Elementalist sPvP | Tournament Scepter/Focus | Roamer Thunder Thumper
Table of Contents
Summary
This will probably be a pretty long read, so brace yourselves. There are many tweaks and changes you can make to this build that really just boil down to preference, and I will attempt to hit all of them at some point throughout this guide.
The main purpose of this build is to take advantage of the improved elementalist trait, Lightning Rod. Elementalists already can deal powerful damage through their fire and air attunement skills mainly, so that with the addition of Lightning Rod triggers can really deal a strong blow to the enemies. The large amount of cc in the build is also good for holding enemies down for the rest of your team to kill should it ever be necessary. This will be a very in-depth guide, so it may be something good for someone who is new to pvp to read as well, but the build itself is fairly competitive, and is something that can surely be used in tpvp also. If you have any further questions you can message me in-game (ign: Cineres Ignis)
I. Weapons and Skills
Weapon and Skill Details
(Useful) Weapon Skills
Fire Attunement
- Dragon's Tooth is a really good damage spiker, and is especially powerful vs larger groups of people or builds with lots of bodies (ie. MM Necros, spirit rangers, turret engis, or the occasional thieves guild thief/spirit weapon guard). Also, it's a blast finisher.
- Phoenix pretty much plays the same role as Dragon's Tooth for the most part. Phoenix, however, is a much faster move than Dragon's Tooth, and is therefore more useful when you need to get quick damage in. When casting Phoenix, it's generally a good idea to be fairly close to the target so that you can get as much damage as possible. This is actually a good idea for most of the skills due to the trait Stone Splinters, but we'll hear more about that later. This is another blast finisher.
- Flamewall is pretty much just good for keeping burning up (along with the autoattack). Maintaining burning is particularly useful for this build since it uses the Runes of the Flame Legion, so that it increases the general damage output.
Water Attunement
- Freezing Gust is useful for its ability to chill enemies. This build is very squishy, and so it is very helpful to be able to keep the enemy from damaging you as much as possible.
- Comet is an extremely powerful skill with this build. It casts fairly quickly, can hit opponents who you are not facing, and most importantly, dazes them, which triggers Lightning Rod. It has decent range, is difficult for enemies to dodge, and works on enemies who are obstructed from your view. And on top of all of that, it is another blast finisher, which can trigger a Flamewall that you may have put down earlier for more might stacking.
Air Attunement
- Lightning Strike is pretty straightforward. It does decent damage, and has a very quick cooldown. It can be cast while channeling other skills, which makes it particularly useful, so use it whenever you get the opportunity.
- Blinding Flash is also pretty straightforward. It can also be cast while channeling, but it is not something that should be spammed like Lightning Strike. Blinding a very powerful move of an enemy at just the right time can be a very important game changer, so be sure to time the flashes accordingly.
- Swirling Winds is a very powerful skill when you happen to wander into a larger fight. It protects all allies in the area from projectiles for 6 seconds, which is plenty of time for a counterattack from your side. It is also very good for fighting power rangers, since it will completely hose their longbow with the exception of barrage.
- Gale, like Comet, is one of the triggers of Lightning Rod. Gale is best for interrupting a foe who is using a powerful move or finishing one of your buddies, but is also something you can use just to spike down enemies. It has a rather long cooldown, so use it wisely.
Earth Attunement
- Rock Barrier is a good skill to be using in this build due to the very fragile nature of it. Anything that allows you to survive longer is a plus. Also, you can deactivate it at any time to deal a little more damage to whoever you are actively trying to destroy.
- Dust Devil, like Blinding Flash, is another spell that inflicts blindness. Just like lightning flash, try to time it wisely, but don't be too cautious about it, as it has a casting time (contrary to Blinding Flash) and also has to travel to the enemy (also unlike Blinding Flash). It also does a little bit of damage (I don't think I need to imply to what I'm contrasting this to again), which can be useful at times.
- Magnetic Wave is just simply a beautiful skill in nearly every aspect.
- It casts instantly, which we all know is very handy.
- It reflects projectiles, which is great for fighting hambow/killshot warriors, power rangers, and p/d or p/p thieves.
- It does a little bit of damage, which can go a long way if timed right.
- It removes conditions from you too.
- Lastly, it's another blast finisher on top of all of this other crap.
- The last of the weapon spells is Obsidian Flesh. This skill is pretty much as ridiculous as Magnetic Wave. It gives you full immunity to pretty much everything for 4 seconds, like the utility spell Mist Form, but you can still use spells and heal yourself while it's busy making you immortal.
Utilities
Heal Spell
- Ether Renewal is a really excellent heal spell in general, and becomes ridiculous when used along with the focus. If you use it while you have Obsidian Flesh up, you can pretty much remove all of your conditions and heal yourself back up to a good amount of health, AND THERE IS ABSOLUTELY NOTHING THEY CAN DO ABOUT IT except for hoping you accidently run off a cliff or something. If you don't have Obsidian Flesh ready, you can always use Magnetic Aura or Swirling Winds to attempt to prevent them from stopping you to the best of your ability aswell. If all of those things are recharging, try running in circles a little bit, or hide behind a tree or something.
7-8-9 Slots
- Conjure Lightning Hammer is a huge source of cc for this build. It also has a very high general dps output, and the third swing of the autoattack is yet another blast finisher. You also summon one for your buddy so you can thunder thump together.
- Glyph of Elemental Power is pretty much just in this build so that you can maintain burning on the enemy for as long as possible/forever. Try to make sure to use it in Fire Attunement, but the worst thing that can happen if you don't is crippling the enemy, which is still powerful. It's also a stun break, so use it to get out of those if you have to.
- Arcane Wave is another blast finisher to add to the list. It does decent damage and is also a guaranteed critical hit (and buffs your damage with Arcane Lightning, but we'll get to that more later). Also, it casts instantly.
Elite Skill
- Glyph of Elementals is what I use for a few reasons.
- It creates a body to distract the enemy or protect you from projectiles.
- The Fire and Air elementals both deal decent damage.
- The Water one can do a little healing for you and your buddies.
- The Earth one makes a great shield.
- The activated ability of the Air one is another cc spell, which is what we're looking for with this build.
Optional Skills
Skill 8 of this build (Glyph of Elemental Power) can definitely be switched for a few other spells. The elite spell can be switched aswell, and I suppose you could also switch the heal. I highly suggest that you keep the build as S/F and keep skills 7 and 8 the same though. I have a staff variant of this build that I will probably put out soon as well if you are more of a staff person.
Optional Heals
- Arcane Brilliance is the only other heal spell that I would suggest using. It is another arcane spell, so it triggers Arcane Lightning, and, like Ether Renewal, works well with Obisidian Flesh, since you can run right into the heart of a zerg and pop it for some good healing. It's also another blast finisher.
Optional Skill 8
- Conjure Frost Bow works well with this build as well. The fifth skill with this weapon triggers Lightning Rod, and skill 4 is amazing when it comes to zerg slaying.
- Conjure Earth Shield is another good choice. The skill 5 is yet another completely invincible kind of deal, but you can neither move nor activate skills (aside from ones that can be cast while channeling) while it is up. The skill 4 is another useful one as it pulls a few enemies toward you, which triggers Lightning Rod on all of them.
- You can use any of the other arcane skills if you desire also (Arcane Power, Arcane Blast, or Arcane Shield). The first 2 are good for when you really want to kill one guy in particular, and the third is for if you want a little more survivability.
Optional Elite Skill
- My only suggestion here is Tornado. It throws the enemies all over the place (which triggers Lightning Rod quite a bit), and stops them from getting in your capture point. It also deals decent dps just by spamming skill 1.
That is it as far as skills go. Moving on to traits.
II. Traits
Fire Magic
Air Magic
Earth Magic
Water Magic
Trait Details
Fire Magic Traits
- V: Burning Precision is used to increase the amount of burning upkeep for the Runes of the Flame Legion
- III: Ember's Might is used for the same reason.
- XI: Persisting Flames is used because of the large amount of blast finishers with the build. This trait allows you to stack large amounts of fury along with the might.
Air Magic Traits
- VI: Bolt to the Heart is used to make it easier to finish off enemies with lower health. It is good for when you run into a battle that is already in progress, as it allows you to easily take down the already weakened enemies.
- VII: Arcane Lightning is used to give you a large increase in damage essentially. The only skill that triggers this in the version of the build that I use is Arcane Wave. Arcane Wave will generally also generate 10 seconds of fury and 3 stacks of might from blasting a fire field though, due to Persisting Flames. which generates a large damage increase along with the 15% extra critical damage generated from Arcane Lightning.
- XIII: Lightning Rod is the core trait of this build. It does decent damage to any enemy that you cc at any time. Many of the skills in the build do cc in various forms, and therefore trigger Lightning Rod many times. The lightning from this trait that triggers on every cc adds up very quickly and does a lot of extra damage to foes, in addition to all of the damage that is being dealt in the first place.
Earth Magic Traits
- VI: Stone Splinters is used to simply raise the general dps. It requires you to stay close to the enemy you are killing, but this generally isn't a problem since you are bombarding them with cc anyway.
Optional Traits
- The only optional trait that I would suggest running is Fire Magic, II: Conjurer. It helps you keep out the hammer longer if you really wanted to.
III. Stat Specifics & Effects
Primary Stats
- Health 11645 (+0)
- Vitality 916 (+0)
- Armor 1936 (+100)
- Toughness 1016 (+100)
- Attack 3528 (+1665)
- Power 2581 (+1665)
- Critical Hit 57% (+57%)
- Precision 2116 (+1200)
Secondary Stats
- Bleeding Duration 20% (+20%)
- Burning Duration 15% (+15%)
- Condition Damage 100 (+100)
- Condition Duration 30% (+30%)
- Critical Damage 80% (+80%)
- Damage 947 (+0%)
- Defense 920 (+0)
- Ferocity 1200 (+1200)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
There really isn't much to be said here. Just try to maintain burning through the Glyph of Elemental Power, so that you can maintain that 7% extra damage. The invulnerability is really powerful, so make sure to use it wisely aswell. The blindness is also something you should try to time wisely. Also, Glyph of Elemental Power is your only actual stunbreak (Obsidian Flesh can be used while stunned), so try to not carelessly pop it.
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
Rune Stat Totals
- Power 165
- Burning Duration 15%
Rune Bonuses
PvP Rune of Flame Legion- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
Accessories & Jewels
- Power: 0
- Precision: 0
- Ferocity: 0
- Vitality: 0
Accessory Totals
- Power:1200
- Precision:900
- Ferocity:900
- Vitality:0
Weapon Set Sigils
- Weapon Strength: 895-1010
- Weapon Strength: 832-883
Weapon Set I
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
- Weapon Strength: -
Water Weapon I
Upgrade Item Details
Gotta maintain that burning for these runes to do their job. Also, Air and Fire sigils are op. That is all.
V. Basic Gameplay
Your main job is just to cc the crap out of the enemies. Any cc you use on the enemy will strike them with lightning, causing moderate damage in addition to what you are already dealing to them.
Main Skill Rotation
I really only have one rotation that I use often. When you apply the static field, the leaping attack will cause stun due to the field, and it will strike them with lightning. While they are stunned, you use skill 3 which launches them, striking them with lightning, into a static field, which stuns them, which strikes them with lightning again. Although rotations are important, I must stress that you must not assume that you will win just by using a simple rotation like this. People will start understanding how the build functions and how to counter it. Surprise them by changing up your rotation as much as possible.
VI. Tips and Tricks
- When finishing an enemy, you can use Blinding Flash in order to prevent the cc from Rangers, Warriors, Guardians, Engineers, and Necros. You can also use Magnetic Wave to counter Warriors and Engineers, and Swirling winds to counter Warriors and Engineers as well. Obsidian Flesh will counter anything that Blinding Flash will, but requires less delicate timing, and will also protect you from the damage from anyone else trying to stop you from finishing their buddy.
- Never open up on a thief with the hammer. They are too agile to try to lock them in. Try to wear them down with the S/F skills, then deal with the hammer later.
- If you are using Tornado, it is really effective to use Obsidian Flesh while you are channeling the tornado. The only thing worse than a tornado is an invincible tornado.
- Similarly, it is very effective to use Obsidian Flesh or Magnetic Wave as you are channeling the lightning hammer. It allows you to use the hammer combo without getting interrupted easily.
- Meditation guardians don't generally have much stability which makes them seem like good targets. They are, but be careful of the aegis spamming and blind spamming, and try to avoid getting hit by whirling wrath. Time the interrupts carefully.
- The best way to combat power rangers is by interrupting their first little spike. Get as much damage in as possible to bait out their survival skills (ie. the signets and heals and crap). When they get all that going, they are likely just going to try to open on you again. It's not generally a good idea to try to do anything to an invincible ranger, so just activate Swirling Winds or Magnetic Aura to protect yourself from the ranger. Some rangers don't run signets, They'll probably get killed from their reflected arrows. If they use stability, don't bother too much with the cc, just try to damage them down and avoid their arrows. It's fairly easy to kite around the gs if they try to take that out on you.
- Warriors can be tough to kill sometimes due to their large amounts of stability. This build, however, can kite around them fairly easy, so it's not too hard to deal with their melee stuff. Their longbow is pretty easy to deal with through the projectile reflects/destroyers.
- Necros can be hard to deal with at times. Heavy condition necros can really give you a hard run, but Ether Renewal can usually deal with condi spikes pretty well. They will generally have lots of health, so prepare for a long, hard fight.
- Be very agile when fighting builds with lots of summons ( MM Necros, Turret engis, etc.). It's good to open with Obsidian Flesh so you can ignore the damage from the little bodies. It's best to go from there to fire attunement, and just try to nuke all the minions/turrets as quickly as you can. The source of them isn't too hard to deal with when they are all alone.
- Remember this is just a game and have fun with it. Good Luck.
I like the fact that you took Persisting Flames for the Grandmaster trait in Fire, it definitely benefits you more to have that extra fury instead of the few extra might stacks.
Overall I like the build, I would just tweak it a little for my play style. I typically play a D/D celestial Ele in sPvP but it would be nice to switch things up a little bit. I'll definitely be giving this a try.