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.Crippled: 3 sStability: 2 sFury: 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
Earth Magic
- Stone FleshGain 150 toughness while attuned to earth.
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- Earth’s EmbraceGain armor of earth when struck while below 50% health.
- Serrated StonesBleeds you apply last 20% longer; deal 5% more damage to bleeding foes.
- Elemental ShieldingGrant 3 seconds of protection when applying an aura to yourself or an ally.
- Earthen BlastDamage foes and cripple them for 3s when attuning to earth.
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- Strength of StoneGain condition damage based on 10% of your toughness attribute.
- Rock SolidGrant 2 seconds of stability to nearby allies when attuning to earth.
- Geomancer’s TrainingYou recover 33% more quickly from chilled, cripple and immobilize. Earth abilities recharge 33% faster.
- Geomancer’s DefenseYou take 10% less damage from foes within 360 range of you.
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- Diamond SkinConditions cannot be applied to you when your health is above the threshold (90%)
- Written in StoneMaintain the passive effects of signets when you activate then. Reduces recharge of signets by 20%.
- Stone HeartYou cannot be critically hit while attuned to earth.
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 20645 (+9000)
- Vitality 1900 (+900)
- Armor 1920 (+0)
- Toughness 1000 (+0)
- Attack 2896 (+900)
- Power 1900 (+900)
- Critical Hit 4% (+4%)
- Precision 1000 (+0)
Secondary Stats
- Bleeding Duration 20% (+20%)
- Boon Duration 10% (+10%)
- Condition Damage 1508 (+1508)
- Damage 996 (+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
- Condition Damage 175
Rune Bonuses
PvP Rune of Scavenging- Condition Damage: 25
- 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
- Condition Damage: 50
- After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
- Condition Damage: 100
- 7% of Vitality is converted to Condition Damage.
Accessories & Jewels
Accessory Totals
- Power:900
- Vitality:900
- Condition Damage:1200
Weapon Set Sigils
Weapon Set I
Sigil of Superior GeomancyYou bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior DoomYou deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
Water Weapon I
Water Weapon II
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