Elementalist PvE | Dungeon Staff | Damage Staff Ele for PvE and Dungeons
Table of Contents
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
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 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.
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%.
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
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Power: 100
Precision: 70
Experience from Kills: 10%
- (30min)
- Power: 100
- Precision: 70
- Experience from Kills: 10%
Utility Nourishment
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
- Defense: 77
- Power: 63
- Precision: 45
- Ferocity: 45
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Defense: 77
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Defense: 330
- Power: 141
- Precision: 101
- Ferocity: 101
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Defense: 140
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Defense: 203
- Power: 94
- Precision: 67
- Ferocity: 67
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Defense: 140
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +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- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
Accessories & Jewels
Accessory Totals
- Power:692
- Precision:448
- Ferocity:466
- Vitality:18
Weapon Set Sigils
- Weapon Strength: 985-1111
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -