General
Notable burst combos
These are some of the most common burst combos used by FA players. The quicker you pull these chains off, the better.
If you're playing the default version of the build and not the Arcane variant then skip the s, everything else is the same.
From Fire:
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- ⇒ - both the transmute and Dragon's Tooth have a delay, your goal is to get into Air by the time these go off
- - optional: right at your target before you finish casting Phoenix to cut down on the projectile's travel time.
- - swap to this while casting Phoenix. Note: swapping out of fire triggers an explosion from , dealing considerable damage in melee (after a short delay). Swapping to Air while in melee range of the target therefore adds more damage to your combo.
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Note: if Air isn't ready by the time you get to step 3, you need to recharge it somehow with a proc. This is greedy but you could sacrifice an instant utility skill like or and hope for a crit. That's the most seamless way because it doesn't risk messing up your timing, but a cast or two could also get the job done. With the Arcane variant this is much easier as you can just use an to recharge Air.
From Earth:
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- Optional: if you're in melee range of an enemy you may throw in a which can proc if it hits something.
- + then swap to during the channeling to make all the projectiles land in the right attunement.
- +
- to avoid taking damage, but it's not required.
From Water:
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- - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but could also do it.
- as soon as you start casting Water Trident. If you're quick enough with the sequencing it's possible to make the 2nd strike of Shatterstone go off in Air atunement for a bit of extra damage, but it's not a big deal if it doesn't.
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Survival
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Swapping to Air is just as important for defense as it is for offense. Even when you're running away you should try to get some Fresh Air procs just so you can abuse blinds and superspeed.
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makes it easy to kite most specs via . Avoid melee range whenever possible! Don't stay in melee unless the target is blinded, CC'd or you're about to burst them.
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is great at avoiding crucial skills by blinding enemies, and it also shuts down Power-based specs in general with the Weakness. Being an instant cast skill this can also be used while CC'd. fills a similar purpose, so does although that one has a cast time.
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is a source of spammable which you can even place behind your back while running away. Chill is great at building distance and the damage could recharge Air.
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Needless to say other CCs can also be used for creating some breathing room or making sure that your burst won't be disrupted.
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and provide excellent protection against enemies who use projectiles. These however do not work against unblockable projectiles, and some ranged builds - such as this one - are mostly unaffected by projectile reflects and blocks.
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is the build's best condition cleanse which can also be used while stunned.
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offers protection against all kinds of pressure.
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Swapping to Fire procs a Fire Aura from and gaining an aura removes 1 condition via . In the 5th slot on Fire you'll find a skill which grants the same aura, but if you already have the aura it flips over to its chain skill . Smothering Auras removes 2 conditions when you transmute an aura.
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Do the following chain if you need to cleanse a lot of conditions quickly:
- - cleanses 1 condition as you gain an aura.
- - cleanses 2 conditions.
- Use Focus #5 , removing yet another condition.
- Transmute again for another 2 cleanses.
- at your feet for another cleanse, if necessary. Swapping to Water and performing a dodge roll or swapping to Earth for Magnetic Wave could add even more cleansing to the chain.