Elementalist
Weapon Sets, Skills & Effects
- Fire Attunement8½Attunement. Attune to fire, gaining heavy damage and burning abilities.Fury: 2 sMight: 15 s
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- Water Attunement8½Attunement. Attune to water, gaining superior support and healing abilities.Fury: 2 sRegeneration: 5 s
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- Air Attunement8½Attunement. Attune to air, gaining heavy damage and control abilities.Fury: 2 sSwiftness: 8 s
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- Earth Attunement8½Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.Fury: 2 sProtection: 5 s
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- Water Attunement8½Attunement. Attune to water, gaining superior support and healing abilities.Fury: 2 sRegeneration: 5 s
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- Fire Attunement8½Attunement. Attune to fire, gaining heavy damage and burning abilities.Fury: 2 sMight: 15 s
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Boons & Effects
Conditions
Control
Fields & Finishers
Combo
Traits
Fire Magic
- Empowering FlameGain 150 power while in fire attunement.
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- Burning PrecisionCritical hits have a 33% chance to cause 2 seconds of burning. Burning duration is increased by 20%.
- ConjurerGain fire aura for 5 seconds when an ally picks up a conjured weapon; Conjured weapons have 10 more charges.
- Burning FireUse cleansing fire automatically when you have 3 conditions on you.
- SunspotInflict damage at your location when you attune to fire, and gain 3 seconds of fire aura.
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- Pyromancer’s TrainingDeal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
- One with FireFire auras you apply last 33% longer and grant 2 stacks of might for 10 second when applied.
- Power OverwhelmingGain condition damage based on 10% of your total power attribute.
- Burning RageDeal 10% more damage to burning foes.
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- Persisting FlamesExecuting blast finishers on fire fields grant 10 seconds of fury. Fire fields last 2 seconds longer. Create a lava font on your position when you go down.
- Pyromancer’s PuissanceEach skill you use while attuned to fire grant you 15 seconds of might. This effect works in combat only.
- Blinding AshesBlind foes for 4 seconds when you burn them. 8 second internal cooldown.
Water Magic
- Soothing MistYou and nearby allies regenerate health while you are attuned to water. Radius 300.
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- Soothing IceGain regeneration and frost aura for 4 seconds when critically hit. 20 second internal cooldown.
- Piercing ShardsWhile attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
- Stop, Drop and RollDodge-rolling removes burning and chilled from you and nearby allies.
- Healing RippleHeal nearby allies when attuning to water
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- Soothing DisruptionCantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
- Cleansing WaveRemove a condition from you and allies when attuning to water.
- Aquamancer’s TrainingDeal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
- Aquatic BenevolenceHealing done to allies is increased by 15%
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- Cleansing WaterRemove a condition when granting regeneration to yourself or an ally.
- Powerful AuraWhen you apply an aura to yourself, grant that aura to all nearby allies as well.
- Soothing PowerThe healing effect of soothing mist is increased by 200%.
Arcana
- Arcane FuryGain fury for 2s when you switch attunements.
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- Arcane PrecisionSkills have a chance to apply a condition, based on your current attunement, on critical hits.
- Renewing StaminaGain vigor for 5s when you deliver a critical hit. 5 second internal cooldown.
- Arcane AbatementTake less damage from falling. Create a spell when you take falling damage, based on your attunement.
- Elemental AttunementWhen attuning to an element, you and nearby allies gain a boon.
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- Arcane ResurrectionYou have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
- Elemental ContingencyGain a boon when you are struck, based on your current attunement
- Final ShieldingCreate an Arcane Shield for 5s when your health drops below the threshold (25s)
- Elemental EnchantmentBoon duration is increased by 10% and attunements recharge 15% faster.
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- Evasive ArcaneCreate an attunement-based spell at end of your dodge. Fire: Flame Burst. Water: Cleansing Wave. Air: Blinding Flash. Earth: Shockwave
- Elemental SurgeBased on your current attunement, arcane skills inflict a condition on foes that they hit. Gain 150 more ferocity for 15 seconds when you use an arcane skill. Arcane abilities recharge 20% faster.
- Bountiful PowerDeal 2% more damage for each boon on you.
Stats
Primary Stats
- Health 25395 (+13750)
- Vitality 2375 (+1375)
- Armor 2820 (+900)
- Toughness 1900 (+900)
- Attack 3131 (+1150)
- Power 2150 (+1150)
- Critical Hit 4% (+4%)
- Precision 1000 (+0)
Secondary Stats
- Boon Duration 10% (+10%)
- Burning Duration 20% (+20%)
- Damage 981 (+0%)
- Defense 920 (+0)
Active Stat Bonuses
Active Boons
(Click to activate a Boon or change the Intensity amount.)World vs World Bonuses
(Click to activate bonus and change the Intensity amount.)Runes, Sigils, Accessories & Jewels
Armor & Runes
Rune Stat Totals
- Vitality 175
- Power 100
Rune Bonuses
PvP Rune of the Warrior- Vitality: 25
- Power: 35
- Vitality: 50
- Power: 65
- Vitality: 100
- -20% recharge on weapon swap.
Accessories & Jewels
Accessory Totals
- Power:900
- Toughness:900
- Vitality:1200
Weapon Set Sigils
Weapon Set I
Sigil of IntelligenceYour next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Water Weapon I
Water Weapon II
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