Elementalist PvE | Dungeon Scepter/Focus | Damage Glassy Crit build

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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

Berserker's Scepter
  • Weapon Strength: 895-1010
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Fire Attunement
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
  • Water Attunement
    Attunement. Attune to water, gaining superior support and healing abilities.
  • Air Attunement
    Attunement. Attune to air, gaining heavy damage and control abilities.
  • Earth Attunement
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
  • Flamestrike
    Strike your foe with flame.
    Burning: 3 s (656 damage)Damage: 133Range: 900
    • 0
    • 0
  • Dragon's Tooth1
    Drop an explosive dragon's tooth on your foe.
    Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
    • 0
    • 0
  • Phoenix¼ 16
    Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
    Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
    • 0
    • 0
  • Flamewall½ 16
    Create a wall of flame at the target area that burns foes.
    Damage: 95Duration: 8Burning: 2.5 s (328 damage)Combo Field: FireRange: 900
    • 0
    • 0
  • Fire Shield32
    Aura. Envelop yourself in a shield of fire that burns foes.
    Duration: 5Burning: 1 s (328 damage)
    • 0
    • 0
  • Arcane Brilliance¾ 25
    Arcane. Blast the area, hitting foes with critical damage and healing yourself. Healing effectiveness is increased per target hit.
    Damage: 242Healing: 3,560Healing Increase Per Target: 20%Number of Targets: 5Radius: 240Combo Finisher: Blast
    • 0
  • Arcane Blast20
    Arcane. Blast your foe with energy for critical damage.
    Damage: 363Combo Finisher: ProjectileRange: 1,500
    • 0
  • Arcane Wave30
    Arcane. Blast nearby foes with an energy wave for critical damage.
    Damage: 628Combo Finisher: BlastRange: 360
    • 0
  • Arcane Shield75
    Arcane. Block attacks with an energy shield. If it blocks three attacks, it explodes.
    Duration: 5Damage: 365Radius: 360
    • 0
  • Glyph of Elementals 90
    Glyph. Summon an elemental based on your attunement.

    Fire Elemental: Deals damage.
    Ice Elemental: Deals damage and heals.
    Air Elemental: Deals damage and stuns.
    Earth Elemental: Deals damage and is hard to kill.
    Duration: 60Range: 1,200
    • 0

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

Adept Master Grandmaster

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

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

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

Bowl of Sweet and Spicy Butternut Squash Soup
Duration: 1hr
Power: 100
Ferocity: 70
Experience from Kills: 10%
  • (1hr)
  • Power: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Duration:

Armor & Runes

Berserker's Exalted Masque
  • Defense: 73
  • Power: 60
  • Precision: 43
  • Ferocity: 43
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Mantle
  • Defense: 73
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Coat
  • Defense: 314
  • Power: 134
  • Precision: 96
  • Ferocity: 96
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Gloves
  • Defense: 133
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Pants
  • Defense: 194
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Boots
  • Defense: 133
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +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
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Bud of the Pale TreeUtility Slot
  • Power: 157
  • Precision: 90
  • Vitality: 18
  • Ferocity: 108
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Book of SecretsDefensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Vine of the Pale TreeDefensive Slot
  • Power: 126
  • Precision: 67
  • Vitality: 18
  • Ferocity: 85
(Infused)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Zinn's Data CrystalDefensive Slot
  • Power: 110
  • Precision: 56
  • Vitality: 18
  • Ferocity: 74
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:707
  • Precision:427
  • Vitality:54
  • Ferocity:466
  • Agony Resistance:30

Weapon Set Sigils

Berserker's Scepter
  • Weapon Strength: 895-1010
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Force
+5% damage.

Weapon Set I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Sigil of Superior Force

+5% damage.

Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Water Weapon I

Sigil of Superior Battle

You 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

Dragon's Tooth1
Drop an explosive dragon's tooth on your foe.
Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
Phoenix¼ 16
Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
Arcane Wave30
Arcane. Blast nearby foes with an energy wave for critical damage.
Damage: 628Combo Finisher: BlastRange: 360
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Blinding Flash10
Blind your foe with a flash of light.
Blind: 6sRange: 900
Lightning Strike5
Strike your foe with lightning.
Damage: 403Range: 900
Arc Lightning
Cast an arc of electricity at your foe.
Stage 1 damage: 30Stage 2 damage: 60Stage 3 damage: 91Duration: 3Range: 900
Arcane Blast20
Arcane. Blast your foe with energy for critical damage.
Damage: 363Combo Finisher: ProjectileRange: 1,500
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Rock Barrier1 15
Envelop yourself in a stony barrier that improves armor.
Duration: 30
Dust Devil¼ 15
Blind your foes with a blast of sand.
Damage: 134Blind: 10 sRange: 900
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Lightning Strike5
Strike your foe with lightning.
Damage: 403Range: 900
Arc Lightning
Cast an arc of electricity at your foe.
Stage 1 damage: 30Stage 2 damage: 60Stage 3 damage: 91Duration: 3Range: 900
Gale¾ 50
Knock down your foe with a charged wind blast.
Knockdown: 2 sRange: 900
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Dragon's Tooth1
Drop an explosive dragon's tooth on your foe.
Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
Flamewall½ 16
Create a wall of flame at the target area that burns foes.
Damage: 95Duration: 8Burning: 2.5 s (328 damage)Combo Field: FireRange: 900
Phoenix¼ 16
Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
Arcane Wave30
Arcane. Blast nearby foes with an energy wave for critical damage.
Damage: 628Combo Finisher: BlastRange: 360
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Lightning Strike5
Strike your foe with lightning.
Damage: 403Range: 900

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

Arcane Shield75
Arcane. Block attacks with an energy shield. If it blocks three attacks, it explodes.
Duration: 5Damage: 365Radius: 360
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Rock Barrier1 15
Envelop yourself in a stony barrier that improves armor.
Duration: 30
Obsidian Flesh50
Envelop yourself in stony armor, making yourself invulnerable.
Duration: 4
Arcane Brilliance¾ 25
Arcane. Blast the area, hitting foes with critical damage and healing yourself. Healing effectiveness is increased per target hit.
Damage: 242Healing: 3,560Healing Increase Per Target: 20%Number of Targets: 5Radius: 240Combo Finisher: Blast
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Water Trident½ 20
Cast a water trident that damages foes and heals allies.
Damage: 168Healing: 1,448Radius: 180Range: 900
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Swirling Winds½ 30
Create a swirling wind that destroys projectiles.
Duration: 6Radius: 400

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

Lava Chains½ 24
Cripple multiple foes with lava chains.
Damage: 175Crippled: 5 sRange: 1,200
Boil½ 8
Shoot a blob of molten rock that explodes after a delay.
Damage: 174Duration: 4Radius: 240Combo Field: FireRange: 1,200
Steam½ 20
Blind your foe with superheated water.
Damage: 87Blind: 5 sRange: 1,200
Magma Orb½
Shoot a blob of molten rock that explodes after a delay.
Damage: 89Radius: 120Range: 1,200
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Lightning Cage½ 35
Create an electrical field that stuns foes crossing it.
Damage: 84Duration: 5Stun: 1 sRadius: 240Range: 900
Air Bubble1 35
Trap your foe in an air bubble and make them float to the surface.
Float: 2 sRange: 1,200
Electrocute½ 12
Charge the water around your foe with electricity.
Damage: 417x5Vulnerability: 6 sRadius: 240Range: 1,200
Forked Lightning½
Fire three bolts of lightning in an arc in front of you.
Damage: 133Range: 1,200
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Rock Anchor1 35
Anchor a rock to your foe, making them Sink.
Sink: 2 sRange: 1,200
Rock Spray½ 12
Spray a cone of gravel to bleed foes.
Damage: 251x3Bleeding (300-400"): 10 s (1275 damage)x2Bleeding (200-300"): 10 s (850 damage)x3Bleeding (0-200"): 10 s (1275 damage)Range: 400
Rock Blade½
Shoot three rocky blades at your foe.
Damage: 17Bleeding: 3 s (129 damage)Number of blades: 3Combo Finisher: ProjectileRange: 1,200
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Lava Chains½ 24
Cripple multiple foes with lava chains.
Damage: 175Crippled: 5 sRange: 1,200
Heat Wave1 32
Launch three waves of heat. Each burns foes and grants vigor to allies.
Vigor: 5 sBurning: 6 s (984 damage)Range: 1,200
Boil½ 8
Shoot a blob of molten rock that explodes after a delay.
Damage: 174Duration: 4Radius: 240Combo Field: FireRange: 1,200
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Lightning Cage½ 35
Create an electrical field that stuns foes crossing it.
Damage: 84Duration: 5Stun: 1 sRadius: 240Range: 900
Air Bubble1 35
Trap your foe in an air bubble and make them float to the surface.
Float: 2 sRange: 1,200
Forked Lightning½
Fire three bolts of lightning in an arc in front of you.
Damage: 133Range: 1,200

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.


Comments

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@ 08:59 PM, Sun December 22 2013 Reply
One thing....switching attunement is NOT the same as switching weapons...sure you might get might when you switch attunement on occasion...but that is because of the trait in Arcana...not the sigilon your weapon... Stand in town sometime and switch attunements...see what happens....
@ 02:51 PM, Sat January 25 2014 Reply
I tested it both in combat and in town. There is a difference between it sadly but in combat with one I stay at 4 stacks of might and in mobs I can get up to 6 which for a glassy build that dies a lot is better than trying to keep getting 25. Standing in town it just has it stay at one, so there is a difference I admit that, just preference