Hey everyone. This is a guide for the Ember Elementalist, my take on a signet elementalist build for PvP/WvW. I’ve been playing several meta and home-brewed Elementalist builds for the past 2 years, but I constantly find myself going back to this build when I really need to win. I believe for the majority of situations you’ll find yourself in, it is as effective as the meta triple cantrip D/D elementalist.
Click here for the video guide.
Click here for a link to the PvP build.
Comparison to D/D Triple Cantrip Elementalist
This is going to be the decisive factor in whether a build is picked up or not, so it is at the top. Is this build as strong as or better than the meta D/D triple cantrip elementalist build right now? Depending on the role you seek to accomplish on your team, I firmly believe so.
Defense/Armor (damage reduction against direct damage)
- Heavily in favor of Ember Elementalist
- This build packs an innate 2730-2850 armor (depending on Earth attunement or not) at all times compared to the D/D Cantrip’s 2350 armor. On top of that, this build has permanent protection uptime that comes in 3-second bursts (hard to steal), compared to D/D Cantrip’s 6.5 second protection on 9+ second cooldown.
Offensive Pressure (ability to damage opponents quickly and prevent them from escaping) | In favor of Ember Elementalist | Because this build goes 6 in fire and earth traits, there is a large power/condition damage difference over D/D cantrip in base stats alone (~120 power and ~100 condition damage assuming the D/D Cantrip is running power runes of some sort). On top of that, the Ember build has permanent rapidly-reapplying burning pressure regardless of attunement, near permanent-chill pressure, and massive poison uptime due to the +30% condition duration from 6 in the fire trait line.
- This build packs an innate 2730-2850 armor (depending on Earth attunement or not) at all times compared to the D/D Cantrip’s 2350 armor. On top of that, this build has permanent protection uptime that comes in 3-second bursts (hard to steal), compared to D/D Cantrip’s 6.5 second protection on 9+ second cooldown.
Boon Utility (ability to augment combat effectiveness with boons)
- In favor of Ember Elementalist
- Ember elementalist has permanent fury/swiftness/protection in rapid reapplication. This was touched on earlier, but the rapid reapplication is a strength that can’t be emphasized enough. Because each application of these boons happens every 3-5 seconds, even if they were to be stripped/corrupted, you can place them back on almost immediately.
Defensive Utility (defensive ability outside of just the toughness/vitality stat)
- Very slight favor of D/D Cantrip Elementalist
- This one is debatable. D/D Cantrips has a monstrous number of single condition cleanses and insane amounts of healing. Ember Elementalist carries 2 triple-condition clear bursts on medium cooldowns and 1 condition clear/10 seconds passive. However, whereas D/D cantrips relies on vigor for more dodge and lightning flash for mobility, Ember Elementalist utilizes the focus for more defensive options. Earth 2/4 and Air 4 combine to absorb/reflect projectiles for over 10 seconds while Earth 5 is literally a mist form that you can use all your skills from on a shorter cooldown. Because of the low cooldown and consistent cleansing from D/D cantrips, longer fights go heavily in their favor. This one is very close and swings with opinion though!
Team Utility
- Slight favor for D/D Cantrip Elementalist
- One of the key strengths of the D/D Cantrips is the ability to stack large amounts of might. The Ember Elementalist build and rotation allow for 3 easy fire field blasts every 25 seconds for 9X AoE might. On top of this, it has a permanent fire field, which gives you 1X 10 second might stack every time you’re hit by anything. Even then, it cannot match the duration of D/D cantrip’s blasted might, as D/D cantrip goes 6 in arcana for +30% boon duration and often use +might duration runes as well. In the long term fights, the massive might/protection/regeneration/soothing mist applications that D/D cantrips provides will be more deciding. Ember Elementalist can lock down targets at 900-1200 range for much longer than D/D Cantrips can (and require melee range) with Air 5 (3 seconds)/Signet of Earth (4 second immobilize). On top of that, many team fights can be determined in the initial clash. Ember Elementalist brings Swirling Winds, which can lock out many classes from participating in the opening trades of a team fight and heavily swing momentum.
(edited by Doctoris.2675)