Elementalist PvE | Dungeon Dagger/Dagger | Damage D/D Conditions

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Summary

A Dagger/Dagger Elementalist build which deals Condition damage [very little power though] and self preserves.


I. Weapons and Skills

Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
  • 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
  • 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 Breath5
    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 15
    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 15
    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 45
    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
  • Arcane Brilliance¾ 25
    Arcane. Blast the area, hitting foes with critical damage and healing yourself. Healing effectiveness is increased per target hit.
    Damage: 242Healing: 3,560Healing Increase Per Target: 20%Number of Targets: 5Radius: 240Combo Finisher: Blast
    • 0
      Fury: 2 s
  • Cleansing Fire40
    Cantrip. Cure three conditions and burn foes.
    x3Burning: 4 s
    • 0
      Fury: 2 s
  • Lightning Flash 40
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 0
      Fury: 2 s
  • Conjure Frost Bow ¼ 60
    Conjure. Manifest a frost bow in your hands and at the target location. Wields of this weapon gain increased condition duration and healing power.
    Conjure Frost Attributes: 20% Condition Duration, 180 HealingDuration: 60Range: 1,200
    • 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

Your range is shorter than a staff, but Daggers are my choice simply on account of the skills available.

 

I am relying on being in a fight when I heal, and needing to remove conditions.

 

Lightning Flash is my emergency exit.

 

The Conjured weapons are very powerful for both yourself and others to use.


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.

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.

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.

Trait Details

Because I want to switch between Earth and Fire for damage, Arcane helps a lot.

 

I also need to switch to Water for extra healing if I am not in a fight and to Air for some swiftness if I haven't killed anyone recently.

 

Again, good reasons to have Arcane.


III. Stat Specifics & Effects

Primary Stats

  • Health 17035 (+5390)
  • Vitality 1539 (+539)
  • Armor 2319 (+399)
  • Toughness 1399 (+399)
  • Attack 2731 (+750)
  • Power 1750 (+750)
  • Critical Hit 24% (+24%)
  • Precision 1430 (+430)

Secondary Stats

  • Bleeding Duration 20% (+20%)
  • Boon Duration 10% (+10%)
  • Condition Damage 2049 (+2049)
  • Condition Duration 10% (+10%)
  • Damage 981 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)

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

Bowl of Orrian Truffle Soup
Duration: 30min
Condition Damage: 100
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Toxic Focusing Crystal
Duration: 30min
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Dire Exalted Masque
  • Defense: 73
  • Condition Damage: 60
  • Toughness: 43
  • Vitality: 43
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Dire Exalted Mantle
  • Defense: 73
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Dire Exalted Coat
  • Defense: 314
  • Condition Damage: 134
  • Toughness: 96
  • Vitality: 96
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Dire Exalted Gloves
  • Defense: 133
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Dire Exalted Pants
  • Defense: 194
  • Condition Damage: 90
  • Toughness: 64
  • Vitality: 64
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Dire Exalted Boots
  • Defense: 133
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Armor Stat Totals

  • Defense 920
  • Condition Damage 594
  • Toughness 399
  • Vitality 299

Rune Bonuses

Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Accessories & Jewels

Sinister Amulet
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Sinister Back
  • Condition Damage: 30
  • Power: 21
  • Precision: 21
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Sinister Ring
  • Condition Damage: 90
  • Power: 64
  • Precision: 64
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Sinister Ring
  • Condition Damage: 90
  • Power: 64
  • Precision: 64
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Sinister Earring
  • Condition Damage: 75
  • Power: 53
  • Precision: 53
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Sinister Earring
  • Condition Damage: 75
  • Power: 53
  • Precision: 53
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15

Accessory Totals

  • Power:430
  • Precision:430
  • Condition Damage:630

Weapon Set Sigils

Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Speed
Gain Swiftness (20 seconds) on Killing a Foe.

Weapon Set I

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Sigil of Superior Speed

Gain Swiftness (20 seconds) on Killing a Foe.

Carrion Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Sigil of Superior Restoration
Gain Health on Killing a Foe.

Water Weapon I

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Upgrade Item Details

If you wanted Power, you will need to change both the armour and the runes.


V. Basic Gameplay

Don't be afraid of switching attunements - lots of boons await!

 

The Ice Bow and Fire Sword, whilst you can use them, are more for your Party's use.


Main Skill Rotation


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