In this guide we’ll see a few different builds for different game types that you might want to consider when playing as the Elementalist. We’ll be using the Luna-Atra build calculator for this guide because it has a good display of the available skills of the different attunements.
Note that gear, sigils and amulets are NOT included in this build – the builds focus on the weapons, utility skills, and traits only. For more help on Guild Wars 2, read our Character Progression, Currency and Attunements Guide.
Elementalist Dungeon Builds
As the case with the Elementalist, you get 4 attunements with 5 sets of skill each, giving you a total of 20 skills to play around with in the battlefield. Because of this unique attribute of the Elementalist, the profession is played mainly as a pure damage dealer in normal games.
In this build, we’re dual-wielding daggers to get some nice set of offensive and defensive skills from the 4 attunements. The primary objective should be to use these abilities in conjunction with the two conjuration skills i.e. Conjure Flame Axe and Conjure Lightning Hammer.
Though conjurations are useful, it’s best not to over-use them; instead, focus on maintaining a comfortable style of play, and then use them during specific on-demand occasions.
The Elementalist generally has a difficult learning curve because of the ample choices available to the profession, and since it uses Light Armor, the melee aspect of dual-wielding daggers is somewhat difficult to manage for inexperienced players. For the veterans, this may well be the most rewarding way to play this potentially powerful profession.
For traits, we’ll max out Fire and Earth Magic, while investing 10 points in Arcane. Fire Magic’s traits focus on amplifying the effectiveness of Conjurations and Fire attunement skills, while Earth traits give boost to Signets, some additional defense, and some added advantage to the duel-dagger aspect of the build.
This is another dagger-dagger build for the Elementalist, this time relying on DoT damage instead of conjurations and AoE.
The Earth attunement gives a large amount of CC and DoT damage skills to the profession, and because of that it will be maxed out. The main focus of this build is to utilize the AoE and ‘burning’ aspect of Fire-based skills and the control aspect of the Earth-based ones.
The idea here is to stack the duration of Burn, and then to switch to Earth attunement for Bleeds and CC. This will keep parallel conditions on the enemy that will do constant DoT, allowing for some pretty intense harassment and constant damage output.
For trait-lines, we’ve maxed out Earth because it seems to offer some good utility that increases the effectiveness of Bleeds, Signets and the close-range aspect of the build.
This is an experimental build that sways away from the conventional 4 Elemental attunements to the more Utility based part: Arcane abilities. The objective of this build is to maximizing critical chance and dish out critical damage whenever possible, and to acquire some durability with the Water skills.
We’re taking the Staff, because it fits so well with a slightly defensive type of Elementalist. Plus, it comes with a good mix of CC, defensive, and condition-based abilities that can be mixed up to give just about the right amount of damage.
Normally, an Elementalist without the Fire trait-line being fed with points is considered a failure. This build makes up for that with survivability and the Utility skills. Mist Form is there for the character to evade attacks for a brief period of time; it can be both an a useful skill to initiate or to take evasive action with.
The two central damage abilities of this build are Arcane Wave and Arcane Power, along with the Elite skill Glyph of Elementals.
For traits, we’re taking as much help from the Arcane Power trait as possible, while utilizing damage and utility buffs from the Water Magic tree.
Elementalist PvE Builds
This is the typical way of playing the Elementalist. The key here is to initiate by a closing distance, and primarily use fire damage to burn enemies and build Might. For these set of reasons, the Scepter and Focus seem to work well, because they allow good initiation from a reasonable distance.