Elementalist sPvP | Tournament Dagger/Focus | Roamer Cele DF Blinding Ashes
Table of Contents
Summary
An aggressive DD alternative with high burn damage, projectile hate, team support and high sustain.
Perfect against Lich and Rampage. With endless blinds, projectile blocks and invul
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
Signet of Air for low cooldown Stunbreaker, movement speed since no offhand RTL, and on command blind to mitigate bursts and secure stomps.
Lightning Flash for disengage, gap closer or burst with Burning Speed combo
Cleansing fire for 3 stacks of burn and condi clear(always use when enemy is around or with you're burn burst)
Fiery GS for movement and disengage
Earth 4 for reflects, secure stomps on warr and engi and Earth 5 for invul stomps or disengage. save for Oh shit moments.
Air 4 for 6 sec of on point projectile block(lich, power ranger, engi nades...) and Air 5 for knockdown.
Fire 3 and 4 are firefields used to blast with evasive arcana. Fire 3 will crit at 6k with might stacks and stack burning, Fire 2 best skill to stack burning.
Water 3 and 4 Chill. Water 2 heals in cone shape. Water 5 perfect for interrupts and blast finisher.
No armor of earth since it's a high cooldown stunbreak and already have focus 5 and 4, and blinding ashes to secure stomps
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.
Trait Details
Fire 3 can swap to Fire 1
Fire 4 can swap to Fire 5
Blinding ashes for almost perma blinds
Water 1 can swap for Water 3
III. Stat Specifics & Effects
Primary Stats
- Health 17245 (+5600)
- Vitality 1560 (+560)
- Armor 2480 (+560)
- Toughness 1560 (+560)
- Attack 2817 (+885)
- Power 1885 (+885)
- Critical Hit 31% (+31%)
- Precision 1560 (+560)
Secondary Stats
- Boon Duration 10% (+10%)
- Burning Duration 20% (+20%)
- Condition Damage 560 (+560)
- Critical Damage 37% (+37%)
- Damage 932 (+0%)
- Defense 920 (+0)
- Ferocity 560 (+560)
- Healing Power 560 (+560)
- Might Duration 10% (+10%)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
Rune Stat Totals
- Power 175
- Might Duration 10%
- Burning Duration 20%
Rune Bonuses
PvP Rune of the Fire- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
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: 832-883