Build:E/D PvP Second Wind

Decent damage, strong anti-CC skills to prevent interrupts and kd, great energy/HP management. Mainly designed for Random Arenas and splitting in GvG.

Attributes and Skills
[build prof=E/D air=12+1+1 ene=9+1 fir=8+1 earthp=5][Teinai's Wind][Lightning Strike][Lightning Orb][Glyph of Immolation][Second Wind][Pious Concentration][Fleeting Stability][Resurrection Signet][/build]

Variations

 * For split build replace Resurrection Signet with Shell Shock or a snare (hex/ward or Harrier's Grasp- Earth Prayers 6 and Wind Prayers 5). Replace Fleeting Stability with Windborne Speed/Storm Djinn's Haste if faster movement is required.
 * Adjust Energy Storage and Earth Prayers according to taste and Flux.
 * Replace Lightning Orb with Lightning Hammer (PvP) for more reliability but higher energy cost. Some Fluxes can reduce the cost.
 * For GvG in Jack of All Trades Flux - Air Magic 9+1+1, Fire Magic 10+1, Energy Storage 10+1, Earth Prayers 7 and bring speed skill for running and Lava Font for NPC killing (not many solo monks can keep NPCs alive against this variation - hit monk and npc with air skills depending on where spirit bond is and spam lava font on recharge).

Equipment

 * 40/40 Air set
 * Fast cast mid energy (+15 energy) air set (fast cast usually better than fast recharge).
 * High energy set
 * Defensive sets
 * Either Prismatic Insignia (fire 8+1 or even 9+1 if you choose prismatic), Aeromancer/Pyromancer or Sentry's.
 * Mid-energy Swift Energy Storage Staff of Enchantment/Adept Air Staff of Enchantment.
 * Rune of Restoration (for split builds).
 * Crippling Bow and Spear (for Harrier's Grasp build).

Usage

 * Cancel-cast Second Wind 4-5 times before the fight breaks out in order to build up overcast which will provide synergy with Lightning Strike and Second Wind itself. Try not to build more than 30-40 overcast but you should be fine as long as your maximum energy is 20+. If the fight drags on too long, or you're experiencing heavy pressure/high energy denial then eventually you'll end up stacking more overcast and will have to change to the mid or high energy set.
 * Teinai's Wind should always be used with Glyph of Immolation to interrupt targets and deal triple damage.
 * Pious Concentration should be maintained vs teams with rangers and mesmers. If the enemy has a warrior or anyone with knockdown keep Fleeting Stability off-CD to be available when needed, otherwise use it to fuel PC by providing an enchant it can remove.
 * Burst with Glyph + Lightning Strike + a well timed Lightning orb that should hit when the 2nd part of LS goes off. On a monk follow up with Teinai's Wind to prevent them from reacting to your burst while also delivering more pressure.
 * Switch to Staff of Enchanting when casting Fleeting Stability for running, or when you want to try for a fast recharge/fast cast on Second Wind.

Counters

 * Bad energy/cast management.
 * Power Block - although Pious Concentration prevents the interrupt, you'll be locked out from that school of spells and the skill you were casting will fail in the end.
 * Aneurysm, Complicate, Power Lock (and other skills that disable and not just interrupt), Signet of Humility, Arcane Languor.

Videos

 * Original Guild Wars - Testing Second Wind Ele in Random Arenas
 * Second Wind Ele with Blind in RA
 * Usage in Chain Combo flux in RA (but should make spikes less predictable by sometimes using lightning hammer+Teinai on a different target than lightning strike)