So, I’m sure the players (and developers) reading these forums have heard enough posts about the Elementalist to hopefully conclude that he is one of the weaker classes right now. But that doesn’t mean we should still try to improve our game and come up with new builds.
I wanted to share a build of mine I used a lot lately in sPVP. The Idea came to me when I thought how fun it would be to play a build where you try to make your opponent blow all his utility skills and endurance by kiting and surviving, and then when he’s “exhausted” and can’t defend himself anymore you combo off with a big Scepter / Dagger Fire Combo. If you play S/D you propably know which combo I’m talking about, but I’m still going to write it down.
Start with #4 Ring of Fire -> #2 Dragon’s Tooth -> #3 Phoenix -> Arcane Blast -> #5 Flame Grab
By using Dragon’s tooth, phoenix and arcane blast all in the ring of fire you will cause an Area might combo 3 times, giving you 9 stacks of might, like in any other build using this combo. But with this build you can expect upwards of 19 stacks of might and the end of your combo.
But using this build, you will propably end with a lot more stacks of might by the time you combo off, greatly increasing your burst as well as your condition damage (if he’s still alive) from Dragon’s Tooth.
Here’s the build: http://www.guildhead.com/skill-calc#McsMz9cMbTmMmbTmMGaaGamooccsV
I’m going to go through all trait choices:
20 Points Fire: This is important because Power is a very good attribute for us, not only does it increase the burst of our combo, it also increases the harassment we will cause with our Air and Water attacks while we’re still kiting the opponent. We take the trait that increases all damage in fire attunement by 10%, and “Spell Slinger”, which gives 3 stacks of might everytime we use a cantrip. These last for 20 seconds IIRC, so by the time you combo off you should have 6 stacks of might from this trait, since your Cantrips are very important to staying alive.
10 Points Air: You should find yourself spending a lot of time in air, because you can blind enemies before they can initiate on you with their important attacks (e.g. Warrior’s Bull Rush, or Thief’s Steal which can hit for 3k+ with Mug trait), and with the 5 point Air trait it makes you get around from point to point faster. It also deals a respectable amount of damage, which is good for softening your opponents up while you’re kiting them. I chose “Bolt to the Heart” which increases the damage you deal to enemies with low health, because I find that if your burst fails to take them down, it is hard to deal the last bits of damage to them, or often it will just straight up increase the damage of the last spell you use to end your combo, usually Dragon’s Tooth, since they’ll be very damage by the time DT actually lands. The Precision and crit damage is also very handy because with all the power you get from you Might stacks you need some crits to supplement your damage.
10 Points Earth: 80 bonus toughness while in Earth is a nice bonus, along with the Toughness you get from Rock Barrier (which should almost always used only for the Armor, the damage is pathetic), and the trait that gives you Earth Armor at 50% health is not only a must-have to surviving burst from Glass-Cannon specs, it is also another Cantrip to proc your cantrip traits. Toughness and condition damage is good too, but other stats are more important to you.
20 Points Water: Vitality and Healing power are of course great for keeping you alive, and the traits I chose improve your cantrips even further, by reducing their cooldowns (currently bugged with Mistform) and giving you Vigor and Regeneration when you use them.
10 Arcana: Unfortunately I didn’t have too many points left to put into arcana, even though I love the reduced cooldowns on the attunement switching. If you want you can take 10 points from Air and put them here, but I think aside from “Elemental Attunement” most Arcana Traits (besides Grandmaster traits) are not too attractive for our build. Elemental Attunement is great of course because it helps you stay alive and gives you that one more stack of might to seal the deal. Also Arcane Fury is amazing, because if you are quick you should be able to use most of your Combo Moves during the 2 second period.
(edited by Bobnintendo.1256)