Elementalist PvE | Dungeon Staff | Damage Staff Ele for PvE and Dungeons

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Summary

This is the Staff Ele build I've been running since the June 23rd patch. It features high damage output, good mobility, good team support, and decent self-sustain.


I. Weapons and Skills

Berserker's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Fire Attunement10
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
  • Water Attunement10
    Attunement. Attune to water, gaining superior support and healing abilities.
  • Air Attunement10
    Attunement. Attune to air, gaining heavy damage and control abilities.
  • Earth Attunement10
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
  • Fireball1
    Cast a fireball that explodes on impact and hits multiple foes.
    Damage: 314Area of effect: 180Range: 1,200
    • 0
    • 0
  • Lava Font¼ 4
    Make lava erupt from the target area.
    Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
    • 0
    • 0
  • Flame Burst½
    Burn foes at the target location.
    x2Burning: 6 s (1640 damage)Radius: 240Range: 1,200
    • 0
    • 0
  • Burning Retreat20
    Quickly roll backward, leaving behind a line of fire that burns.
    Damage: 37Duration: 6Burning: 1 s (328 damage)Combo Field: Fire
    • 0
    • 0
  • Meteor Shower20
    Call down a meteor shower onto the target area.
    Damage: 481Storm radius: 360Damage radius: 180Range: 1,200
    • 0
    • 0
  • 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
  • Glyph of Storms 48
    Glyph. Create a storm based on your attunement.

    Fire: Firestorm
    Water: Ice Storm
    Air: Lightning Storm
    Earth: Sandstorm
    Radius: 240Range: 900
    • 0
  • Arcane Shield75
    Arcane. Block attacks with an energy shield. If it blocks three attacks, it explodes.
    Duration: 5Damage: 365Radius: 360
    • 0
  • 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
  • Glyph of Elementals 72
    Glyph. Summon an elemental based on your attunement.

    Fire Elemental: Deals damage.
    Ice Elemental: Deals damage and heals.
    Air Elemental: Deals damage and stuns.
    Earth Elemental: Deals damage and is hard to kill.
    Duration: 60Range: 1,200
    • 0

Weapon and Skill Details

I've been running Staff Ele in dungeons for a long time, and I used to run with Armor of Earth for stability. One of the main sources of my damage output is Meteor Shower, and if I get interrupted while doing Meteor Shower, that means I'm not producing the amount of damage I need to. I've switched Armor of Earth out for Glyph of Storms, since Earth Glyph of Storms gives me protection via blinds, gives my team protection via the same blinds, and also does bleeds on whatever is in the area. This lets me get off Meteor Shower reliably. If I'm running through TA and don't have a reliable Thief or Guardian, I'll switch from Staff to Dagger/Dagger and swap Glyph of Storms out for Armor of Earth to make sure I get through the rough parts, and then switch back to Glyph of Storms as soon as possible.

 

Glyph of Storms is amazing. Earth is very good and does blinds and bleeding. Air gives you damage and vulnerability. Fire has gotten good lately too, but I primarily use Glyph of Storms in Earth or Air.

 

Arcane Brilliance is a good heal, does damage while you heal, and is a blast finisher. When stacking might before we go into a fight, I'll do Earth 2, then Fire 2, let Earth 2 blast, and then Arcane Brilliance to blast again. Not as much might as Scepter/Dagger, but I like running Staff better.

 

Arcane Shield is my second source of protection and stability. When I'm about to do Meteor Shower or Ice Bow 4, I can hit Arcane Shield to make sure I get through the summon without getting interrupted and maximize the damage I do.

 

I use to run with Signet of Air in my 4th utility slot for mobility, but now that attuning to air gives me a 25% passive speed buff, I can use my 4th slot for raw damage, such as Ice Bow or Hammer. Ice bow 5 to freeze and then 4 to deal lots of damage is still one of the strongest damage dealers in the game, so I use that whenever it's off cooldown now.

 

I prefer the Glyph of Elementals Elite over all the others because it's a constant source of protection and damage, unlike Fiery Greatsword, which you'll lose if knocked down, etc.


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.

Air Magic

  • Zephyr's Speed
    Move 25% faster when attuned to air.
    • Zephyr’s Boon
      Auras grant fury and swiftness for 5s when applied.
    • One with Air
      Gain 3 seconds of superspeed when attuning to air.
    • Ferocious Winds
      Gain ferocity based on 7% of your precision.
  • Electric Discharge
    Strike your target with a bolt of lightning when attuning to air.
    • Inscription
      Grant a boon associated with your current attunement when you cast a glyph. Glyph ability recharges are reduced by 20%.
    • Aeromancer’s Training
      Gain 190 precision while attuned to air. Recharge of air weapon abilities are reduced by 33%.
    • Tempest Defense
      Surround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.
  • Weak Spot
    You have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.
    • Bolt to the Heart
      Deal 20% more damage to enemies whose health is below 50%.
    • Fresh Air
      Recharge air attunement when you critically hit an enemy.
    • Lightning Rod
      Disabling an enemy causes them to be struck by a lightning bolt.

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%.

Trait Details

Fire specialization is pretty mandatory in this build. It increases damage that you do through burning, power, and fury. It also reduces recharge on fire fields, so you can and should keep a Lava Font up all the time constantly.

 

Air now gives you Zephyr's Speed, with a passive 25% speed buff. Amazing! Auras also give you fury and swiftness, so when you switch to Fire, you get a fire aura and gain swiftness and fury. Also, Earth 3 gives you an aura, so you get fury and swiftness from that too. Inscription gives you a 20% recharge cooldown, so you can keep Glyph of Storms up more frequently, doing more damage, more support, etc. And Bolt to the Heart gives you a 20% damage buff for enemies below 50% health.

 

I like running Water specialization because of the team support and a little bit of balance to the otherwise fully DPS-centered build. I mainly use this build in dungeons, so I'll watch my group's health and conditions and when I see them start to build up, I'll switch to water, cleansd conditions and give regen when needed--kind of like what you'd do with a Guardian.


III. Stat Specifics & Effects

Primary Stats

  • Health 11825 (+180)
  • Vitality 1018 (+18)
  • Armor 1967 (+0)
  • Toughness 1000 (+0)
  • Attack 4063 (+1952)
  • Power 2896 (+1896)
  • Critical Hit 52% (+52%)
  • Precision 2004 (+1004)

Secondary Stats

  • Burning Duration 20% (+20%)
  • Condition Duration (self) -20% (+-20%)
  • Critical Damage 63% (+63%)
  • Damage 1167 (+5%)
  • Defense 967 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 952 (+952)
  • 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

Plate of Truffle Steak
Duration: 30min
Power: 100
Precision: 70
Experience from Kills: 10%
  • (30min)
  • Power: 100
  • Precision: 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

Zojja's Masque
  • Defense: 77
  • Power: 63
  • Precision: 45
  • Ferocity: 45
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.
Zojja's Epaulets
  • Defense: 77
  • Power: 47
  • Precision: 34
  • Ferocity: 34
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.
Zojja's Doublet
  • Defense: 330
  • Power: 141
  • Precision: 101
  • Ferocity: 101
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.
Zojja's Wristguards
  • Defense: 140
  • Power: 47
  • Precision: 34
  • Ferocity: 34
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.
Zojja's Breeches
  • Defense: 203
  • Power: 94
  • Precision: 67
  • Ferocity: 67
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.
Zojja's Footwear
  • Defense: 140
  • Power: 47
  • Precision: 34
  • Ferocity: 34
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 967
  • Power 614
  • Might Duration 10%
  • Condition Duration (self) -20%
  • Precision 315
  • Ferocity 315

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

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Berserker's Valkyrie BackDefensive Slot
  • Power: 63
  • Precision: 22
  • Vitality: 18
  • Ferocity: 40
(Infused)
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74

Accessory Totals

  • Power:692
  • Precision:448
  • Ferocity:466
  • Vitality:18

Weapon Set Sigils

Berserker's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Force
+5% damage.
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Force

+5% damage.

Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Rage
10% chance on critical hit to apply quickness for 3 seconds. (This effect cannot trigger more than once every 30s)

Water Weapon I

Sigil of Rage

10% chance on critical hit to apply quickness for 3 seconds. (This effect cannot trigger more than once every 30s)

Upgrade Item Details

Full Berserker's armor, plus Hoelbrak runes gives me the most damage output I can find. Full zerk trinkets and zerk weapons means that everything about this build is trying to squeeze out as much damage as possible. That's why I run a little bit more defensive in my Water trait to try to provide sustainability and support.


V. Basic Gameplay


Main Skill Rotation

Earth Attunement10
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Eruption6
Shake the ground until it erupts and damages foes.
Damage: 462x6Bleeding: 12 s (3060 damage)Radius: 300Combo Finisher: BlastRange: 1,200
Glyph of Storms 48
Glyph. Create a storm based on your attunement.

Fire: Firestorm
Water: Ice Storm
Air: Lightning Storm
Earth: Sandstorm
Radius: 240Range: 900
Magnetic Aura30
Aura. Reflect projectiles with magnetic energy.
Duration: 5
Fire Attunement10
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Lava Font¼ 4
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
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
Deep Freeze2 30
Encase your target in a block of solid ice.
Damage: 260Range: 900
Ice Storm20
Call down an ice storm on the target area.
Damage: 162Bleeding: 5 s (65 damage on skill use)Radius: 240Range: 900
Frost Volley8
Rapidly fire at your foe, making them vulnerable with each hit.
Damage: 162Vulnerability: 15 sCombo Finisher: ProjectileRange: 900
Frost Fan¼ 15
Damage foes with a spread of icy arrows that cause chill.
Damage (7x): 569Chilled: 3 sRange: 900
Lava Font¼ 4
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Flame Burst½
Burn foes at the target location.
x2Burning: 6 s (1640 damage)Radius: 240Range: 1,200
Meteor Shower20
Call down a meteor shower onto the target area.
Damage: 481Storm radius: 360Damage radius: 180Range: 1,200
Water Attunement10
Attunement. Attune to water, gaining superior support and healing abilities.
Ice Spike1 4
Drop a giant ice spike on foes to make them vulnerable.
Damage: 554x5Vulnerability: 10 sRadius: 300Range: 1,200
Frozen Ground¼ 40
Coat the target area in ice, chilling foes that enter it.
Chilled: 2 sDuration: 5Radius: 300Combo Field: IceRange: 1,200
Air Attunement10
Attunement. Attune to air, gaining heavy damage and control abilities.
Lightning Surge10
Charge a lightning surge that blinds foes near your target when it discharges.
Damage: 481Blind: 5 sRadius: 180Range: 1,200
Static Field¾ 40
Create an electrical field that stuns foes crossing it.
Damage: 185Duration: 4Stun: 2 sRadius: 240Combo Field: LightningRange: 1,200
Earth Attunement10
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Eruption6
Shake the ground until it erupts and damages foes.
Damage: 462x6Bleeding: 12 s (3060 damage)Radius: 300Combo Finisher: BlastRange: 1,200
Magnetic Aura30
Aura. Reflect projectiles with magnetic energy.
Duration: 5
Unsteady Ground¼ 30
Create unsteady ground that cripples foes moving through it.
Damage: 37Crippled: 2 sRange: 1,200
Shockwave¾ 30
Create a shockwave that bleeds and immobilizes your target.
Damage: 190Bleeding: 20 s (850 damage)Immobilized: 2 sCombo Finisher: ProjectileRange: 1,200
Fire Attunement10
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Lava Font¼ 4
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Flame Burst½
Burn foes at the target location.
x2Burning: 6 s (1640 damage)Radius: 240Range: 1,200
Meteor Shower20
Call down a meteor shower onto the target area.
Damage: 481Storm radius: 360Damage radius: 180Range: 1,200

The full rotation starts as I'm stacked with the group and we're about to pull the boss or MOBs in, for example.

 

I start off in earth and put 2 down, which is a delayed blast finisher. Then I put Glyph of Storms on top of us to blind the boss/MOBs and do bleeding. Then I'll do 3 to give myself a little more protection.

 

Then I'll switch to fire, put Lava Font (2) down, which gives us a blast finisher. This all happens before the Earth 2 blast finisher has blasted. Earth 2 now blasts the fire field, giving us all might. I may use Arcane Brilliance here too to give the group more might if we don't have anyone else doing blast finishers.

 

Then I drop ice bow, use 5 to freeze one of the MOBs or the boss, then do Ice Bow 4 (Ice Storm). I'll then use 2 and 3 on the Ice Bow while I have it, and drop the Ice Bow since other than 4, it doesn't do good damage. I'll then switch to fire, put another Lava Font down, use 3 to flame burst and keep the burning up, and then 5 for Meteor Shower again.

 

Then I'll run through the rest of my attunements and do whichever bits do the most damage or blinds or CC or healing.

 

I used to just stay in fire all the time and keep a Lava Font up at all times and do Meteor Shower when it's off cooldown. Since the patch, since I can run Glyph of Storms and Ice Bow more reliably now, I can have a bigger rotation that does more damage. The rotation may seem like a lot of steps, and it's not all necessary. Ice bow 5 and 4 whenever they're off cooldown does very good DPS. Glyph of Storms should be used in either Air or Earth, every time you possibly can in dungeons. I'll normally use Glyph of Elementals in either Air or Fire to give added vulnerability or burning and damage. Also, as I'm working my way through my rotation, I'll watch for conditions and need for cleansing and regen on my party, and if I see them spike, I'll switch to water and cleanse, drop small water (3), blast it, and big water (5) if the team needs it too. For that reason, after the first time I use 2 and 4 in Water in my rotation, I generally stay out of it and rotate between fire, air, and earth and save water for when it's needed for cleansing, healing, and regen.


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