Elementalist WvW | Large Group Staff | Support "Elémentaliste - Purificateur"

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Summary

Elémentaliste raid McM

 


I. Weapons and Skills

Zojja's Spire
  • Weapon Strength: 1034-1166
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
  • Weapon Strength: -
  • Fire Attunement
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
    Fury: 2 sMight: 15 s
  • Water Attunement
    Attunement. Attune to water, gaining superior support and healing abilities.
    Fury: 2 sRegeneration: 5 s
  • Air Attunement
    Attunement. Attune to air, gaining heavy damage and control abilities.
    Fury: 2 sSwiftness: 8 s
  • Earth Attunement
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
    Fury: 2 sProtection: 5 s
  • Fireball1
    Cast a fireball that explodes on impact and hits multiple foes.
    Damage: 314Area of effect: 180Range: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Lava Font¼ 6
    Make lava erupt from the target area.
    Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Flame Burst½ 10
    Burn foes at the target location.
    x2Burning: 6 s (1640 damage)Radius: 240Range: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Burning Retreat20
    Quickly roll backward, leaving behind a line of fire that burns.
    Damage: 37Duration: 6Burning: 1 s (328 damage)Combo Field: Fire
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Meteor Shower30
    Call down a meteor shower onto the target area.
    Damage: 481Storm radius: 360Damage radius: 180Range: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Ether Renewal 14½
    Cantrip. Heal yourself and cure a condition with every pulse.
    Healing: 418Duration: 4
    • 0
      Fury: 2 s
  • Lightning Flash 32
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 0
      Fury: 2 s
  • Mist Form60
    Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
    Duration: 3Breaks Stun
    • 0
      Fury: 2 s
  • Conjure Frost Bow ¼ 60
    Conjure. Manifest a frost bow in your hands and at the target location. Wields of this weapon gain increased condition duration and healing power.
    Conjure Frost Attributes: 20% Condition Duration, 180 HealingDuration: 60Range: 1,200
    • 0
      Fury: 2 s
  • Conjure Fiery Greatsword 1 180
    Conjure. Manifest a fiery greatsword in your hands and at the target location. When it lands, it damages and burns foes. Wielders of this weapon gain increased power and condition damage.
    Damage: 244Burning: 3 s (984 damage)Radius: 150Conjure Fire Attributes: 260 Power, 180 Condition DamageDuration: 60Range: 1,200
    • 0
      Fury: 2 s

Weapon and Skill Details

Armes :

 

* Bâton

 

Compétences :

 

Soin : Renouvellement de l'éther
Mini-Sort : Flash éclair et Apparence Nébuleuse
Autres : Arc de Givre (ou armure de la terre pour plus de survie)
Élite : Espadon ardent


Traits

Air Magic

  • Zephyr's Speed
    Move 25% faster when attuned to air.
    • Zephyr’s Boon
      Auras grant fury and swiftness for 5s when applied.
    • One with Air
      Gain 3 seconds of superspeed when attuning to air.
    • Ferocious Winds
      Gain ferocity based on 7% of your precision.
  • Electric Discharge
    Strike your target with a bolt of lightning when attuning to air.
    • Inscription
      Grant a boon associated with your current attunement when you cast a glyph. Glyph ability recharges are reduced by 20%.
    • Aeromancer’s Training
      Gain 190 precision while attuned to air. Recharge of air weapon abilities are reduced by 33%.
    • Tempest Defense
      Surround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.
  • Weak Spot
    You have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.
    • Bolt to the Heart
      Deal 20% more damage to enemies whose health is below 50%.
    • Fresh Air
      Recharge air attunement when you critically hit an enemy.
    • Lightning Rod
      Disabling an enemy causes them to be struck by a lightning bolt.

Water Magic

  • Soothing Mist
    You and nearby allies regenerate health while you are attuned to water. Radius 300.
    • Soothing Ice
      Gain regeneration and frost aura for 4 seconds when critically hit. 20 second internal cooldown.
    • Piercing Shards
      While attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
    • Stop, Drop and Roll
      Dodge-rolling removes burning and chilled from you and nearby allies.
  • Healing Ripple
    Heal nearby allies when attuning to water
    • Soothing Disruption
      Cantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
    • Cleansing Wave
      Remove a condition from you and allies when attuning to water.
    • Aquamancer’s Training
      Deal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
  • Aquatic Benevolence
    Healing done to allies is increased by 15%
    • Cleansing Water
      Remove a condition when granting regeneration to yourself or an ally.
    • Powerful Aura
      When you apply an aura to yourself, grant that aura to all nearby allies as well.
    • Soothing Power
      The healing effect of soothing mist is increased by 200%.

Arcana

  • Arcane Fury
    Gain fury for 2s when you switch attunements.
    • Arcane Precision
      Skills have a chance to apply a condition, based on your current attunement, on critical hits.
    • Renewing Stamina
      Gain vigor for 5s when you deliver a critical hit. 5 second internal cooldown.
    • Arcane Abatement
      Take less damage from falling. Create a spell when you take falling damage, based on your attunement.
  • Elemental Attunement
    When attuning to an element, you and nearby allies gain a boon.
    • Arcane Resurrection
      You have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
    • Elemental Contingency
      Gain a boon when you are struck, based on your current attunement
    • Final Shielding
      Create an Arcane Shield for 5s when your health drops below the threshold (25s)
  • Elemental Enchantment
    Boon duration is increased by 10% and attunements recharge 15% faster.
    • Evasive Arcane
      Create an attunement-based spell at end of your dodge. Fire: Flame Burst. Water: Cleansing Wave. Air: Blinding Flash. Earth: Shockwave
    • Elemental Surge
      Based on your current attunement, arcane skills inflict a condition on foes that they hit. Gain 150 more ferocity for 15 seconds when you use an arcane skill. Arcane abilities recharge 20% faster.
    • Bountiful Power
      Deal 2% more damage for each boon on you.

Trait Details

Traits Dégâts focus : Trait Support soin :

 

Air : 3 / 3 / 1 Air : 3 / 2 / 1
Eau : 1 / 1 / 1 Eau : 3 / 3 / 1
Arcanes : 2 / 3 / 1 Arcanes : 2 / 3 / 1

 

Air : Traits 6 pour plus de survie contre une FP

 

Eau : Traits 1 pour plus de survie contre une FP

 


III. Stat Specifics & Effects

Primary Stats

  • Health 15515 (+3870)
  • Vitality 1387 (+387)
  • Armor 2484 (+517)
  • Toughness 1517 (+517)
  • Attack 3845 (+1679)
  • Power 2679 (+1679)
  • Critical Hit 35% (+35%)
  • Precision 1643 (+643)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Critical Damage 50% (+50%)
  • DMG Taken from Guards and Lords -9% (+-9%)
  • DMG to Guards and Lords 5% (+5%)
  • Damage 1166 (+0%)
  • Defense 967 (+0)
  • Experience from Kills 25% (+25%)
  • Ferocity 757 (+757)
  • 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

Stats a atteindre :

 

Puissance : 2400
Coup critique : 30%
Santé : 15000
Armure : 2400
Dégat critique : 180%

 


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Omnomberry Ghost
Duration: 45min
66% chance to steal life on critical.
Precision: 70
Experience from Kills: 15%
  • (45min)
  • 66% chance to steal life on critical.
  • Precision: 70
  • Experience from Kills: 15%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Ahamid's Masque
  • Defense: 77
  • Power: 63
  • Toughness: 45
  • Vitality: 45
Superior 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.
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Ahamid's Epaulets
  • Defense: 77
  • Power: 47
  • Toughness: 34
  • Vitality: 34
Superior 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.
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Ahamid's Doublet
  • Defense: 330
  • Power: 141
  • Toughness: 101
  • Vitality: 101
Superior 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.
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Ahamid's Wristguards
  • Defense: 140
  • Power: 47
  • Toughness: 34
  • Vitality: 34
Superior 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.
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Ahamid's Breeches
  • Defense: 203
  • Power: 94
  • Toughness: 67
  • Vitality: 67
Superior 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.
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Ahamid's Footwear
  • Defense: 140
  • Power: 47
  • Toughness: 34
  • Vitality: 34
Superior 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.
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%

Armor Stat Totals

  • Defense 967
  • Power 614
  • Might Duration 45%
  • Toughness 345
  • Vitality 315
  • DMG Taken from Guards and Lords -6%

Rune Bonuses

Superior 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

Kodan Prayer BeadsDefensive Slot
  • Toughness: 157
  • Power: 108
  • Precision: 108
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Vine of the Pale TreeDefensive Slot
  • Power: 126
  • Precision: 67
  • Vitality: 18
  • Ferocity: 85
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Bagh NakhOffensive Slot
  • Power: 126
  • Precision: 67
  • Vitality: 18
  • Ferocity: 85
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Zinn's Data CrystalDefensive Slot
  • Power: 110
  • Precision: 56
  • Vitality: 18
  • Ferocity: 74
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Experiment ZX-27115Offensive Slot
  • Power: 110
  • Precision: 56
  • Vitality: 18
  • Ferocity: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%

Accessory Totals

  • Power:658
  • Precision:394
  • Toughness:172
  • Ferocity:358
  • Vitality:72
  • DMG Taken from Guards and Lords:-3%
  • DMG to Guards and Lords:3%

Weapon Set Sigils

Zojja's Spire
  • Weapon Strength: 1034-1166
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Weapon Set I

Sigil of Superior Battle

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

  • Weapon Strength: -
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon I

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Upgrade Item Details

Stuff Dégâts focus :

 

Armures : Soldat (Puis/Robu/Vita) Runes de Force

 

Armes : Berserker (Puis/Préci/Féro) Cachet Feu et soif de sang

 

Bijoux :
* Amulette : Chevalier (Robu/Puis/Préci)
* Dorsal : Berserker (Puis/Préci/Féro)
* Anneau : Berserker/Valkyrie (Puis/Préci/Vita/Féro)
* Accessoire : Berserker/Valkyrie (Puis/Préci/Vita/Féro)

 

Stuff Support Soin :

 

Armures : Céleste (Full) Runes d'Hoelbrak

 

Armes : Céleste (Full) Cachet Feu et soif de sang

 

Bijoux :
* Amulette : Berserker/Valkyrie (Puis/Préci/Vita/Féro)
* Dorsal : Berserker (Puis/Préci/Féro)
* Anneau : Berserker/Valkyrie (Puis/Préci/Vita/Féro)
* Accessoire : Soldat (Puis/Robu/Vita)

 

Consommable :

 

Pierre à affûter et Fantôme au baie d'Omnom

 


V. Basic Gameplay


Main Skill Rotation


Impact

Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Static Field¾ 26¾
Create an electrical field that stuns foes crossing it.
Damage: 185Duration: 4Stun: 2 sRadius: 240Combo Field: LightningRange: 1,200
Lightning Flash 32
Cantrip. Teleport to target area.
Damage: 366Radius: 120Range: 900
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Frozen Ground¼ 40
Coat the target area in ice, chilling foes that enter it.
Chilled: 2 sDuration: 5Radius: 300Combo Field: IceRange: 1,200
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Unsteady Ground¼ 30
Create unsteady ground that cripples foes moving through it.
Damage: 37Crippled: 2 sRange: 1,200

1. Si en air poser le champ statique sur l'arrière du MT pour le couper en deux.
2. Si en eau poser le sol gelé sur le MT pour le ralentir.
3. Si en terre poser le sol instable sur l'arrière du MT pour le couper en deux.


Burst

Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Flame Burst½ 10
Burn foes at the target location.
x2Burning: 6 s (1640 damage)Radius: 240Range: 1,200
Lava Font¼ 6
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Meteor Shower30
Call down a meteor shower onto the target area.
Damage: 481Storm radius: 360Damage radius: 180Range: 1,200
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Conjure Frost Bow ¼ 60
Conjure. Manifest a frost bow in your hands and at the target location. Wields of this weapon gain increased condition duration and healing power.
Conjure Frost Attributes: 20% Condition Duration, 180 HealingDuration: 60Range: 1,200
Frost Fan¼ 15
Damage foes with a spread of icy arrows that cause chill.
Damage (7x): 569Chilled: 3 sRange: 900
Ice Storm20
Call down an ice storm on the target area.
Damage: 162Bleeding: 5 s (65 damage on skill use)Radius: 240Range: 900
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s

1. Si en feu (pour grosse bombe) :

 

a. Utiliser Jet de flammes puis Fontaine de lave sur les ennemies.
b. Trouver une zone à l'abri et poser la pluie de météores sur le bus ennemie.
c. Changer d'élément pour faire proc la fureur pendant la pluie.

 

2. Si dans un autres élément (pour petit burst):

 

a. Poser un arc de givre sur les ranges allier.
b. Utiliser éventail de givre et tempête de glace sur le bus ennemie.
c. Passer en terre pendant la tempête pour faire proc la protection, afin de contrer la représailles.


Restack

Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Eruption6
Shake the ground until it erupts and damages foes.
Damage: 462x6Bleeding: 12 s (3060 damage)Radius: 300Combo Finisher: BlastRange: 1,200
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Geyser½ 20
Create a geyser to heal nearby allies.
Healing: 808Duration: 2Radius: 180Combo Field: WaterRange: 1,200

1. Si en terre poser l’éruption avant de passer en eau.
2. Sinon passer en eau et poser le geyser.


Phase Feu

Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Lava Font¼ 6
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Flame Burst½ 10
Burn foes at the target location.
x2Burning: 6 s (1640 damage)Radius: 240Range: 1,200
Fireball1
Cast a fireball that explodes on impact and hits multiple foes.
Damage: 314Area of effect: 180Range: 1,200
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Meteor Shower30
Call down a meteor shower onto the target area.
Damage: 481Storm radius: 360Damage radius: 180Range: 1,200
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Burning Retreat20
Quickly roll backward, leaving behind a line of fire that burns.
Damage: 37Duration: 6Burning: 1 s (328 damage)Combo Field: Fire

En Feu :

 

On spam le 1 pour faire de bon dégâts multi-cible.

 

2 et 3 à poser dès que possible.
2 à poser sur un petit groupe (zone de feu).
3 à poser sur une cible à focus.
5 permet de faire de gros dégât dans un bus.
4 est une esquive en arrière qui permet de sortir de situation dangeureuse.


Phase Air

Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Lightning Surge
Charge a lightning surge that blinds foes near your target when it discharges.
Damage: 481Blind: 5 sRadius: 180Range: 1,200
Windborne Speed¼ 20
You and nearby allies gain swiftness, while curing crippled, immobilized, and chilled.
Swiftness: 10 sRadius: 300
Chain Lightning¾
Hit multiple foes with arcs of chain lightning.
Damage: 203Maximum targets: 3Range: 1,200
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Gust¼ 20
Push foes backward with a burst of air.
Knockback: 400Range: 1,200
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Static Field¾ 26¾
Create an electrical field that stuns foes crossing it.
Damage: 185Duration: 4Stun: 2 sRadius: 240Combo Field: LightningRange: 1,200

En Air :

 

On spam le 1 qui fait des rebonds sur plusieurs cibles.

 

2 à poser dès que possible, pour aveugler une cible focus.
4 à utiliser pour mettre du speed à son groupe.
3 pour contrer un range ennemie qui caste une grosse attaque ou un soin.
5 sert a contrôler et couper un bus adverse en deux.


Phase Eau

Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Ice Spike1 4
Drop a giant ice spike on foes to make them vulnerable.
Damage: 554x5Vulnerability: 10 sRadius: 300Range: 1,200
Water Blast¾
Spray a jet of water at foes that also heals allies in the blast radius.
Damage: 111Healing: 370Radius: 180Range: 1,200
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Frozen Ground¼ 40
Coat the target area in ice, chilling foes that enter it.
Chilled: 2 sDuration: 5Radius: 300Combo Field: IceRange: 1,200
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Geyser½ 20
Create a geyser to heal nearby allies.
Healing: 808Duration: 2Radius: 180Combo Field: WaterRange: 1,200
Healing Rain1 45
Call down a healing rain onto the target area, granting regeneration to allies and curing conditions once every three seconds.
x4Regeneration: 4 s (2080 health)Duration: 6Radius: 420Combo Field: WaterRange: 1,200

En Eau :

 

On spam le 1 pour soigner les allier a proximité de la cible.

 

2 à poser dès que possible sur un groupe d'ennemie pour mettre de la vulnérabilité et faire de gros dégât.
4 sert a contrôler un bus ennemie avec le givre.
3 c'est le soin a poser au repack.
5 c'est le soin a poser pendant le fight ou si on subie une pression.


Phase Terre

Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Eruption6
Shake the ground until it erupts and damages foes.
Damage: 462x6Bleeding: 12 s (3060 damage)Radius: 300Combo Finisher: BlastRange: 1,200
Stoning¾
Hurl a rock and weaken your foe.
Damage: 185Weakness: 1 sCombo Finisher: ProjectileRange: 1,200
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Unsteady Ground¼ 30
Create unsteady ground that cripples foes moving through it.
Damage: 37Crippled: 2 sRange: 1,200
Shockwave¾ 30
Create a shockwave that bleeds and immobilizes your target.
Damage: 190Bleeding: 20 s (850 damage)Immobilized: 2 sCombo Finisher: ProjectileRange: 1,200
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Magnetic Aura30
Aura. Reflect projectiles with magnetic energy.
Duration: 5

En terre :

 

On spam le 1 pour mettre faiblesse sur une cible range.

 

2 permet de faire des combo d'explosion.
4 sert a contrôler un bus ou empêcher des ranges de ce repack.
5 pour immobiliser un cible à focus.
3 a utiliser pour ce protéger des projectile (arc de rodeur, baton élem, linceul nécro)


Phase Arc de Givre

Conjure Frost Bow ¼ 60
Conjure. Manifest a frost bow in your hands and at the target location. Wields of this weapon gain increased condition duration and healing power.
Conjure Frost Attributes: 20% Condition Duration, 180 HealingDuration: 60Range: 1,200
Frost Fan¼ 15
Damage foes with a spread of icy arrows that cause chill.
Damage (7x): 569Chilled: 3 sRange: 900
Ice Storm20
Call down an ice storm on the target area.
Damage: 162Bleeding: 5 s (65 damage on skill use)Radius: 240Range: 900
Deep Freeze2 30
Encase your target in a block of solid ice.
Damage: 260Range: 900
Frost Volley8
Rapidly fire at your foe, making them vulnerable with each hit.
Damage: 162Vulnerability: 15 sCombo Finisher: ProjectileRange: 900
Water Arrow¾
Shoot an arrow of water that damages foes and heals allies around the area of impact.
Damage: 98Healing: 15Range: 900

1 permet de soigner les allier.
3 et 4 pour givrer et burst un groupe d'ennemie.
5 et 2 pour pétrifier et mettre de la vulnérabilité sur une cible focus.


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