Elementalist WvW | Small Group Dagger/Dagger | Roamer NEW Dagger Dagger Elementalist

by Last Updated:
100% (9) Approval 9 Votes - 4964 Views

Summary

New dagger dagger WvW build for after the 6/23/15 patch


I. Weapons and Skills

Zojja's Razor
  • Weapon Strength: 970-1030
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Occam's Razor
  • Weapon Strength: 970-1030
  • Condition Damage: 125
  • Power: 90
  • Vitality: 90
  • 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
  • Dragon's Claw½
    Fling fire in a claw-shaped spread at your foe.
    Damage per projectile: 126Range: 400
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Drake's Breath
    Spray a cone of fire at foes while on the move.
    Damage (4x): 672x4Burning: 2.5 s (3936 damage)Range: 400
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Burning Speed¾ 10
    Slide forward and blast the area, leaving behind a line of fire that burns foes.
    Fire wall damage: 34Duration: 4Burning: 1.5 s (328 damage)Blast radius: 240Blast damage: 672Combo Field: FireRange: 600
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Ring of Fire¼ 10
    Damage nearby foes with a ring of fire, burning foes that pass through it.
    Damage: 417x2Burning: 4 s (1640 damage)Duration: 6Radius: 240Combo Field: Fire
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Fire Grab¾ 30¼
    Damage foes in a cone in front of you. Deal more damage to burning foes.
    Damage: 588Damage vs burning: 941Range: 300
    • 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
  • Armor of Earth72
    Cantrip. Protect yourself with earth armor and gain protection and stability.
    Duration: 6x10Stability: 6 sProtection: 8 sBreaks Stun
    • 0
      Fury: 2 s
  • Cleansing Fire32
    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

signet of restoration over ether renewal, I am only using ether renewal as a test for WvW group roaming, in solo roaming signet of restoration will remain stronger in most scenarios.


Traits

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.

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

Trait Variants;
Arcana - VI over IV
Water Magic - V over IV
Fire Magic - VI over IV ; VII over IX


III. Stat Specifics & Effects

Primary Stats

  • Health 16325 (+4680)
  • Vitality 1468 (+468)
  • Armor 2539 (+619)
  • Toughness 1619 (+619)
  • Attack 3437 (+1407)
  • Power 2407 (+1407)
  • Critical Hit 33% (+33%)
  • Precision 1610 (+610)

Secondary Stats

  • Agony Resistance 45 (+45)
  • Boon Duration 10% (+10%)
  • Condition Damage 611 (+611)
  • Condition Duration 40% (+40%)
  • Condition Duration (self) -20% (+-20%)
  • Critical Damage 19% (+19%)
  • Damage 1030 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 286 (+286)
  • Healing Power 196 (+196)
  • Might Duration 10% (+10%)

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. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 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%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Celestial Exalted Masque
  • Defense: 73
  • Power: 28
  • Precision: 28
  • Toughness: 28
  • Vitality: 28
  • Condition Damage: 28
  • Healing Power: 28
  • Ferocity: 28
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Celestial Exalted Mantle
  • Defense: 73
  • Power: 21
  • Precision: 21
  • Toughness: 21
  • Vitality: 21
  • Condition Damage: 21
  • Healing Power: 21
  • Ferocity: 21
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Celestial Exalted Coat
  • Defense: 314
  • Power: 63
  • Precision: 63
  • Toughness: 63
  • Vitality: 63
  • Condition Damage: 63
  • Healing Power: 63
  • Ferocity: 63
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Celestial Exalted Gloves
  • Defense: 133
  • Power: 21
  • Precision: 21
  • Toughness: 21
  • Vitality: 21
  • Condition Damage: 21
  • Healing Power: 21
  • Ferocity: 21
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Celestial Exalted Pants
  • Defense: 194
  • Power: 42
  • Precision: 42
  • Toughness: 42
  • Vitality: 42
  • Condition Damage: 42
  • Healing Power: 42
  • Ferocity: 42
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Celestial Exalted Boots
  • Defense: 133
  • Power: 21
  • Precision: 21
  • Toughness: 21
  • Vitality: 21
  • Condition Damage: 21
  • Healing Power: 21
  • Ferocity: 21
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Armor Stat Totals

  • Defense 920
  • Power 371
  • Might Duration 10%
  • Condition Duration (self) -20%
  • Precision 196
  • Toughness 196
  • Vitality 196
  • Condition Damage 196
  • Healing Power 196
  • Ferocity 196

Rune Bonuses

Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Accessories & Jewels

Thackeray Family CrestDefensive Slot
  • Power: 157
  • Toughness: 108
  • Vitality: 108
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Knight's Back (Infused)Defensive Slot
  • Toughness: 63
  • Power: 40
  • Precision: 40
  • Agony Resistance: 5
(Infused)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Ossa Family Signet RingOffensive Slot
  • Toughness: 126
  • Power: 85
  • Precision: 85
(Infused)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
EttinbandDefensive Slot
  • Toughness: 126
  • Power: 85
  • Precision: 85
(Infused)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Baelfire's EmberOffensive Slot
  • Condition Damage: 110
  • Power: 74
  • Vitality: 74
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Caithe's BlossomOffensive Slot
  • Condition Damage: 110
  • Power: 74
  • Precision: 74
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:515
  • Toughness:423
  • Vitality:182
  • Precision:314
  • Agony Resistance:35
  • Condition Damage:220

Weapon Set Sigils

Zojja's Razor
  • Weapon Strength: 970-1030
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Occam's Razor
  • Weapon Strength: 970-1030
  • Condition Damage: 125
  • Power: 90
  • Vitality: 90
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5

Weapon Set I

Sigil of Superior Doom

You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

Sigil of Superior Battle

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

  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

Gear Variations:
Sigils;
.energy sigil over battle sigil
Rune variants;
. strength runes over hoelbrak runes
. Other might stacking runes (privateer for example) are a cheaper version of strength runes and can be used until you can afford more expensive runes.


V. Basic Gameplay

Similar to the old DD ele rotations for WvW


Main Skill Rotation

Burning Speed¾ 10
Slide forward and blast the area, leaving behind a line of fire that burns foes.
Fire wall damage: 34Duration: 4Burning: 1.5 s (328 damage)Blast radius: 240Blast damage: 672Combo Field: FireRange: 600
Ring of Fire¼ 10
Damage nearby foes with a ring of fire, burning foes that pass through it.
Damage: 417x2Burning: 4 s (1640 damage)Duration: 6Radius: 240Combo Field: Fire
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Earthquake¾ 45
Trigger a quake at your location, knocking down foes and dealing massive damage.
Damage: 336Knockdown: 2 sRadius: 240Combo Finisher: Blast
Ring of Earth¾ 6
Bleed foes with a ring of rocky spikes.
Damage: 417Bleeding: 12 s (510 damage)Radius: 240Crippled: 3 s
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Frozen Burst¼ 15
Detonate a burst of ice that chills nearby foes.
Damage: 140Chilled: 3 sRadius: 240Range: 240
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Ride the Lightning40
Ride the lightning to your foe, then strike all nearby foes with an electrical burst. Recharge is now halved if the player strikes a foe.
Damage: 336Radius: 180Range: 1,200
Updraft40
Gain swiftness from a gust of wind that launches nearby foes.
Swiftness: 10 sBlowout: 200Radius: 180
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Drake's Breath
Spray a cone of fire at foes while on the move.
Damage (4x): 672x4Burning: 2.5 s (3936 damage)Range: 400

Drakes breath is INSANE and deals more damage than burning speed ever will on this spec having the same base damage and applying tremendous amounts of burning damage now that burning stacks. Your conditions damage is 750 + 611 if you are at this build full potential might stacks and you have + 40% condition duration, This means that dragons breath will deal damage equivalent to if you had OVER 1904 condition damage (it really ends up being about 1960). Your conditions will hit like a spvp condition builds conditions will, and this is not a condition oriented spec, too bad anet nerfed might and battle sigils D:


Lightning flash Burst

Lightning Flash 32
Cantrip. Teleport to target area.
Damage: 366Radius: 120Range: 900
Fire Grab¾ 30¼
Damage foes in a cone in front of you. Deal more damage to burning foes.
Damage: 588Damage vs burning: 941Range: 300
Cleansing Fire32
Cantrip. Cure three conditions and burn foes.
x3Burning: 4 s
Ring of Fire¼ 10
Damage nearby foes with a ring of fire, burning foes that pass through it.
Damage: 417x2Burning: 4 s (1640 damage)Duration: 6Radius: 240Combo Field: Fire
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Magnetic Grasp½ 12
Immobilize your foe, making them vulnerable to a Magnetic Leap attack.
Damage: 53Immobilized: 2 sCombo Finisher: Physical ProjectileRange: 900Unblockable
Earthquake¾ 45
Trigger a quake at your location, knocking down foes and dealing massive damage.
Damage: 336Knockdown: 2 sRadius: 240Combo Finisher: Blast
Ring of Earth¾ 6
Bleed foes with a ring of rocky spikes.
Damage: 417Bleeding: 12 s (510 damage)Radius: 240Crippled: 3 s

Land cleansing fire in the middle of fire grab for much more damage and a guaranteed blind clear.


Defensive Retaliation

Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Shocking Aura25
Aura. Envelop yourself with electrical energy that stuns nearby foes if they attack you, each attacker can be affected by this only once every 2 seconds.
Duration: 4Stun: 1 s
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Frost Aura40
Aura. Protect yourself with frost armor that reduces incoming damage by 10%. While active, it chills foes that hit you. Each attacker can be affected by this only per second.
Duration: 7Chilled: 2 s
Cleansing Wave¾ 40
Heal yourself and nearby allies, curing a condition.
Healing: 1,302Radius: 240
Armor of Earth72
Cantrip. Protect yourself with earth armor and gain protection and stability.
Duration: 6x10Stability: 6 sProtection: 8 sBreaks Stun
Ether Renewal 14½
Cantrip. Heal yourself and cure a condition with every pulse.
Healing: 418Duration: 4
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Ring of Earth¾ 6
Bleed foes with a ring of rocky spikes.
Damage: 417Bleeding: 12 s (510 damage)Radius: 240Crippled: 3 s
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Burning Speed¾ 10
Slide forward and blast the area, leaving behind a line of fire that burns foes.
Fire wall damage: 34Duration: 4Burning: 1.5 s (328 damage)Blast radius: 240Blast damage: 672Combo Field: FireRange: 600

If you are getting focused hard its time to back off and heal up. Use the skills that apply to the situation, this is a full retreat rotation I demonstrate but if it is not necessary just continue to sustain pressure and healing. return to counter pressure as quickly as possible because the best way to survive is to have a dead enemy, unless you are outmatched and must disengage.


Comments

Post a Comment
@ 01:55 PM, Mon July 06 2015 Reply
More than impressive. Congratz.
@ 12:14 AM, Wed July 08 2015 Reply
Ty, I have updated my gear now it's http://intothemists.com/guides/6061-updated_dagger_dagger_elementalist_gear
@ 12:16 AM, Wed July 08 2015 Reply
I found the gear listed here to not have enough survivability for the 2 to 5v1s I typically encounter in WvW.
@ 10:00 AM, Fri July 10 2015 Reply
So, does the Battle Sigil work when you swap attunements since you cannot swap weapons?
@ 12:44 PM, Mon August 24 2015 Reply
What's your reasoning for choosing Hoelbrak runes over Strength runes?