Elementalist WvW | Large Group Staff | Support "Elémentaliste - Purificateur"
Table of Contents
Summary
Elémentaliste raid McM
I. Weapons and Skills
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
-
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 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 SpeedMove 25% faster when attuned to air.
- Zephyr’s BoonAuras grant fury and swiftness for 5s when applied.
- One with AirGain 3 seconds of superspeed when attuning to air.
- Ferocious WindsGain ferocity based on 7% of your precision.
- Electric DischargeStrike your target with a bolt of lightning when attuning to air.
- InscriptionGrant a boon associated with your current attunement when you cast a glyph. Glyph ability recharges are reduced by 20%.
- Aeromancer’s TrainingGain 190 precision while attuned to air. Recharge of air weapon abilities are reduced by 33%.
- Tempest DefenseSurround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.
- Weak SpotYou have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.
- Bolt to the HeartDeal 20% more damage to enemies whose health is below 50%.
- Fresh AirRecharge air attunement when you critically hit an enemy.
- Lightning RodDisabling an enemy causes them to be struck by a lightning bolt.
Water Magic
- Soothing MistYou and nearby allies regenerate health while you are attuned to water. Radius 300.
- Soothing IceGain regeneration and frost aura for 4 seconds when critically hit. 20 second internal cooldown.
- Piercing ShardsWhile attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
- Stop, Drop and RollDodge-rolling removes burning and chilled from you and nearby allies.
- Healing RippleHeal nearby allies when attuning to water
- Soothing DisruptionCantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
- Cleansing WaveRemove a condition from you and allies when attuning to water.
- Aquamancer’s TrainingDeal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
- Aquatic BenevolenceHealing done to allies is increased by 15%
- Cleansing WaterRemove a condition when granting regeneration to yourself or an ally.
- Powerful AuraWhen you apply an aura to yourself, grant that aura to all nearby allies as well.
- Soothing PowerThe healing effect of soothing mist is increased by 200%.
Arcana
- Arcane FuryGain fury for 2s when you switch attunements.
- Arcane PrecisionSkills have a chance to apply a condition, based on your current attunement, on critical hits.
- Renewing StaminaGain vigor for 5s when you deliver a critical hit. 5 second internal cooldown.
- Arcane AbatementTake less damage from falling. Create a spell when you take falling damage, based on your attunement.
- Elemental AttunementWhen attuning to an element, you and nearby allies gain a boon.
- Arcane ResurrectionYou have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
- Elemental ContingencyGain a boon when you are struck, based on your current attunement
- Final ShieldingCreate an Arcane Shield for 5s when your health drops below the threshold (25s)
- Elemental EnchantmentBoon duration is increased by 10% and attunements recharge 15% faster.
- Evasive ArcaneCreate an attunement-based spell at end of your dodge. Fire: Flame Burst. Water: Cleansing Wave. Air: Blinding Flash. Earth: Shockwave
- Elemental SurgeBased 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 PowerDeal 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
Conditions
Control
Fields & Finishers
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
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
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
- Defense: 77
- Power: 63
- Toughness: 45
- Vitality: 45
- 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.
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 77
- Power: 47
- Toughness: 34
- Vitality: 34
- 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.
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 330
- Power: 141
- Toughness: 101
- Vitality: 101
- 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.
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 140
- Power: 47
- Toughness: 34
- Vitality: 34
- 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.
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 203
- Power: 94
- Toughness: 67
- Vitality: 67
- 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.
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 140
- Power: 47
- Toughness: 34
- Vitality: 34
- 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.
- 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- 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
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- 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
- Weapon Strength: 1034-1166
- Power: 251
- Precision: 179
- Ferocity: 179
- Weapon Strength: -
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
Weapon Set I
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
- Weapon Strength: -
Water Weapon I
Sigil of Superior BloodlustYou 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
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
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
1. Si en terre poser l’éruption avant de passer en eau.
2. Sinon passer en eau et poser le geyser.
Phase Feu
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
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
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
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
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.