Elementalist PvE | Dungeon Scepter/Dagger | Damage Standard Conjure Ele
Table of Contents
Summary
This is one of the highest independent DPS builds available in PvE. This guide highlights how to effectively use this build in general PvE and Fractal of the Mists.
I. Weapons and Skills
Weapon and Skill Details
Non-Conjure Skills To Consider
Dragon's Tooth-This skill is a Blast Finisher (ranged)
Phoenix-This skill is also a Blast Finisher (ranged)
Ring of Fire-This is your fire field to use Blast Finishers in like its going to be nerfed (which means do it a lot)
Water Trident-If you don't have a conjure weapon up it is a small heal that is ranged so you can potentially help an ally out. It is also AoE heal
Cleansing Wave-Decent Condi-removal as well as PBAoE heal
Ride the Lightning-Because keeping up is the difference between the cool kids and the outcasts of society (trust me, you want to be cool)
Earthquake-Cause Knockdowns are helpful to say the least.
Non-Conjuring Utilities
Signet of Restoration-Decent heal to have on your bar but can traded out with Glyph of Elemental Harmony
Armor of Earth-Use this in situations where stability will be important
Arcane Shield-Pretty much your life can depend on this skill. Since you will probably (remember the cool kids) be running full berserker gear, being able to block a painful attack is important
Arcane Wave-When you don't need stability then this skill should replace armor of earth. It is a blast finisher that can do some decent damage.
Conjure Weapons
Conjure Lightning Hammer-This conjure will spawn one hammer in your hands and another on the ground. The only skill that should be used in combat is the auto-attack. It provides high DPS and an AoE blind on the third swing. The second skill is also useful for closing gaps.
Conjure Fiery Greatsword-When conjured the same is true for this weapon as the hammer. The main difference here is that you will be using skills 3, 4, and 5 on recharge. In the gameplay section I will show you how to use these skills effectively.
II. Traits
Fire Magic
Air Magic
Earth Magic
Water Magic
Trait Details
All of the traits are self explanatory. Just remember to be attuned to water when you are in a fight.
III. Stat Specifics & Effects
Primary Stats
- Health 13645 (+2000)
- Vitality 1116 (+200)
- Armor 1936 (+100)
- Toughness 1016 (+100)
- Attack 3738 (+1826)
- Power 2742 (+1826)
- Critical Hit 49% (+49%)
- Precision 1951 (+1035)
Secondary Stats
- Agony Resistance 30 (+30)
- Bleeding Duration 20% (+20%)
- Condition Damage 100 (+100)
- Condition Duration 30% (+30%)
- Critical Damage 75% (+75%)
- Damage 996 (+0%)
- Defense 920 (+0)
- Ferocity 1135 (+1135)
- Healing Power 200 (+200)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Utility Nourishment
Armor & Runes
- Defense: 73
- Power: 60
- Precision: 43
- Ferocity: 43
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 73
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 314
- Power: 134
- Precision: 96
- Ferocity: 96
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 133
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 194
- Power: 90
- Precision: 64
- Ferocity: 64
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 133
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
Armor Stat Totals
- Defense 920
- Power 594
- Ferocity 399
- Precision 299
Rune Bonuses
Superior Rune of the Scholar- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
Accessories & Jewels
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
Accessory Totals
- Power:692
- Precision:466
- Ferocity:466
- Agony Resistance:30
Weapon Set Sigils
- Weapon Strength: 895-1010
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 924-981
- Power: 120
- Precision: 85
- Ferocity: 85
Weapon Set I
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
- Weapon Strength: -
Water Weapon I
V. Basic Gameplay
Prelude
The first thing you should know about this build is that you will almost always have a conjure weapon in your hands. Now before I go into how and when to use these weapons I do want to touch on some important non-conjure skills that you will be using. For simplicity I will refer to skills first by their actual name and then I will refer to them by using their attunement, the their Weapon, and finally their number slot on the skill bar (default numbers). So for example Flamestrike would be Fire-Scepter-1.
Scepter/Dagger
The most important non-conjure weapon skill you have is Ring of Fire (Fire-Dagger-4). This is usually used right before a battle begins and after you have used Dragon's Tooth (Fire-Scepter-2). So make sure to be attuned to fire before entering battle. Now once aggro is made cast Fire-Scepter-2 on a foe as you are running to that foe. When you reach the foe (and hopefully before Fire-Scepter-2 hits the ground) pop Fire-Dagger-4 and then immediately us Phoenix (Fire-Scepter-3) in the fire field as well as Arcane Wave if you have it equipped. If done correctly you will get two to three blast finishers off inside of the fire field.
Conjuring
Lightning Hammer
As I have mentioned before you should pretty much only use the autoattack on this weapon. It does high DPS, and the third attack in the chain is a blast finisher and does AoE blind.
Fiery Greatsword (FGS) This is the craziest, most insane DPS possible. If you use this weapon in the manner I'm about to describe you will watch Champions and Legendaries melt like butter in the sun...well kinda not really.
Use this weapon when you are up against walls. So if mobs are being pulled into walls or around corners you can use it then, or if a Boss is up against a wall use it. The first thing you want to do is quickly drop FGS skill 5 on your target. Then you will want to make sure your target is not selected (if it is just deselect by clicking the screen anywhere that wont select a new target). Now you will need to point your character at the foes in question and use FGS Skill 4. Skill 4 makes your character run for an extended period of time leaving a fiery trail behind him. If you run directly into a wall then the full force of that entire trail will be located at a single point, which if aimed correctly will be directly under your boss or mobs. The next skill you want to use is FGS Skill 3. It is basically a Warrior's Whirlwind attack so do it into the wall as well. USE THESE THREE SKILLS ON RECHARGE. Once you get the hang of how to position your character you will be doing so much damage that you will want to delete your other characters...well probably not but its pretty good.