Since WvW is based on a weekly reset, the amount of resistance being put up against your server is depending on the enemy servers. The build you’re using also depends on the resistance. When you’re outnumbering the enemy you’ll be less prior target than when outnumbered yourself. Since the elementalist can be built to be the squishiest and one of the tankiest classes ingames, it is important to take the situation into account and change your build according to the situation. These 5 builds i’m representing have been my standard builds for the last 2500 hours with continuous adjustment.
The ultimate destroyer:
http://gw2skills.net/editor/?fFAQFAWnMIS1D2yAONAdEIgAQoEOQkBSLlp0bA-T1REABLp8LiLAAK7PknOCAeQAWq+jWKBDAgAczbGAO6RP6RP6R7m38o38o7sUAlrrC-w
This build relies on very heavy damage and insta nuking the enemy (zerg) down. There are no cantrips in this build because any serious damage will get you insta killed anyways. Good placement is a must at this build! Glyph of storms is very OP when used in earth (11 pulses 1.5-2k dmge with ~300 bleed dmge and blind) aoe and therefore should be used properly in the earth element. When using this build don’t feel afraid to die since you (should) get alot of rally’s on your oponents.
bottlenecks of this build are bad placement and retaliation. As we all know the staff elementalist worst nightmare is retaliation, but since this build is using low HP (~14.5k)
he’ll die very quick.
Since the elementalist has the lowest HP+armor base i’d consider applied fortitude to be a must if you want to use this build.
This build does a littlebit less damage than the 1st one, but in exchange for the damage loss this build provides some basic healing and support. (cleansing wave+elemental attunement). I prefer to use arcana instead of water because elemental attunement offers party support aswell. you’ll still have the condi cleanse and heal with cleansing wave and the 30% attunement recharge rate+30% boon duration is just awesome.
1st bottlenecks is just like 1st build the lack of health->retal kill. However you won’t be able to facetank a zerg, the arcana will provide basic healing to survive under normal circumstances (without a ganker).
Again, since this build doesn’t use any traitpoints in water i’d suggest to get applied fortitude before trying this build.
“main build” for elementalist
http://gw2skills.net/editor/?fFAQFAWnMIShD2yAeOAdEGwCQIHbULRBKvcXQA-TFCEABps/geaISU9ntUCykyPJuAAtpDAgHEQAAEgbezAwRP6RP6RPa38mH9mH9mlCochVA-w
The next build is using the traditional traitline providing alot of extra healing and some vitality. under most circumstances i’d advise to run to run with zerker gear in this setup. If you’re not feeling to confident about running berserker gear you can swap to celestial (please don’t wear soldiers crap). This build is considered to be the “main” build for the elementalist. (i’d use this build myself with even zergs-enemy zerg bit stronger).
Stability ele:
http://gw2skills.net/editor/?fFAQFAWnMIShD2yAeOAdEGIEIIv1dNKocd5KA-TFCEABps/geaIEUJImq/IxFAQLlftpDAgHEQAAEgbezAwRP6RP6RPa38mH9mH9mlCoclRA-w
This build swapped bolt to the heart out for earth’s embrace. Build is mainly for people who don’t feel confident enough with their stability. Losing alot of potential kills but giving you 1 more chance when you’re getting the full blob on top of you. instead of 9 in water 8 should be a more valid option. since you shouldn’t have problems with surviveing, you should always be a constant factor for the water blastfinishers.
This build isn’t meant for large scaled zergs, 10-15 max. the main priority of this build is giving heals to your party. However often discussed and thrown away in the garbage disposal, this build actually does work and can provide up to 2k hps (for every party memb). Requirements for this build is that you have a well organized zerg for effective use of your area heals. Also note that blasting staff has been removed out of this build, this is for extra healing for the extra healing from blast finishers. Damage loss aint to big big.