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Full-contact Elementalist

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gyerekember Profile

Author: gyerekember
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History
On my first account my most successful character was (is) an elementalist, Amy Washburn. Recently I realized that since I have and use my new account, I don't have an elementalist, so I decided to create one here too. The first two skills I got hold on was Teinai's Wind and Aftershock, and since their combo worked out pretty well, I decided to experiment with a melee range nuker. First I tried Assassin as a secondary, for their shadow stepping skills, but then I got a good sword, so changed to a Warrior secondary, so I won't lack damage output while not casting. After some tweaks and additions I finally ended up with this build.

Overview
The Full-contact Elementalist is a melee range nuker: having a melee weapon helps to get the proper distance for the spells. Using both spells and attacks prevents total blocking by a mesmer, and with Armor of Earth can match the armor level of primary Warriors. The skills are easily obtainable for a Factions character. The build use Factions and Core skills.

Profession: E/W. You'll need one Warrior skill, and the Attribute for your weapon.

Skills
(As in my last build listing, E, C, R stand for Energy Cost, Casting Time and Recharge Time, respectively.)

  • Bed Of Coals (Fire Magic)
    • Campaign: Factions
    • E: 15; C: 1; R: 30
    • Details: Create a Bed of Coals at your location. For 10 seconds, foes standing still near this location are struck for 5...24 fire damage each second. Any foe knocked down on the Bed of Coals is set on fire for [color]3...6[/color] seconds.
    • Trainer: Michiko (Kaineng Center)
    • Notes: Use this when you get next to a large (at least 3-4 foes) group; always cast it before Teinai's Wind.
  • Teinai's Wind (Air Magic)
    • Campaign: Factions
    • E: 10; C: ¾; R: 8
    • Details: All adjacent foes take 15...51 cold damage. Attacking foes struck by Teinai's Wind are knocked down.
    • Trainer: Zhao Di (Shing Jea Monastery)
    • Notes: Use to trigger the burning for Bed of Coals and the extra damage for Aftershock.
    • This skill has a Prophecies duplicate, called Whirlwind, available from Firstwatch Sergio in Lion's Arch, or from the 'A Heart of Ice' quest.
  • Aftershock (Earth Magic)
    • Campaign: Core
    • E: 10; C: ¾; R: 10
    • Details: Adjacent foes are struck for 26...85 earth damage. Knocked down foes are struck for 10...56 additional earth damage.
    • Trainer: Zhao Di (Shing Jea Monastery), Harnil (Marhan's Grotto)
    • Notes: The main damage output skill, it's blasting power is almost doubled when the foes are knocked down.
  • Shockwave [E] (Earth Magic)
    • Campaign: Factions
    • E: 10; C: ¾; R: 20
    • Details: Adjacent foes take 5...41 earth damage, nearby foes take 5...41 earth damage, and foes in the area take 5...41 earth damage.
    • Capture: Arbor Earthcall (Morostav Trail), Bahnba Shockfoot (Gyala Hatchery (Explorable)), Azukhan Stonewrath (Altrumm Ruins), Zarnas Stonewrath (Arborstone (Explorable))
    • Notes: This skill can deal devastating AoE damage without having to trigger a combo, but placing is extra important, since foes standing a little bit further will take less damage.
  • Sliver Armor (Earth Magic)
    • Campaign: Factions
    • E: 10; C: 1; R: 30
    • Details: For 5...10 seconds, you have 25...45% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 5...29 earth damage.
    • Trainer: Xu Fengxia (Ran Musu Gardens)
    • Notes: Always put on this spell before engaging battle - this will help deal damage while you're approaching your enemies. It can deal with low level enemies without additional help.
  • Sprint (Strength)
    • Campaign: Core
    • E: 5; C: -; R: 20
    • Details: For 8...13 seconds, you move 25% faster.
    • Trainer: Captain Osric (Yak's Bend), Zhao Di (Shing Jea Monastery)
    • Notes: Though will only last for 8 minutes, it has some advantages to Windborne Speed and Armor of Mist: first, no casting time, second, it's not an enchantment so can't be removed; third, it only costs 5 energy. Use it to engage or escape enemies.
    • This skill is available through the 'Military Matters' quest, through the 'Snaring Course' quest, or by changing profession to a Warrior at Senji.
  • Armor of Earth (Earth Magic)
    • Campaign: Core
    • E: 10; C: ¾; R: 15
    • Details: For 30 seconds, you gain 24...53 armor, but move 50...21% slower.
    • Trainer: Captain Osric (Yak's Bend)
    • Notes: Use it when you approached a large group and don't intend to run away.
    • This skill is available through the 'Elemental Knowledge' and 'Spark of Interest' quests, or by changing profession to an Elementalist at Senji.
  • Ward Against Melee (Earth Magic)
    • Campaign: Core
    • E: 10; C: 1; R: 20
    • Details: You create a Ward Against Melee at your current location. For 8...18 seconds, non-Spirit allies in this area have a 50% chance to evade melee attacks.
    • Trainer: Captain Greywind (North Kryta Province)
    • Notes: Use this to defend yourself or the healers from melee fighters. Might be replaced with Ward Against Foes so Shockwave can be timed after Aftershock better.
    • Also available from the \"Advanced Defense Techniques\" quest, or by changing profession to a Warrior at Senji.

Important! This build doesn't have any resurrection skills; always check if your team is okay with that. (You'll probably die among the first ones, anyways.)

Armor:
Everlasting Aura (+1 Energy Storage) as headgear, since you'll need energy; Tempest Leggings and Robes for the +10 Armor and Archamge's Gloves and Boots for the +10 Health.

Attributes:
  • Air Magic: 3 + 1 (rune)
  • Earth Magic: 10 +1 (rune)
  • Energy Storage: 8 +1 (headgear) +1 (rune)
  • Fire Magic: 9 +1 (rune)
  • Swordsmanship: 9

(Used attribute points: 200)

Weapons:
Rajazan's Fervor - or replaced by a max damage, req 9 sword with a 20% enchant mod and +5 energy.
As a focus take the collector's Earth Scroll with the 20% faster cast/recharge for Earth spells. (If you don't have Prophecies, ask a friend to get it from the desert.)

Usage:
Pretty straightforward - go tank. Before engaging battle, put Sliver Armor on, then Sprint to your enemies. If your spells haven't been locked by any means, cast Bed Of Coals, Teinai's Wind and Aftershock, in this order. Wait with Teinai's until you're sure the most foes around you are attacking and not casting a spell or something. If you're getting too much damage, activate Armor of Earth, and cast the Ward if you're surrounded with too many melee foes. If you're hindered in spells (Backfire, Diversion, etc), rely on attacks; if you're hindered in attacks (Empathy, Pacifism, etc), use spells. Note that your attack spells doesn't target anyone, so Guild and Shame won't affect you.
Another player with knockdowns, or a Ritualist with Earthbind could help timing Aftershock.
Weaknesses:
Since the lack of any self-healing, this build is very healer-depending - as most tank builds. However, its damage output can be really great.

Variations:
  • The Sword can be replaced with a Totem Axe, having Rank 9 in Axe Mastery instead of Swordsmanship.
  • Shockwave might be replaced with Star Burst.
  • Using Inferno instead of Aftershock might result in a more static damage output - however, it deals less than Aftershock on knocked down enemies.


Early levels
While you're not level 20 with all attrib points, use Teinai's Wind and Aftershock. Concentrate your points in Earth magic and Energy Storage first, fire can come later. Aura of Restoration - as with all elementalists - can help you out on early levels.

Go on, try it, test it, and leave your comments here.


Full-contact Elementalist on duty.

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User Comments
Coolio  dragoniusx on 08/10/06 03:49

Very nice build, though as i've told you before i would have replaced Sprint by Aura of Restoration, but seeing as you're wielding a sword and having to make contact with foes its allright, well done and keep those fantastic builds coming!

  gyerekember on 08/10/06 04:14

Thank you! :)

Actually the whole build is about melee range spells, the sword is primarily for helping with the range (though the +5 energy and 20% ench comes handy too), and Sprint is to approach enemies fast - and actually this is not a solo build.

  meumesmo on 08/10/06 07:37

Nice build, but to be honest I wouldn't spend any points into swordsmanship, I think it's just a waste, maybe spend them into earth or energy storage? But great guide, lately I have seen a lot of original builds and guides, good work!

  Powerr Point on 08/10/06 08:19

stop with the great builds about ele, i'm getting more and more sad about deleting mine! ;)

Nice build

  KahlanXvii on 08/10/06 08:25

how will you handle your energy management?
Or do you just wait for it to regen?


  Smooth Op on 08/10/06 09:18

This is a very nice build. I started an Earth Ele half a month ago and absolutely love it. As said b4, AoR would be a big help, considering your engaging in melee. Might I suggest gettin at least a Major Rune of Earth and maybe even Major in Energy Storage, to help deal more damage. I have a Superior in both slapped on my Ele and a Major Vigor to get some health back. I have Earthquake, as opposed to TW which helps a bit, considering they're knocked down, attacking or not. I'm gonna have to add Shockwave to mine now. :)

  ElementaMaster on 08/10/06 13:03

yeah i would like to know how energy rolls with this build

Energy Management / Runes  gyerekember on 08/10/06 16:30

with the equipment posted, I have 77 energy. That's usually enough for a long time, since the spells have a moderate recharge time (even with the 20/20 focus), but when I'm out of energy, I keep hitting with my sword until it gets back.
After some practicing it comes really easy which skills to use with low energy: Shockwave, if enemies are somewhat scattered a bit (since it has a wider AoE), BoC+Teinai's for setting them on fire, if they can't remove Burning (or if Fire damage hurts them badly - i.e. undead); or Teinai's+Aftershock if the enemies are mostly attacking.
A single Aftershock can also put out some moderate damage on casters, if Shockwave is reloading.

This build won't actually spam spells - though the casting time is pretty low, recharging takes time. Aura of Restoration can keep your health up, so it might replace the Ward - however, I prefer to prevent or decrease damage. Since it's not a solo build, the party's monk can really help you out with some very basic spells, like Guardian/Aegis, Vigorous Spirit, etc.
Actually, since I prefer to play in player teams, I didn't really thought of selfhealing.

About the runes:
I prefer using mainly minor runes, plus at most one major or superior rune, but this build I kept low: since you go into the middle of the fight, you'll need the HP more than the extra 3-5 damage.

Earth AS SW HP
10+1 80 38
10+2 85 41 -35
10+3 90 44 -75


  Adonial The Black on 08/10/06 20:10
 
Looks pretty cool... I would think people ingame would reason with being a tank elemetalist, as so many have done so and failed. But this guide seems to be stirdy enough, thanks for posting!

  lion7 on 08/10/06 20:45

this actually looks like a good farming build i will probably change the secondary to mes and put channeling instead of sprint. Thanks im going to try this out on the trolls ouside of droks.

  Master Bock on 08/10/06 21:45

u could try windborn instead of sprint

  gyerekember on 08/10/06 22:55

Master Bock: as I said, windborne speed costs more energy, has a slower cast, and can be disenchanted.

  URB4N_S4MUR41 on 08/10/06 23:45

lolzorz, looks a lot like the build i posted way back when. I meant ot put in a pic of the efects (killing the entire other team) but i got the game taken away and uninstaleld T_T I have been almost crawling around hte board with nothing else to do... *sigh* Im glad soembody else realized the awesome pwoer of using BED OF COALS and knocking them all down. such amazing damage.

p.S. good combo: bed of coals-earthquake-aftershock-shockwave-and then whatever you need to finish off who's left (not many will be left ,tho)

  gyerekember on 08/11/06 02:04

QUOTE
p.S. good combo: bed of coals-earthquake-aftershock-shockwave-and then whatever you need to finish off who's left (not many will be left ,tho)

Earthquake is too slow, most of the enemy will run out of bed of coals before you cast it.

  solaceApe on 08/11/06 17:29

Nice Guide, I think Ill try this out tonight. Thanks bunches!

  Chaz Rea on 08/13/06 16:31

I assume this is meant for PvE, yet you are really going to affect aggro with Bed of Coals. All the enemies will run away and probably change target, basically defeating the point of PB AoE. You could also redistribute points in fire magic elsewhere.

Since you rely on Armour of Earth and Silver Armour a lot for defense, you might want to consider a cover enchantment. Aura of Restoration would be a good choice, for its fast recharge and casting time.

I'd lose the sword - you won't be dealing a whole lot of damage with it with no attack skills and only 9 in it. If you really want to use a melee weapon, consider an axe for higer DPS. I'd also replace Sprint as well - you could then run a more beneficial secondary proffesion. Mesmer would be a nice choice, as channeling would work really well if you gather a lot of enemies around you.

Personally, I'm a little surprised to see a close contact ele without Inferno/Flame Burst, though I expect this could work too.

Finally, I understand you and your guildmates might be comfortable without a res, but new players that are looking for possible builds may not be so succesful at getting in groups that stay alive - a res is useful in almost any build, especially in PvE, imo.

  gyerekember on 08/14/06 01:43

Bed of Coals affects aggro, but since the casting time for Teinai's Wind is 3/4, they actually don't have time to run away - and replacing Ward Against Melee with Ward Against Foes can help even more.

The swords main edge is the +5 energy and the 20% enchantment; second it's to measure up ranges; it's damage output is really tertiary.

And actually maybe it's my client, but for me axes deal less damage... :S I know it should have higher damage output, but I always deal close to the minimum. But that's personal preference, the Totem Axe (or a similar one) would work here as well.

The reason of being a mainly earth melee ele is because I started this chara in factions, and there are very few good fire spells on Shing Jea, but you can get the Teinai's/Aftershock combo at the very beginning. The other came with that.

  Chaz Rea on 08/14/06 06:23

If the damage output from the weapon doesn't matter, just don't put any points in the attribute line - 9 points results in very little damage, the chance to strike a critical hit is so low, especially against enemies of a higher level than you (incidentaly, the higher level may be why a sword seems to do more damage. Axes rely on crit hits to keep DPS up, and you're less likely to cause a crit hit against enemies with a higher level than you). Your attributes are already spread quite thinly, and there are other secondary proffesions that could help you more.

The enemies may not have time to run away from Bed of Coals before Wind is cast, but they have time to run afterwards. When you include Aftershock's aftercast, the enemies will probably already be running when you come to cast Shockwave. You really want the enemies to keep attacking you - once you've cast all of your spells, you're relying on Sliver Armour to do all the damage, until your spells recharge. You also obviously intend to tank. For both these roles, holding aggro is incredibly important - you can't afford to lose it. With no self healing, once the monks are down due to the enemies changing aggro, you will die.


Where you can use this build seems limited as well. You rely so much on enchants for defense, any area with enchant removal will really affect you. In Factions, the Afflicted Necros use Order of Apostasy; in the UW, you'll run into Rend Enchantments a lot. If you're going to rely on enchantments so much for defense, I can't stress how important a cover enchantment is.

  Chaz Rea on 08/14/06 06:29

Forgot this: You should consider using a superior rune or two - it'll boost your damage and defense, and the lower health will make enemies more likely to lock onto you.

Also, why do you use an energy storage headpiece? Extra damage/duration on enchants would be more beneficial than an extra 3 energy.

There should be an edit post button :(

  gyerekember on 08/14/06 06:51

Energy storage headpiece: more flexibility. If I want to change build, I don't need to change headgear too, and can put the attrib points I would spend on this extra ES on the other attrib. I told my opinion on superior runes before.

This build is not the highest tweaked build with the highest damage output possible - it's just a (imho) well developed build that's usually fun to play. And about the limited use: I'm already at the Eternal Grove with this build, and I've found it well usable and efficient so far.



About the axe-sword argument: as I said I KNOW axes should have a higher DPS - but for me swords proved to be better. On the same foes, at the same level, with exactly same points put into swordmanship or axe mastery. With plain, nonmagical max dmg weapons.
Also, I got this sword, but no +5 energy/20% enchantments axes.
(And I think I should note that switching to an axe is written in the build, check out the Variations section...)

  japester on 05/17/07 02:01

I think if a build works for you keep it and people if you have a better 1 then post it stop telling him what he could do and post your own if you think its better

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