元素使 Elementalist - S/F Fresh Air Roamer

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此配装转载自 https://metabattle.com/wiki/Build:Elementalist_-_S/F_Fresh_Air_Roamer

The community gave this build a rating,making it second-tier: 优秀 Good

擅长:直伤机动性控制

使用场合:战场游走 WvW Roaming

Difficulty:
Normal
该配装最后更新于:1 月 12, 2024;并已与以下版本同步:1 月 30, 2024 patch.

概述 Overview

S/F Fresh Air is a Power-based WvW roaming build which focuses on burst damage whilst avoiding damage by utilizing Superspeed SuperspeedBlind Blind,anti-projectile skills and invulnerabilities to make up for its lack of sustain.

技能 Skill Bar

Scepter/Focus
Utility

技能变体 Skill Variants

Heal

Arcane variant

There's an even more bursty version of the build with even less sustain. This is a high risk/reward variant:

模板代码 Template Code

[&DQYfKykqJR50AHUATwFPAZAAkAAcAesAlwCWAAAAAAAAAAAAAAAAAAAAAAACVgAxAAA=]
请手动复制

特性 Specializations

装备 Equipment

头部
Marauder
肩膀
Marauder
上衣
Marauder
手套
Marauder
腿部
Marauder
足部
Marauder
背部
Marauder
饰品
Marauder
饰品
Marauder
项链
Marauder
戒指
Marauder
戒指
Marauder
节杖
Marauder
聚能器
Marauder
法印
法印
聚能器
Marauder
法印
符文
x6
灌注
x18
Relic

Second set: you may have noticed a Focus on the second set, this one's for the tryhards. While Elementalists can't swap weapons in combat, they can still stack Bloodlust on random PvE mobs before fights using the second set then switch back to the first set once they're ready to PvP. The Bloodlust stacks will remain active without the need to sacrifice a sigil slot on the PvP set. It's enough to put 1 weapon into the second set as they'll inherit the missing one from the main set. If you have no intention to stack Bloodlust before fights then you don't need the 2nd set! It's not mandatory.

装备变体 Equipment Variants

Sigils

  • over Cleansing - better damage if you can affor to give up some condition cleansing.
  • Replacing Energy with Air (while keeping Cleansing) could also be considered when playing with

消耗品 Consumables

食物 Food

There are plenty of viable choices, including:

  • - highest possible damage option, great stats plus armor ignoring damage/healing procs.
  • - slightly more defensive version of the Cilantro Lime feast, offering damage reduction instead of the lifesteal procs.
  • - non-Ascended version of the above mentioned feasts with the same stats minus the damage reduction and the procs.
  • - very similar to the Cilantro Lime feast except it offers Precision and not Ferocity. Worth considering if you're not using Precise infusions.
  • - armor ignoring damage and a bit of extra healing on top of increased crit chance, a suitable budget option.
  • - defensive option with more evasion and a bit of Might Might stacking.
    • Budget version:

增强 Utility

使用说明 Usage

General

  • The build's all about swapping in and out of every few seconds, made possible by which recharges Air whenever you land a critical strike.
  • Swapping to Air triggers which you should immediately follow up with a :instant burst damage. Entering this attunement also grants you Ferocity from :a few seconds, which is why most of your heavy hitting skills should land in this small time frame. More on that later.
  • Recharging Air: to recharge Air you need to score a critical hit. The fastest way to do it on attunements with slower skills is to start channeling the air autoattack just before leaving 。 Swapping attunements doesn't break the channeling and Arc Lightning is almost guaranteed to critically hit at least once.
  • Arcane variant-only: should usually be used while in :the Immobilize Immobilize,which makes it harder to avoid your burst. Alternatively cast while still in then switch over to Earth before the projectile hits - this will root the target and you can get back into Air without skipping a beat as Arcane Blast is always a critical hit. With 1.5k range this is also your best ranged option.
  • This build can self-stack Might Might by blasting the fire field created by 。 Do not prioritize Might stacking, but do take advantage of the incidental opportunities which arise. Your blast finishers are:
  • 's purpose is twofold.
    • Mobility: are excellent movement skills that can help you disengage from fights if your defensive CDs ran out, or if you want to get to the other capture point as soon as possible.
    • Cleave: are excellent AoE skills. Use these whenever you need to cleave a downed enemy or want to take a camp (ball up the NPCs in a corner beforehand)。
  • Try to aim slightly behind your target whenever you can. This skill passes through targets while doing damage, explodes on the ground, then returns to you once again damaging targets it passes through. The goal here is to hit the target with all 3 parts of the skill, not just the explosion damage.
    • Because of the slow travel time it's best used in melee.

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:

  1. - both the transmute and Dragon's Tooth have a delay, your goal is to get into Air by the time these go off
  2. - optional: right at your target before you finish casting Phoenix to cut down on the projectile's travel time.
  3. - 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.

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 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:

  1. Optional: if you're in melee range of an enemy you may throw in a which can proc if it hits something.
  2. + + then swap to during the channeling to make the projectiles land in the right attunement. however must land right before attuning to Air to get the Immobilize Immobilize - it moves faster than the other projectiles so timing shouldn't be too much of a problem.
  3. to avoid taking damage, but it's not required

From Water:

  1. - the trident does more damage to Chilled enemies which is important. Shatterstone should secure that but or even could help (when used on Water)。
  2. just before Shatterstone and Water Trident hit the target.

Survival

  • makes it easy to kite most specs. Avoid melee range whenever possible! Don't stay in melee unless the target is Blinded, CC'd or you're about to burst them.
  • is a source of spammable Chill Chill which you can even place behind your back when running away. Chill is great at building distance.
  • Needless to say other CCs can also be used for shaking off pursuers.
  • 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.
  • is the build's best condition cleanse which can also be used while stunned.
  • offers protection against all kinds of pressure.
  • 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.
  • If you need to cleanse a lot of conditions do the following chain:
  1. - cleanses 1 condition as you gain an aura.
  2. - cleanses 2 conditions.
  3. Use Focus #5 ,removing yet another condition.
  4. Transmute again for another 2 cleanses.
  5. if necessary for another cleanse.
  • is great at avoiding crucial skills by blinding enemies, and it also shuts down Power-based specs in general with the Weakness.

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