Elementalist sPvP | Tournament Dagger/Dagger | Bunker Bunker Surprise
Table of Contents
Summary
Elementalists have it really rough after being overnerfed and with the current condi-meta. Ether Renewal is good condition removal but a clutch. I tried to find a working soloqueue build that doesn't rely on Ether Renewal. This build can bunker against 2 opponents for quite some time and then still get away with the mobility provided by traited RTL. It also has a surprising amount of burst for a build with over 1000 healing power and plays a lot like the D/D build of yore with constant healing from the signet but it abandons Evasiva Arcana for more burst and movement/crowd control.
I. Weapons and Skills
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
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- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
- 0Fury: 5 sSwiftness: 5 s
Weapon and Skill Details
Healing Signet: gives a lot of sustain with over 1000 healing power. The active should never be used unless it is a 100% life or death decision and you're sure the ~4k heal will save you and you can survive the next 25 seconds without the passive.
Lightning Flash, Cleansing Fire, Arcane Shield: Pretty default cantrip setup. After all the nerfs (and without cantrip traits) Arcane Shield is better than Mistform in most situations.
Glyph of Elementals: You can use the Greatsword for the added mobility though I prefer the additional DPS from fire elemental or the healing from ice elemental.
II. Traits
Fire Magic
Air Magic
Earth Magic
Water Magic
Arcana
Trait Details
Air: On demand fury and swiftness (helping you achieve perma-swiftness) through Air I, burst through the 15 point minor and most importantly, Air IX for more mobility with RTL, more crowd control with updraft, shocking aura and weakness. Air X is best for scepters but cooldown reduction does more for daggers.
Water: Maximum condition removal setup. You'll gain regeneration and remove a condition when you're crit, and you'll remove 2 conditions when attuning to water.
Arcana: Default Arcana setup, Vigor + Boons on attunement switching.
III. Stat Specifics & Effects
Primary Stats
- Health 14645 (+3000)
- Vitality 1216 (+300)
- Armor 2736 (+900)
- Toughness 1816 (+900)
- Attack 2972 (+1075)
- Power 1991 (+1075)
- Critical Hit 17% (+17%)
- Precision 1116 (+200)
Secondary Stats
- Attunement Recharge Rate 20% (+20%)
- Boon Duration 20% (+20%)
- Condition Duration (self) -20% (+-20%)
- Critical Damage 13% (+13%)
- Damage 981 (+0%)
- Defense 920 (+0)
- Ferocity 200 (+200)
- Healing Power 1500 (+1500)
- Might Duration 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
Rune Stat Totals
- Power 175
- Might Duration 30%
- Condition Duration (self) -20%
Rune Bonuses
PvP Rune of Hoelbrak- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
Accessories & Jewels
- Vitality: 0
- Power: 0
- Precision: 0
Accessory Totals
- Power:900
- Toughness:900
- Healing Power:1200
- Vitality:0
- Precision:0
Weapon Set Sigils
- Weapon Strength: 924-981
- Weapon Strength: 924-981
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 Accuracy+7% crit chance.
- Weapon Strength: -
Water Weapon I
Upgrade Item Details
Hoelbrak runes are perfect for this build. They give some much needed power, proc might and make all your might stacks last longer. And most importantly they make conditions last less time on you.
Sigil of Superior Battle gives about ~150 power and condition damage on average over the duration of a fight. Sigil of Hydromancy would be another choice here for more burst potential while losing out some sustained damage. Sigil of Superior Leeching is another good choice, giving you 1k damage (though single target) and a 1k heal upon attunement swapping ever 9 seconds.