Elementalist sPvP | Hot Join Dagger/Dagger | Roamer The Competent Conjurer
Table of Contents
Summary
This build is dedicated to that small niche in the ele community that wants to be able to compete with conjured weapons.
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
The weapon choice is optional as you'll be spending most of your time in conjures, but I recommend D/D for its high mobility and easy access to auras, both of which you'll be relying on for sustain.
The skills are not so optional.
Lightning bolt - for disengaging and jukes
Conjure Flame axe - Two fire fields, an evade, a blast finisher, and a leap finisher. The 1 skill applies might. This will be your primary weapon.
Cleansing Fire - Your puny excuse for condi cleanse.
Conjure Fiery Greatsword - Superior damage and mobility.
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.
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
"No water?! You must be crazy!"
Since we're using conjures you can stay in earth for immunity to critical hits. You'll also have high protection up-time via earth III. Just beware of conditions.
III. Stat Specifics & Effects
Primary Stats
- Health 17245 (+5600)
- Vitality 1560 (+560)
- Armor 1920 (+0)
- Toughness 1000 (+0)
- Attack 3356 (+1375)
- Power 2375 (+1375)
- Critical Hit 54% (+54%)
- Precision 2050 (+1050)
Secondary Stats
- Boon Duration 10% (+10%)
- Condition Damage 100 (+100)
- Critical Damage 37% (+37%)
- Damage 981 (+0%)
- Defense 920 (+0)
- Ferocity 560 (+560)
- Might Duration 45% (+45%)
- Revive Speed 10% (+10%)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Rune Stat Totals
- Power 175
- Might Duration 45%
Rune Bonuses
PvP Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
Accessory Totals
- Power:1050
- Precision:1050
- Vitality:560
- Ferocity:560
Weapon Set Sigils
- Weapon Strength: 924-981
- Weapon Strength: 924-981