Elementalist sPvP | Tournament Scepter/Dagger | Team fighter Aiden Frost's S/D sustain & burst

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Summary

Fresh Air may be all the rage right now, but nothing beats the good ol 0/20/0/20/30 S/D build. This build boasts an incredible amount of sustain as well as very high burst potential making it great for any skill level.


I. Weapons and Skills

PvP Scepter
  • Weapon Strength: 895-1010
PvP Dagger
  • Weapon Strength: 924-981
PvP Trident
  • Weapon Strength: 905-1000
  • Fire Attunement
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
    Fury: 2 s
  • Water Attunement
    Attunement. Attune to water, gaining superior support and healing abilities.
    Fury: 2 s
  • Air Attunement
    Attunement. Attune to air, gaining heavy damage and control abilities.
    Fury: 2 s
  • Earth Attunement
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
    Fury: 2 s
  • Flamestrike
    Strike your foe with flame.
    Burning: 3 s (656 damage)Damage: 133Range: 900
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • 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
      Fury: 2 s
    • 0
      Fury: 2 s
  • 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
      Fury: 2 s
    • 0
      Fury: 2 s
  • 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
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Fire Grab¾ 45
    Damage foes in a cone in front of you. Deal more damage to burning foes.
    Damage: 588Damage vs burning: 941Range: 300
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Signet of Restoration1 25
    Signet Passive: Grants health every time you cast a spell.
    Signet Active: Heal yourself.
    Healing: 3,275Healing: 202 per cast
    • 0
      Fury: 2 s
  • Arcane Wave30
    Arcane. Blast nearby foes with an energy wave for critical damage.
    Damage: 628Combo Finisher: BlastRange: 360
    • 0
      Fury: 2 s
  • Lightning Flash 40
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 0
      Fury: 2 s
  • Arcane Blast20
    Arcane. Blast your foe with energy for critical damage.
    Damage: 363Combo Finisher: ProjectileRange: 1,500
    • 0
      Fury: 2 s
  • 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
      Fury: 2 s

Weapon and Skill Details

Weapon Skills

 

Fire

  • Flamestrike- A very slow auto attack. Used to inflict burning on a target. Technically, this is probably the best auto attack to be stuck using (unfortunately.)
  • Dragon's Tooth- (Blast Finisher) A very slow, very high damage attack. Casts over the target and takes a couple seconds to land. Can hit for VERY high damage. I mainly use this as a blast finisher, to force dodges, or throw it over a point and hope an enemy lands in it.
  • Phoenix- (Blast Finisher) This spell is kind of turning into our bread and butter damage spell. Phoenix is a blast finisher, hits your opponent three times if cast slightly behind your target, can hit for over 6k total damage, grants vigor and removes a condition when it returns, AND has a low cooldown. Yes, this spell is amazing. It's been recently buffed to move at a very high velocity, and can be a great high damage snipe. Don't overlook the condition removal on this spell, if you find yourself running from a fight with a bleed stack threatening to finish you off, drop a phoenix at your feet and it'll cleanse the condition for you.
  • Ring of Fire- (Fire Field) An amazing fire field with a surprisingly high damage cast. Casting RoF can hit any opponent in the area for up to 2k damage. Kiting your opponent through the Ring of Fire can help set up quick Fire Grab combos. Above all, LAND YOUR BLAST FINISHERS IN RING OF FIRE. Might stacking for your team can be what separates a good Ele from a great Ele.
  • Fire Grab- A very high damage spell. It's almost always best to burn your target before hitting them with a Fire Grab. This will increase it's damage. This spell can hit for over 8k damage in this build. However, it can be a little funky to land. Practice landing your Fire Grab on the Heavy Golems in the mists.

 

Water

  • Ice Shards- Technically speaking, this is our highest DPS auto attack, and the fast cast time is great for Signet of Restoration procs. However, I don't like auto attacking in water. I want to get out of water attunement quickly, so I can switch back into it for the Healing Ripple heal.
  • Shatterstone- Unfortunately, this ability is fairly useless in it's current state. It's crippled by bugs and a long cast time. I do occasionally use this ability to force a dodge from players. A lot of players will dodge out of any red circle they see.
  • Water Trident- A very solid aoe heal on a very low cooldown. This spell will heal us for around 1932 health. I will always make sure I use this heal on myself AND a teammate. This effectively doubles the healing of the spell. The damage from this spell is pretty minimal, but if you're stuck in water attunement against a low health opponent, don't be afraid to throw a water trident in their face.
  • Frost Aura- Frost Aura is a very underrated skill for elementalists. Use this aura against melee classes to assist in kiting your opponent. Frost Aura is off the global cooldown, and can be cast while stunned/disabled/etc.
  • Cleansing Wave- This spell is a 1786 aoe heal that cleanses one condition. Like Water Trident, I try to use this heal on myself and a teammate to double the spell 's effects.

 

Air

  • Arc Lightning- Another iffy auto attack. If you're stuck auto attacking, I guess this is better than nothing.
  • Lightning Strike- An incredible spell. High damage, instant cast, low cooldown, off the global cooldown. Mixed with Air 15 trait, Electric Discharge, the two spells can put out around 5.5k damage in an instant. Use this spell as much as possible.
  • Blinding Flash- An awesome blind spell on a short cooldown. This spell is off the global cooldown. Therefore, it can be used while stomping opponents. Useful for preventing all classes besides Ele, Mesmer, and Thief from interrupting your stomps.
  • Ride the Lightning- An amazing movement ability. This spell can be used as a gap closer or an escape. It also does a decent amount of damage. If this spell hits your target, it goes on a 20 second cooldown. If it doesnt hit a target, it goes on a 40 second cooldown. Keep this trade off in mind when using it as a roaming abillity.
  • Updraft. A great knockout that can be very tough for an opponent to predict. Use updraft to set up burst combos.

 

Earth

  • Stone Shards- Not a terrible auto attack in terms of damage and SoR procs. Still not a great option.
  • Rock Barrier- Increases your toughness when the barrier is active, and does a decent amount of damage when the rocks are hurled.
  • Dust Devil- Another blind option. Dust Devil, Blinding Flash, and air attunement Evasive Arcana dodges give us 3 blinds on rather short cooldowns. That many blinds can be devastating to opponents.
  • Earthquake- (Blast Finisher) A great AoE knockdown with decent damage. Use this to set up burst combos with your teammates.
  • Churning Earth- (Blast Finisher) A very high damage blast finisher with a long cast time. This spell is great if casted on the edge of a point, or casted off point then Lightning Flashed on to point.

 


Utilities

  • Signet of Restoration- SoR is a large portion of the sustain of this build. It heals for 207 health per attack. With all of the fast cast times and instant cast spells that S/D has, this can add up to a lot of healing. Activating the signet heal will grant you roughly 3.5k health, but will stop the passive healing of the signet for 25 seconds. Because of this, only use active heal as a last resort.
  • Arcane Wave- (Blast Finisher) Arcane Wave is a very strong blast finisher on a 30 second cooldown. It will hit up to 5 targets in a fairly short range for roughly 2k health. Keep the 5 target limit in mind when fighting classes like phantasm mesmers and minion master necros. This spell can be cast while stunned/knocked down/etc, and it is off the global cooldown.
  • Arcane Blast- Arcane Blast is another very strong spell on a short cooldown. Like Arcane Wave, this spell can also be cast while disabled, hits for nearly 2k damage, and is off the global cooldown. Arcane Blast boasts an astonishing 1.5k range, making it great for sniping low health targets from a distance. This spell will travel through other opponents to hit your target.
  • Lightning Flash- Lightning Flash is a very versatile utility. It's great as an escape or a gap closer. It increases mobility both horizontally and vertically (it's a blink spell.) It can be used while stunned/disabled (it doesn't break the stun, but it can still move you out of harms way.) And it crits for near 2k damage. Cast any spell with a cast time (fire 2-5, Earth 4-5), then Lightning Flash to your target for a great burst that can be tough for opponents to predict.
  • Glyph of Elementals- The Ele's Glyph of Elementals elite has high uptime and can turn the tide in a fight. Use it pretty much whenever it's off cooldown; don't try to save it. It will generally be best to use the fire elemental for damage or the water elemental for heals.

 

Other utility options

  • Cleansing Fire- Pretty much required if facing some cheesy triple condi team or something along those lines. Don't be afraid to use this spell aggressively as well. It can apply a quick burn to a target if setting up a Fire Grab.
  • Mist Form- Great for stomps and revives.
  • Glyph of Elemental Power- Can bring perma weakness or perma cripple. Very versatile. Pretty strong in 1v1 situations.
  • Arcane Shield- Good for stomps, but it is a better stun break than Mist Form in my opinion.

 

Looking through these spells, a few things really stick out. We have a lot of instant cast damage. We have a lot of burst AoE healing. And, we have a lot of blast finishers. These three things are really the strong point of this build.


II. Traits

Adept Master Grandmaster

Trait Details

This is a pretty basic trait setup for this build. The only real variation can come in the water tree. With the current condi meta, I prefer Cleansing Wave (great for cleansing immobilizes as well) and Stop Drop and Roll (for cleansing burning even while condi stacked). Most players will switch Stop Drop and Roll for Vital Striking (for an extra 10% damage while over 90% health) or Aquamancer's Alacrity (for a shorter cooldown on your water heal spells.) This is purely a matter of opinion and playstyle. Go with what's best for you.

 

A note on Air Training, you can start casting a spell like Churning Earth or Fire Grab and switch into air attunement mid cast to gain the bonus damage on that spell.


III. Stat Specifics & Effects

Primary Stats

  • Health 22645 (+11000)
  • Vitality 2016 (+1100)
  • Armor 1836 (+0)
  • Toughness 916 (+0)
  • Attack 3378 (+1466)
  • Power 2291 (+1375)
  • Critical Hit 10% (+10%)
  • Precision 1116 (+200)

Secondary Stats

  • Attunement Recharge Rate 30% (+30%)
  • Boon Duration 30% (+30%)
  • Critical Damage 75% (+75%)
  • Damage 1087 (+9%)
  • Defense 920 (+0)
  • Ferocity 1135 (+1135)
  • Healing Power 200 (+200)
  • Movement Speed 10% (+10%)

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

The only major thing to note is that your health is fairly low and your toughness is fairly high. This can make condi pressure difficult to deal with. We have a lot of cleanses at our disposal (Swap to water to clear 1, dodge roll to clear 2, dodge roll while in water attunement to clear another 1, water 5 to clear 1 more.) Use all of them and use them regularly.

 

Also, this build has a solid amount of healing power, and a good amount of AOE healing. Try to use your water dodge roll, Water Trident, and Cleansing Wave near your allies, so they can benefit from the healing as well. Adding in the water 15 trait, Healing Ripple, this build has a ton of AOE healing support.


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

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

Accessory Totals

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

Weapon Set Sigils

PvP Scepter
  • Weapon Strength: 895-1010
PvP Dagger
  • Weapon Strength: 924-981
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Force
+5% damage.

Weapon Set I

Sigil of Superior Hydromancy

You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Sigil of Superior Force

+5% damage.

PvP Trident
  • Weapon Strength: 905-1000
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Upgrade Item Details

I have found that the Valkyrie amulet with the Berserker jewel is the best option for this build. It brings as much burst potential as a Berserker ammy, but with less of a critical chance. However, utilizing the Arcana 5 trait, most of our hard hitting spells will hit with a 37% chance to crit. The Valkyrie ammy also brings MUCH more survivability and sustaiin than the Berserker ammy. I prefer the Zerker jewel over the Valk jewel for a bit more vitality.

 

Runes of the Ogre could be swapped for Runes of the Scholar for more potential damage or Divinity Runes for more survivability. I, personally, feel that the Divinity Runes will give us TOO MUCH survivability at the cost of less damage. Runes of the Scholar can be partnered with the water trait Vital Striking to give 20% bonus damage when above 90% health. This can make for some very strong opening attacks.

 

I have debated switching out of Runes of the Ogre. The rock dog does a solid amount of damage, but it seems to have less uptime in the current aoe condi meta. Also, keep in mind that Necros can Epidemic conditions from your rock dog onto you and your allies.

 

When it comes to sigils, you have a few options. Sigil of Force is pretty much a sure thing, but you can switch Hydromancy to one of the other weapon swap sigils. I prefer Hydromancy because the chill helps me land Fire Grabs. (Remember, we swap to air attunement mid way through the Fire Grab cast. That swap to air can trigger Hydromancy.) However, we can also use Geomancy, for more damage, or energy, for more survivability. Bloodlust is also an option. We have to maintain 15 stacks of bloodlust (3 kills worth) to do more damage than Force. If you really start to get the hang of your escapes and find yourself dying less, Bloodlust becomes a better option.


V. Basic Gameplay

The basics of this build will be bursting when your burst is off cooldown and sustaining when you're being focused.

 

Beyond that, there's two key things that all Eles can do to improve their gameplay:

 

All Ele's should try to land their blast finishers in their fire field (Ring of Fire.) Obviously, if it comes down to hitting your opponent with a Phoenix or landing it in a fire field for 3 stacks of might, you hit your opponent. But you want to keep your opponent inside your ring of fire (through kiting) to accomplish both. Also, an Evasive Arcana dodge roll while in earth attunement triggers a blast finisher. If you find yourself with a RoF on the ground, full endurance, and vigor, feel free to blow an earth dodge roll for the three stacks of might.

 

The second key aspect to playing an Ele is forcing dodges. Most of the S/D spells have crazy slow cast times with crazy long cooldowns. If we miss a Fire Grab, it greatly hurts our chances of winning a fight. Because of this, we need to keep track of our opponents dodges and try to force dodges on our useless skills. Below are a few tips on doing this:

  • Dragon's Tooth- DT is a real high damage ability on a short cooldown. Opponents will want to avoid this ability. They CAN just walk out from underneath it, but it's not uncommon for people to dodge out of a Dragon's Tooth.
  • Dodge Roll at your opponent- Most opponents (especially in 1v1s) will freak out if you dodge at them. This can be a good way to force a dodge.
  • Earthquake cancel cast- Earthquake is a slow spell that is very telegraphed. However, if you cancel the cast (either hit escape or stow weapon) part way through, the spell won't trigger, and it'll be put on a short 4 second cooldown. This can be a good way to force a dodge.


Main Skill Rotation

Flamestrike
Strike your foe with flame.
Burning: 3 s (656 damage)Damage: 133Range: 900
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.
Fury: 2 s
Lightning Strike5
Strike your foe with lightning.
Damage: 403Range: 900
Arcane Wave30
Arcane. Blast nearby foes with an energy wave for critical damage.
Damage: 628Combo Finisher: BlastRange: 360
Arcane Blast20
Arcane. Blast your foe with energy for critical damage.
Damage: 363Combo Finisher: ProjectileRange: 1,500

This is the very basic burst of the build. If the target is already burning, you can ignore the Flamestrike (you can also dodge roll at your opponent in fire attunement to burn them.) When you start the Fire Grab cast, switch to air attunement and pop off the Lightning Strike and the double arcane. This burst, plus Electric Discharge (Air trait 15), plus the possible proc from Hydromancy has the potential to hit for up to roughly 12k damage in a second. That's huge burst potential.

 

Also, note that everything after the fire grab cast can be used while stunned/knockdowned/etc. That gives us an ~8k burst off of the global cooldown. Tell those stun warriors to screw off. It can also be used (as well as Air 3) when stomping opponents.


Bread and Butter

Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 s
Earthquake¾ 45
Trigger a quake at your location, knocking down foes and dealing massive damage.
Damage: 336Knockdown: 2 sRadius: 240Combo Finisher: Blast
Lightning Flash 40
Cantrip. Teleport to target area.
Damage: 366Radius: 120Range: 900
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 s
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.
Fury: 2 s
Lightning Strike5
Strike your foe with lightning.
Damage: 403Range: 900
Ride the Lightning40
Ride the lightning to your foe, then strike all nearby foes with an electrical burst. Recharge is now halved if the player strikes a foe.
Damage: 336Radius: 180Range: 1,200
Arcane Wave30
Arcane. Blast nearby foes with an energy wave for critical damage.
Damage: 628Combo Finisher: BlastRange: 360
Arcane Blast20
Arcane. Blast your foe with energy for critical damage.
Damage: 363Combo Finisher: ProjectileRange: 1,500

The entirety of this burst can be done before your opponent stands up from the Earthquake knockdown. Start by casting Earthquake, then Lightning Flash to your target. You can switch to fire attunement during the Earthquake cast. Always aim your Phoenix slightly behind the target. This will allow your Phoenix to hit three different times (once going through your target, the explosion, then once again returning through your target.) This burst hits REALLY hard. It can do up to 13k damage on the Heavy Target Dummy.

 

In the current meta, this burst is kind of our bread and butter. If I'm in a mid fight, and I see a damage dealer near half health, I'll hit them with this burst to down them.


VI. Staying Alive

This S/D build boasts a ton of survivability. In this section, I'll discuss some tips for staying alive.

 

If you find yourself being targeted, it's almost always better to switch to earth attunement before water attunement. This will give you protection to help mitigate some damage. If you get locked down, try to Lightning Flash away from the source of damage.

 

Once you start mitigating the damage, it's time to start healing back your health. Thankfully, we have a ton of options for that. Switching to water will net us about 1.5k health (Water trait 15) and remove a condition (cleansing wave trait.) We have Cleansing Wave on water 5 and a dodge roll in water counts as another cleansing wave. That's two conditions cleansed and roughly 3k health healed. Trident heals for about 1.3k. Finally, A dodge roll in any attunement will cleanse burning and chill every 10 seconds.

 

All of those heals listed above are AoE heals. Always try to cast Cleansing Wave, Water Trident, and use your Evasive Arcana water dodge while standing on a health health teammate. This will heal them as well, effectively doubling our healing output. Above all else, this is this builds strong point in team fights. We can lay out the damage, but when things get nasty, we have some great healing peels for our teammates.


VII. Securing Stomps

Lightning Strike, Blinding Flash, and both Arcane spells can be cast off the global cooldown. This means that they can be cast while cced, while stomping, etc.

 

I find myself using these spells a lot while stomping a target. If I know I don't have stability, I can use Blinding Flash to blind my opponent's cc down attack. This means that we can Engis, Necros, Warriors, Guardians, and Rangers on the first try without stability. This can literally be game changing. Each class has a distinct animation and cast time for their crowd controlling down ability. Get to know these animations. Memorize them. Then, when your opponent starts to cast that ability, blind them and laugh in their face.

 

If there's two opponents, you can use these spells on the opponent that isn't downed to help secure a stomp as well. You can start a stomp, target the second opponent, use your damage spells on him, and quickly target your downed enemy for the Blinding Flash when they start up their cc animation.

 

If you're stomping a Mesmer, Thief, or Ele and they've already used their avoidance spell, Blinding Flash can be used (while you're stomping the downed enemy) to blind a second opponent coming up to land a CC on you.

 

If you're opponent is going for a stomp and you see the downed enemy start the animation, you can Blinding Flash, Dust Devil, or Evasive Arcana Air dodge on the downed opponent to help them secure a stomp.

 

Moral of the story is that we can get by just fine without Mist Form. There's definitely situations where Mist Form comes in handy, but he have plenty of abilities to help us secure stomps without it.


VIII. Becoming a Better Duelist

In this section, I want to talk about some tips and tricks for 1v1ing against each profession. Please note, I ONLY play Ele. I may not use the more glorious descriptions for other classes builds/ spell names/ etc. Please bare with me on this.

 

Elementalist:

 

With all Ele fights, keep track of their attunements. This will help us predict what spells they're using. If they start to run near you in Air or Fire attunement, prepare to dodge an Updraft or Fire Grab. Try to time your burst when they switch out of water attunement and try NOT to burst when they have protection up

 

Fresh Air

 

If they're running Fresh Air, it's going to be pretty tough to win. Fresh Air can do a large amount of unavoidable damage. Because of this, you want to out pressure them. Make them use defensive spells instead of offensive spells. They're much squishier than us, so we can burst them just as hard. Get on the offensive to win this duel.

 

D/D

 

D/D Eles can be a pretty tough matchup for us. Their Shocking Aura is great at disrupting our burst, and their Lightning Whip auto attack can whip us to shreds. It's best to kite a D/D Ele. Try not to let them near you. If they pop Shocking Aura STOP ATTACKING. It's really tough to win this matchup without a stunbreak, because Updraft + Burning Speed + Arcane Wave is going to hit us hard. If you DO get hit by Updraft, use Lightning Flash when your opponent starts the Burning Speed. This should get us out of the way of their attack.

 

Our Build

 

If your opponent is running our build, it's probably going to be a long fight. All of the tips in this guide will help you be better than they are. Stack your might. Count their dodges. Combo your burst. You know the animation for all of their attacks (because we have the same ones!) so dodge the important ones.

 

Engineer:

 

Stop Drop and Roll can be a real game changer for this matchup. Burning will generally be applied on an Engi's first attack, then it'll be applied every ~10 seconds after. Stop Drop and Roll triggers on your first dodge roll, whether you have burning/chill on you or not. We have means of dealing with this though.

 

Most Engi's will start the fight shooting Static Shot. This looks like a bolt of Lightning Flying out from the Engi. This is going to put two stacks of confusion on us. Confusion is our enemy. We don't want that to happen. I try to blind this attack, but it comes with an auto attack as well. So you want to try to side strafe it so it misses as well. If you get hit by this, you will have 2 stacks of confusion, burning (from the auto attack), and a blind on you. Simply switch to water and dodge roll to cleanse all of these conditions.

 

Now it's time to get offensive. Most Engi's don't run a stun break so the Bread and Butter combo listed above will put them on the offensive. Most Engi's have a lot of healing right now, so this fight is going to be lengthy. Keep up the pressure, avoid their ground AoEs, and try to keep them at a distance outside of landing burst.

 

Engi's have a crowbar attack that hits us and gives us 5 stacks of confusion. If they follow this up with Static Shot, we're sitting at 7 stacks of confusion. If you panic and try to cleanse this, you'll probably end up killing yourself. Just run away and let the confusion wear off; it's low duration. If they get a burn on you as well, use a dodge roll to cleanse it off, then run.

 

If an Engi locks you down, you're probably going to die. Engi's drop bombs, grenades, etc on you when you're locked down and apply a ton of condis at very close range. Don't get locked down. If you do, Lightning Flash away before the Engi gets to you.

 

Guardian:

 

We can kill most bunker Guards. At the start of a fight with a bunker Guard, I'll basically just stack might. I'll make sure all of my blast finishers land in my Ring of Fire, whether they'll hit the Guard or not. We can keep a constant 25 stacks of might, and that'll be out best bet at killing a bunker Guard quickly. Don't blow your hard hitting spells while the Guard has blocks or protection up. Don't use your CC when the Guard has stability. You can see these things in the Guard's buff bar when you're fighting them. Use it to your advantage.

 

Mesmer:

 

Shatter

 

A fight with a Shatter Mesmer is going to be a burst or be bursted type of fight. If you see a ton of clones start running at you, dodge through them, not away from them. If you get immobilized by the Mesmer, wait for them to start their flurry then Lightning Flash away to avoid the damage.

 

Phantasm

 

Phantasm Mesmers are tough for anyone to kill. Your best bet is to kill their phantasms. This will be their main source of damage. When the phantasms are dead work on killing the Mesmer. It'll be a long, difficult fight, but it can be won.

 

Necromancer:

 

Necro is going to be a tough fight. Stop Drop and Roll once again makes this fight a bit easier to deal with. With Necros, you will always have conditions on you. Don't go crazy and worry about cleansing some of the less important conditions. Burning, Chilled, and high stacks of bleeds are going to be the most important conditions to cleanse.

 

Necros generally don't have a stun break. Use your CC to land burst combos.

 

Fear is going to be the biggest problem with this matchup. Not having a stun break makes this matchup very tough for us. I've found that excessive use of blinds can help win this matchup, but it won't be easy.

 

Ranger:

 

I'm going to be completely honest. It's going to be very tough, or maybe even impossible, to beat a spirit Ranger in a 1v1 right now. If you are forced to fight one, try to end it quickly. Spirit Rangers will have the advantage in longer fights. If the Ranger drops their elite spirit (it'll be the very large one) kill it instantly. Try to keep up the pressure and burst them hard.

 

Thief:

 

D/P Perma stealth

 

If the thief is going invisible a lot, they're running this build. This matchup is another burst or be bursted matchup. The good thing about this matchup is that it's predictable. After practicing this matchup, you start to know when the thief is about to strike. You can start to predict where they are. Dodging the first attack can pretty much secure us a win. If the Thief starts beating on you, switch to Earth. We need that protection uptime. It only takes a few spells to down this build, so try to kill them fast.

 

S/D

 

This build sucks to fight. It has very high evasive uptime and it can be tough to land our slow hitting spells. Updraft is going to be key in this fight. I try to land both my arcane spells and my air 2 while casting the updraft. When they get knocked down, I cast Dragon's Tooth. They'll generally port away from this, so quickly find them and hit them with a phoenix before they get up. This will either kill them or force them out of the fight. Nice work!

 

Warrior:

 

I'm just going to assume every warrior is running the stunlock build right now. This is a tough matchup for us. If you get hit with a Skull Crack (4 second stun) we can be pretty much taken from full health to dead. KEEP THE WARRIOR AT RANGE. Warrior spells have very obvious animations. This means we can time our dodges and our blinds easier at range. If you get caught in a stun, try to Lightning Flash away from the burst to follow. If you can't, there's a few things we can do. Our first choice would be to switch to Earth to get protection. Next, we want to switch to water for the heal and the Frost Aura. Finally, we can switch to Air, use a blind, and then hit them with our Lightning Strike and double Arcane.


Comments

Post a Comment
Android @ 03:22 AM, Tue July 23 2013 Reply
This is the best S/D guide posted so far. Amazing job, Aiden!
sittingonacouch @ 03:35 PM, Tue July 23 2013 Reply
This is why Aiden hosts the Attunement Swap show!
Blackie4 @ 05:08 PM, Fri February 14 2014 Reply
Why have you taken Arcane's Blasting staff trait ?