http://gw2skills.net/editor/?vFAQJArdhUMooh1MwzB8RMIAYRAIUWEpuQSoKUby2wZA-TJhAQBA4BAAj9HkYZgNcCAAA
Read it, scan it, love it, and after you do that, read the following:
Ele’s in the worst spot for any class ever for the damage department, and no build with the current status of ele will make damage ele viable in conquest. (I know you think s/f is viable, it’s not. You may even think that it’s good, it’s not. It’s a 1v1 build with mediocre mobility. It’s worse than d/d, even. If you’re losing a 1v1, just run away. It’s easy. That’s why s/f sucks.) But this build is fun, and it even approaches good (by the standards of damage ele) because no one will know what the heck you’re running or how to cleanse fast enough. This build is not a gimmicky build with 1 objective and 1 spike. It’s an intense, high skill cap build that is unable to carry you. Here are some of the amazing combos and what they achieve. If you have questions, feel free to ask and I will respond to each one.
Offensive:
In a close quarters situation in a beginning of an unfair fight, probably a 2v1 (in your favor) or a 1v1, this is a combo for you.
Glyph of Elemental Power(while in fire)> Arcane Power> Flame Wall> Rock Barrier> Hurl while inside the Flame Wall to proc projectile finisher, and proc immob which makes all your attacks undodgeable.
Condis applied: Burn, Blind, Immob, about 9 stacks of burn, 7 bleed, 4 seconds of immob, 5 seconds of blind.
Spam Flamestrike. Literally. You can get up to 14 burn at 900 range with just auto attacking. Without cleanses, it takes 5 auto attacks to kill the revenant bot in HoTM. This is great for +1ing on the sidelines in team fights because you don’t lose any essential cooldowns.
Condis Applied: Blind, Burn
Fire Shield> GoEP which will apply 4 bun on the first time you’re hit, and 1 burn every second aftwerward + blind.
Condis Applied: Burn
Freezing Gust>Shatterstone>Comet>Dust Devil
This applies debilitating conditions that will help you in your future condi applications. The chill makes them get stuck in shatterstone, the comet interrupts them and the blind stops counter pressure
Condis Applied: Chill, Vuln, Blind
Conjure FGS> GoEP, Arcane Power> Fiery Whirl
Basically lots of burn + extra damage because wielding FGS gives you 260 power and 180 condition damage, this is also done while dodging for 1.25 seconds and applying cripple and blind
Condis Applied: Burn, Cripple, Blind
With Elementalist, if you rely on combos, you’ll get farmed. These combos are for when the stars align and you have the skills available to do this.
Defensive:
Magnetic Wave> Rock Barrier
Gives you projectile protection while gaining toughness
Swap to Water> Glyph of Elemental Harmony> Water Trident
This clears 3 conditions, applies fury and regen, and heals you for a total of 11140 with sage amulet. Counting regen, it heals for 14900 in total + soothing mist.
Dragon’s Tooth
I know what you’re thinking. “How can an offensive skill be a defensive one?” With Dragon Tooth’s incredibly large tell and cast time, it is easily dodged and most people will dodge it. Since anet shadow nerfed gale it’s effectively impossible to land, thus is used primarily for outplays and baiting out a dodge, thus making them go on the offensive instead of applying more pressure.
Gale>GoEH
This gives you a free cast so you can heal. It’s good because the knockdown on Gale is now one second (after anet shadow nerfed it, thanks anet), just like the cast time on your heal.
Openers:
Now here’s where the combos get really fun.
Arcane Power>Lightning Flash right ontop of your opponent> Dust Devil>GoEP> Phoenix
This is a beautiful opener, probably the best. So what this is is you applying 2 seconds of immob + another 2 seconds from the dust devil, + the blind from dust devil. When you swap into fire and phoenix, the phoenix applies 4 stacks of burn from your arcane power and your glyph of elemental power. This will bring down the average player (about 20000 health) to about 65>70%. This will probably bait out a heal and will definitely make the player go on the defensive which is DEFINITELY what you need. Aside from your defensive rotations and your 15k heal (lol), you are pretty squishy, and too slow to disengage.
Condis Applied: Immob, Blind, Burn
Conjure FGS> GoEP> Arcane Power> Fiery Rush> Fiery Eruption
Lots of burn and it gives you extra condition damage and power, which is even more condi damage. This also gives you high mobility and an almost guaranteed disengage.
Cleaves:
Flamewall
Lots of burn
Fiery Eruption
Even more burn