Elementalist sPvP | Tournament Scepter/Focus | Roamer Fresh Air Scepter Elementalist (Last Updated 4/19/2014)

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Summary

Hello, I am Debs, former top 15 in the NA soloq. I present you, the Fresh Air S/D Elementalist!

 

After the June 25th patch, the S/D Elementalist has got a new play style. With the new grandmaster trait [Fresh Air], the burst potential from the scepter elementalists has gotten even stronger, making them highly sought after in high level tPvP.

 

Here I go over both Scepter Dagger and Scepter Focus combinations. The weapon set you choose is up to your play style, experiment with both to see which fits you more!

 

Please do not hesitate to ask whatever questions you have by whispering/adding testinga.9108!


I. Weapons and Skills

PvP Scepter
  • Weapon Strength: 895-1010
PvP Focus
  • Weapon Strength: 832-883
PvP Trident
  • Weapon Strength: 905-1000
  • Fire Attunement
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
  • Water Attunement
    Attunement. Attune to water, gaining superior support and healing abilities.
  • Air Attunement
    Attunement. Attune to air, gaining heavy damage and control abilities.
  • Earth Attunement
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
  • Flamestrike
    Strike your foe with flame.
    Burning: 3 s (656 damage)Damage: 133Range: 900
    • 0
    • 0
  • Dragon's Tooth1 6
    Drop an explosive dragon's tooth on your foe.
    Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
    • 0
    • 0
  • Phoenix¼ 20
    Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
    Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
    • 0
    • 0
  • Flamewall½ 20
    Create a wall of flame at the target area that burns foes.
    Damage: 95Duration: 8Burning: 2.5 s (328 damage)Combo Field: FireRange: 900
    • 0
    • 0
  • Fire Shield40
    Aura. Envelop yourself in a shield of fire that burns foes.
    Duration: 5Burning: 1 s (328 damage)
    • 0
    • 0
  • Ether Renewal 18
    Cantrip. Heal yourself and cure a condition with every pulse.
    Healing: 418Duration: 4
    • 0
  • Arcane Wave30
    Arcane. Blast nearby foes with an energy wave for critical damage.
    Damage: 628Combo Finisher: BlastRange: 360
    • 0
  • Mist Form75
    Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
    Duration: 3Breaks Stun
    • 0
  • Lightning Flash 40
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 0
  • Glyph of Elementals 90
    Glyph. Summon an elemental based on your attunement.

    Fire Elemental: Deals damage.
    Ice Elemental: Deals damage and heals.
    Air Elemental: Deals damage and stuns.
    Earth Elemental: Deals damage and is hard to kill.
    Duration: 60Range: 1,200
    • 0

Weapon and Skill Details

Notable Scepter Skills

  • Fire 2, 3: Very strong skills that destroys foe when they land. Unload after strong CC to ensure that these skills land.
  • Water 1: A very fast skill that attacks 3 times. Useful for triggering [Fresh Air]
  • Water 3: Good AoE heals to boost survivability.
  • Air 1-3: The bread and butter of the build. Note that Air 2 and 3 are instant casts, and as such can be cast during the channel time of Air 1 or when under CC. Use these skills whenever they are off cooldown.
  • Earth 1: A very fast skill that attacks 3 times. Useful for triggering [Fresh Air]
  • Earth 2: Free armor. Attacks 5 times when activated, useful for triggering [Fresh Air].

 

Notable Focus Skills

  • Fire 4: A long lasting fire field that can be used for combos.
  • Fire 5: Fire aura used against melee attackers.
  • Water 4: Freezes target. Useful for setting up defenses against Warrior/Thief.
  • Water 5: Small AoE daze that can be used to perform fire burst of CC enemy.
  • Air 4: A swirl that destroys enemy projectiles. A very strong skill when used correctly.
  • Air 5: A knock back skill. Use to perform fire burst, or CC enemy
  • Earth 4: A defensive skill that gives both reflect and cleanses conditions.
  • Earth 5: Very strong invulnerability skill, unlike mistform does not lock out skills. Use with ether renewal for uninterrupted heal.

 

Notable Dagger Skills

  • Fire 5: Very strong skill that destroys foe when they land. Unload after strong CC to ensure that this skill lands.
  • Water 4: Freezes melee foes that hit you. Useful for setting up defenses against Warrior/Thief.
  • Water 5: Good AoE heals to boost survivability.
  • Air 4: A 1200 range dash skill. Use to engage and disengage from fights.
  • Air 5: An AoE knock back skill. Use to perform fire burst, or CC enemy
  • Earth 4: A very strong AoE knock down skill. Use cautiously.
  • Earth 5: Use very sparingly. At high level tPvP, this skill will never land in small skirmishes.

 

Healing/Utility Skills and other possible skills choices

  • Ether Renewal: The strength of this skill is held in check by the long, interruptable cast time. Use with defensive skills to heal completely.
  • Signet of Restoration: A strong healing skill for a very spam heavy playstyle. Attunement swaps also heals self, making it very very strong for this build.
  • Armor of Earth: A stun breaker that grants protection stability and stun break, this skill is very strong against direct damage/CC heavy team.
  • Mist form: A stun breaker that gives you a brief invulnerability, this skill buys you time for cooldowns to come back.
  • Lightning Flash: As a ranged roamer/carry, mobility and positioning is most important.
  • Cleansing Fire: Removes 3 conditions and burns nearby foes. Use when against a very condition heavy opponent.
  • Arcane Blast: An instant, ranged skill that is useful for outputting damage and triggering [Fresh Air]. Use if you can survive without 1 cantrip.
  • Arcane Wave: An instant, AoE skill that is useful for outputting damage and triggering [Fresh Air]. Use if you can survive without 2 cantrips.
  • Arcane Shield: A stun breaker that also blocks the next 3 hits. Good against burst berserker builds (esp. thief+warrior) to block big hits.
The more comfortable you get, the more cantrips/stun breakers you can take out. Consider using more arcane skills if you feel safe enough.


II. Traits

Adept Master Grandmaster

Trait Details

Air tree uses VI/X/XII. Notable traits:

  • Bolt to the Heart: DO THE DAMAGES. Strong execution trait.
  • Electric Discharge: A crucial trait, that does lightning strike when attuning to air. This means that you will want to swap to air whenever possible, to trigger this trait.
  • Air Training: You will spend most of your time in air meaning this trait will give you a fairly constant 10% damage bonus.
  • Fresh Air: The best (and the only useful) offensive trait hands down for the elementalist. Every crit will mean you are able to attune back to air, meaning you deal more Electrical Discharge from scepter or the trait.

 

Earth tree uses VI.

  • Stone Splinters: Adds overall DPS while nearby the target.

 

Water tree uses VI.

  • Vital Striking: Adds overall DPS while your health is high enough.
  • Alternatively: Water III gives more survivability if you choose to go more cantrip heavy.

 

Arcana tree is a standard II/VIII/XI. Those of you who have played cantrip ele will recognize these traits. Notable traits:

  • Arcane Fury: Constant Fury with very rapid attunement swaps.
  • Renewing Stamina: A traits that grants high vigor uptime.
  • Evasive Arcana: A trait that creates a skill at the end of dodge. Learning to dodge in the right attunements will take experience.

 

Use either 0/6/2/2/4 or 0/6/0/2/6.

  • The former (0/6/2/2/4) grants the stone splinter trait that grants more offensive capabilities. Complements well with S/F builds
  • The latter (0/6/0/2/6) grants the evasive arcana trait that grants more defensive capabilities. Complements well with S/D builds


III. Stat Specifics & Effects

Primary Stats

  • Health 12645 (+1000)
  • Vitality 1016 (+100)
  • Armor 1936 (+100)
  • Toughness 1016 (+100)
  • Attack 3275 (+1412)
  • Power 2291 (+1375)
  • Critical Hit 57% (+57%)
  • Precision 2116 (+1200)

Secondary Stats

  • Attunement Recharge Rate 20% (+20%)
  • Bleeding Duration 20% (+20%)
  • Boon Duration 20% (+20%)
  • Condition Damage 100 (+100)
  • Critical Damage 82% (+82%)
  • Damage 984 (+4%)
  • Defense 920 (+0)
  • Ferocity 1235 (+1235)
  • Healing Power 100 (+100)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

  • High fury/swiftness/vigor uptime, high might stacks.
  • Access to strong AoE CC
  • Access to lots of condition removal
  • Access to up to 3 stun breaks


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%

Rune Stat Totals

  • Power 175
  • Ferocity 35
  • Damage 4%

Rune Bonuses

PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%

Accessories & Jewels

Berserker's Amulet
  • Power: 1200
  • Precision: 900
  • Ferocity: 900
delete
  • Power: 0
  • Precision: 0
  • Ferocity: 0
  • Vitality: 0

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900
  • Vitality:0

Weapon Set Sigils

PvP Scepter
  • Weapon Strength: 895-1010
PvP Focus
  • Weapon Strength: 832-883
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

PvP Trident
  • Weapon Strength: 905-1000

Water Weapon I

Upgrade Item Details

Runes
Runes really are personal preference. Rune of Ogre provide good offensive stats that the scepter ele desperately needs. Other options include Rune of Divinity, Rune of Scholar, Rune of Eagle.

 

Amulet
Berserker amulet and jewels are a must. Without these stats, you simply do not get enough crits or the air skills do very little damage. Use more defensive utility skills if you are concerned about being eaten alive.

 

Sigils
Sigil of Battle grants a strong offensive stats for swapping weapons. As attunement swaps count for this, you get free 3 stacks of might.
The other sigil is a personal choice. If you are confident enough to get high stacks, use Bloodlust. Else, use Accuracy or Air.


V. Basic Gameplay

This build has a certain goal in mind: Target execution. It is one of the few ranged carry options available, dealing constant DPS to a selected target. Your goal in the match is to take out the enemy carry and back line. While remaining at a safe distance, try to drive away the enemy's greatest threats away from skirmishes so that your team can win the team fights.

 

The following are some targets you should prioritize over others. Note that you will need to identify builds by the foes playstyle.

  • Condi / Power Necromancers: Condi and Power Necro have the potential to deal great amounts of area damage in team fights. As the burst roamer it is the job of the scepter elementalist to neutralize necros quickly.
  • Grenade-based Engineers: Grenade primary engineers similarly deal great team fight damage, and need to be dispatched quickly.
  • Staff Elementalists: Although very rare, they do sometimes pop up in tpvp. Another great team fighter that needs to be taken down quickly.
  • Thief: As squishy as the scepter ele is, thieves will quickly down the scepter ele in a team fight. Killing the thief is the best way of staying alive.

 

Here are some targets you should NOT focus during a team fight:

  • Bunker Guardians: Unless being CC chained in a coordinated team, wasting damage on the bunker will lose you the team fight.
  • Tanky Warriors: Builds that emphasize the strong health regeneration on the warrior will mean that the damage is wasted in fights.


Main Skill Rotation

Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Rock Barrier1 15
Envelop yourself in a stony barrier that improves armor.
Duration: 30
Stone Shards
Fling stone daggers at your foe to bleed them.
Damage (3x): 150x3Bleeding: 6 s (765 damage)Combo Finisher: Projectile (20% chance)Range: 900
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Arc Lightning
Cast an arc of electricity at your foe.
Stage 1 damage: 30Stage 2 damage: 60Stage 3 damage: 91Duration: 3Range: 900
Lightning Strike5
Strike your foe with lightning.
Damage: 403Range: 900
Blinding Flash10
Blind your foe with a flash of light.
Blind: 6sRange: 900
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Phoenix¼ 20
Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Arc Lightning
Cast an arc of electricity at your foe.
Stage 1 damage: 30Stage 2 damage: 60Stage 3 damage: 91Duration: 3Range: 900
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Ice Shards¾
Fire three ice shards at your foe.
Damage (3x): 180Range: 900
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.

There is no real set skill rotation for a Fresh Air S/D Elementalist. It all depends on the cooldowns available and whether or not Fresh Air has triggered. Most of the time, however, you want to try to attune back to air attunement however possible.

 

Water and Earth auto attacks attack 3 times, which often triggers air attunement. Changing attunements during the Air 1 channel also triggers Fresh Air when it crits, meaning you do not even have to use any skills and attune back to air sometimes.


Close Range Fire Burst

Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Updraft40
Gain swiftness from a gust of wind that launches nearby foes.
Swiftness: 10 sBlowout: 200Radius: 180
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Dragon's Tooth1 6
Drop an explosive dragon's tooth on your foe.
Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
Ring of Fire¼ 15
Damage nearby foes with a ring of fire, burning foes that pass through it.
Damage: 417x2Burning: 4 s (1640 damage)Duration: 6Radius: 240Combo Field: Fire
Phoenix¼ 20
Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
Fire Grab¾ 45
Damage foes in a cone in front of you. Deal more damage to burning foes.
Damage: 588Damage vs burning: 941Range: 300
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.

A strong execution combo. When the target foe nears 50% and is within melee range, use this combo to destroy him. The fire skills are the hardest skills to hit, but you are rewarded heavily if they do land.


Comments

Post a Comment
@ 11:03 AM, Thu July 18 2013 Reply
Very well written guide, I personally would run runes of the scholar but that's all personal preference and play-style. This is a very fun build to play in any format of spvp.
@ 06:41 AM, Fri July 19 2013 Reply
It certainly is a very fun build to play in any format of spvp.
I tend not to use this build in hot joins since I can't dish out AoE damage in team fights, getting little glory :(.
@ 03:17 PM, Thu July 18 2013 Reply
Great guide, when I saw the fresh air trait I could see the potential too!
Android @ 03:28 AM, Tue July 23 2013 Reply
Oh, wow. This is an extremely well written guide. Amazing format, great content, and extremely informative! Thanks for taking the time to do this =D
@ 01:58 PM, Fri July 26 2013 Reply
Nice guide Debs :) will have to try it out.
@ 05:04 AM, Mon December 23 2013 Reply
I love this build, either for pvp or pve. I do not understand the adept trait in arcana though, blasting staff? Why that trait when it's a s/d build? I'm sure there's a good reason, but I couldn't figure it out :)
@ 02:04 PM, Sat February 01 2014 Reply
Sorry, I had not updated the guide since the traits update. Therefore, the traits were on the old trait numbers
@ 08:47 AM, Mon January 06 2014 Reply
This build has no survivability at all, i go down in 5 hits. It has great burst but that will not help you 2v1 fights or 3v1 fights. its suicide.
@ 02:05 PM, Sat February 01 2014 Reply
This is not a D/D ele; you cannot expect to go in 2v1 and 3v1. You need to manage blinds and position yourself very well or you will go down. This is a roamer build, focusing on 1v1 or assasinating important targets, not a space creator.
@ 04:20 AM, Tue January 07 2014 Reply
I came across a similar fresh air build myself but used a more defensive approach with condition removal on crit and barbaric amulet and divinity to make up for the lack of crit dmg and removed a cantrip for arcane blast to fill in with extra dmg and it seems to work pretty well. Blinds are really good for stomps so I don't think that having mist form and armor of earth is necessary, but I also was much more dodge focused I guess. It might not be as good at taking down a target fast, but it gets the job done, and I love being able to cast so many things while dodging (Lightning strike, blinding flash, arcane blast, and the rock barrier projectiles) so you are doing damage ALL THE TIME.