PvXwiki
Advertisement
Vista-file-manager 50x50

This build was archived 00:26, 6 September 2020 (UTC), for the following reason:

This build had been designed for the following use:

This build was in the category Meta before being archived.

Pressure build based on melee elementalists.

Team Overview[]

Elementalist/Warrior
Conjure Flame Star Burst Flame Burst Dismember Disrupting Chop Bonetti's Defense Sprint Resurrection Signet
Elementalist/Warrior
Conjure Flame Star Burst Flame Burst Dismember Disrupting Chop Wild Blow Sprint Resurrection Signet
Elementalist
Aura of Restoration (PvP) Air Attunement Gust Shock Lightning Bolt Lightning Touch Whirlwind Shock Arrow
Elementalist/Dervish
Aura of Restoration (PvP) Air Attunement Gust Gale Lightning Strike Shell Shock Blinding Flash Eremite's Zeal
Mesmer/ Ritualist     
Complicate Power Block Power Drain Wastrel's Demise Shame Shatter Enchantment Drain Enchantment Death Pact Signet (PvP)
Monk/Warrior
Restore Condition Spirit Bond (PvP) Aegis (PvP) Guardian Shielding Hands Holy Veil Aura of Stability Balanced Stance
Monk/Assassin
Healing Burst Patient Spirit Infuse Health Guardian Shield Guardian Cure Hex Draw Conditions Dark Escape
Monk/Elementalist
Healing Burst Patient Spirit Spirit Bond Guardian Shield Guardian Cure Hex Draw Conditions Dash

Builds[]

Star Burst Elementalists (2)[]

Your maximum Energy is raised by 21.
 save
Template code

Optional Optional

  • Bonetti's Defense Bonetti's Defense
  • Wild Blow Wild Blow

Equipment

Runes and insignia

Weapons

  • 40/20/20 fire magic.
  • Fiery axe of defense with +15% while enchanted.
    • With a 20/20 fire magic focus as your main weapon set.
    • Strength shields of fortitude, +10 armor against each damage type and -20% cripple duration as your shield set.
  • 40/40 fire magic. Only for detonating blocks.

Usage

  • Try to hit multiple targets with your spells.
  • Interrupt important skills.
  • Wild Blow against Dark Escape and Balanced Stance.


Melee Gust Elementalist[]

12 + 1 + 3
Your maximum Energy is raised by 39.
 save
Template code

Equipment

Runes and insignia

Weapons

Usage

  • Gust fire elementalists or defensively when needed.
  • Knock targets down as required.
  • Increase the damage output with cracked armour.


Ranged Gale Elementalist[]

12 + 1 + 1
Your maximum Energy is raised by 39.
 save
Template code

Equipment

Runes and insignia

Weapons

Usage

  • Gust fire elementalists or defensively when needed.
  • Knock targets down as required.
  • Increase the damage output with cracked armour.


Usage

Domination Mesmer[]

You activate Spells and Signets 37% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.)
In PvE, the recharge time of your Mesmer Spells is reduced by 30%.
 save
Template code

Equipment

Runes and insignia

Weapons

  • 40/40 domination magic.
  • 40/40 inspiration magic.
  • High energy set domination magic.
  • Spear of defense, 10%hrt with
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

  • Complicate Apply Poison, Resurrection Signet and Death Pact Signet (PvP).
  • Lineback with Power Drain. When you can play offensively, take out Healing Burst.
  • Wastrel's Demise on targets which are likely to get knocked down by Gust.


Usage

Restore Condition Prot[]

Your allies are healed for 29 Health whenever you cast Monk spells on them.
 save
Template code

Variants

  • Pick Shield Guardian over Holy Veil if anticipating pressure builds like Necromancer Balanced.
    • This makes you more vulnerable to Power Block and Power Leak.

Equipment

Runes and insignias

Weapons

Usage

Healing Burst Fuse[]

Your allies are healed for 32 Health whenever you cast Monk spells on them.
 save
Template code

Variant

  • Take Signet of Rejuvenation over Infuse Health against pressure builds.

Equipment

Runes and insignias

Weapons

Usage

Healing Burst Runner[]

Your allies are healed for 35 Health whenever you cast Monk spells on them.
 save
Template code

Variants

  • Replace Spirit Bond (PvP) with Protective Spirit against spike builds or Shield of Absorption against pressure builds.
  • Replace Shield Guardian with Shielding Hands and Guardian with Mending Touch if anticipating a dedicated split build.

Equipment

Runes and insignias

Weapons

Usage

Tactics[]

Playing this team[]

Game Plan This team is designed for narrow maps, most notably Druid's Isle because of the easy to collapse splits and Burning Isle as it usually forces an 8v8 in the beginning. Your plan is to overwhelm the opponent with your pressure and frequent knockdowns: Monks are likely to run out of energy against this build and the opposing frontline can be linebacked with a well-placed Gust.
8v8

  • Whenever possible, try to hit multiple targets with Star Burst and Flame Burst.
  • Attack different targets to maximize the opposing monks' energy consumption caused by applying Spirit Bond (PvP) on multiple targets.

Flag

  • Ideally your Gust elementalists and mesmer take out enough damage so you can hold or even run the flag on your runner.
  • If the opponent built your bridge on Druid's Isle you should run the flag that way.

Split

  • Defend with the runner.
  • When the opposing team's split has committed to attacking NPCs and stay deep in your base, attempt a full collapse.

Lategame

  • Even if you didn't have the opportunity to take out the pit NPCs sooner in the match your elementalist damage will quickly take care of at least the knights.
  • The ranged gust elementalist should defend your own base with the runner and, if necessary, prot, leaving the majority of the team attacking the opposing guild lord to accumulate lord damage.


Playing against this team[]

8v8 Situations

  • Spread out.
    • Frontliners shouldn't converge on the same target, they will get gusted.
  • Don't kite.
  • Harass the ranged Gust elementalist with a Wastrel's Mesmer if possible.

Flag

  • Make sure to cover Aura of Stability.

Split

  • Avoid ever having a solo monk against the opposing team's mesmer.
  • When your main team is pushed back into your own base and your split is deep inside their base, be ready to counter a full collapse on your split.

Lategame

  • The melee elementalists will be somewhat weak to AoE damage as they have to gather around the same target.
  • It's nonetheless too risky to attack them with a dervish. Send him to their base.
  • You'll likely face few damage dealing defenders, as most of their damage is going to attack your guild lord.
  • Fake out Power Block. Holy Veil the fuse against Shame if you have the energy for it.

Exemplary Videos[]

Point-blank Gust PoV:

See also[]

Advertisement