Elementalist sPvP | Tournament Dagger/Dagger | Team fighter Celestial D/D
Table of Contents
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
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
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- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 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
Fire Magic
Air Magic
Earth Magic
Water Magic
Arcana
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
Conditions
Control
Fields & Finishers
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
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +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- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
Accessory Totals
- Power:560
- Precision:560
- Toughness:560
- Vitality:560
- Condition Damage:560
- Healing Power:560
- Ferocity:560
Weapon Set Sigils
- Weapon Strength: 924-981
- Weapon Strength: 924-981