Elementalist WvW | Fun Staff | Assaulter High damage staff ele
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Table of Contents
Summary
High damage staff ele
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
Traits
Fire Magic
- Empowering FlameGain 150 power while in fire attunement.
- Burning PrecisionCritical hits have a 33% chance to cause 2 seconds of burning. Burning duration is increased by 20%.
- ConjurerGain fire aura for 5 seconds when an ally picks up a conjured weapon; Conjured weapons have 10 more charges.
- Burning FireUse cleansing fire automatically when you have 3 conditions on you.
- SunspotInflict damage at your location when you attune to fire, and gain 3 seconds of fire aura.
- Pyromancer’s TrainingDeal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
- One with FireFire auras you apply last 33% longer and grant 2 stacks of might for 10 second when applied.
- Power OverwhelmingGain condition damage based on 10% of your total power attribute.
- Burning RageDeal 10% more damage to burning foes.
- Persisting FlamesExecuting 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 PuissanceEach skill you use while attuned to fire grant you 15 seconds of might. This effect works in combat only.
- Blinding AshesBlind foes for 4 seconds when you burn them. 8 second internal cooldown.
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.
III. Stat Specifics & Effects
Primary Stats
- Health 11825 (+180)
- Vitality 1018 (+18)
- Armor 2002 (+35)
- Toughness 1035 (+35)
- Attack 4011 (+1845)
- Power 2845 (+1845)
- Critical Hit 49% (+49%)
- Precision 1942 (+942)
Secondary Stats
- Boon Duration 10% (+10%)
- Critical Damage 68% (+68%)
- DMG Taken from Guards and Lords -7% (+-7%)
- DMG to Guards and Lords 7% (+7%)
- Damage 1166 (+0%)
- Defense 967 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 1030 (+1030)
- Might Duration 45% (+45%)
Boons
Conditions
Control
Fields & Finishers
Combo
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Carrot Souffle
Duration: 1hr
+200 power for 30s after killing an enemy
Ferocity: 70
Experience from Kills: 10%
+200 power for 30s after killing an enemy
Ferocity: 70
Experience from Kills: 10%
- (1hr)
- +200 power for 30s after killing an enemy
- Ferocity: 70
- Experience from Kills: 10%
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%
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
Zojja's Masque
- Defense: 77
- Power: 63
- Precision: 45
- Ferocity: 45
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.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Epaulets
- Defense: 77
- Power: 47
- Precision: 34
- Ferocity: 34
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.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Doublet
- Defense: 330
- Power: 141
- Precision: 101
- Ferocity: 101
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.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Wristguards
- Defense: 140
- Power: 47
- Precision: 34
- Ferocity: 34
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.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Breeches
- Defense: 203
- Power: 94
- Precision: 67
- Ferocity: 67
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.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Footwear
- Defense: 140
- Power: 47
- Precision: 34
- Ferocity: 34
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.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Armor Stat Totals
- Defense 967
- Power 614
- Might Duration 45%
- Precision 315
- Ferocity 315
- Toughness 30
- 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
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
(Infused)
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
(Infused)
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
(Infused)
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Accessory Totals
- Power:717
- Precision:448
- Ferocity:466
- Vitality:18
- DMG to Guards and Lords:5%
- Toughness:5
- DMG Taken from Guards and Lords:-1%
Weapon Set Sigils
Zojja's Spire
- Weapon Strength: 1034-1166
- Power: 251
- Precision: 179
- Ferocity: 179
- 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)
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 BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Zojja's Trident
- Weapon Strength: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
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 BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)