Damage
The build is somewhat simple and revolves around with and with . Use , and in Fire for damage off cooldown. Thanks to , you will not lose the passive effects of signets after using them.
You will spend the bast majority of your time in and . Use and off cooldown, and swap to the other attunement when it recharges.
Scepter+Warhorn
- In Fire, use , , . Phoenix and Dragon's Tooth are blast finishers (more about finishers below). Use to share all the you generate with nearby allies.
- In Air, use for damage, and can be used for CC.
- In Earth, use and ⇒ . Use when you have boons to extend their duration.
Pistol+Warhorn
Rotate through your attunements to power up the pistol's bullet mechanic.
- In Fire, use , and . Preferably, use Raging Ricochet empowered by a fire bullet. Use to share all the you generate with nearby allies.
- In water, use , . Preferably, use empowered by an ice bullet.
- In Air, use + + . The air bullet can be consumed by Aerial Agility to remove conditions.
- In Earth, use , , . Preferably, use Shattering Stone empowered by an earth bullet. Use when you have boons to extend their duration.
Remember elemental bullets last indefinitely, so if you want to be optimal, you should start fights with a fire, water, and earth bullet prepared.
Finishers
Elementalists in general have many combo fields and finishers. These skills provide additional effects when interacting with each other. Here are some good combos you should keep in mind, you have to be near the skill to receive these effects.
- Fire fields like : use a blast finisher like to generate AoE 3 stacks of for 20 seconds.
- Water fields like : use a blast finisher like to create AoE 1320 healing.
You can also use combo fields to generate auras.
- Fire field + leap finisher =
- Frost field + blast finisher =