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Elementalist

Master of Restoration[ | ]

Designed to use the low cost, highly spammable heals of the Ritualist Restoration line. Master of Magic is used as energy management over Attuned was Songkai. MoM provides superior energy over AoS on low cost spells and allows for the caster to use a weapon, as to get half cast and recharge effects, and the use of the Elementalist's large energy pool.

Attributes and Skills[ | ]

ElementalistRitualistElementalist / Ritualist Attribute Rank
Energy Storage 10 + 1 + 1
Channeling Magic 8
Restoration Magic 12
Vengeful Weapon

Vengeful Weapon

Weapon of Warding

Weapon of Warding

Wielder's Boon

Wielder's Boon

Mend Body and Soul

Mend Body and Soul

Spirit Light

Spirit Light

Bloodsong

Bloodsong

Master of Magic

Master of Magic

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Weapon set 1 (main set)
  • Weapon set 2 (MoM casting set)
  • Weapon sets 3 & 4 are typical weapon sets for dealing with conditions or energy denial.

Usage[ | ]

  • Activate Master of Magic and renew it as needed.
  • Quickly, switch to Weapon Set 2 when you do this, then switch back. Timing this takes a bit of practice because if you do either switch to while casting a spell it will switch back.
  • Activate Kinetic Armor and renew it as needed.
  • Constant casting will mean you rarely have to renew the enchantment, though you may need to recast the spell simply for the recharge time for Master of Magic.
  • Activate Magnetic Aura if you are taking physical damage or suspect you are about to.
  • This spell also fuels Master of Magic, if it is available and you are not afraid of being adrenaline or sin spiked, then use it just to get the recharge.
  • Place Recovery. Replace it as needed.
  • Use your weapon spells and heals to keep your party alive.
  • Weapon of Warding.
  • A key spell to this build. Almost no healer build in 4v4 can outheal the damage production. That is why you need Prot spells. This is this build's prot spell. Keep your eyes on the battle and place this spell on anyone being attacked by physical attacks.
  • Mend Body and Soul to heal and remove conditions.
  • Spirit Light as a big heal.
  • Wielder's Boon on allies with Weapon of Warding.

Counters[ | ]

  • The large energy pool and redundancy within the bar help defend against some of these.
  • Energy denial.
  • The large energy capacity and the way this build sips it judaciously makes this less of a problem.
  • Kill the spirit.
  • If you have spirit spammer on your team, this isn't a problem.
  • The build can operate pretty effectively without the spirit, should it have to. It loses no healing power and recasting the spirit is never too far away.

Variants[ | ]

This build is more focused upon the healing role. Its spirit is a support role spirit that removes conditions. It has two self defense buffs; both with long recharges. The two long recharge skills available mean you have even better energy management. This build isn't dependent upon a long casting time ritual for its energy management, so it won't be slowed down or tripped up by long recasts for energy management from Master of Magic.

Weapon of Warding

Weapon of Warding

Wielder's Boon

Wielder's Boon

Mend Body and Soul

Mend Body and Soul

Spirit Light

Spirit Light

Recovery

Recovery

Master of Magic

Master of Magic

Kinetic Armor

Kinetic Armor

Magnetic Aura

Magnetic Aura

  • Additionally, if used on a spirit heavy team, this build could easily drop its spirit for another spell.
  • Also if an a spirit heavy team, this build could take Spirit Transfer instead of Spirit Light as a quicker, even bigger, big heal.

Notes[ | ]

  • Strong healing.
  • Condition removal.
  • Blocking, healing, unstrippable weapon spell that can be used on self and allies.
  • Excellent energy management and capacity.
  • High health.
  • 'Hidden healer' aspect is a good advantage, especially in a place like RA.


Shattering Vapor[ | ]

The Shattering Vapor takes high damage Water Magic skills, combines them with Glyph of Elemental Power and uses the excellent synergy of Shatterstone and Vapor Blade to achieve a spike effect.

Attributes and Skills[ | ]

ElementalistNecromancerElementalist / Necromancer Attribute Rank
Water Magic 12 + 1 + 3
Energy Storage 12 + 1
Glyph of Elemental Power

Glyph of Elemental Power

Shatterstone

Shatterstone

Vapor Blade

Vapor Blade

Ice Spear

Ice Spear

Gaze of Contempt

Gaze of Contempt

Armor of Mist

Armor of Mist

Water Attunement

Water Attunement

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Tempest Armor
  • Self Preference (Make sure you do not have a Staff/Wand Which halves Casting time as this may off-time the Spike)

Usage[ | ]

Counters[ | ]

  • Dazed
  • Interruption
  • High armour Levels

Variants[ | ]

Notes[ | ]

  • Try to Attack foes which have already lost health which discludes the need to tenderise them with Ice Spear
  • Enchantment Removal was added to have more variety in your targets.
  • With the spike Shatterstone does 115 on Applying the hex and 115 on the ending hex. 230 total.
  • With the spike Vapor Blade does 159 damage on non-enchanted foes.

Shattering Twilight[ | ]

This Build uses Water Magic hexes to remove enchantments, and then spike using Vapor Blade and Shatterstone, while still being able to heal with Shadow Arts.

Attributes and Skills[ | ]

ElementalistAssassinElementalist / Assassin Attribute Rank
Water Magic 12 + 1 + 3
Energy Storage 8 + 1
Shadow Arts 10
Shatterstone

Shatterstone

Vapor Blade

Vapor Blade

Blurred Vision

Blurred Vision

Ice Prison

Ice Prison

Water Attunement

Water Attunement

Signet of Twilight

Signet of Twilight

Feigned Neutrality

Feigned Neutrality

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • 20/20 Water Staff with energy +5^50 inscription is recommended.

Usage[ | ]

Counters[ | ]

  • Hex removal will stop you from removing their enchantments.
  • Energy denial or interrupts.

Variants[ | ]


Searing Flames[ | ]

Attributes and Skills[ | ]

ElementalistElementalist / Any Attribute Rank
Fire Magic 12 + 1 + 3
Energy Storage 12 + 1
Searing Flames

Searing Flames

Glowing Gaze

Glowing Gaze

Liquid Flame

Liquid Flame

Meteor Shower

Meteor Shower

Glyph of Lesser Energy

Glyph of Lesser Energy

Glyph of Sacrifice

Glyph of Sacrifice

Fire Attunement

Fire Attunement

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • A Full set of + Health Armor
  • A +5 Energy/30 Hp Weapon with an offhand of choice.
  • A 15/-1 Energy Set
  • A Staff of Enchanting is optional.

Usage[ | ]

  • Keep Fire Attunement up at all times.
  • Find a mob of players or NPCs and cast Searing Flames, Glowing Gaze, Liquid Flame repeatedly.
  • Use Glyph of Lesser Energy whenever possible to assist your energy.
  • Cast Meteor Shower on a bunched up group of players/NPCs to cause panic.

Counters[ | ]

Variants[ | ]

Lightening Blinder[ | ]

This build uses Blinding Surge as a staple ability to spam cheap non-projectile air magic spells and keep opponents constantly blinded. It is designed for the Random Arenas, with simple variants for Competitive Missions and Alliance Battles.

Attributes and Skills[ | ]

ElementalistElementalist / Any Attribute Rank
Air Magic 12+1+3
Energy Storage 12+1
Blinding Surge

Blinding Surge

Lightning Strike

Lightning Strike

Arc Lightning

Arc Lightning

Lightning Orb

Lightning Orb

Gale

Gale

Glyph of Restoration

Glyph of Restoration

Air Attunement

Air Attunement

Resurrection Signet

Resurrection Signet

Equipment[ | ]

A wand and offhand with 20/20 HCT/HSR are strongly recommended. No special armor is needed.

Usage[ | ]

Cast Air Attunement before entering combat. Pick a target, spam Blinding Surge, Lightning Strike, and Arc Lightning as they become available. Use Lightning Orb on unsuspecting targets or as a finisher. Use Gale to interrupt or prevent key actions such as self-heals and knock down fleeing foes. Use Glyph of Restoration to recover health.

Counters[ | ]

  • Any anti-spam abilities such as Diversion or Distracting Shot.
  • Removing Air Attunement can cause energy problems in protracted fights.
  • Protection from casters is relatively light, so high-damage caster builds and degen can often overwhelm the light healing provided by Glyph of Restoration.
  • Protection spells such as Protective Spirit and Spirit Bond can severely reduce the amount of damage dealt by this build.
  • Dazed combined with any non-blinded attacker will completely shut this down.
  • Anti- spell caster hexes such as Backfire, Soul Leech, Spiteful Spirit, Migraine, and Arcane Conundrum.
  • Avatar of Melandru will prevent the blindness effect entirely.

Variants[ | ]


Air Spiker[ | ]

The Air Spiker is an aggressive Air Magic spike damage build. It is commonly used in Guild versus Guild with many others running variants of this build. Air Spikers are common in almost every area of PvP thanks to their high damage output on single targets.

Attributes and Skills[ | ]

ElementalistElementalist / Any Attribute Rank
Air Magic 12 + 1 + 1
Energy Storage 12 + 1
Invoke Lightning

Invoke Lightning

Blinding Flash

Blinding Flash

Lightning Orb

Lightning Orb

Lightning Strike

Lightning Strike

Gale

Gale

Glyph of Lesser Energy

Glyph of Lesser Energy

Air Attunement

Air Attunement

Resurrection Signet

Resurrection Signet

Equipment[ | ]

Note: In a synchronized Air spike team, the 20% chance of faster casting speed weapon mod can give the spike target away. It is imperative in such teams that all spikers hit the target at exactly the same time; therefore, it is best not to use it in such a build.

Usage[ | ]

  • Cast Air Attunement immediately before an encounter and remember to keep it up.
  • Choose a target in sync with your party's plan and try to take it out.
  • Use your spiking skills in the order of how fast they recharge, Lightning Strike and Orb can be spammed indefinitely since their recharge is only 5 seconds each.
  • Use Gale to control events around your party. If the spike target is running away, you can pin him down with Gale long enough to finish him off with Lightning Orb. If the target is using a long casting self heal like Troll Unguent or Healing Signet, use it as an interrupt. If an enemy is harassing your monk, use it on the enemy to give your monk a breather.
  • Use Glyph of Lesser Energy to save energy on Lightning Orb and Blinding Flash.
  • Use Blinding Flash to shut down enemy non-spellcasters.
  • Air Spells are cheap and fast to recharge, so in general, being interrupted is not a big issue. Beware of Distracting Shot and Diversion however. Also, a well-placed Backfire can kill you in a matter of seconds.

Variants[ | ]


Terra Tank[ | ]

This build uses Stone Striker to convert damage received into Earth Damage, which trigger Mantra of Earth to reduce the damage and gain energy. Stoneflesh Aura then reduces the damage further. By using high damage dealing skills, this build may be used to solo the Smite Crawlers in the Underworld within 10 minutes.

Attributes and Skills[ | ]

ElementalistMesmerElementalist / Mesmer Attribute Rank
Energy Storage 3 + 1
Earth Magic 12 + 1 + 3
Air Magic 4 + 1
Inspiration Magic 8
Illusion Magic 9
Sandstorm

Sandstorm

Dragon's Stomp

Dragon's Stomp

Aftershock

Aftershock

Storm Djinn's Haste

Storm Djinn's Haste

Ancestor's Visage

Ancestor's Visage

Stoneflesh Aura

Stoneflesh Aura

Stone Striker

Stone Striker

Mantra of Earth

Mantra of Earth

Equipment[ | ]

Usage[ | ]

Clear the Chamber[ | ]

  • Upon entering the Underworld, watch the patrolling Bladed Aatxes in front of the Lost Soul.
    • When they are far away from him, use Storm Djinn's Haste to run and take the Clear the Chamber quest from him.
    • Run back as soon as you accept it and wait in the centre. Make sure you retarget yourself with the "F" key.
      • The best way to do this is if you press the "R" key after the "X" key. Which will auto-reverse and run you back.
  • Kill any Dying Nightmares along the edge if you popped them
    • If they are patrolling wait for them to leave before the next step.
    • Do not forget to re-target yourself before proceeding as you will eventually enchant the NPC instead of you.
  • Cast Stone Striker, Mantra of Earth and Storm Djinn's Haste.
  • Wait until all of the Grasping Darkness’ use up their Distracting Blows. This is about 5 seconds.
    • Attacking them will induce their Interrupts but make sure you count how many Grasping Darkness' there are and how many have interrupted you.
  • Cast Ancestor's Visage, wait another 5 seconds.
    • Recast Stoneflesh Aura then use Sandstorm followed by Dragon's Stomp 1 second after and Aftershock immediately after.
    • Those that are not dead will run, this is your chance to renew your Stone Striker.
    • Those returning will attack with Distracting Blow as soon as they get back, and remember to count.
  • Cast Ancestor's Visage again and wait 5 seconds.
  • Recast Stoneflesh Aura and use Aftershock.
    • Those still not dead you may simply wand to death.
  • Another method for killing the Grasping Darkness' is to do exactly the same thing, but wait about 1 second before activating Dragon's Stomp, this way, they will often die before running.
  • Do the same for the other groups.
  • Agroing multiple groups of grasping darknesses can be dangerous because of all the interrupting, it's best to go one group at a time.
Smitemap

A map of Smite Crawler spawn locations.

Getting to the Ice Wastes[ | ]

  • After killing the 3 mobs of Grasping Darkness' you will be able to leave the central chamber.
    • Carefully watch the Bladed Aatxe patrols East of where you first entered the Underworld.
    • Make sure that they are away from the tunnel leading into the next room.
  • Run out of the chamber with Storm Djinn's Haste.
    • In the tunnel, wait until the Grasping Darkness' and Dying Nightmare patrol are far away (marked by the X in the map).
    • Run into the Ice Wastes with Storm Djinn's Haste.
  • Once in the Ice Wastes you can farm the Smite Crawlers in the same way you killed the Grasping Darkness’ except use Sandstorm immediately followed by Dragon's Stomp and Aftershock without the 1 second delay.
  • Watch out for Coldfire Nights, do not aggro them.
  • When Dying Nightmares do pop, let it strip you, then put all enchantments back on. Smite Crawlers can’t kill you before you replace Stoneflesh Aura.

List of Farmable Areas[ | ]

Farmable Bosses[ | ]

Counters[ | ]

Variants[ | ]

  • Using Glyph of Concentration is an option. By precasting before agroing the Graspings, you can save yourself the risk of being interrupted. Th downside: losing time on killing smites.
  • To farm easier places, you need to consider any interrupters or enchantment strippers around and modify the build to counter. You may also like to replace Storm Djinn's Haste with Glyph of Elemental Power if running is not needed.
  • For longer fights, bring more armor instead of Ancestor's Visage.
  • Damage skills are very open depending on the circumstance.
  • This build may be replicated with Prophecies and Nightfall only. Dragon's Stomp may be replaced with Earthquake and Ancestor's Visage with Sympathetic Visage.
  • If a particular mob does not need Ancestor's Visage or Storm Djinn's Haste, replace it with a utility skill like, like Grasping Earth or Ward Against Foes and put the extra attributes into Energy Storage or Inspiration Magic.
  • If you are finding it hard to do Smite runs, look on the talk page for variants.
  • If you intend to farm enemies giving out very large damage output, you could bring Kinetic Armor. This needs to be maintained by spamming Stone Daggers.
  • When going into AB, switch out illusion magic and Ancestor's Visage for more Energy Storage and

Glyph of Restoration.

  • Using the build in the same fashion as killing Smites, you can solo nodes, all except the Mesmer one.

Notes[ | ]

  • If a Dying Nightmare is patrolling with a Bladed Aatxe at an inconvenient place, use Dragon's Stomp to kill it.

See also[ | ]

Attributes and Skills[ | ]

ElementalistAssassinElementalist / Assassin Attribute Rank
Fire Magic 12 + 1 + 3
Energy Storage 12 + 1
Shadow Arts 3
Death's Charge

Death's Charge

Glyph of Sacrifice

Glyph of Sacrifice

Meteor Shower

Meteor Shower

Star Burst

Star Burst

Inferno

Inferno

Flame Burst

Flame Burst

Fire Attunement

Fire Attunement

Aura of Restoration

Aura of Restoration

Usage[ | ]

A Starburster's main job is to deal big damage to all nearby foes by using skills based on striking nearby foes. It uses Death's Charge to quick approach enemy and strike him with his deadly skills. Fire Attunement gives some energy back so it's easy to strike many times. When enemies are weakened it's good to use Meteor Shower after using Glyph of Sacrifice to finish them off.

Equipment[ | ]

  • A fire wand and flame artifact set with 20% HCT/HSR
  • A second set with +15 energy and -1 energy regeneration.
  • Full Battlemage's Armor (Stalwart Insignia: +10 vs. physical damage)

Variants[ | ]



Incendiary Spiker[ | ]

The Incendiary Spiker is built for RA and TA, where the short length of battles allows for more energy intensive builds. With slightly more conservative play, it can easily be adapted to Alliance Battles. It uses Incendiary Bonds in combination with Smoldering Embers to set up a delayed spike. Augury of Death then shadow steps them to the target so they can finish off with Star Burst.

Attributes and Skills[ | ]

ElementalistAssassinElementalist / Assassin Attribute Rank
Fire Magic 12 + 1 + 3
Energy Storage 11 + 1
Deadly Arts 6
Fire Attunement

Fire Attunement

Augury of Death

Augury of Death

Incendiary Bonds

Incendiary Bonds

Smoldering Embers

Smoldering Embers

Liquid Flame

Liquid Flame

Flame Djinn's Haste

Flame Djinn's Haste

Star Burst

Star Burst

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Blessed Insignias, With Rune of Superior Vigor and 2 Runes of Attunement
  • Weapons
    • A 20/20 Adept Fire Staff of Mastery

Usage[ | ]

Counters[ | ]

  • Standard spellcaster counters such as:

Variants[ | ]

This build can be run with Air Magic or Water Magic, keeping everything else the same. The skill bars would be the following:

Air Attunement Augury of Death Lightning Surge Lightning Orb Lightning Strike Lightning Touch Lightning Bolt Resurrection Signet
Water Attunement Augury of Death Shatterstone Ice Spikes Freezing Gust Frozen Burst Ice Spear Resurrection Signet


Point Capture Nuker[ | ]

This build is meant to cap mines and break gates only in CM!

Attributes and Skills[ | ]

ElementalistAssassinElementalist / Assassin Attribute Rank
Fire Magic 12 + 1 + 3
Energy Storage 9 + 1
Deadly Arts 9
Glyph of Sacrifice

Glyph of Sacrifice

Meteor Shower

Meteor Shower

Death's Charge

Death's Charge

Assassin's Promise

Assassin's Promise

Flame Burst

Flame Burst

Inferno

Inferno

Flame Djinn's Haste

Flame Djinn's Haste

Fire Attunement

Fire Attunement

Equipment[ | ]

Usage[ | ]

Whenever a mine has been taken by the opposing side, run just out of the range of the NPCs. Cast Glyph, MS, Death's Charge, Assassin's Promise, and then all other PBAoEs to kill the NPCs. This works on Gates and Mines.

Counters[ | ]

Really any intelligent enemy. This isn't supposed to kill people, just NPCs. Do not go after a gate covered in enemies.

Variants[ | ]

If you fear damage, you could replace Assassin's Promise with Shadow Form. But then You wouldn't be able to use Glyph of Sac+MS very often.

Notes[ | ]

Do NOT go after real people! They run farther away than the NPCs, and will likely kill you instead. The only time you can attack people is when they are preocupied so you can you run up to them and use your PBAoEs.



Thunderbow[ | ]

Thunderbow is an elementalist/ranger intended for use by Kurzicks in Fort Aspenwood. It makes use of the skill Thunderclap to trap groups of enemies in a pattern of repeated knockdowns. This serves to:

  • Stall - You keep 1-10 enemies out of the battle for 20 or more seconds, and cost them additional time as they recoup to recast lost enchantments and heal.
  • Kill - This build can kill by virtue of degeneration. This is useful when holding off groups of Luxon Warriors
  • Shutdown - Troublesome enemies like minion masters and monks can be kept out of the battle for the full duration of the hex, preventing them from swinging the battle for their team.

Attributes and Skills[ | ]

ElementalistRangerElementalist / Ranger Attribute Rank
Air Magic 12 + 1 + 3
Energy Storage 8 + 1
Marksmanship 9
Wilderness Survival 5
Thunderclap

Thunderclap

Lightning Orb

Lightning Orb

Lightning Strike

Lightning Strike

Gale

Gale

Troll Unguent

Troll Unguent

Apply Poison

Apply Poison

Brambles

Brambles

Natural Stride

Natural Stride

Equipment[ | ]

Usage[ | ]

The lockdown is achieved with Thunderclap and a steady, uninterrupted stream of attacks from the Shortbow. The gap between the time it takes your enemy to stand up and the time it takes the next shot to hit is a fraction of a second, meaning the enemy will not have a chance to use a skill or move before being knocked down again. To add sustained damage, have Brambles deal 5 damage + bleeding on each hit, and use Apply Poison to add an additional 4 pips of degeneration.

As battle begins, move with the rest of your team to claim a mine. If there is no major enemy group approaching, clear the Luxon Longbows with Lightning Orb and Lightning Strike. If you do see a large mob approaching, set up Brambles and lock down the threats - this should enable your allies to break away and get amber safely to the Gatekeepers.

Do not be afraid to die. When you are resurrected, you will have full energy. Dying is energy management. If you resurrect and your base is under attack, set yourself on the cliff overlooking the purple or orange gates, and target any convenient foes with the lockdown. Since these areas are often filled with enemies, you can often lock down 4 or more Luxon Warriors, Rangers with Pets, Minion Masters with their minions or foolhardy W/Mos and 'sins.

If your base is well under control, you can attempt to solo the Command Points. Take out the priests first, then the commanders. It is hard but not impossible to solo the Green Amber Mine.

If enemies get past your gates, then you can take three actions.

  • The First is to rely on your team to hold down the fort and simply try to run amber or take command posts.
  • The Second is to resurrect, and activate Apply Poison before you step into the portal - simply target the most threatening enemy (or possibly a group of enemies, such as a mob of Luxon Warriors) and attempt to take them out of commission. Often, preventing a monk from healing may give your teammates the chance they need to retake your base. You may die quickly, but just repeat your efforts.
  • The Third option is what you will probably wind up doing when the enemy breaks through the green gate. Set up brambles and attempt to lock down any foes that mob Master Architect Gunther. Sometimes just buying time will help your team pull things out of the hole.

Counters[ | ]

  • You cannot knock down a Siege Turtle. To dispose of turtles, poison them, then use alternating casts of Lightning Orb and Lightning Strike. You are not strong against turtles - do not focus on them if there are other targets.
  • Evasion Stances. Target the guy closest to them.
  • Hex Removal. Thunderclap them or the guy next to them.

Variants[ | ]

Notes[ | ]

  • It is sometimes better to keep a target knocked down than to kill them. A killed foe will be back in 30 seconds, ready and able with his group at his back. A knocked down foe will be frustrated, bewildered and will be largely defenseless once the hex (or your energy) expires.
  • Higher energy is ideal, as it means more shots while Thunderclap is up. Attunement runes and "I Have the Power!" inscription on your bow help a good deal.
  • Beware of the natural weaknesses of Thunderclap. If you have teammates that do air damage, then they will drain your energy if they target enemies with your Thunderclap on them. As such, try to target enemies away from Ritualist, Paragon or Air Elementalist allies.
  • It sounds cruel, but it is sometimes worth going out of your way to target players who are immature or talkative. They are the most likely to Ragequit when they are knocked down 10 or so times in a row.
  • This build is of poor quality for the Luxon side. It will be too slow in disposing of NPCs at the gates, and stalling or wasting the enemy's time does not really help your team win.
  • Kite well. Many melee players will follow you without thinking if you annoy them with a few KDs. This is the perfect time to kite them over to their monk or a group of other foes, thus affecting multiple foes.
  • On a similar note, tell your team to kite foes to the hexed target - if your monk is pursued by angry dervishes or warriors he simply has to kite them to your hexed target to get away from them.

E/Mo Air Support[ | ]

This Elementalist build is a popular support build used in many GvG matches. It provides Condition removal and Healing to back up the Monks in your group, as well as providing ample Spike damage.

Attributes and Skills[ | ]

ElementalistMonkElementalist / Monk Attribute Rank
Air Magic 12 + 1 + 3
Healing Prayers 9
Energy Storage 9 + 1
Protection Prayers 3
Draw Conditions

Draw Conditions

Blinding Flash

Blinding Flash

Lightning Orb

Lightning Orb

Lightning Strike

Lightning Strike

Heal Party

Heal Party

Ether Prodigy

Ether Prodigy

Glyph of Sacrifice

Glyph of Sacrifice

Resurrection Chant

Resurrection Chant

Equipment[ | ]

  • A +5 energy sword/axe of Enchanting and a 20% recharge/+30hp air focus.
  • Runes of Superior Vigor, Superior Air Magic, Minor Energy Storage.

Usage[ | ]

Variants[ | ]

  • Gift of Health is a common addition to this build, usually replacing Lightning Strike.
  • Extinguish can replace Lightning Strike in this build, for faster condition removal.
  • Replacing Resurrection Chant with Restore Life allows you to resurrect the target with much more Energy, but with less Health. This, however, makes it dangerous to resurrect allies beyond the current front of combat, as you have to get within Touch range in order to cast Restore Life.
  • Gale can also be included, but the addition of another exhaustion causing skill requires that it be used sparingly.
  • Replacing Lightning Strike with Enervating Charge allows you to cover Blinding Flash, and/or hinder another enemy.
  • The Glyph of Sacrifice/Resurrection skill combo can be replaced by a Resurrection Signet.
  • Ward Against Melee can replace Glyph of Sacrifice. If doing this, take points out of your other attributes and put a few into earth. A high spec is not required.
  • You may wish to add in Windborne Speed in place of Draw Conditions for Flag running.
  • Healing Breeze can be incorporated as well to counter degeneration.


Hybrid Flag Runner[ | ]

This build is used in GvG to run flags, securing Morale Boosts, while also assisting the team with hex snares and heals.

Attributes and Skills[ | ]

ElementalistMonkElementalist / Monk Attribute Rank
Energy Storage 8 + 1
Air Magic 7 + 1
Water Magic 11 + 1 + 2
Healing Prayers 9
Protection Prayers 4
Freezing Gust

Freezing Gust

Blinding Flash

Blinding Flash

Deep Freeze

Deep Freeze

Heal Party

Heal Party

Extinguish

Extinguish

Healing Breeze

Healing Breeze

Ether Prodigy

Ether Prodigy

Storm Djinn's Haste

Storm Djinn's Haste

Equipment[ | ]

  • Archmage's Armor
  • +5 energy or Halves Skill Recharge 10% sword of Enchanting or Spirit of the Forgotten and hsr 20% Health +30 water focus (weapon slot 1); +5 Energy sword of Enchanting +15/-1 energy Health +30 water offhand (slot 2) and a -5 energy or Halves Skill Recharge 10% sword and focus set to switch to in order to prevent damage from Ether prodigy. A Reduce Cripple 20% Health +30 shield is useful to reduce the duration of enemies that may try to snare you while flagging.
  • Empty armor slots can be filled with Runes of Vitae or a Rune of Restoration, depending on preference.

Usage[ | ]

  • Your primary job is to run the flag. As such, do not get overly involved in the fighting unless you have superiority at flag stand.
  • Keep Storm Djinn's Haste up while running the flag.
  • Use Blinding Flash to protect yourself and your team from warriors, rangers, assassins and Dervishes.
  • Assist your team by snaring the opposing team with your water hexes or heal and remove conditions with Heal Party and Extinguish, as well as take pressure off your team's monks with Heal Party spamming.
  • Use Ether Prodigy while assisting the team with heals or snares to regain energy.

Counters[ | ]

  • Snares make flag running a lot harder. Be sure your monks are aware of you when you get into the enemies range while running the flag.
  • Neither Healing Breeze nor Heal Party are great self-heals and relatively easy to interrupt. This build is not meant to go one-on-one with other characters. If getting attacked while running the flag, try to blind the attacker and run away.

Variants[ | ]

Hydro Support Caster[ | ]

This Elementalist build is a popular support build used in many GvG matches. It provides condition removal, support healing, and many snares to both help your players kite and to help your warriors catch up to their kiters. Not especially strong in spike builds, but great in pressure builds.

Attributes and Skills[ | ]

ElementalistMonkElementalist / Monk Attribute Rank
Water Magic 12 + 1 + 1
Energy Storage 9 + 1
Healing Prayers 9
Protection Prayers 3
Freezing Gust

Freezing Gust

Shard Storm

Shard Storm

Deep Freeze

Deep Freeze

Draw Conditions

Draw Conditions

Heal Party

Heal Party

Ether Prodigy

Ether Prodigy

Optional

Optional

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • A +5 energy sword/axe of Enchanting and a 20% recharge/+30hp water focus.

Usage[ | ]

  • Being mainly a support role, don't try to do damage too much.
  • Snare enemy warriors to help your players kite.
  • Snare your warriors' targets to help them reach them.
  • Try to catch multiple people in Deep Freeze's obscene AOE.
  • Snare the enemy team when retreating or when they're falling back.
  • Use Draw Conditions to keep your warriors clean and to help the monks.
  • Use Ether Prodigy to keep your energy up, but be careful not to exhaust yourself out and try not to keep your energy at max.

Variants[ | ]


Master of Magic Smiter[ | ]

This build is focused on the use of the Elementalist elite skill Master of Magic to provide Energy management. That is used in combination with the Monk's Smiting Prayers, and together, it creates a mobile smiting build that can not only provide excellent damage support, but also provide ample protection when needed.

Attributes and Skills[ | ]

ElementalistMonkElementalist / Monk Attribute Rank
Smiting Prayers 12
Energy Storage 10 + 1 + 1
Protection Prayers 8
Reversal of Fortune

Reversal of Fortune

Draw Conditions

Draw Conditions

Smite Hex

Smite Hex

Judge's Insight

Judge's Insight

Balthazar's Aura

Balthazar's Aura

Master of Magic

Master of Magic

Zealot's Fire

Zealot's Fire

Resurrection Signet

Resurrection Signet

Usage[ | ]

Equipment[ | ]

  • Any weapon can be used, as long as you have an of Enchanting upgrade to your weapon.
  • Rune of Minor Energy Storage, Superior Vigor.

Counters[ | ]

  • Heavy Enchantment removal harms both your output and your Energy management.
  • Diversion is a major counter, as it can halt your spamming capabilities. However, if Diversion gets, say, Smite Hex or Judge's Insight, you may lose the use of those skills for a while, but they'll be disabled for a long time, contributing to Master of Magic without particularly great loss to the build. If you've got Diversion on try to throw one of those skills at it.

Variants[ | ]

Notes[ | ]

  • Remember that the more skills you have recharging, the greater your energy gain will be.
  • If you use up Resurrection Signet without recharging it through a Morale Boost, it will contribute towards your gain from Master of Magic, so use it as fast as you can.


Sandstorm Warder[ | ]

This is a mid-line support build that can assist with both defense and offense in Heroes' Ascent.

Attributes and Skills[ | ]

ElementalistMesmerElementalist / Mesmer Attribute Rank
Earth Magic 12 + 1 + 1
Energy Storage 11 + 1
Air Magic 6
Earth Attunement

Earth Attunement

Arcane Echo

Arcane Echo

Gale

Gale

Sandstorm

Sandstorm

Ward Against Melee

Ward Against Melee

Ward of Stability

Ward of Stability

Ward Against Foes

Ward Against Foes

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Armor: Minor Runes + Radiant Insignia + Superior Vigor
    • A superior Earth Magic Rune can be equipped. In this case, switch to Survivor Insignia to make up for health loss
  • Weapons: +5 Energy Axe/Sword/Spear of Enchanting / +30 health and 20% HSR on Earth Magic Focus item
  • Alternate weapon sets: 1 high energy set (+30/-2) and 1 low energy set (-5 Energy Axe/Sword/Spear of Enchanting and +30 health shield)

Usage[ | ]

  • Place wards to protect your team. Know your enemy to better manage your energy:
    • Use Ward Against Melee to protect against melee-heavy teams, use Ward of Stability to prevent knockdowns (i.e., Hammer Bash from a Thumper) and use Ward Against Foes near your backline, so the monks can kite away from melee trains faster.
  • Use Ward Against Foes to snare relic runners.
  • Try to ensure optimal ward coverage (protect healers if they're targeted, etc.)
  • Use Sandstorm on bunched up foes (i.e., two teams fighting on the Altar, or a team body-blocking your relic runner)
  • Use Gale to knock down key foes (e.g. Ghostly Hero when using Claim Resource, or a relic runner)

Counters[ | ]

  • Enchantment removal leads to energy problems
  • Disruption is easy and effective as most of your skills have both high activation and recharge times
  • All standard caster counters (Backfire, Arcane Languor, Dazed, etc.)

Variants[ | ]

Gale can be replaced with:


Savannah Heat[ | ]

This build uses Savannah Heat, and 2 other AoE fire spells to apply pressure to the other team and keep them moving, and possibly off a certain target. Also, if a monk is trying to run out of the AoE spells, they are not healing which gives your team a big chance to get a few kills.

Attributes and Skills[ | ]

ElementalistMesmerElementalist / Mesmer Attribute Rank
Fire Magic 12 + 1 + 3
Energy Storage 11 + 1
Air Magic 6
Fire Attunement

Fire Attunement

Gale

Gale

Arcane Echo

Arcane Echo

Savannah Heat

Savannah Heat

Searing Heat

Searing Heat

Teinai's Heat

Teinai's Heat

Flame Djinn's Haste

Flame Djinn's Haste

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Radiant Insignias and Attunement/Vitae Runes.
  • Insightful PvP Fire Staff of Enchanting.
  • OPTIONAL * 20/20 Wand or Off Hand for better recharge/casting time on the long recharge times of the AoE spells.

Usage[ | ]

Before you start the fight, cast Fire Attunement, followed by Arcane Echo, Savannah Heat, Gale, and Another Savannah Heat. Use the other two AoE spells when Savannah Heat is recharging. For relic matches in HA, use Flame Djinn's Haste to run the relic.

Counters[ | ]

Fiery Prisoner[ | ]

This is a PvP build designed to cause high AoE damage over time while forcing a target to remain in the area of effect. The build utilizes high damage Fire Magic spells while using Shadow Prison and knockdowns to prevent the target from escaping.

Attributes and Skills[ | ]

ElementalistAssassinElementalist / Assassin Attribute Rank
Fire Magic 12 + 1 + 3
Energy Storage 9 + 1
Deadly Arts 9
Air Magic 3
Fire Storm

Fire Storm

Shadow Prison

Shadow Prison

Iron Palm

Iron Palm

Bed of Coals

Bed of Coals

Shock

Shock

Flame Djinn's Haste

Flame Djinn's Haste

Fire Attunement

Fire Attunement

Resurrection Signet

Resurrection Signet

Equipment[ | ]

Usage[ | ]

  • Cast Fire Attunement before the battle.
  • Use Flame Djinn's Haste as a cover if the opposing team has enchantment removal.
  • The following skills are meant to be used in succession.
  • Pick a target that isn't moving much and cast Fire Storm.
  • Immediately use Shadow Prison followed up by Iron Palm.
  • Cast Bed of Coals while your target is knocked down, followed by Shock for another knockdown and burning.
  • Finally, use Flame Djinn's Haste for a final spike and a speed boost to kite while waiting for your combo to recharge.

Counters[ | ]

  • General caster counters (Dazed, interrupts, hexes, etc.)
  • Kiting the first spell, Fire Storm
  • Hex Breaker
  • High armor enchantments
  • Knockdown prevention skills

Variants[ | ]

Notes[ | ]

  • Although you don't have a self heal, you have several ways to defend yourself. As previously stated, Flame Djinn's Haste grants a speed boost for kiting. You also have a snare, a Shadow Step, two knockdown skills, and Bed of Coals, which can scare away melee attackers.

Assassins Promise Nuker[ | ]

This is a PvE build that utilizes Assassin's Promise to bypass the long recharge times for Glyph of Sacrifice and Meteor Shower. It is not uncommon to cast another Meteor Shower before the previous one has ended.

Attributes and Skills[ | ]

ElementalistAssassinElementalist / Assassin Attribute Rank
Energy Storage 10 + 1
Fire Magic 12 + 1 + 3
Deadly Arts 8
Glowing Gaze

Glowing Gaze

Fireball

Fireball

Liquid Flame

Liquid Flame

Assassin's Promise

Assassin's Promise

Mark of Rodgort

Mark of Rodgort

Meteor Shower

Meteor Shower

Glyph of Sacrifice

Glyph of Sacrifice

Fire Attunement

Fire Attunement

Equipment[ | ]

  • Exorbitant equipment isn't crucial. Preferably high energy armor (Radiant insignias if using Nightfall armor) and weapons. Consider an "of Enchanting" weapon on switch for Fire Attunement.

Usage[ | ]

  • Keep Fire Attunement up at all times. Between battles, recast it to avoid having it run out at inconvenient moments.
  • Find a squishy and (mostly) stationary target - healers and their caster friends in nearby range make good targets - then use Glyph of Sacrifice and Meteor Shower on it.
  • Be sure to call your targets (by holding Control) so your allies know to support you, including any heroes and henchmen.
  • Follow up with Mark of Rodgort followed by Fireball, Glowing Gaze and Liquid Flame. When your target reaches approximately 20% Health (varies depending on resilience and current rate of damage), cast Assassin's Promise on him and finish him off. Then start switching targets and firing off Promises and Gazes on dying targets to recharge and gain energy.
  • Always be on the lookout for targets of opportunity (dying foes) to use Promise and/or Glowing Gaze on to gain energy and recharges. Coordinate attacks with your party. Be careful not to use it on resilient targets such as rangers or warriors, unless you're sure you can finish them off, and beware hex removal and interrupts (i.e, don't cast promise under maelstorm).
  • Since you'll be firing off a bunch of Meteor Showers, having a Ritualist take Earthbind will work wonders. Also, having other elementalists in the party helps ensure your targets actually die (though the same can be said for any damage dealer). An air spiker would be particularly useful for this purpose.

Notes[ | ]

  • Also works in Alliance Battles and Fort Aspenwood. In the latter case use aura of restoration since you can't count on anyone healing you.
  • Energy management should be fine with Attunement, Gaze and Promise. In case of special environment restrictions such as Domain of Secrets, it could be useful taking a ranger with energizing wind, since you bypass its recharge restriction on skills. If exhaustion starts to pile up too much, lay off meteors for a short while.

Counters[ | ]

  • Hex removal - without Assassin's Promise, you cannot recharge your skills. Use Mark of Rodgort to bait hex removal and cover Promise if necessary.
  • Enchant removal - without Fire Attunement energy becomes an issue. Keep in mind that Promise will recharge attunement quickly, though.
  • Running Away - Even PvE monsters will Kite. Careful because sometimes you won't be able to follow them without dying.
  • A lot of healing - Which is why you take out Monks and Ritualists first.

Variants[ | ]

  • If necessary, switch out Liquid Flame for a Resurrection Signet or Sunspear Rebirth Signet. Please note that Promise will NOT recharge these signets.
  • In later areas of Nightfall, consider using Lightbringer's Gaze instead of Liquid or Fireball
  • If you're feeling brave enough to pack 2 superiors, keep storage as is and hike up deadly arts to 10. It's worth it.

Death's Wave[ | ]

This build is designed as an alternative to the traditional PvE fire nuker, using assassin shadow stepping skills to quickly deploy PBAoE Earth Magic skills.

Attributes and Skills[ | ]

ElementalistAssassinElementalist / Assassin Attribute Rank
Air Magic 8 +1
Earth Magic 12 + 1 + 3
Energy Storage 10 + 1
Shadow Arts 2
Shockwave

Shockwave

Crystal Wave

Crystal Wave

Whirlwind

Whirlwind

Aftershock

Aftershock

Death's Charge

Death's Charge

Armor of Earth

Armor of Earth

Earth Attunement

Earth Attunement

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Generically, Blessed Insignia on the chest and legs, with Survivor or Radiant Insignias on the gloves and feet.
  • 20/20 Hale Earth Staff of Fortitude preferred

Usage[ | ]

  • Cast Earth Attunement then Armor of Earth for +62AL at 16 Earth Magic.
  • Find a target surrounded by multiple enemies and cast Death's Charge. Try not to be the first player to take aggro.
  • Cast Shockwave then Crystal Wave (or Whirlwind then Aftershock first if there are many attacking enemies)
  • After casting as many combinations of your skills as your energy allows, retreat to the back line to recharge.
  • Try not to use Whirlwind unless you can follow up with Aftershock, or if the enemies around you aren't attacking. Alone it does very little damage.

Counters[ | ]

Arrogance is the main killer in this build. You must remember that you are not the main tank, and if you start taking damage you should try to lose the aggro. Armor of Earth is an insurance policy to give you a couple of seconds extra if you do start taking damage.

Variants[ | ]

Armor of Earth could be replaced with Kinetic Armor. This can be hard to maintain but offers better protection with no downside. Return is also a good possibility in order to lost the aggro.





Echo Nuker[ | ]

This build is used to inflict massive amounts of damage in a small amount of time with an Elementalist. This build is effective almost anywhere in PvE, such as the Underworld and the Fissure of Woe, where there can be many monsters gathered up in a tightly packed space. While there are many versions of Elementalist nukers, this build focuses on high damage Fire Magic skills. The Echo Nuker is one of the popular builds that utilize the effects of the Mesmer elite Echo to allow for repeated casts of Meteor Shower or any other spell equipped, allowing for high amounts of damage within shorter periods of time.

Attributes and Skills[ | ]

ElementalistMesmerElementalist / Mesmer Attribute Rank
Fire Magic 12 + 1 + 3
Energy Storage 12 + 1
Fireball

Fireball

Arcane Echo

Arcane Echo

Echo

Echo

Meteor Shower

Meteor Shower

Rodgort's Invocation

Rodgort's Invocation

Fire Attunement

Fire Attunement

Aura of Restoration

Aura of Restoration

Resurrection Signet

Resurrection Signet

Usage[ | ]

Gw044

Example of Nuking 4 Enemies

Single enemies or low level enemies[ | ]

In general, these skills have long cast times (all spells cast in 2 or more seconds). When playing with others, single enemies may be dead before two spells are cast. Be aware of your role: you're needed in big fights, saving the powerful spells for groups or particularly tough enemies. Use Fireball and Rodgort's Invocation as needed. PBAoE spells may be better if you decide to farm low level enemies.

Groups of enemies and Bosses[ | ]

To avoid missing with Area of Effect spells, wait until enemies gather around the tank or other ally who will not be moving. Cast health and energy management, followed by echo or renewal spells, followed by the Area of Effect spells.

For Echo Nukers, most groups will be eliminated after one echo chain, so energy management should not be an issue provided you recover energy and exhaustion before engaging the next group.

Variants[ | ]

Equipment[ | ]

Notes[ | ]

  • Some advantages or disadvantages to using this build:
    • Echo can be used to copy any skill, even signets and the celestial skill at the end of factions campaign.
    • Echo is effective on fast recharge skills, such as Fireball, as well as long recharge skills, such as Meteor Shower.
    • Each echo has an independent recycle timer, allowing fast recharge skills to be staggered and repeated.
    • Echo is an enchantment spell, and can be removed, prevented, interrupted, distracted or diverted. However once they copied a spell they cannot be removed.
    • Requires the Mesmer secondary profession.
    • Can be copied via Arcane Echo.


Echoed Invoker[ | ]

The Echoed Invoker is designed to deal major damage to close targets quickly while making it harder for the monk to heal everyone injured.

Attributes and Skills[ | ]

ElementalistMesmerElementalist / Mesmer Attribute Rank
Air Magic 12 + 1 + 3
Energy Storage 12 + (1..3)
Air Attunement

Air Attunement

Glyph of Lesser Energy

Glyph of Lesser Energy

Arcane Echo

Arcane Echo

Invoke Lightning

Invoke Lightning

Chain Lightning

Chain Lightning

Enervating Charge

Enervating Charge

Lightning Hammer

Lightning Hammer

Resurrection Signet

Resurrection Signet

  • Glyph of Lesser Energy can be replaced with Aura of Restoration if entering an area with many Enchantment removing enemies although higher energy management is required - consider asking a Necromancer to bring Blood Ritual.
  • Switch Resurrection Signet for Blinding Flash when going into AB to blind your attackers.

Equipment[ | ]

Usage[ | ]

  • Cast Air Attunement before you enter the battle.
  • Use your Glyph then cast Arcane Echo.
  • Choose a target close to two others for optimal damage and cast Invoke Lightning then cast the Echoed version.
  • Use Chain Lightning.
  • Cast Lightning Hammer to finish the enemy off.
  • Use Enervating Charge on warriors to decrease their damage output. (And Blinding Flash in AB.)


Counters[ | ]

  • Enchantment Removal hampers the energy management - consider taking Aura of Restoration instead of the Glyph.
  • Spike countering heals slow this build down.

Variants[ | ]

  • Aura of Restoration can be taken instead of the Glyph as a cover enchantment.
  • For AB swap res for Blinding Flash.





Earth Tank PBAoE[ | ]

The E/Mo PvE Tank is designed to produce an essentially invincible tank which is also capable of producing high, AoE damage.

ElementalistMonkElementalist / Monk Attribute Rank
Protection Prayers 8
Earth Magic 12 + 1 + 3
Energy Storage 10 + 3
Protective Spirit

Protective Spirit

Stoneflesh Aura

Stoneflesh Aura

No icon for this skill

Teinai's Crystals

Crystal Wave

Crystal Wave

Shockwave

Shockwave

No icon for this skill

Balthazar's Spirit

Ward Against Foes

Ward Against Foes

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Any Armor will work except one which increases your health. Using Radiant Insignias is a good idea for the additional energy.
  • Preferably a Staff of Enchanting Linked to Earth Magic. Galigord's Stone Staff is optimal.

Usage[ | ]

Counters[ | ]

  • Degneration
  • E-Denial
  • Life Stealing
  • Enchantment Stripping
  • Interrupting

Variants[ | ]

Notes[ | ]

With some adjustments, it may be possible to produce a solo or dual farmer with this build. However, it will only work in areas where interrupting is not an issue due to the relatively long casting time of Stoneflesh Aura.




Magnetic Aura Farmer[ | ]

This build uses high armor and blocking skills to reduce the damage received by monsters in the Underworld and Sliver Armor to deal large amounts of damage. Energy is kept by using Bonetti's Defense. This build does not have any specific skill to counter Dying Nightmares and relies on a keen eye and environmental tactics to avoid Bladed Aatxes and wand the Dying Nightmares.

Attributes and Skills[ | ]

ElementalistWarriorElementalist / Warrior Attribute Rank
Energy Storage 12 + 1
Earth Magic 12 + 1 + 3
Tactics 3
Magnetic Aura

Magnetic Aura

No icon for this skill

Glyph of Renewal

No icon for this skill

Sliver Armor

No icon for this skill

Teinai's Crystals

No icon for this skill

Bonetti's Defense

Armor of Earth

Armor of Earth

Aura of Restoration

Aura of Restoration

Kinetic Armor

Kinetic Armor

Equipment[ | ]

Usage[ | ]

Notes[ | ]

Counters[ | ]

See also[ | ]

Dual Attunement Air Spiker[ | ]

This build is a damage-focused Elementalist suitable for PvE groups. By utlizing both Air Attunement and Elemental Attunement, you get a huge energy return for each Air Magic spell cast, resulting in the ability to spam high energy cost skills repeatedly and continously without running out of energy.

Attributes and Skills[ | ]

ElementalistElementalist / Any Attribute Rank
Air Magic 12 + 1 + 3
Energy Storage 12 + 1
Lightning Strike

Lightning Strike

Lightning Orb

Lightning Orb

Chain Lightning

Chain Lightning

Lightning Hammer

Lightning Hammer

Blinding Flash

Blinding Flash

No icon for this skill

Elemental Attunement

Air Attunement

Air Attunement

Resurrection Signet

Resurrection Signet

Equipment[ | ]

Usage[ | ]

Counters[ | ]

  • Mesmer interrupts.
  • Upon casting/action hexes, such as Backfire.
  • Enchantment removal, while not immediately devastating, will make energy management difficult, reducing the build's overall effectiveness.
  • Protective Spirit.

Variants[ | ]

  • Enervating Charge for ensured damage reduction when facing attacking foes.
  • Aura of Restoration for self-healing and for covering the attunements.
  • Gale can be used as a Knockdown. This is recommended for Arena use.
  • Replace Blinding Flash with another damaging skill when in areas with few attackers.
  • Chain Lightning has 3-seconds casting time. It is usually not recommended to bring for spiking.
  • Instead of bringing Resurrection Signet for AB, an air enchantment that gives speed boost would be more useful.
  • Replace Chain Lightning with Mystic Regeneration (with an 8 spec in Earth Prayers) to both add to survivability and as a cheap cover to your attunements.

Notes[ | ]

  • Especially in AB, use walls and ledges for cover, but beware that lightning orb(projectile) will be blocked.
  • Watch out for interrupt rangers & sins and blind them as soon as they are within range.
  • If multiple attackers focus on you, blind 1 attacker (usually the sin) and kite.
  • Although not so important outside of HA or GvG, coordinating a spike with teammates requires removing any "improved casting time" weapon upgrades.



Unsteady Ground Warder[ | ]

This build focuses on the usage of different Ward Spells to provide an Area-of-effect protection support for party members. Other skills from the Elementalist's Earth Magic line are used to provide constant Area-of-effect damage. That results in an extremely efficient party support caster, as well as a damage dealer in PvE areas.

Attributes and Skills[ | ]

ElementalistElementalist / Any Attribute Rank
Earth Magic 12 + 1 + 3
Energy Storage 12 + 1
No icon for this skill

Ash Blast

No icon for this skill

Unsteady Ground

No icon for this skill

Earthquake

Glyph of Lesser Energy

Glyph of Lesser Energy

No icon for this skill

Ward Against Elements

Ward Against Melee

Ward Against Melee

Earth Attunement

Earth Attunement

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Runes of Superior Earth Magic, Superior Vigor, Minor Energy Storage.
  • Any armor can be used, providing it has max AL.
  • Any weapon-offhand combo can be used, although ones that decrease recharge time and casting time are preferred.

Usage[ | ]

Counters[ | ]

  • Backfire is a threat to all casters, this one is no exception.
  • Being Dazed is another major threat.

Variants[ | ]


Renewal Nuker[ | ]

This build is used to inflict massive amounts of damage in a small amount of time with an Elementalist. This build is effective almost anywhere in PvE, such as the Underworld and the Fissure of Woe, where there can be many monsters gathered up in a tightly packed space. While there are many versions of Elementalist nukers, this build focuses on high damage Fire Magic skills. This version relies on the power of Glyph of Renewal to cast any spell twice, or possibly even more in combination with other secondary class elites.

Attributes and Skills[ | ]

ElementalistElementalist / Any Attribute Rank
Fire Magic 12 + 1 + 3
Energy Storage 12 + 1
Fireball

Fireball

Glyph of Lesser Energy

Glyph of Lesser Energy

No icon for this skill

Glyph of Renewal

Meteor Shower

Meteor Shower

Rodgort's Invocation

Rodgort's Invocation

Fire Attunement

Fire Attunement

Aura of Restoration

Aura of Restoration

Resurrection Signet

Resurrection Signet

Variants[ | ]

Equipment[ | ]

Usage[ | ]

Gw044

Example of Nuking 4 Enemies

  • Renewal Nukers generally repeatedly use Glyph of Renewal on Meteor Shower every fifteen seconds, casting other spells in between.
  • Maintain Aura of Restoration and Fire Attunement to stay alive and manage your energy.
  • You will want to activate Aura of Restoration after Fire Attunement since you'll want to cover up your main Energy Management skill.

Single enemies or low level enemies[ | ]

In general, these skills have long cast times (all spells cast in 2 or more seconds). When playing with others, single enemies may be dead before two spells are cast. Be aware of your role: you're needed in big fights, saving the powerful spells for groups or particularly tough enemies. Use Fireball and Rodgort's Invocation as needed. PBAoE spells may be better if you decide to farm low level enemies.

Groups of enemies and Bosses[ | ]

To avoid missing with Area of Effect spells, wait until enemies gather around the tank or other ally who will not be moving. Cast health and energy management, followed by echo or renewal spells, followed by the Area of Effect spells.

Renewal Nukers generally have more consistent energy, though it's certainly possible to run out mid-battle.

Notes[ | ]

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