I know a lot of you are frustrated with the Elementalist class. It appears weak on the surface, it’s squishy, and its damage output isn’t the best. I would like to share some tips to help you do more with your elementalist. For now, I’ll stick with dungeons – feel free to add more tips!
It’s true, Elementalists are squishy. In a dungeon environment where monsters hit everyone, and bosses hit hard, I find it best to use a Staff. True, its damage output is very low, but a staff elementalist is a boon to any team.
The Build
A lot of the build is up to your personal preference. Here are the talents I consider most important:
Fire:
Internal Fire (sometimes you just have to nuke things, and when you do, you’ll be attuned to fire).
Pyromancer’s Alacrity (allows for a second lava font by the time you’re done with all your other fire skills)
Air:
Inscription (Explained below)
Water:
Cleansing Wave (really, take it)
Arcane:
Elemental Attunement (Free might, regen, swiftness, and protection? Yes please!)
The rest are up to you. Some people like Blasting Staff for larger AoE attacks, I say it only makes Meteor Shower less accurate; it’s up to you.
The Skills
For healing, I use Glyph of Elemental Harmony. Try to use it in Water attunement, since when combined with Inscription, you will gain a free regen.
Utility:
Arcane Blast (Staff doesn’t have a lot of combo finishers, and this comes in very handy)
Conjure Frost Bow (my preference, though you can replace this with Glyph of Storms for an attack that also gives you a boon thanks to Inscription)
Mist Form (or other cantrip; I use Mist because you can revive a player while being invulnerable)
Elite:
Any of your summoning abilities (Hounds of Balthazar, Mistfire wolf, Elemental, etc, to help keep you away from the fight)
The Play
First thing you should remember: You’re not here to top the DPS chart in the team. An elementalist is best suited to help his group survive and be more effective in combat.
Your combo fields are your best friends as an elementalist – and you have a lot of them. You have so many stuns and slows you could keep an army of ogres at bay. While there is no “rotation” per se, your first priority with whatever attunement you’re currently in would be make sure your enemy is inside one of your combo fields. Why? Because each of them serves not one, but TWO purposes:
Fire: Lava Font – Aside from just damaging the opponent, each team member will now start burning the enemy with their normal attacks. Free team damage? Heck yeah!
Water: Frozen Ground – A superb AoE slow which could mean the difference between dying and successfully kiting/running away. Aside from that, each hit from your teammates will add Chill to your enemy!
Air: Static Field – AoE stun is great on its own, but when your team members start stacking vulnerability on their targets? Each stack is +1% damage.
Earth: Unsteady Ground (Not a combo field, but will slow down the enemy)
These fields should always be the first thing you cast when switching an attunement; they apply for any scenario you’re in since they’re both offensive and defensive.