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Build:E/D Second Wind Ele

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This build is provisionally vetted. It does not yet have enough votes to pass vetting, but consensus has determined that it can be recommended for use.

If you have experience with this build please provide a rating.

This build's provisional rating is Good according to the existing ratings (in the range from 3.75 to < 4.75).

This build has been designed for the following use:

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

Template code


  • 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).


  • 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).


  • 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.


  • 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.


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