Elementalist WvW | Large Group Staff | Assaulter backline ele
Table of Contents
Summary
Backline ele focused on dps. Quite aggressive build
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
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- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
Weapon and Skill Details
Staff for large aoe damage, hard cc and support aoe.
Ether renewal for 18 second cooldown and fat condi dispel
mistform for awsome invulnerability
frost bow cause frostbow
and blink for mobility in attack or defense
greatsword cause nothing else cool and you can run
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.
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.
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
My choice here went to fire, air and arcana. but fire can be replace by water for more suport and survivability.
Fire: I chose the 3rd trait cause more for the power it gives when you use your cantrip than the cleansing fire (cooldown 40 sec).
4 for damage obviously
last is persisting flamme cause after looking again at this traits more than fury when you blast it gives 2 more second on lava font (fire field) wich is one of our most powerfull fire skill. and obviously fury during buff phase (only moment when I blast my fire field)
Air:
3 for more ferocity, I quite really like the fury and speed on aura but only have one aura and I think in front of forocious wind it's not worth it.
6 when you get hard cc you gain shocking aura and so .. stun foes. and much more than that you do 20% more dmaage to stun foes. It's match quite good with trait 9 ligthing rod
Arcana (cause I love arcana)
renewing stamina for more dodge
final shield can be replace by boon when struck tried both like both.
If you're really sure of your team mates you can take bountiful power but I prefere evasive arcana for blast water who cleans and all.
III. Stat Specifics & Effects
Primary Stats
- Health 16095 (+4450)
- Vitality 1445 (+445)
- Armor 1967 (+0)
- Toughness 1000 (+0)
- Attack 3983 (+1817)
- Power 2817 (+1817)
- Critical Hit 41% (+41%)
- Precision 1775 (+775)
Secondary Stats
- Boon Duration 10% (+10%)
- Critical Damage 94% (+94%)
- DMG Taken from Guards and Lords -7% (+-7%)
- DMG to Guards and Lords 2% (+2%)
- Damage 1166 (+0%)
- Defense 967 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 1413 (+1413)
- Swiftness Duration 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Power: 100
Ferocity: 70
Experience from Kills: 10%
- (1hr)
- Power: 100
- Ferocity: 70
- Experience from Kills: 10%
Utility Nourishment
Vitality: 100
Ferocity: 10
Experience from Kills: 10%
- (30min)
- Vitality: 100
- Ferocity: 10
- Experience from Kills: 10%
Armor & Runes
- Defense: 77
- Power: 63
- Vitality: 45
- Ferocity: 45
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 77
- Power: 47
- Vitality: 34
- Ferocity: 34
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 330
- Power: 141
- Vitality: 101
- Ferocity: 101
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 140
- Power: 47
- Vitality: 34
- Ferocity: 34
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 203
- Power: 94
- Vitality: 67
- Ferocity: 67
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 140
- Power: 47
- Vitality: 34
- Ferocity: 34
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
Armor Stat Totals
- Defense 967
- Power 614
- Swiftness Duration 30%
- Precision 125
- Vitality 345
- Ferocity 315
- DMG Taken from Guards and Lords -6%
Rune Bonuses
Superior Rune of the Pack- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
Accessories & Jewels
- Precision: 5
- DMG Taken from Guards and Lords: -1%
Accessory Totals
- Power:692
- Precision:471
- Ferocity:466
- DMG Taken from Guards and Lords:-1%
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 BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
- Weapon Strength: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
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
since we can't have stats from traits anymore you need a litlle bit of vitality to survive. vitality on jawel are awfull that's why it's on armor.
So valkyrie armor and zerk jewel for good dps and at least some health (power and ferocity on each piece so it's maximize).
Rune of pack can be replace by rune of force but since you're in valkyrie you'll like the precision on those runes.
I keep having bloodlust sigil and force for more power.