Elementalist sPvP | Tournament Dagger/Dagger | Support D/D Celestial Ele
Table of Contents
Summary
This is my guide for the D/D celestial elementalist build that I use in sPvP. The new trait changes have given this build more survivability by allowing you to use traits deeper in the earth specialization.
This build has very high 1v1 potential as well as being a great support in team fights due to the boons and condition clears that you will grant to your nearby teammates. Might stacking is extremely important in this build.
Watch me play this and other builds at twitch.tv/hinterhalt!
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
VARIANTS
Glyph of Elementals over Fiery Greatsword for better 1v1 potential and extra support in team fights.
SKILLS
Armor of Earth - Use for safe stomps/breaking stun
Cleansing Fire - Use to clear conditions. Try not to waste this skill on less impactful conditions that you can just eat through. Good for breaking immobilizes and removing high stacks of condi damage.
Lightning Flash - Great for map mobility, such as blinking up to middle node on Kyhlo, as well as escapes from fights. Ex: blinking up to the ledges at middle node on Forest or up to the roof from middle node on Kyhlo. Learning all of the blink locations can be extremely valuable!
Lightning flash can also be used during casting without interrupting your skill. For example, you can use it while casting earthquake/churning earth to guarantee a hit on a target or to catch them off guard. Lightning flash is also good to use to guarantee your updrafts hit during 1v1s.
Conjure Fiery Greatsword - Mainly used as mobility to move around the map. Also drops one for your team so this skill is well used from the spawn area to get back into a fight because it will leave one for the next person if they need it. Fiery Eruption and Firestorm can be cast before entering a team fight to add some additional pressure. FGS is also a great skill to use for escapes!
Traits
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%.
Earth Magic
- Stone FleshGain 150 toughness while attuned to earth.
- Earth’s EmbraceGain armor of earth when struck while below 50% health.
- Serrated StonesBleeds you apply last 20% longer; deal 5% more damage to bleeding foes.
- Elemental ShieldingGrant 3 seconds of protection when applying an aura to yourself or an ally.
- Earthen BlastDamage foes and cripple them for 3s when attuning to earth.
- Strength of StoneGain condition damage based on 10% of your toughness attribute.
- Rock SolidGrant 2 seconds of stability to nearby allies when attuning to earth.
- Geomancer’s TrainingYou recover 33% more quickly from chilled, cripple and immobilize. Earth abilities recharge 33% faster.
- Geomancer’s DefenseYou take 10% less damage from foes within 360 range of you.
- Diamond SkinConditions cannot be applied to you when your health is above the threshold (90%)
- Written in StoneMaintain the passive effects of signets when you activate then. Reduces recharge of signets by 20%.
- Stone HeartYou cannot be critically hit while attuned to earth.
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
VARIANTS
- Cleansing wave over soothing disruption will give more condition cleansing support for your teammates if they need it/you are against heavy condi team comps.
- Elemental contingency over final shielding if the opposing team has very little burst and you find yourself rotating into smaller fights more. NOTICE: Lately I've been using this more often over final shielding.
III. Stat Specifics & Effects
Primary Stats
- Health 17245 (+5600)
- Vitality 1560 (+560)
- Armor 2480 (+560)
- Toughness 1560 (+560)
- Attack 2716 (+735)
- Power 1735 (+735)
- Critical Hit 31% (+31%)
- Precision 1560 (+560)
Secondary Stats
- Boon Duration 10% (+10%)
- Condition Damage 560 (+560)
- Critical Damage 37% (+37%)
- Damage 981 (+0%)
- Defense 920 (+0)
- Ferocity 560 (+560)
- Healing Power 560 (+560)
- Might Duration 45% (+45%)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
Rune Stat Totals
- Power 175
- Might Duration 45%
Rune Bonuses
PvP 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
Accessory Totals
- Power:560
- Precision:560
- Toughness:560
- Vitality:560
- Condition Damage:560
- Healing Power:560
- Ferocity:560
Weapon Set Sigils
- Weapon Strength: 924-981
- Weapon Strength: 924-981