elite spec version.

Latest revision as of 12:36, 29 March 2024

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damageMobility and Control

Designed for: WvW Roaming

Difficulty:
Normal
This build was last updated on March 29, 2024 and is up to date for the March 19, 2024 patch.

Overview

S/F Fresh Air is a Power-based WvW roaming build which focuses on burst damage whilst avoiding damage by utilizing Superspeed Superspeed, Blind Blind, anti-projectile skills and invulnerabilities to make up for its lack of sustain.


Skill Bar

Scepter/Focus
Utility


Skill Variants

Heal

  • Ether Renewal - better condition cleansing, but the long cast time makes it easy to interrupt. This could however allow you to run Sigil of Superior Sigil of Air instead of Sigil of Superior Sigil of Cleansing for more damage.


Arcane variant

There's an even more bursty version of the build with even less sustain. This is a high risk/reward variant:

  • Take Elemental Surge on Arcane.
  • Replace Armor of Earth with Arcane Blast.
  • Swapping out Signet of Air for Arcane Shield could also be considered. While Arcane Shield has a longer CD, it protects you from followup damage and could even be used to shield Ether Renewal. It even works offensively, the shield can negate incoming attacks while you're bursting targets.


Template Code

[&DQYfKykqJR50AHUATwFPAZAAkAAcAesAlwCWAAAAAAAAAAAAAAAAAAAAAAACVgAxAAA=]
Copy Template Code


Specializations


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Scepter
Marauder
Focus
Marauder
Sigil
Sigil
Focus
Marauder
Sigil
Rune
x6
Infusion
x18
Relic


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

  • Sigil of Superior Sigil of Air 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 Might stacking.
    • Budget version:


Utility

  • or .


Usage

General

  • 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.
  • Arcane variant-only: Arcane Blast should usually be used while in Earth Attunement for the Immobilize Immobilize, which makes it harder to avoid your burst. Alternatively cast Arcane Blast while still in 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 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 and 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).
  • Try to aim 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 best used in melee.


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 Arcane Blasts, everything else is the same.


From Fire:

  1. Dragon's Tooth
  2. Fire Shield 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
  3. Phoenix - optional: Lightning Flash right at your target before you finish casting Phoenix to cut down on the projectile's travel time.
  4. Air Attunement - swap to this while casting Phoenix. Note: swapping out of fire triggers an explosion from 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.
  5. Arcane Blast
  6. Lightning Strike

Note: if Air isn't ready by the time you get to step 3, you need to recharge it somehow with a Fresh Air proc. This is greedy but you could sacrifice an instant utility skill like Lightning Flash or 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 Flamestrike cast or two could also get the job done. With the Arcane variant this is much easier as you can just use an Arcane Blast to recharge Air.


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. Stone Shards + Hurl then swap to Air Attunement during the channeling to make all the projectiles land in the right attunement.
  5. Arcane Blast + Lightning Strike
  6. Blinding Flash to avoid taking damage, but it's not required


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 also do it.
  3. Air Attunement just before Shatterstone and Water Trident hit the target.
  4. Arcane Blast
  5. 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.


Related Builds


Ratings

This build has a rating of 4 stars based on 3 votes.
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3 stars
Hanz gave this build 3 stars • December 2022
Scepter recently got buffed which made the build a lot better. It's not that hard to play but it has a rather high skill ceiling and does take some effort to pilot. Overall still a bit weaker than elite spec builds and against Celestial builds it's definitely an uphill battle. Very satisfying to pull off though, worth learning for fun or as a challenge but there are easier and stronger builds out there.
5 stars
InvisableYam gave this build 5 stars • January 2017
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.
5 stars
Arete gave this build 5 stars • July 2016
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.

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