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Guild Wars Best Elementalist PVP Builds

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NameBest Elementalist PVP Builds
CategoryPVP
This article covers in-depth 5 of the best Elementalist PvP builds.



Contents:



1) The Dancing Master of Magic - Elementalist / Assassin

2) Invocation Elementalist - Elementalist / Dervish

3) Blinding Surge Warder - Elementalist / Monk

4) Shield of Regeneration Flag Runner Elementalist - Elementalist / Monk

5) Mind Blast Hybrid Elementalist - Elementalist / Any



1) The Dancing Master of Magic - Elementalist / Assassin - (Alliance Battles, Random Arenas, Team Arenas)



Attributes:



Energy Storage - 12+1+1

Deadly Arts - 12



Skills:



- Master of Magic (Elite) - For 20 seconds, whenever you cast a Spell, you gain 0...2...2 Energy for each recharging Skill that does not share that Spell's attribute. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 10



- Deadly Paradox - All of your attack Skills are disabled for 10 seconds. For 5...13...15 seconds, your Assassin Skills activate and recharge 33% faster. Cast Time: 0 Seconds (stance), Recharge Time: 10 Seconds, Energy Cost: `5



- Augury of Death - For 5...29...35 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 5...17...20 seconds and Shadow Step to that foe. This Spell has half the normal range. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5



- Dancing Daggers - Send out three Dancing Daggers at target foe, each striking for 5...29...35 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5



- Entagling Asp - Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5...17...20 seconds. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 10



- Signet of Toxic Shock - If target foe is suffering from Poison, that foe takes 10...82...100 damage. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 0 (signet)



- Optional Skill* 1



- Optional Skill* 2



*Optional Skills:



- Glyph of Lesser Energy - For the next 15 seconds, your next 2 Spells cost 10...16...18 less Energy to cast. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5 - Use this before Entangling Asp to regain energy.



- Shroud of Distress - For 30...54...60 seconds, if you are below 50% Health, you have a 75% chance to block attacks. Cast Time: 1 Second, Recharge Time: 45 Seconds, Energy Cost: 10 - Do not use this if you plan on using Deadly Paradox, it is just a suggestion due to having a very long recharge time.



- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet) - Once this is used it will count as recharging so it will give the energy bonus from Master of Magic.



- Magnetic Aura - For 5...17...20 seconds, Magnetic Aura has a 75% chance to block melee attacks. Cast Time: 1/4 Second, Recharge Time: 60 Seconds, Energy Cost: 5 - Having a 60 second long recharge it is extremely efficient with Master of Magic.



- Glyph of Sacrifice - For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 5 - Useful for getting a longer effect from Master of Magic, just make sure to not use it during your main attack chain.



Equipment:



- Full Radiants with Rune of Superior Vigor.

- Any weapon with +20% enchantment duration w/ HSR 10% or +5 energy modifier. - - -- Energy Storage off hand with HSR 20%.



How to use efficiently:



- Cast Master of Magic as the battle begins.

- Pick a target to pressure / spike, cast Deadly Paradox, make sure to keep this going at all times.

- Start the chain with Augury of Death, Dancing Daggers, Entangling Asp then Signet of Toxic Shock.

- Use the chain as often as you can and spam cast Dancing Daggers constantly,

- Never let Master of Magic fade any longer than you have to and make sure that your optional skill with the long recharge is always in recharge.

- Make sure that if you put Resurrection Signet in your build that you let everyone know before the battle starts that you will be the first person that resurrects anyone so you can get your Master of Magic energy bonus.





2) Invocation Elementalist - Elementalist / Dervish - (Random Arenas, Competitive Missions, Alliance Battles)



Attributes:



Fire Magic - 12+1+1

Energy Storage - 10+1

Earth Prayers - 8



Skills:



- Mind Blast (Elite) - Target foe is struck for 15...51...60 fire damage. If you have more Energy than target foe, you gain 1...7...9 Energy. Cast Time: 1 Second, Recharge Time: 2 Seconds, Energy Cost: 5



- Rodgort's Invocation - Target foe and all nearby foes are struck for 15...99...120 fire damage and set on fire for 1...3...3 seconds. Cast Time: 2 Seconds, Recharge Time: 5 Seconds, Energy Cost: 25



- Fireball - Send out a ball of fire that strikes target foe and all adjacent foes for 7...91...112 fire damage. Cast Time: 2 Seconds, Recharge Time: 7 Seconds, Energy Cost: 10



- Mystic Regeneration - For 20 seconds, you have +1...3...4 Health regeneration for each Enchantment on you. Cast Time: 1/4 Second, Recharge Time: 5 Seconds, Energy Cost: 10



- Flame Djinn's Haste - All adjacent foes are struck for 15...99...120 fire damage. For 5...17...20 seconds, you move 33% faster. Cast Time: 3/4 Second, Recharge Time: 10 Seconds, Energy Cost: 10



- Fire Attunement - For 36...55...60 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. Cast Time: 2 Seconds, Recharge Time: 45 Seconds, Energy Cost: 10



- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (Signet)



- Optional Skill*



*Optional Skills:



- Liquid Flame- Target foe is struck for 7...91 fire damage. If that foe is attacking or casting a Spell, nearby foes are also struck for 7...91 fire damage. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 10



- Immolate - Target foe is struck for 15...51 fire damage and is set on fire for 1...3 seconds. Cast Time: 1 Second, Recharge Time: 3 Seconds, Energy Cost: 10



- Glowing Gaze - Target foe takes 5...41 fire damage. If that foe is on fire, you gain 1...7 Energy. Cast Time: 1 Second, Recharge Time: 8 Seconds, Energy Cost: 5



- Meteor - Target foe and all adjacent foes are struck for 7...91 fire damage and knocked down. This spell causes Exhaustion. Cast Time: 3 Seconds, Recharge Time: 30 Seconds, Energy Cost: 5



- Searing Heat - Cause searing heat at target foe's location. For 5 seconds, foes near this location are struck for 10...34 fire damage each second. When Searing Heat ends, enemies in the area of effect are set on fire for 3 seconds. Cast Time: 2 Seconds, Recharge Time: 30 Seconds, Energy Cost: 15



- Aura of Restoration - For 60 seconds, you are healed for 152...350% of the Energy cost each time you cast a Spell. Cast Time: 1/4 Second, Recharge Time: 5 Seconds, Energy Cost: 10



Equipment:



- 20/20 Fire Wand and 20/20 Fire Focus, as a casting set.

- +60 HP Fire Staff for a + health set.

- High energy set, 15/-1 Fire Wand and Fire Focus.

- +5 energy +30 HP sword and Selection of shields with +10 armor and +30 HP as a defensive set.



How to use efficiently:



- Maintain your Fire Attunement and spam Mind Blast to maintain energy.

- Spam or spike with Rodgort's Invocation.

- Use Mystic Regeneration to heal, and Flame Djinn's Haste to run flags/relics and kite, and use both to cover your Fire Attunement.

- Use Fireball for extra damage when needed.





3) Blinding Surge Warder - Elementalist / Monk - (Guild vs Guild, Random Arenas)



Attributes:



Air Magic - 12+1+1

Earth Magic - 10+1+1

Energy Storage - 8+1

Protection Prayers - 2



Skills:



- Lightning Bolt - Send out a Lightning Bolt that strikes for 5...41...50 lightning damage if it hits. If Lightning Bolt strikes a moving foe, that foe is struck for 5...41...50 additional lightning damage. This spell has 25% armor penetration. Cast Time: 1 Second, Recharge Time: 8 Seconds, Energy Cost: 5



- Draw Conditions - All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 6...22...26 Health. Cast Time: 1/4 Second, Recharge Time: 2 Seconds, Energy Cost: 5



- Blinding Surge (Elite) - Target foe is struck for 5...41...50 lightning damage and Blinded for 2...7...8 seconds. If that foe is under the effects of an Enchantment, all adjacent foes are also Blinded for 2...7...8 seconds. This Spell has 25% armor penetration. Cast Time: 3/4 Second, Recharge Time: 4 Seconds, Energy Cost: 10



- Glyph of Lesser Energy - For the next 15 seconds, your next 2 Spells cost 10...16...18 less Energy to cast. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5



- Gale - Knock down target foe for 2 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.) Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10



- Ward Against Melee - You create a Ward Against Melee at your current location. For 5...17...20 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 15



- Air Attunement - For 36...55...60 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic. Cast Time: 2 Seconds, Recharge Time: 45 Seconds, Energy Cost: 10



- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (Signet)



Equipment:



- Full armor set Survivor insignias

- Set with "I have the power!" one handed weapon of Fortitude with an assortment of Shields

- 40/40 sets for both Earth and Air Magic



How to use efficiently:



- Inflict blind on the enemy frontline with Blinding Surge.

- Keep up Ward Against Melee in the appropriate positions.

- Remove conditions from other allies with Draw Conditions.

- Use Gale as an interrupt or snare or to disable a monk on a spike

- Air Attunement is to be maintained for energy management purposes.

- Activate Glyph of Lesser Energy when needed to provide additional energy management.

- Cast Lightning Bolt on called targets during spikes.





4) Shield of Regeneration Flag Runner Elementalist - Elementalist / Monk - (Guild vs Guild)



Attributes:



Water Magic - 12+1+1

Protection Prayers - 10

Energy Storage - 8+1



Skills:



- Shield of Regeneration - For 5...11...13 seconds, target ally gains +3...9...10 Health regeneration and 40 armor. Cast Time: 1/4 Second, Recharge Time: 8 Seconds, Energy Cost: 15



- Reverse Hex - Remove one Hex from target ally. For 5...9...10 seconds, the next time target ally would take damage, that damage is reduced by 5...41...50. Cast Time: 1/4 Second, Recharge Time: 10 Seconds, Energy Cost: 10



- Armor of Mist - For 8...18...20 seconds, you gain +10...34...40 armor and move 33% faster. Cast Time: 1/4 Second, Recharge Time: 30 Seconds, Energy Cost: 10



- Mending Touch - Touched ally loses two Conditions and is healed for 15...51...60 Health for each Condition removed in this way. Cast Time: 3/4 Second, Recharge Time: 6 Seconds, Energy Cost: 5



- Ice Spikes - Target and adjacent foes are struck for 20...68...80 cold damage and move 66% slower for 2...5...6 seconds. Cast Time: 2 Seconds, Recharge Time: 10 Seconds, Energy Cost: 15



- Freezing Gust - If target foe is under the effect of a Water Magic Hex, that foe is struck for 20...68...80 cold damage. Otherwise, that foe moves 66% slower for 1...5...6 seconds. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10



- Blurred Vision - For 4...9...10 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 10



- Glyph of Lesser Energy - For the next 15 seconds, your next 2 Spells cost 10...16...18 less Energy to cast. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5



Equipment:



- Runes of Vitae and a Rune of Restoration.

- Standard metagame equipment, including a -20% Cripple shield for use on Burning Isle.



How to use efficiently:



- Use Armor of Mist as a Speed Buff and Armor Buff, to help you run the Flag and increase your survivability.

- Use Shield of Regeneration and Mending Touch to increase your chances of survival when running and to aid your team members.

- When not running the flag, help your team by Snaring the opposing team via Ice Spikes and Freezing Gust.

- Use Blurred Vision to temporarily stop Assassins or Warriors from beating on you, or your Monks. This is best used when they are focused on one target, as Blurred Vision is an AoE spell.

- Use Glyph of Lesser Energy for better energy management.





5) Mind Blast Hybrid Elementalist - Elementalist / Any - (Team Arenas, Guild vs Guild, Heroes Ascent)



Attributes:



Fire Magic - 12+1+2

Water Magic - 10+1

Energy Storage - 8+1



Skills:



- Mind Blast (Elite) - Target foe is struck for 15...51...60 fire damage. If you have more Energy than target foe, you gain 1...7...9 Energy. Cast Time: 1 Second, Recharge Time: 2 Seconds, Energy Cost: 5



- Rodgort's Invocation - Target foe and all nearby foes are struck for 15...99...120 fire damage and set on fire for 1...3...3 seconds. Cast Time: 2 Seconds, Recharge Time: 5 Seconds, Energy Cost: 25



- Immolate - Target foe is struck for 15...51 fire damage and is set on fire for 1...3 seconds. Cast Time: 1 Second, Recharge Time: 3 Seconds, Energy Cost: 10



- Freezing Gust - If target foe is under the effect of a Water Magic Hex, that foe is struck for 20...68...80 cold damage. Otherwise, that foe moves 66% slower for 1...5...6 seconds. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10



- Blurred Vision - For 4...9...10 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 10



- Fire Attunement - For 36...55...60 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. Cast Time: 2 Seconds, Recharge Time: 45 Seconds, Energy Cost: 10



- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (Signet)



- Optional Skill*



*Optional Skills:



- With this build having no dependancy on another profession you can add in any skill that you like into this slot. Whether it be from Elementalist or your other chosen profession.



Equipment:



- Full set or Survivor's Insignias.

- 40/40 sets for both Fire and Water magic.

- High and low energy sets.

- Defensive sets.



How to use efficiently:



- Maintain Fire Attunement at all times.

- Spam Mind Blast to maintain energy.

- Use Rodgort's Invocation to deal heavy AoE damage. Spam it to apply heavy pressure, but try to maintain a reasonable energy level with Mind Blast.

- Use Immolate to spread small pressure or assist in spikes.

- Use Freezing Gust as a cheap, spammable snare.

- Use Blurred Vision for AoE melee hate, especially when you're expecting a spike.

- If energy gets too low, target an opponent with low energy (such as a Warrior and Paragon) and spam Mind Blast until energy is back to a reasonable level.


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