G3TS0M3’s Pyro Build
There are several ways to build an elementalist, and I’ve experimented with builds my fair share. While I can’t claim to be an expert, I do have 27 promotes, the elementalist banner, and roughly 200 wins on perilous alone with this class. Many builds are viable for threatening when your gear is acceptable, but I believe this is the top perilous spec.
The Build
Barrier – Lvl 5
Gathering Storm – Lvl 6
Wall of Fire – Lvl 10
Death Siphon – Lvl 12
Firestorm – Lvl 13
Stonefist – Lvl 14/15
You can upgrade barrier before getting firestorm and stonefist depending on your group composition. Defiant, control of the elements, and upgraded wall of fire are best left for the last 3 levels.
My Gear
Staff – Pyre of the Forgotten with 4% HoK and willpower
I like the Pyre purely for its damage and the burning effect fire staves apply. Obviously just use the best you have.
Armor/upgrades– I typically go for willpower and ranged defense as much as possible on mages. Enemy archers hurt in perilous.
Amulet – Cunning (+10)
Willpower, cooldown reduction, or magic until you find the cunning amulet.
Ring 1 – Critical Chance (5%, wish I had a 10%)
Crit chance is important for flashpoint passive ability.
Ring 2 – Attack (10%)
An ability ring (firestorm or wall of fire) or HoK ring would be fine as well.
Belt – Health (+200)
This is great, but a ranged or melee resistance belt can be effective too.
Note: I currently have 28 cunning passively. I think when I get around 40-45 cunning I’ll switch the crit ring for either an ability ring or another damage ring.
Combat Strategy (Perilous)
The elementalist adds a lot to a party with the combination of crowd control, sustained damage, and a barrier (also witty, positive banter). Increase your crit chance as much as possible with rings, amulets, and rogue promotions. Flashpoint will give you a free cooldown every 10 seconds so long as you’re landing crits and, when used properly, is a huge damage boost. Depending on the situation, you may need an extra barrier cast when overwhelmed, two quick stonefists to knock down sneaky assassins or pesky archers, or a quick wall of fire relocation to prevent adds from swarming your team. Ideally you’ll want firestorm up 100% of the time, but that’s not always realistic until zone 5.
I typically start a pull with firestorm (flashpoint) and firewall in quick succession. I often run out in front of the group to take the first couple hits. After 3 auto attacks with the staff, you’ll have enough mana to barrier the team. If you took a couple hits in the meantime, you’ll be back to full health after a few enemies die. Stonefist targets weak to spirit damage, disabled for a combo, or whatever’s closest. I try to use the full staff rotation to apply the burning effect to a target unless barrier is needed again immediately. With some finesse and practice, you can keep your flashpoint triggering near the end of a pull. This way you can run to the next area to engage other enemies.
When you’re in zone 5 use firestorm with the flashpoint proc. Keep wall of fire in the bottleneck, and continue to cast barrier on cooldown. Remember that with conductive current the less mana you have when you cast a spell, the more damage you do. Cast everything on cooldown. With this setup I’m able to focus all the adds while the team takes down the boss.
I hope some of you will try this build. Feel free to post comments or questions. Good luck and happy hunting!





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