The Ultimate Elementalist Build

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Posted by: Melankoli.9538

Melankoli.9538

Hello,


If you are a glass cannon lover or press 123456780 guy, move on —-

The build I’m about to share with you all is for Scepter/Dagger and for Dagger/Dagger, it only requires 1-2 trait switches if you want to maximize each of the weapon sets, but you can only swap weapons, it will still work perfectly. Of course Staff is a must since there are many fights where going melee is just not advised (Lupi, Fire Shaman etc.) but staff is a ranged weapon which is a secondary option for the cases I mentioned, in no way does this build makes staff gameplay effective.

So lets get down to it.

Traits:
Fire: 0
Air: 10
Earth: 20
Water: 30
Arcana: 10

You are now probably wondering ‘Oh this guy i stupid he has 0 in power trait, and he doesn’t use Evasive Arcana, ohwowowwhysostupid’ Here it is, the detailed explanation of Melankoli Ele:

Fire: is overrated trait, power is overrated stat, elementalist is THE class, its unique and probably most versatile class in GW2 at the moment, and by going for builds which include only high dps and dps in general you remove the possibility of being versatile and useful while having fun and looking awesome and skilled.

Air: +10 trait points. Increases precision by 100, increases critical damage by 10%.
5 point mark – Zephyr’s Speed
10 point mark Scepter/Dagger – Bolt To The Heart
10 point mark Dagger/Dagger – Zephyr’s Boon

Earth – THE TRAIT, I love Earth Magic and I love the trait line. +20 trait points here. Increases Condition Damage By 200, Increases Toughness By 200.
5 point mark – Stone Flesh
10 point mark – Scepter/Dagger – Stone Splinters
10 point mark Dagger/Dagger – Elemental Shielding
15 point mark – Earthen Blast
20 point mark – Earth’s Embrace

Water – the most underrated trait of all traits. 30 and nothing less. HP pool has to be maxed out since mobs and bosses hit so hard and so fast that you have to have some space to think, and since this build is close combat, you have to be at 20k hp +, otherwise you will be downed all the time, making yourself useless to the group. +30 trait points. Increases Healing by 300, Increases Vitality by 300.
5 point mark – Soothing Mist ( Regenerates health while attuned to water ).
10 point mark – both for Scepter/Dagger and Dagger/Dagger – Cleansing Wave ( Remove a condition from you and your allies when attuning to water ).
15 point mark – Healing Ripple
20 point mark – Scepter/Dagger – Soothing Disruption
20 point mark Dagger/Dagger – Aquamancers Alacrity
25 point mark – Bountiful Power
30 point mark Scepter/Dagger – Cantrip Mastery
30 point mark Dagger/Dagger – Soothing Wave

Arcana – the most overrated trait because of Evasive Arcana, I’m sorry but only a person who is dumb can waste 30 points in this trait line. And even if i would to do that i would not pick Evasive Arcana, lol. 10 trait points here. Increases Boon Duration by 10%. Increases Attunement Recharge Rate by 20%.
5 point mark – Arcane Fury
10 point mark both for Scepter/Dagger and Dagger/Dagger – Elemental Attunement

(edited by Melankoli.9538)

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Posted by: Melankoli.9538

Melankoli.9538

Why 10 in Air? Its to have the 2 most awesome traits at your disposal at any time and to compensate for low critical chance which i will talk about later on. Bolt To The Heart is great because in majority of dungeons mobs and bosses have huge hp pools so you have plenty of time to feel strong and deal some damage and finish them off when their health drops low. Zephyr’s Boon is great for wvw, pvp and anything really when you are with two daggers, since it maxes out your mobility in combat and increases your overall dps for some time, knowing that dps is low with this build and with daggers this trait is perfect to even things out.

Why 20 in Earth? Stone Splinters – this build is pure melee action packed build, its based of being active close range war mage rather than squishy cannon dude who shoots from 1,2k with auto attacks. This trait works perfectly with Bolt To The Heart completely removing any need of having trait points in Fire. Elemental Shielding is standard – if you are using two daggers this trait is a must since you have many auras at your disposal. Earth’s Embrace is why Earth trait line rocks, this trait helps so much in combat, here you almost dead, there the barrier pops giving you few seconds to run away, heal up and jump back in combat yo.
Why 30 in Water? Cleansing Wave is a standard also, it helps a lot since switching to water usually means you need some sort of support either for yourself or your friends, so removing a condition is a real cool thing. Soothing Disruption is a must with this build, you will understand why when you will see the utility skills for the build. Aquamancer’s Alacrity is only for two daggers and mostly for critical situations in pvp/wvw or really hard dungeon run where you gotta run away while leaving trace of chill ground cc while healing yourself like mad. Cantrip Mastery explains itself also with the utility skills. Soothing Wave is another critical situation helper where you gonna be even more hard to get when even your last stand skills cause enemies to get damage and conditions.

Why 10 in Arcana? Elemental Attunement is really helpful trait since every time you attune to an element you get a boost to exactly what you went for while attuning to that element, and you help your team too!

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Posted by: Melankoli.9538

Melankoli.9538

So now that traits are all clear lets get down to utility skills:
Healing: Ether Renewal ( Heal yourself and cure a condition with every pulse )
This removes any need of having to waste a utility slot for condition removal skill. Not only it cures almost all conditions you will ever have on you during tough fights it also heals you and recharges real quick. I saw only few eles using this skill, and believe me they are the smart ones.
7. Arcane Shield ( Block attacks with an energy shield. If it blocks three attacks it explodes. )
This is the best ele skill hands down. It helps when you are skipping mobs in dungeons, its helps when your are channeling Churning Earth around many mobs, it helps when you are about to die etc.
8. Mist Form ( Morph into an invulnerable, vaporous mist for a brief time. )
This skill helps a lot when you have to heal while receiving damage, it helps probably in every critical situation imaginable, if you manage to avoid situations like that you can simply use it to grant yourself things from Soothing Disruption trait, also take a look at Cantrip Mastery and Soothing Wave traits – Mist from is one of key parts of this build.
9. Lighting Flash ( Teleport to targeted area. )
This skill is perfect for channeling Churning Earth and porting in to finish doing that, it helps to avoid critical hits from bosses and helps you change your position and approach to things really fast, of course it also helps you to run away from zergs in wvw yo.
0. The Elite – Reaper Of Grenth ( Become a Reaper of Grenth, chilling and poisoning nearby foes. )
It goes hand in hand with this build because you are always close to action, running around, constantly moving, hitting everything that moves, if it doesnt move you move it, so chill,poison goes hand it hand with that leaving all the enemies condition heavy while you feel like a boss surrounded by black smoke. You can always change to elemental glyph if you feeling like having more dps, all tho if i do that i always summon earth or air elemental.

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Posted by: Melankoli.9538

Melankoli.9538

The equipment i use:
Lich + Sanctuary runes
Helm +32power+32vitality+45condition damage
Shoulders +32power+32vitality+45condition damage
Vestments +72power+72vitality+101condition damage
Gloves +34power+24toughness+24vitality
Pants +67power+48toughness+48vitality
Boots +34power+24toughness+24vitality
Breathing Apparatus o +26precision+26toughness+37condition damage
Eye of Rodgort of Blood
Corrupted Shard of Stamina +90power+64vitality+5%critical damage
Dagger of Dragon’s Deep of Blood +90power+64precision+5%critical damage
Deathwish of Blood
Venom
Prototype Fractal Capacitor +24power+17toughness+17power+32power+18toughness+18vitality
Ancient Karka Shell of Berserker
Beryl Orichalcum Earring of the Valkyrie
Beryl Orichalcum Amulet of the Valkyrie
Lunaria and Solaria The Rings.

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Posted by: Melankoli.9538

Melankoli.9538

The equipment makes this build most balanced build to date, you have the best possible survivability while having great dot and dps, great healing, great mobility, great cc and it makes you the most helpful and useful part of your team next to healing guardian or support warrior.

If you have any questions, my nick name in game is Eloen Evenstar I’m a part of Sanctum of Rail server, representing Angels and Archons.

I hope you will enjoy using this build, I’m planning on making some videos for more in depth and on the spot view, so stay tuned.

Thanks for your time,

D.

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Posted by: Alquinon.2957

Alquinon.2957

Good job at offending people. Calling people who put 30 in arcana dumb will really convince people that you are the smartest person in the whole world. Firstly, Evasive Arcana isn’t overrated. You can get a blast finisher while in earth attunement and also an extra bit of healing while in water attunement. Plus the boon duration and lowered attunement cooldowns will help keeping the boons up. Secondly, even then, another trait that you’ve overlooked in Arcana is the vigor on crit trait (renewing stamina). With perma fury will come perma vigor, and that is a big bonus.
Also, stone splinters sound rather weak if it really does what it is described to do. The beauty of the d/d ele is that you can actually stay a little bit out of melee range while you do damage, mitigating some of the damage you would otherwise take. 50 range is tiny (as a reference, most melee weapons have a 130 range) and 5% isn’t that much considering how much you are giving up.
Lastly, not every ele is human.

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Posted by: Lysico.4906

Lysico.4906

Ah OP, 3/10 in trolling. Cause that is all you are trying with this post..

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Posted by: Shimond.2478

Shimond.2478

What a bizarre build. Condition > Power for an ele? Good luck with that, especially in pve.

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Posted by: Calae.1738

Calae.1738

20 in Arcana is OK because you can add 10 more in Air for Bolt to the Heart. You can live without Evasive Arcana. Only 10 points in Arcana makes for some really slow attunment switching.

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Posted by: Fuzzion.2504

Fuzzion.2504

Very experienced eles will tell you there is no real specific build that is “the one”

Most agree with water being from 20 to 30

Most agree with Arcane being from 10 to 30

Most agree with air ranging from 10 to 30

Most agree on fire being 0 to 30

Most agree on earth ranging from 0 to 30

Fuzzionx [SF]
Guest member of [LOVE]
JQ official Prime Minister

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Posted by: Blaine Tog.8304

Blaine Tog.8304

Now try posting your build again, but without being a jerk about it.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

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Posted by: Malcastus.6240

Malcastus.6240

With perma fury will come perma vigor, and that is a big bonus.

Well, that doesn’t really make sense. You should be a bit more specific, dude. 25% crit chance doesn’t trigger vigor that often, for example. Now and then, but not enough to make it permanent.

Speaking of which. When people say “perma stuff”, I assume they keep it up all the time, neglecting gameplay and strategy. Not necessarily a good thing, unless you are running only with noone to fight.

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Posted by: Strang.8170

Strang.8170

Speaking of which. When people say “perma stuff”, I assume they keep it up all the time, neglecting gameplay and strategy. Not necessarily a good thing, unless you are running only with noone to fight.

Which just proves you don´t really know what you´re talking about.

Btw, that vigor trait might not keep vigor up every millisecond of the fight, but it does keep it up kitten near permanently.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

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Posted by: Alquinon.2957

Alquinon.2957

With perma fury will come perma vigor, and that is a big bonus.

Well, that doesn’t really make sense. You should be a bit more specific, dude. 25% crit chance doesn’t trigger vigor that often, for example. Now and then, but not enough to make it permanent.

Speaking of which. When people say “perma stuff”, I assume they keep it up all the time, neglecting gameplay and strategy. Not necessarily a good thing, unless you are running only with noone to fight.

Ok that’s an oversight on my part. I forgot to look at his gear as and thought of it from my point of view. I have about 25% base crit chance, so with fury up all the time (it is easy if you switch attunements a lot, and that’s definitely the case if you go d/d) then it’s easy to keep up fury 100% of the times when you are in combat with the air trait. And with fury I have 45% crit chance and, at the speed that d/d eles hit stuff, it’s easy to get a lot of vigor from the trait.
However, his gear choice is questionable too. I don’t know too much about s/d eles, but for d/d eles condition damage seems a bit wasted.
Yes, sometimes going out of your way to get those boons up full time isn’t the best idea, but in the case of d/d eles it’s easy.

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Posted by: Fuzzion.2504

Fuzzion.2504

With perma fury will come perma vigor, and that is a big bonus.

Well, that doesn’t really make sense. You should be a bit more specific, dude. 25% crit chance doesn’t trigger vigor that often, for example. Now and then, but not enough to make it permanent.

Speaking of which. When people say “perma stuff”, I assume they keep it up all the time, neglecting gameplay and strategy. Not necessarily a good thing, unless you are running only with noone to fight.

I don’t know too much about s/d eles, but for d/d eles condition damage seems a bit wasted.

CD duration very impt to ensure firegrab multiplier .

Fuzzionx [SF]
Guest member of [LOVE]
JQ official Prime Minister

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Posted by: Alquinon.2957

Alquinon.2957

CD duration very impt to ensure firegrab multiplier .

Condition duration is a different stat from condition damage. Simply getting condition duration for that one skill seems like a waste as well. You can take care to use it right after drake’s breath for the bonus.

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Posted by: Fuzzion.2504

Fuzzion.2504

CD duration very impt to ensure firegrab multiplier .

Condition duration is a different stat from condition damage. Simply getting condition duration for that one skill seems like a waste as well. You can take care to use it right after drake’s breath for the bonus.

Yes captain obvious. …..when i said CD duration i thought you would understand its different from C.damage % increase. Neither are really necessary. Also note this , firegrab is better done after ring of fire.

Fuzzionx [SF]
Guest member of [LOVE]
JQ official Prime Minister

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Posted by: Alquinon.2957

Alquinon.2957

Yes captain obvious. …..when i said CD duration i thought you would understand its different from C.damage % increase. Neither are really necessary. Also note this , firegrab is better done after ring of fire.

I’m not sure if you just want to troll or something, but originally you quoted my comment about condition damage. Also, if you want to get technical condition damage not a % increase, it’s a linear relationship with a different factor for each condition (burning has the highest factor and bleeding the lowest).
Also, it’s not better using fire grab after the ring of fire. If you want burning, drake’s breath is still the most reliable way to get it. Ring of fire does not burn enemies when you cast it, it only burns the enemies that pass through the ring that is made. Also if you want to go into earth attunement for the possible aura and two blast finishers right after, using it after fire grab gives you more time to.

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Posted by: Kodiak.3281

Kodiak.3281

Water is the most underrated tree? Are you kidding me? I haven’t see a build outside of Glass Cannon that doesn’t have 20-30 in Water and even most Glass Cannons have at least 10 in Water.

Also your water build doesn’t make sense at all. You take:

10: Cleansing Wave
20: Soothing Disruption or Aquamancer’s Alacrity
30: Cantrip Mastery or Soothing Wave

In reality you should have done:

10: Soothing Disruption or Aquamancer’s Alacrity
20: Cantrip Mastery or Soothing Wave
30: Cleansing Water

The reason is because with 10 in Arcane and Elemental Attunement every time you swap to Water you and all allies get Regeneration. With Cleansing Water, any source of regen clears a Condition. However in addition to this same functionality as Cleansing Wave you also gain additional condition removal for S/D build using Soothing Disruption.

Not feeling the “Ultimate” in this build.

Kodiak X – Blackgate

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Posted by: iTB.1428

iTB.1428

lol, obvious troll is obvious … none can mean this seriously

it’s just The Ultimate Fail Build

I tb | Necro Raiders [NR]
Aurora Glade