Elementalist sPvP | Tournament Scepter/Focus | Bunker 20 stack burning trololol

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Summary

Super glass burning machine.


I. Weapons and Skills

PvP Scepter
  • Weapon Strength: 895-1010
PvP Focus
  • Weapon Strength: 832-883
PvP
  • 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.
    Crippled: 3 sFury: 2 sProtection: 5 s
  • Flamestrike
    Strike your foe with flame.
    Burning: 3 s (656 damage)Damage: 133Range: 900
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Dragon's Tooth1 4
    Drop an explosive dragon's tooth on your foe.
    Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Phoenix¼ 13½
    Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
    Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Flamewall½ 13½
    Create a wall of flame at the target area that burns foes.
    Damage: 95Duration: 8Burning: 2.5 s (328 damage)Combo Field: FireRange: 900
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Fire Shield26¾
    Aura. Envelop yourself in a shield of fire that burns foes.
    Duration: 5Burning: 1 s (328 damage)
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Ether Renewal 18
    Cantrip. Heal yourself and cure a condition with every pulse.
    Healing: 418Duration: 4
    • 0
      Fury: 2 s
  • Signet of Fire¾ 20
    Signet Passive: Improves critical chance.
    Signet Active: Burn your foe.
    x2Burning: 10 s (2952 damage)Damage: 61Range: 1,200
    • 0
      Fury: 2 s
  • Glyph of Elemental Power45
    Glyph. Gain a chance for spells to inflict a condition based on your attunement.

    Fire: burning.
    Water: chilled.
    Air: weakness.
    Earth: crippled.
    Burning: 3 s (984 damage)Chilled: 2 sWeakness: 6 sCrippled: 5 sDuration: 30Breaks Stun
    • 0
      Fury: 2 s
  • Cleansing Fire40
    Cantrip. Cure three conditions and burn foes.
    x3Burning: 4 s
    • 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

Pop signet of fire + glyph of elemental power and auto attack them to death with 6k burning stack procs.
Focus: because flame wall + Fire shield. But also, you have very little HP in this build, and the defensives/cc in other atunements will save you from cleave.
Scepter: I reccomend taking it if you choose to run rabid amulet (you'll have 10k hp so range will be miportant).
Dagger: You can also run dagger mainhand with cele amulet and persisting flames (fire VII) for double fire fields and really nasty drakes breath. This is a more bursty playstyle, as you'll be forced out of fire more often.


Traits

Earth Magic

  • Stone Flesh
    Gain 150 toughness while attuned to earth.
    • Earth’s Embrace
      Gain armor of earth when struck while below 50% health.
    • Serrated Stones
      Bleeds you apply last 20% longer; deal 5% more damage to bleeding foes.
    • Elemental Shielding
      Grant 3 seconds of protection when applying an aura to yourself or an ally.
  • Earthen Blast
    Damage foes and cripple them for 3s when attuning to earth.
    • Strength of Stone
      Gain condition damage based on 10% of your toughness attribute.
    • Rock Solid
      Grant 2 seconds of stability to nearby allies when attuning to earth.
    • Geomancer’s Training
      You recover 33% more quickly from chilled, cripple and immobilize. Earth abilities recharge 33% faster.
  • Geomancer’s Defense
    You take 10% less damage from foes within 360 range of you.
    • Diamond Skin
      Conditions cannot be applied to you when your health is above the threshold (90%)
    • Written in Stone
      Maintain the passive effects of signets when you activate then. Reduces recharge of signets by 20%.
    • Stone Heart
      You cannot be critically hit while attuned to earth.

Fire Magic

  • Empowering Flame
    Gain 150 power while in fire attunement.
    • Burning Precision
      Critical hits have a 33% chance to cause 2 seconds of burning. Burning duration is increased by 20%.
    • Conjurer
      Gain fire aura for 5 seconds when an ally picks up a conjured weapon; Conjured weapons have 10 more charges.
    • Burning Fire
      Use cleansing fire automatically when you have 3 conditions on you.
  • Sunspot
    Inflict damage at your location when you attune to fire, and gain 3 seconds of fire aura.
    • Pyromancer’s Training
      Deal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
    • One with Fire
      Fire auras you apply last 33% longer and grant 2 stacks of might for 10 second when applied.
    • Power Overwhelming
      Gain condition damage based on 10% of your total power attribute.
  • Burning Rage
    Deal 10% more damage to burning foes.
    • Persisting Flames
      Executing blast finishers on fire fields grant 10 seconds of fury. Fire fields last 2 seconds longer. Create a lava font on your position when you go down.
    • Pyromancer’s Puissance
      Each skill you use while attuned to fire grant you 15 seconds of might. This effect works in combat only.
    • Blinding Ashes
      Blind foes for 4 seconds when you burn them. 8 second internal cooldown.

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.

III. Stat Specifics & Effects

Primary Stats

  • Health 17245 (+5600)
  • Vitality 1560 (+560)
  • Armor 2480 (+560)
  • Toughness 1560 (+560)
  • Attack 2657 (+710)
  • Power 1710 (+710)
  • Critical Hit 39% (+39%)
  • Precision 1740 (+740)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Burning Duration 85% (+85%)
  • Chill Duration (self) -33% (+-33%)
  • Condition Damage 735 (+735)
  • Cripple Duration (self) -33% (+-33%)
  • Critical Damage 37% (+37%)
  • Damage 947 (+0%)
  • Defense 920 (+0)
  • Ferocity 560 (+560)
  • Healing Power 560 (+560)
  • Immobilize Duration (self) -33% (+-33%)

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

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)

Rune Stat Totals

  • Condition Damage 175
  • Burning Duration 45%

Rune Bonuses

PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)

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 Scepter
  • Weapon Strength: 895-1010
PvP Focus
  • Weapon Strength: 832-883
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)
Sigil of Superior Smoldering
When you apply burning it lasts 20% longer.

Weapon Set I

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

Sigil of Superior Smoldering

When you apply burning it lasts 20% longer.

PvP
  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

Take sigil of doom if you're running mainhand dagger. Take Rabid amulet if you're feeling like a man.


V. Basic Gameplay

S/F basically just try to stay back, spam your fire skills and kite when needed.

 


Main Skill Rotation

Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Crippled: 3 sFury: 2 sProtection: 5 s
Rock Barrier1 15
Envelop yourself in a stony barrier that improves armor.
Duration: 30
Signet of Fire¾ 20
Signet Passive: Improves critical chance.
Signet Active: Burn your foe.
x2Burning: 10 s (2952 damage)Damage: 61Range: 1,200
Glyph of Elemental Power45
Glyph. Gain a chance for spells to inflict a condition based on your attunement.

Fire: burning.
Water: chilled.
Air: weakness.
Earth: crippled.
Burning: 3 s (984 damage)Chilled: 2 sWeakness: 6 sCrippled: 5 sDuration: 30Breaks Stun
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Flamewall½ 13½
Create a wall of flame at the target area that burns foes.
Damage: 95Duration: 8Burning: 2.5 s (328 damage)Combo Field: FireRange: 900
Phoenix¼ 13½
Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
Dragon's Tooth1 4
Drop an explosive dragon's tooth on your foe.
Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
Flamestrike
Strike your foe with flame.
Burning: 3 s (656 damage)Damage: 133Range: 900
Flamestrike
Strike your foe with flame.
Burning: 3 s (656 damage)Damage: 133Range: 900
Flamestrike
Strike your foe with flame.
Burning: 3 s (656 damage)Damage: 133Range: 900

Basic offensive rotation.


CC finisher combo

Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Crippled: 3 sFury: 2 sProtection: 5 s
Rock Barrier1 15
Envelop yourself in a stony barrier that improves armor.
Duration: 30
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Blinding Flash10
Blind your foe with a flash of light.
Blind: 6sRange: 900
Lightning Strike5
Strike your foe with lightning.
Damage: 403Range: 900
Gale¾ 50
Knock down your foe with a charged wind blast.
Knockdown: 2 sRange: 900
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Fire Shield26¾
Aura. Envelop yourself in a shield of fire that burns foes.
Duration: 5Burning: 1 s (328 damage)
Phoenix¼ 13½
Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
Dragon's Tooth1 4
Drop an explosive dragon's tooth on your foe.
Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
Flamewall½ 13½
Create a wall of flame at the target area that burns foes.
Damage: 95Duration: 8Burning: 2.5 s (328 damage)Combo Field: FireRange: 900
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Crippled: 3 sFury: 2 sProtection: 5 s
Hurl
Hurl the rocks from your rock barrier at your foe.
Damage: 101Combo Finisher: ProjectileRange: 900
Magnetic Wave25
Damage foes, cure three of your conditions, and reflect projectiles with a magnetic surge.
Damage: 314Crippled: 5 sRadius: 180Duration: 3Combo Finisher: Blast
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Freezing Gust¼ 25
Chill your foe for a brief time.
Damage: 79Chilled: 3 sRange: 900
Comet¾ 25
Drop a comet of ice on the target area and daze foes.
Damage: 239Daze: 2 sRadius: 120Combo Finisher: BlastRange: 900

Basically, knock them down->drop all your skill shots -> flamewall in front of yourself-> use earth finishers in it-> daze their heal.


Defensive/Kiting

Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Crippled: 3 sFury: 2 sProtection: 5 s
Obsidian Flesh50
Envelop yourself in stony armor, making yourself invulnerable.
Duration: 4
Rock Barrier1 15
Envelop yourself in a stony barrier that improves armor.
Duration: 30
Magnetic Wave25
Damage foes, cure three of your conditions, and reflect projectiles with a magnetic surge.
Damage: 314Crippled: 5 sRadius: 180Duration: 3Combo Finisher: Blast
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Gale¾ 50
Knock down your foe with a charged wind blast.
Knockdown: 2 sRange: 900
Lightning Strike5
Strike your foe with lightning.
Damage: 403Range: 900
Blinding Flash10
Blind your foe with a flash of light.
Blind: 6sRange: 900
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Comet¾ 25
Drop a comet of ice on the target area and daze foes.
Damage: 239Daze: 2 sRadius: 120Combo Finisher: BlastRange: 900
Freezing Gust¼ 25
Chill your foe for a brief time.
Damage: 79Chilled: 3 sRange: 900
Water Trident½ 20
Cast a water trident that damages foes and heals allies.
Damage: 168Healing: 1,448Radius: 180Range: 900
Ether Renewal 18
Cantrip. Heal yourself and cure a condition with every pulse.
Healing: 418Duration: 4

Do this while running away from the person trying to kill you.


LB Ranger counter

Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Swirling Winds½ 30
Create a swirling wind that destroys projectiles.
Duration: 6Radius: 400

Comments

Post a Comment
@ 02:32 PM, Mon June 29 2015 Reply
Your taking sigil of fire over sigil of earth, a powerful immobilize and bleed, because it provides a little of your already high stacking burning. Also some of your rotations are out of order. For example; dragons tooth must be before phoenix and after gust in your CC rotation otherwise your opponent has time to exit your dragons tooth without even having to use a CD.
@ 02:37 PM, Mon June 29 2015 Reply
Another example, your defensive rotation is horrifyingly wasteful. You should be using ether renewal while you are immune to damage and CC, not casting magnetic shield because you just cleansed all your condition via ether renewal and swirling winds is a longer projectile nullification that does not waste a potent condition cleanse.
@ 02:09 AM, Tue July 07 2015 Reply
Signet*
@ 02:41 PM, Mon June 29 2015 Reply
Your sigil choice is also sub par, a strength sigil on a build without additional might duration on a build that is also making the bad choice of taking arcane percision over Renewing stamina.