Elementalist WvW | Large Group Staff | Support Full Healing Support Staff
Table of Contents
Summary
Build for support elementalist, backline, full healing. I hope you enjoy.
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
Fire
Bruning Retereat - For evade enemy attack from behind
Meteor Shower - Keep enemy in wall away.
Water
Water Blast - For healing frontline in auto-attack
Ice Spike - Try use at start confront, he giver Vulnerabily
Geyser - Small Water, less Healing, try use when commander stack.
Fronzen Ground - Use when have enemy near of you.
Healing Rain - Big Water, Great heal and regen, try use in center of battle or when need more.
Air
Gust - Help do keep away from you
Windborne Speed - Use when zerg is moving.
Static Field - Stun enemy when start confront or have enemy near of you.
Earth
Eruption - Blast for water skills and stack bleed in enemy.
Magnetic Aura - Protect from projectiles.
Unsteady - Do not let the enemy go where you put the ability, good for early fight or run.
Shockwave - Good to keep you safe when have enemy chasing you.
Heal
Glyph of Elemental Harmony - For a great heal and buff ( It depends on your attunement )
Utilities
Cleasing Fire - For removing Conditions.
Signet of Air - Walk more fast in combat.
Lightning Flash - Teleport, go away from enemy.
PS.: Signet of Air can be changed to Mist form to run and don't receive any damage.
Elite
Glyph of Elementals - *Use in water Attunement* Summon a Elementla to help you heal.
Traits
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%.
Earth Magic
- Stone FleshGain 150 toughness while attuned to earth.
- Earth’s EmbraceGain armor of earth when struck while below 50% health.
- Serrated StonesBleeds you apply last 20% longer; deal 5% more damage to bleeding foes.
- Elemental ShieldingGrant 3 seconds of protection when applying an aura to yourself or an ally.
- Earthen BlastDamage foes and cripple them for 3s when attuning to earth.
- Strength of StoneGain condition damage based on 10% of your toughness attribute.
- Rock SolidGrant 2 seconds of stability to nearby allies when attuning to earth.
- Geomancer’s TrainingYou recover 33% more quickly from chilled, cripple and immobilize. Earth abilities recharge 33% faster.
- Geomancer’s DefenseYou take 10% less damage from foes within 360 range of you.
- Diamond SkinConditions cannot be applied to you when your health is above the threshold (90%)
- Written in StoneMaintain the passive effects of signets when you activate then. Reduces recharge of signets by 20%.
- Stone HeartYou cannot be critically hit while attuned to earth.
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
Water Magic - Can change Soothing Power (IX) for Cleasing Water (VII) if you want remove more condi and granting regen for you and ally.
Arcana - Can change Elemental Contingency (V) for Arcane Resurrection (IV) when you focus in ress ally.
III. Stat Specifics & Effects
Primary Stats
- Health 17185 (+5540)
- Vitality 1554 (+554)
- Armor 2845 (+878)
- Toughness 1878 (+878)
- Attack 2974 (+808)
- Power 1808 (+808)
- Critical Hit 19% (+19%)
- Precision 1314 (+314)
Secondary Stats
- Agony Resistance 40 (+40)
- Boon Duration 10% (+10%)
- Chill Duration (self) -33% (+-33%)
- Condition Damage 314 (+314)
- Cripple Duration (self) -33% (+-33%)
- Critical Damage 29% (+29%)
- Damage 1166 (+0%)
- Defense 967 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 449 (+449)
- Healing Power 1179 (+1179)
- Immobilize Duration (self) -33% (+-33%)
- Movement Speed 25% (+25%)
- Regeneration Duration 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Vitality: 100
Toughness: 70
Experience from Kills: 10%
- (30min)
- Vitality: 100
- Toughness: 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
- Healing Power: 63
- Power: 45
- Toughness: 45
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 77
- Healing Power: 47
- Power: 34
- Toughness: 34
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 330
- Healing Power: 141
- Power: 101
- Toughness: 101
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 140
- Healing Power: 47
- Power: 34
- Toughness: 34
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 203
- Healing Power: 94
- Power: 67
- Toughness: 67
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 140
- Healing Power: 47
- Power: 34
- Toughness: 34
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Armor Stat Totals
- Defense 967
- Healing Power 614
- Regeneration Duration 30%
- Power 315
- Toughness 315
Rune Bonuses
Superior Rune of Dwayna- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Accessories & Jewels
- Vitality: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
Accessory Totals
- Power:314
- Precision:314
- Toughness:314
- Vitality:344
- Condition Damage:314
- Healing Power:314
- Ferocity:314
- Agony Resistance:30
Weapon Set Sigils
- Weapon Strength: 1034-1166
- Healing Power: 251
- Power: 179
- Toughness: 179
- Weapon Strength: -
- Vitality: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
Weapon Set I
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: -