Elementalist Nuker Build
Here, you will find 2 builds for elementalist nukers. Both use the staff, as that is hands-down the best weapon for medium to large scale fights. Both of the builds are very good; however, one is more offensive than the other.
Be very careful which build you choose. The offensive staff build will do more damage; although, it is very dependent on you knowing the profession, backlining, and zerg fighting very well. I only recommend the more offensive build for people that main as an elementalist, and have many hours using staff.
If you are running the Fire variation of the build and we see you frequently dying, we will ask you to change. Staff elementalists have many escapes and are notorious for being difficult to kill, but you have to know when to dodge, when to use your escapes, and exactly where to position yourself.
- AoE Control (Static field, frost ground, unsteady earth)
- Placing water fields
- AoE nuking
Build Choice: Water Variation
Staff Elementalist Water Variation Build.
The water variation is very survivable. You will be using Sigil of Energy, so you will be able to dodge and proc Evasive Arcana very frequently (attunement swap counts as weapon swap). It still hits very hard, but you can survive in this build much more easily than the Fire variation.
This build uses boon duration runes. You will have a good amount of swiftness uptime, and other attunement swap boons will stack up. You will need to figure out which combinaton of runes you want to use out of these 4:
- 2x Superior Runes of Water
- 2x Superior Runes of the Monk
- 2x Superior Runes of the Traveler
- 2x Major Runes of Water
The superior runes will all give 15% boon duration, while the major water will only give 10%. I recommend using major water and save up for traveler (which is expensive). The 5% boon duration doesn't sound like much, but it definitely adds up.
One of the slot skills is empty on purpose. You can choose which slot skill you would like to use. Lightening Flash is a good skill to use to keep mobility during the cast of meteor shower (which roots you). Glyph of Elemental Storms is a very good skill to use while in Earth, as it does direct damage, bleed, and 30 blinds in an area. Another possibility is Glyph of Elemental Power, which is a stun breaker and will add some effects (burn, chill, weakn, bleed) to your normal attacks.
Build Choice: Fire Variation
Staff Elementalist Fire Variation Build.
The Fire variation has almost the same exact armor / trinkets, but it uses runes of Hoelbrak instead. This build is used for heavy might stacking and might duration, which will significantly increase the amount of might stacks you will have. Because this build is less survivable, you need to be using Lightening Flash as a slot skill for an extra escape.
Each fire spell you cast gives you might for 13 seconds, so while your Fire attunement will be where you really start stacking up the damage, never just stay in Fire. You need to be using all of your attunements and blowing cooldowns; just stay in Fire when other attunements are on cooldown.
Try to use meteor shower only after you have a significant amount of might stacks. When you combine this with Tornado, which gives you +40% crit chance and +1k power, your meteor shower will absolutely demolish enemies (cast tornado directly after meteor shower so the stat bonuses are applied).
The Superior Runes of Hoelbrak significantly increase the amount of might you have, as well as contributes to the might duration. Also, since you have less condition removal than the Water Variation, this will do a flat 20% reduction in duration of any conditions applied to you.
The Hoelbrak runes synergize with your fire attunement, since every spell used in Fire will give you a stack of might.