Difference between revisions of "Elementalist - S/F Fresh Air Roamer"
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYfKykqJS4XAXUA9gBPAZAAkABQAesAlwCWAAAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
+ | {{Specialization|Fire|bot|mid|mid}} | ||
{{Specialization|Air|mid|mid|mid}} | {{Specialization|Air|mid|mid|mid}} | ||
− | |||
{{Specialization|Arcane|mid|bot|mid}} | {{Specialization|Arcane|mid|bot|mid}} | ||
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{{PvE equipment | {{PvE equipment | ||
| weight = Light | | weight = Light | ||
− | | stats = | + | | stats = Dragon |
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Pack |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Scepter | | weapon1 = Scepter | ||
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| sigil1 = Superior Sigil of Air | | sigil1 = Superior Sigil of Air | ||
| sigil2 = Superior Sigil of Energy | | sigil2 = Superior Sigil of Energy | ||
− | | | + | | head = Marauder |
− | | | + | | shoulders= Marauder |
− | | | + | | chest = Marauder |
− | | | + | | legs = Marauder |
− | | backpiece = | + | | feet = Marauder |
+ | | hands = Marauder | ||
+ | | backpiece = Marauder | ||
| infusion1 = Mighty WvW Infusion | | infusion1 = Mighty WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
}} | }} | ||
− | + | '''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. | |
− | ===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. | + | * 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.--> |
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− | |||
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==Usage== | ==Usage== | ||
'''General''' | '''General''' | ||
− | * | + | * 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 | + | * '''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 | + | * {{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 | + | * 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}} | ||
− | |||
− | |||
* {{Skill|Conjure Fiery Greatsword}}'s purpose is twofold. | * {{Skill|Conjure Fiery Greatsword}}'s purpose is twofold. | ||
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From '''Fire:''' | From '''Fire:''' | ||
− | # {{Skill|Dragon's Tooth}} | + | # {{Skill|Dragon's Tooth}} |
− | # {{Skill|Phoenix}} - optional: {{Skill|Lightning Flash}} right at your target before Phoenix | + | # {{Skill|Phoenix}} - optional: {{Skill|Lightning Flash}} right at your target before you finish casting Phoenix to make it near instant. Ideally Phoenix should land exactly at the same moment as Dragon's Tooth. |
# {{Skill|Arcane Blast}} | # {{Skill|Arcane Blast}} | ||
− | # {{Skill|Air Attunement}} - swap to this just before Phoenix | + | # {{Skill|Air Attunement}} - swap to this just before Phoenix is about to hit the target. |
# {{Skill|Lightning Strike}} | # {{Skill|Lightning Strike}} | ||
From '''Earth:''' | From '''Earth:''' | ||
− | # {{Skill| | + | # {{Skill|Rock Barrier}} |
− | # {{Skill|Arcane Blast}} - projectile must land right '''before''' attuning to Air to get the {{Tooltip|Immobilize}} | + | # {{Skill|Arcane Blast}} - projectile must land right '''before''' attuning to Air to get the {{Tooltip|Immobilize}}. |
− | # {{Skill|Hurl}} | + | # {{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}} | ||
From '''Water:''' | From '''Water:''' | ||
− | # {{Skill|Shatterstone}} | + | # {{Skill|Shatterstone}} - this skill hits twice, once on cast and then again after a slight delay. Try to swap to Air before the second strike goes off. |
− | # {{Skill|Water Trident}} | + | # {{Skill|Water Trident}} - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but {{Skill|Gust}} or even {{Skill|Arcane Blast}} could help (when used on Water). |
− | + | # {{Skill|Air Attunement}} just before Shatterstone and Water Trident hit the target. | |
− | # {{Skill|Air Attunement}} just before Shatterstone and Water Trident | ||
# {{Skill|Lightning Strike}} | # {{Skill|Lightning Strike}} | ||
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* {{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 at all costs!''' | ||
− | * CCs can be used for shaking off pursuers. | + | * {{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. |
+ | |||
+ | * 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|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}} 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. | ||
− | * {{ | + | * 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. | ||
+ | |||
+ | * Standing inside {{Skill|Dust Devil}} can buy you some time if melee catches up to you. Of course it also works as a ranged attack. |
Revision as of 22:48, 6 December 2022
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage and Mobility
Designed for: WvW Roaming
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
Template Code
Specializations
Equipment
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Marauder
Dragon
Dragon
Dragon
Dragon
Dragon
Dragon
Dragon
x6
x18
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 list of them from the official wiki.
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
- 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.
- 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:
- 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: right at your target before you finish casting Phoenix to make it near instant. Ideally Phoenix should land exactly at the same moment as Dragon's Tooth.
- - swap to this just before Phoenix is about to hit the target.
From Earth:
- Immobilize. - projectile must land right before attuning to Air to get the
- then swap to during the channeling to make the projectiles land in the right attunement.
From Water:
- - this skill hits twice, once on cast and then again after a slight delay. Try to swap to Air before the second strike goes off.
- - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but or even could help (when used on Water).
- just before Shatterstone and Water Trident hit the target.
Survival
- makes it easy to kite most specs. Avoid melee range at all costs!
- 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.
- 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.
- 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.
- Standing inside can buy you some time if melee catches up to you. Of course it also works as a ranged attack.
Ratings
Comments
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