Black Beard’s suggestions look more tailored to sPvP though some translate over to WvW.
I mostly WvW so I can chime in on that.
I run 0/0/20/20/30.
(NOTE: Put in 20 points manually to see the true Armor build craft gives you the 5 point adept automatically as if you will always be in earth)
http://gw2buildcraft.com/calculator/elementalist/?1.0|8.51p.h2.8.1n.0.0.0.0|0.0.0.0.0.0.0.0.0|1j.71m.1n.71m.1n.71g.1c.71g.1n.71h.1n.71h|311.d19.211.d13.311.d17.211.d13.311.d17.2v.d13|0.0.0.k15.u56b|15.1|1n.1u.1v.1s.28|e
The earth traits are earths embrace and rock solid.
utilities are LF, Cleansing Flame, Armor of earth.
3.5 seconds of stability on earth attunement = free ether renewal as long as it isn’t stripped.
- Necro(I play necro)-Can be tough fight keys to the fight avoid marks watch for opening burst. As soon as they fear you from Death Shroud(it is usually coming early) attune to earth for stability as the fear chain is probably not far behind. This is a hard fight either way because you don’t know if they also have corrupt boon on or not. Many necros aren’t running corrupt in WvW much anymore and are running signet of spite with epi, and or spectral walk or armor possibly spectral wall. The fight is hard to really break down because of the dynamics between the 2 classes but the important thing is when you are condi loaded attune to earth and wipe asap and try to stay on top of them with lightning whip spam and CC’s.
- Warrior(I also play war) – I honestly have no problem with warriors stun mace/GS or Hammer. They expect you to get CC’D so they can burst with gs or hammer follow ups. I usually keep burning on them as much as possible, lightning whip spam when I see mace or hammer out I get ready to earth attune. If you have stability up you pretty much kill a ton of their dps hammer gets +25% damage if you are stunned and kill the +50% critical chance if you are smart with your stability uses. Alot of warriors with this build sacrifice normal crit chance because they count on the stun and signet to boost their critical chance. Many will drop down to about 30% critical chance unbuffed and put the points into more survivability like cavalier.
- Mesmer(play mesmer also) – 20/20/30/0/0 is popular with condi builds and power builds for mesmer with a torch off hand. Mage does decent damage if he is criting about 3-4k and his attack can bounce back to you. Then there is popular still phantasm and a shatter spec. Fight is difficult doesn’t really matter the build tbh. The condi build relies on you killing clones which happens alot with D/D eles pbaoe attacks. You can honestly run away from the mesmer or ignore him and there isn’t anything he can do to stop you if he is a condi build. The glassy power build is a different story and is difficult to fight usually has GS as the other set with Sword/Torch many times lyssa runes. Kill the greatsword phantasm asap to hurt alot of his dps. It is winnable but in the mesmer’s favor because it will be hard to lock the mesmer down. They usually run 3 invis skills.
- Thief(play thief also)- P/D condi with perplexity there is a popular version with 10/0/30/0/30 with daze on steal and strip 2 boons (which is usually stability) so the thief will steal your stability and the daze will apply after strip. The weakness of of the build is that it has less access to dodges like the old 0/0/30/20/20 P/D condi build so after its more easier to burst. The problem is shadow strike and the torment since you have to be close difficult fight.
- S/D X/X/X/X/30 another 30 in trickery with daze on steal and boon strip on steal hard fight usually glassy though if they are spamming flanking strike I would just suggest to keep distance make them burn initiative as they try to chase you down then burst as best you can and repeat until you feel you have the upper hand and can get a kill.
- Rangers – No problem just attune to earth to stop knock back and fear from pet stay on top of ranger abuse los and kite them to death.
- Engineers- with perplex – Run Away. Rifle direct damage is easy fight usually can see them come in close for the knock back attune to earth cripple attune to air for shocking aura because the follow up leap is coming. Prepare to attune to water because net is coming or care package elite is coming pop armor of earth ether renewal aoe to kill turrets. Direct damage engi isn’t really a hard fight imo.
- Guardians – Attune to earth if you are hit with the GS whirl pull(don’t know the name) Stay out of the symbols be mindful of retal. If you get ringed or line of warding attune to earth lolz as you walk through it. I like to keep burning on guards just be mindful of retal damage.
[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
(edited by oZii.2864)