Note: This is intended for PVE.
What this build sacrifices versus standard builds:
Some condition removal (still feels like plenty with water 5 and water dodge, optional ether renewal), and 100% fury and swiftness uptime. I feel that other classes bring fury while sacrificing less than an Elementalist has to.
I’m not happy with Elementalist meta builds, I feel like they give up too much damage in favor of support, and that the support provided is not an adequate recompense. This is my attempt to fix things. Note that the 10 in water can be swapped out to 10 in Earth or 10 in air for to fulfill slightly different needs.
What it brings:
25 stacks of might to party, great damage, great AOE. Feels incredibly fun and versatile.
Rotation:
Take a deep breath
Use Arcane Blast asap, its off the GCD.
Fire 2 as you’re running into melee range, 4 (fire field), 3—> earth, (dodge) 4, 5— while 5 is casting, arcane power, arcane wave, (25 stacks of might will now be up for the rest of the fight) —-> Swap to air, 2, 3, water 4… back to fire for two rotations of 2, 4, 3, then after a few rotations of your high damagers in fire and air, (still getting timings perfect), swap back to Earth for a 4, 5 inside the fire field. (repeat).
During “downtime”— when all but your fire moves are on cool down, feel free to use Earth 2, and water heals and evasive arcana for a minimal DPS loss. Also use RTL as a damaging move in PBAoE situations. Fire 5 is also good damage to slip in whenever you can.
You can also use earth 3 blind before churning earth, and air 3 blind DURING Churning Earth to keep the boss unable to hit you while you use your big attack.
Why is this build good?
Churning Earth crits every time you use it. Arcane blast and wave do great damage off the GCD— meaning they are absolutely free damage increases. Arcane power ensures that every Churning Earth cast ends up being worth it. Fire damagers all hit surprisingly hard.
Possible Tweaks
If you don’t have a Guardian, you can give up whichever Arcane Trait you’d like for Elemental Attunement. I’ve also tried out “Arcane Energy” instead of Renewing Stamina. It gives you less stamina overall, but right at the moments when you need it to dodge away from churning Earth, and a bit more control over when its available.
Arcane traits can be swapped around a lot of different ways depending on if you care more about providing buffs, gaining lots of stamina, etc.
I’m currently using 4x boon duration 2x might duration. I haven’t tested if these are actually necessary to maintain 25 stacks of might; I strongly suspect you could maintain 25 might with just ruby orbs instead, for even more damage.
Ether renewal is the better heal in some situation. I find that water 3, 5, dodge gives me a nice mid-sized heal, and that I prefer having one HUGE heal available with the human racial heal.
Alternative Gearing Option
Standard is zerker, with PVT in 3 slots to make it easier to spend a lot of time in close range and get off your churning Earths. Perhaps a better player than me could pull off full zerker. Theoretically, chest or legs with knight armor, rest zerker might be an even better balance than PVT in 3 slots.
Since you are using Arcane Power and arcane blast, which guarantees crits, you can theoretically go with a much tankier PVT/Celestial mix, or PVT/Zerker mix rather than full zerker. I’m not saying this is a good idea, but if you’re already running full tanky gear, you will be hurting less on damage with Arcane Power than you would with other builds.
This will allow you to still benefit from crits at the most intense parts of your rotation for nice burst damage. You can also use Arcane Energy or Vigorous Scepter instead of Renewing Stamina, since you won’t have as much crit.
Balanced Gearing Option
Zerker hands, feet, shoulders, weapons. PVT helm, chest, legs. Celestial trinkets.
I’ve tried this one out personally and it feels infinitely survivable with great damage.
Why Celestial? Scepter benefits from the condition damage, time spent in melee range will make your 3, 5, and dodge heals a bit more in demand and +200ish healing power from celestial will make them a bit stronger. Obviously lower damage than going pure Zerker, but this feels like a balance that I am happy with in casual play.
Thanks for Reading/Critique away please!
http://www.guildwars2guru.com/topic/84416-guide-minmax-dungeon-groups-with-any-class-composition/
(edited by Hamartia.3421)