Elementalist PvE | Dungeon Scepter/Focus | Damage Glassy Crit build
Table of Contents
Summary
Warning this is a glassy spec, be prepared to be fast on your feet or downed quickly in boss fights as well as mobs.
-Massive crit damage
-no use of conjure weapons
-use of switching between elements in order to maximize damage
The reason there are no conjured weapons in this is because of the fact that while they do deal insane damage you are then trapped with what you can do. The original spec I ran on my ele was a lightening hammer one and I found I ended up trapped in fire attunement gaining stacks of might while hitting the enemy in glassy armor. I ended up being downed more often than I was actually dealing damage. This spec allows for range and movement that the lightening hammer had been lacking.
Utility set up for Lupicus fight - This is a guide of how to survive and still deal damage on this spec for that fight. There are changes only to the utilities and heal skills as well as to the rotation.
I. Weapons and Skills
Weapon and Skill Details
S/F is the weapon choice here is the defensive aspects given by the focus. They come in handy for keeping the extremely glassy zerker ele alive long enough to deal damage or to recharge dodges. The scepter is one of the highest damage dealing weapons an ele has. The most used moves on it for this spec are Phoenix, Lightening Strike, and Arc Lightening.
The utilities chosen are basically auto crits. I avoided arcane power because with near full exotic gear most damage being dealt is crit damage as it is, making it useless in the long run. Instead I went with Arcane blast and arcane wave as offensive and arcane shield for defensive. With the new heal skill Arcane wave is now a ground target ability allowing for more movement for the glassy ele to avoid being in the thick of the battle.
Elite: Glyph of Elementals – it is very helpful to have the extra aid of one of the elementals out while running on the map or in a group. The one to try and use the most in groups is the fire elemental with the ice as a back up for the healing aspects.
II. Traits
Fire Magic
Air Magic
Earth Magic
Water Magic
Arcana
Trait Details
20/30/0/0/20 for a supper glassy spec that deals massive crit damage.
Fire Magic:
VI: The more damage the better.
VII: This allows for phoenix and other abilities to be ready or nearly ready by the time the rotation is back on fire.
Air Magic:
II: With Arc lightening being one of the main abilities and is a channeling skill this means more dodges and more survivability.
X: It’s more damage, what’s not to like?
XII: This allows for air attunement to become your main “weapon” in battle. You start out in one attunement swap and strike quickly with that in air before swapping to fire or earth or water then back after a crit.
Arcana:
Why am I still going into arcana if it’s taken a hit? My reasoning isn’t for the cool downs anymore. It is for the boons. The added fury helps with crit chance.
II: Vigor is basically what is going to keep you alive in this build. The faster endurance recharges the more dodges you have and the more movement open to you.
VIII: All of these boons either add to damage or survivability.
Most traits allow for massive damage or survivability within the spec, but keeps the focus on what the spec is: massive damage output that can be sustained and dealt quickly.
III. Stat Specifics & Effects
Primary Stats
- Health 12185 (+540)
- Vitality 970 (+54)
- Armor 1836 (+0)
- Toughness 916 (+0)
- Attack 3751 (+1888)
- Power 2757 (+1841)
- Critical Hit 57% (+57%)
- Precision 2112 (+1196)
Secondary Stats
- Agony Resistance 30 (+30)
- Attunement Recharge Rate 20% (+20%)
- Boon Duration 20% (+20%)
- Condition Duration 20% (+20%)
- Critical Damage 93% (+93%)
- Damage 994 (+5%)
- Defense 920 (+0)
- Experience from Kills 10% (+10%)
- Ferocity 1405 (+1405)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
The main stats to focus on in this spec are that given by zerker gear: power, precision, and critical damage. This means toughness, vitality, and your health take a major hit. Critical damage is the stat you’re wanting to see the highest numbers in over all others. 118% is the max one can get with a mix of exotic gear and ascended accessories as well as the traits.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Power: 100
Ferocity: 70
Experience from Kills: 10%
- (1hr)
- Power: 100
- Ferocity: 70
- Experience from Kills: 10%
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
- Power: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
Accessory Totals
- Power:707
- Precision:427
- Vitality:54
- Ferocity:466
- Agony Resistance:30
Weapon Set Sigils
- Weapon Strength: 895-1010
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 832-883
- Power: 120
- Precision: 85
- Ferocity: 85
Weapon Set I
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Force+5% damage.
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
Water Weapon I
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Upgrade Item Details
Zerker gear is the main gear set with precision and critical damage which is what needs the boosts in this spec. Runes of the scholar also add to the critical damage as well as some to power boosting overall and crit damage output.
With the weapons I went outside of the norm of going for a kills increase power or precision for gaining might every time you weapon swap. As attunements are an eles weapon swap you can keep around 3-6 stacks of might on you at any given time which means you don’t lose your bonus when downed as eles (especially glassy eles) tend to be quite often.
V. Basic Gameplay
Movement is the key to staying alive in a dungeon or in open world. The more you can move and range the foe the better. The main three attunements to focus on are fire, air, and earth. Fire and air provide the damage while earth will provide the protection needed to survive. Water is also useful if health is low and your heal skill is on cool down for it’s 3 ability. The only times, when in group content, you should be in the thick of the fray is to use your heal skill in order to deal damage with it and get the maximum amount of health you can out of it. Otherwise, stand back and avoid getting hit, dodging is your best friend.
Main Skill Rotation
This is the main rotation for damage. It is a very long rotation and can be switched up to your liking.
1. Dragon’s Tooth when engaging the target because it’s unlikely to move.
2. Phoenix next placed behind the target to get the maximum effect out of it. If there many use it to hit all the mob instead.
3. Follow with Arcane Wave to hit all target or just the one
4. Swap to air for a Lightening strike (traited ability)
5. Blinding flash to blind target
6. Lightening strike
7. Arc lightening
8. swap to earth or back to fire depending while still channeling arc lightening this is most likely to get a crit proc and cause air to be off cool down.
9. Rock Barrier do not Hurl it the barrier helps to keep you alive in longer fights.
10. Dust Devil to blind foes
11. Back to air (hits with lightening strike automatickally)
12. Lightening strike
13. Arc Lightening
14. Gale to knock down foes
15. Swap to fire
16. Dragon’s Tooth while foe is down
17. Place a flamewall near targets land a phoenix and arcane wave on it for combo effect.
18. Swap to air
19. Lightening strike
Repeat to your liking.
Defensive Rotation
This rotation is used to stay alive when running into the thick of a mob while low on health or are losing health and need the protection. This isn’t really a rotation just a suggestion on what to use when. The first 5 are more a rotation for running into a mob to heal.
1. Arcane Shield (start running)
2. Swap to earth to gain protection
3. Hit Rock Barrier if not already up
4. Obsidian flesh if or when you lose arcane shield
5. Arcane Brilliance to gain most of your health back when surrounded by 5 foes
6. Swap to water to gain regeneration
7. Water Trident if still low on health
8. Swap to air
9. Swirling Winds to guard against projectiles.
Underwater combat Rotation
Just the rotation I tend to use no matter the spec or gear.
VI. My thoughts and Side Notes
This is actually a build I changed up from someone else’s original: Woodenpotatoe’s old crit spec. He uses different armor and foods than I do making his toon way less glassy than mine. There are also several other differences, but the base idea of the spec is the same.
Also ele is my main, I've played many specs and roles on my ele and tend towards the swapping attunement specs a bit more than the conjure weapons ones. There are exception like while running AC I do switch out Arcane Wave/Blast for the ice bow.
@ 08:59 PM, Sun December 22 2013
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