Burst Damage S/F Build

Burst Damage S/F Build

in Elementalist

Posted by: Nicomachiavelli.3046

Nicomachiavelli.3046

I copy/pasted a lot of this from another post of mine, but it deserves its own topic, because the other thread was primarily about an experimental build, whereas this is far more viable.

My spec

Works great and hits like a FREIGHT TRAIN in the right situations. Grab a buddy and the high ground. If your buddy has skill that pulls people to him, that will help you avoid a thief ganking you from behind.

Combo:
Lightning attunement, 5, 7, 8, 2, 3, Fire attunement, 2, 3

I mapped this to the numpad so that I can hit 0, 1, 2, 3, 4, 5, 6, 4, 5. If you hit someone with it at the right time, it melts faces, and the whole rotation takes all of maybe four seconds. Steps 1 & 2 cast simultaneously, short pause, 3, 4, 5, 6, 7, and 8 cast simultaneously, short pause, step 9. The knockdown makes it more certain that DT hits.

For defense, you have some great skills on your offhand from air and earth. More advantageous still would be to grab the high ground near a point.

I’m considering swapping Mist Form for Lightning Flash. Positioning will be one of your strongest defenses. I held the high ground next to the keep in Nifhel while a tank sat on the point, and this spec melted everyone.

What do you guys think? It seemed quite viable if played properly.

Burst Damage S/F Build

in Elementalist

Posted by: Mytheos.7205

Mytheos.7205

Seems very situational, focus is just very lacking if you are trying to do burst, just go with the immobilize sigil and scepter/dagger.

Or even D/D which is the most burst we can do and the least situational

Burst Damage S/F Build

in Elementalist

Posted by: Nicomachiavelli.3046

Nicomachiavelli.3046

Trust me, this build has more than its fair share of burst damage. Those 9 skills can kill a person outright in under 5 seconds, especially in the heat of a fight with area attacks going off. The focus is there because it provides some very necessary defense, which you need.

D/D requires a lot of toughness to survive unless you plan on going kamikaze (that actually might work…). S/D doesn’t seem to synergize very well, since D offhand skills require you to close distance. S/F gives you mid range, large damage, and some outstanding defensive options.

Every single sPvP control point has high ground which requires some sort of roundabout travel. The S/F is situational, but the situation arises often enough, especially with team play and some intelligence regarding map layout.