joshofstl
New Member
I’ve experimented with all four elements in all sorts of combinations, including Air-Water, Earth-Air, Fire-Water, and even Earth-Water. But, try as I might (and I desperately wanted Air to be “the stuff”), I simply could not find a build that ultimately surpasses Fire-Earth. Properly set, the Fire-Earth is one of the most startlingly-formidable builds out there, and after running my elementalist through the game it remains my build of choice. I recommend high fire (say 12-13), moderate-high earth (say 8-10), moderate-high energy storage (10) with leftovers in a secondary class like mesmer inspiration or monk healing.
Suggested Elementalist build (Fire-Earth)
1) Elemental Attunement (elite)
2) Mark of Rodgert
3) Flare / Fireball
4) Firestorm
5) Meteor Storm
6) Armor of Earth
7) (optional spell – I carry a mesmer spell like mantra of concentration or mantra of resolve)
8) Res signet / Rebirth
Rationale:
1) Elemental Attunement gives you 50% return on spell cost for 45 seconds, allowing you to cast Meteor Storm for only 13 energy and armor of earth for 7. Value like that is simply hard to beat. With a good staff you can stretch that enchant out to 55+ seconds
2) Mark of Rodgert does burning damage for around 15 seconds, properly set, and is activated any time a foe is hit by any sort of fire damage. This spell does incredible amounts of damage over time and by nature ignores armor.
3) I put some mainstay spell here just to have. Fireball is probably a better alternative, although flare is cheap and does decent enough damage.
4) This staple spell is perfect to pair with the Mark (spell 2) because it offers constant fire damage on a foe. It’s not the most powerful spell in the game but it will give you a good 170-190 damage on high-level foes.
5) Not as powerful at high levels but is as useful as an interrupt and knockdown. A staple “nuker” spell.
6) Armor of earth is, in my view, the best defensive spell in the game. Even a relatively fragile ele can see their armor totals vaulted to 110 for 30 seconds. I’ve seen “tank” elementalists outlive their warrior counterparts simply with this spell.
7) You have lots of options here depending on your tastes and your secondary. Monks might carry breeze or such. Rangers might carry a sprint spell or troll ungent. Necros might opt for one of any number of spells. I recommend mesmer secondaries because they are very versatile and can make you interrupt-proof (mantra of concentration) or even an energy beast (channeling).
8) I always suggest everyone carries some form of resurrection ability. Nothing can be more annoying than having a team where people decide they don’t need to, only to have the monks die.
Recommended primary spells casting order:
Elemental Attunement… Earth Armor (if you anticipate being attacked)… Firestorm… Mark of Rodgert… Meteor Shower…
Suggested Elementalist build (Fire-Earth)
1) Elemental Attunement (elite)
2) Mark of Rodgert
3) Flare / Fireball
4) Firestorm
5) Meteor Storm
6) Armor of Earth
7) (optional spell – I carry a mesmer spell like mantra of concentration or mantra of resolve)
8) Res signet / Rebirth
Rationale:
1) Elemental Attunement gives you 50% return on spell cost for 45 seconds, allowing you to cast Meteor Storm for only 13 energy and armor of earth for 7. Value like that is simply hard to beat. With a good staff you can stretch that enchant out to 55+ seconds
2) Mark of Rodgert does burning damage for around 15 seconds, properly set, and is activated any time a foe is hit by any sort of fire damage. This spell does incredible amounts of damage over time and by nature ignores armor.
3) I put some mainstay spell here just to have. Fireball is probably a better alternative, although flare is cheap and does decent enough damage.
4) This staple spell is perfect to pair with the Mark (spell 2) because it offers constant fire damage on a foe. It’s not the most powerful spell in the game but it will give you a good 170-190 damage on high-level foes.
5) Not as powerful at high levels but is as useful as an interrupt and knockdown. A staple “nuker” spell.
6) Armor of earth is, in my view, the best defensive spell in the game. Even a relatively fragile ele can see their armor totals vaulted to 110 for 30 seconds. I’ve seen “tank” elementalists outlive their warrior counterparts simply with this spell.
7) You have lots of options here depending on your tastes and your secondary. Monks might carry breeze or such. Rangers might carry a sprint spell or troll ungent. Necros might opt for one of any number of spells. I recommend mesmer secondaries because they are very versatile and can make you interrupt-proof (mantra of concentration) or even an energy beast (channeling).
8) I always suggest everyone carries some form of resurrection ability. Nothing can be more annoying than having a team where people decide they don’t need to, only to have the monks die.
Recommended primary spells casting order:
Elemental Attunement… Earth Armor (if you anticipate being attacked)… Firestorm… Mark of Rodgert… Meteor Shower…
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