I may look super nerdy for putting this much thought into my elementalist build already, but oh well. I want some outside opinions.
Weapon Set
Healing Skill
Utility Skills
- Signet of Water
- Cleansing Flame
- Glyph of Lesser Elemental
Elite Skill
Traits
- Fire - 5
- Air - 5
- Earth - 30
- Written in Stone
- Earth's Embrace
- Signet Mastery
- Water - 20
- One with the Mists
- Soothing Wave
- Arcane - 10
- Windborne Daggers
Explanation
Just to clarify, I put this build together with the intentions of using it for PvP. I’ll explain my traits first.
My reason for only putting five points into both Fire and Air Magic is that neither of the equipable trait bonuses really benefited the build I was trying to sculpt. I’m going for endurance, damage and efficiency, so I only bothered to get the five point bonus for Fire (20% chance to cause burning to attackers) and Air (10% speed increase while attuned to Air). I considered putting ten points into Air and picking up Bolt to the Heart (+25% damage to foes below 25% health), but thought the Fire bonus would prove to be more useful.
I maxed out Earth Magic because I’m pretty certain it grants a passive armor bonus, which I imagine would be nice to have while being up in melee range. Earth also has some of the most important equipable traits in my build, so I needed access to all three slots. Written in Stone allows my passive signet benefits to continue even after activating my signet, meaning my Signet of Water will continue to remove a condition from me every three seconds, and my Signet of Rejuvenation will continue to heal me every time I cast a spell. It may not seem that amazing, but imagine if my Signet of Water ticks right after someone immobilizes me. I just saved myself from being unable to move for five seconds. The second equipable trait I picked up in Earth Magic is Earth’s Embrace. I kind of see it as a nice bit of insurance if I ever get into situation where my heal is on cooldown and my health is dropping fast. It actives Armor of Earth, which frees me from stun effects, as well as grants me immunity to them, along with immunity to knockdowns, knockbacks, and launches. It also boons me with protection for a short time, reducing damage taken by 33%. This should more than likely allow me enough time for my Signet of Rejuvenation to come off cooldown and heal myself. Finally, I picked up Signet Mastery in my last slot. Signet Mastery reduces the cooldown of the two signets I carry in my build (Signet of Rejuvenation for healing, and Signet of Water to chill foes).
Next, I dropped 20 points into Water Magic and picked up One with the Mists and Soothing Waves. One with the Mists activates Mist Form once I reach 33% health. It breaks stun effects and grants a very invulnerability for a very short time. Soothing Waves works pretty nicely with it as well, causing Mist Form to boon me with Rejuvenation when it is activated, giving me a bit of health back and possibly preventing me from activating Earth’s Embrace immediately after Mist Form is down. Soothing Wave also causes my Signet of Water to grant Rejuvenation, which makes the signet a bit more useful instead of just something to annoy my opponents with. I’m unaware of what the 15 point Water Magic trait is, but judging by the other 15 point bonuses, I’d say it grants Rejuvenation for a short period of time after attuning to Water.
And to wrap things up, I put my last ten points into Arcane Power. The five point bonus increases the duration of the boons granted from the 15 point bonuses I receive from both Water (Rejuvenation) and Earth (Cripple) Magic. I filled the ten point slot with Windborne Daggers, increasing my movement speed by 15% while wielding daggers, which will be the all the time since elementalists can only have one weapon set. I’m not sure if this stacks with the 10% speed bonus I get from having the five point Air Magic bonus, but I assumed it did. If that happens to not be the case, I’d removed the five points from Air completely and add them to Fire, Water, or Arcane Power. I don’t know the 15 or 25 points bonuses for Arcane Power and Water Magic, so I can’t really give a straight answer.
To explain the skills I have on my bar that I didn’t mention above, they’re pretty much fillers. I took Cleansing Flame for an extra stun break with a short cooldown, and Glyph of Lesser Elemental for extra damage. The summoned elemental I get from the glyph also lasts for a minute, where as the cooldown is only 45 seconds, meaning it should have almost 100% uptime unless it is killed. I chose Tornado as my elite skill mainly because it seems ridiculously overpowered in PvP. I can fling people out of the capture radius, or just use it as an “Oh shit!” button if I have too many people on me.
In closing, I’d like to mention that I did consider taking the 15% cooldown reduction trait bonuses for Air and Earth magic since those skills seem to be me the most useful for the play style I’m aiming for. But after looking into it more, the cooldowns for Air dagger skills really aren’t that long and the three equipable trait bonuses I chose in Earth Magic give my build a really nice foundation. That’s pretty much all I have to say, really. I know I made this a bit of a long read, but hopefully you enjoyed it. I’d really appreciate any feedback or suggestions some of my fellow ele fanboys may have, so please feel free to reply, and thanks for reading!
