Elementalist sPvP | Tournament Dagger/Dagger | Team fighter Celestial D/D

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Summary

Hi folks.

 

You might know me if you play NA and read the map chat there. I'm the guy that makes it more interesting than PvE people in complete denial about how terrible they are at everything. I have played GW2 on and off since launch and only really play it for PvP. I have been in the top 100 on both LBs at points in the past, but none of that crap mattered at the time since there were only 100 people who really played PvP back then anyway LOL.

 

The most recent patch changed the game in a big way with Celestial Amulet and a lot of the runes, but mainly Strength runes. I am taking the time to upload builds that use this combo on every class because this is a real opportunity for people to learn new and more versatile builds.


I. Weapons and Skills

PvP Dagger
  • Weapon Strength: 924-981
PvP Dagger
  • Weapon Strength: 924-981
PvP
  • Weapon Strength: -
  • Fire Attunement
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
    Fury: 2 s
  • Water Attunement
    Attunement. Attune to water, gaining superior support and healing abilities.
    Fury: 2 s
  • Air Attunement
    Attunement. Attune to air, gaining heavy damage and control abilities.
    Fury: 2 s
  • Earth Attunement
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
    Fury: 2 s
  • Dragon's Claw½
    Fling fire in a claw-shaped spread at your foe.
    Damage per projectile: 126Range: 400
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
  • Drake's Breath5
    Spray a cone of fire at foes while on the move.
    Damage (4x): 672x4Burning: 2.5 s (3936 damage)Range: 400
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
  • Burning Speed¾ 15
    Slide forward and blast the area, leaving behind a line of fire that burns foes.
    Fire wall damage: 34Duration: 4Burning: 1.5 s (328 damage)Blast radius: 240Blast damage: 672Combo Field: FireRange: 600
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
  • Ring of Fire¼ 15
    Damage nearby foes with a ring of fire, burning foes that pass through it.
    Damage: 417x2Burning: 4 s (1640 damage)Duration: 6Radius: 240Combo Field: Fire
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
  • Fire Grab¾ 45
    Damage foes in a cone in front of you. Deal more damage to burning foes.
    Damage: 588Damage vs burning: 941Range: 300
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
  • Signet of Restoration1 25
    Signet Passive: Grants health every time you cast a spell.
    Signet Active: Heal yourself.
    Healing: 3,275Healing: 202 per cast
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
  • Lightning Flash 40
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900Regeneration: 9 sVigor: 9 s
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
  • Mist Form75
    Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
    Duration: 3Breaks StunRegeneration: 9 sVigor: 9 s
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
  • Cleansing Fire40
    Cantrip. Cure three conditions and burn foes.
    x3Burning: 4 sRegeneration: 9 sVigor: 9 s
    • 0
      Regeneration: 9 sVigor: 9 sFury: 2 s
  • 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
      Regeneration: 9 sVigor: 9 sFury: 2 s

Weapon and Skill Details

Dagger Dagger is the best choice on Ele for Celestial Amulet because it has the best condi pressure potential of all the sets while still maintaining an offensive. Scepter would require using autoattacks for optimal pressure, which is awful on Ele, and Staff doesn't have the ability to smother a point with burning like D/D does.

 

For reference, look up Blinx's guide on D/D for more information on combos and what each skill does. It's an eye opener and will start you on your way to optimizing this weapon set. The difference between this and the older Clerics/Soldiers/Valkyrie D/D builds, of course, is that all your condis are going to hit significantly harder.

 

A big tip that generally applies to every class as well as Ele that should be pointed out is saving your good stuff for later in a fight. If you open with, say, Churning Earth and Lightning Flash, you're potentially missing your hardest hitting attack b/c they have their dodges up. Starting with RTL and Updraft is begging to be dodged when you could use that Updraft to interrupt their heal or an important attack.

 

For utilities, you want to learn how to use Lightning Flash for Z axis mobility. Practice in Solo Q by getting up to the clocktower and elevated spots from the ground. Your ability to save time moving between points will make you a better Ele. Mist is excellent for stomps against classes that can't port out, but sometimes you're gonna need it to protect yourself, like if you get focused. Cleansing Fire is there because a lot of people are running Condi in NA right now, but you can replace this with Armor of Earth if you know you're going up against more power and CC.

 

The Elemental elite should be chosen based on what you're about to do. If you're going to a team fight, Water is a great choice for the heals it provides. A small scale engagement would favor either Air or Fire, depending on how much stability the other guys have. Air can really mess up Engis and Necros who don't bring stun breaks. Fire is straight deeps, which is better if you're going up against a Warrior and Guardian with their stab uptime.


II. Traits

Adept Master Grandmaster

Trait Details

Evasive Arcana is a staple, as is Elemental Attunement and Renewing Stamina. Know how to use Evasive Arcana well with using Air to blind, Earth to slow people down and blast combo fields, and using Fire as an aggressive dodge. Of course, using it in Water will help heal and remove condis, but do not get too dependent on Water dodges.

 

Cleansing Water is back and without an ICD, making Ele very strong against condis again. Triple cantrips makes it hard for people to keep condis on you, but if they are good this will not carry you. A Necro that hits you with Corrupt Boon later in the fight can crush you. Engi is very strong against D/D with the best AoE Condis in the game. You need this trait to be competitive frankly.

 

The extra 10% damage combines with another 5% from Force, 7% from Strength to make a whopping 22% extra damage. That is MASSIVE. This applies to both condis and power damage, making this approach even stronger.


III. Stat Specifics & Effects

Primary Stats

  • Health 20245 (+8600)
  • Vitality 1776 (+860)
  • Armor 2496 (+660)
  • Toughness 1576 (+660)
  • Attack 2681 (+784)
  • Power 1651 (+735)
  • Critical Hit 27% (+27%)
  • Precision 1476 (+560)

Secondary Stats

  • Attunement Recharge Rate 30% (+30%)
  • Bleeding Duration 20% (+20%)
  • Boon Duration 30% (+30%)
  • Condition Damage 660 (+660)
  • Critical Damage 37% (+37%)
  • Damage 1030 (+5%)
  • Defense 920 (+0)
  • Ferocity 560 (+560)
  • Healing Power 860 (+860)
  • Might Duration 45% (+45%)

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

You might look at the base power and think "LOL this build sucks" but that's where the math comes in. Might will ramp up your power and condition damage by anywhere from 500 to 800, which makes for a combination of damage that is equivalent to a Berserker and Rabid/Carrion amulet at the same time.

 

The crazy thing about Celestial amulet is that you get this firepower and still get defensive stats. The math on Celestial amulet is typical Anet throwing a huge buff at something that isn't being used.

 

  • Celestial - 3038
  • Berserker/Valkyrie - 2340
  • Rampager - 2241
  • All others - 2208

 

This is almost 700 more stats than the next highest amulet pool. That's 30% more stats. This makes you much more sturdy and still have plenty of firepower with might stacking, which is easy on Ele and even easier with Strength and Battle.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Rune Stat Totals

  • Power 175
  • Might Duration 45%

Rune Bonuses

PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Accessories & Jewels

Celestial Amulet
  • Power: 560
  • Precision: 560
  • Toughness: 560
  • Vitality: 560
  • Condition Damage: 560
  • Healing Power: 560
  • Ferocity: 560

Accessory Totals

  • Power:560
  • Precision:560
  • Toughness:560
  • Vitality:560
  • Condition Damage:560
  • Healing Power:560
  • Ferocity:560

Weapon Set Sigils

PvP Dagger
  • Weapon Strength: 924-981
PvP Dagger
  • Weapon Strength: 924-981
Sigil of Superior Force
+5% damage.
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Force

+5% damage.

Sigil of Superior Battle

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

PvP
  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

Strength rune, Battle Sigils, and Celestial I have already gone over, so I'll go over options you can do for Force sigil.

 

The 5% extra damage is great, but if you want to diversify your oondi pressure to protect your burning you could do Geomancy or Doom sigil. If you know you're going up against heavy condis, then Generosity sigil can really help you. I personally don't like Energy sigils at all because they promote less aggressive play, but you could do them to get more dodges if you're newer on Ele until you're more comfortable with it.


V. Basic Gameplay

The beauty of this build is it is both strong in small scale skirmishes and team fights. You have support, you have damage, and have a safe stomp against Warrior, Necro, Ranger, Guardian, and Engineer if you save your Mist Form.

 

I'll say it again - save your good stuff for later. If you count their dodges, you can catch someone doing stupid things like double dodge rolling and then punish them with a Earth 4 knockdown or Updraft, dumping Fire 2 on them and then Fire Grabbing.

 

In team fights you could open with Churning Earth and Lightning Flash if you flank them, but they still have their dodges up and all it takes is one random dodge. Saving it for later can seal the deal on a team fight.

 

For rotations, you're better off helping home and mid than going far. You could go far if you have a team that is running a 3 point strategy, like how TCG in EU has a portal mesmer and a thief, but unless you have that kind of mobility you're better off rotating more conservatively. Misting into RTL can get you out of trouble, both of those have long cooldowns that would be better used in actual fights. Over-extending in enemy territory without teammate support is by far the worst habit that you can have, since it can easily become 1v2, 1v3.


Main Skill Rotation


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