Elementalist WvW | Large Group Staff | Support Fight Guild Elementalist

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Summary

Introduction
This is a guide for back line staff Elementalists in WvW. This is suitable for large scale casual group WvW and organized fight guilds.

 

This is the current build for Aerilon aka DemonNinja. See game play at twitch.tv/dustydemonninja

 

Please feel free to mail me in game with any comments, questions, or suggestions. DemonNinja.1602

 

Change Log
7/31/2015 Initial creation.


I. Weapons and Skills

Zojja's Spire
  • Weapon Strength: 1034-1166
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Zojja's Trident
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
  • Fire Attunement
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
    Fury: 2 sMight: 15 s
  • Water Attunement
    Attunement. Attune to water, gaining superior support and healing abilities.
    Fury: 2 sRegeneration: 5 s
  • Air Attunement
    Attunement. Attune to air, gaining heavy damage and control abilities.
    Fury: 2 sSwiftness: 8 s
  • Earth Attunement
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
    Fury: 2 sProtection: 5 s
  • Fireball1
    Cast a fireball that explodes on impact and hits multiple foes.
    Damage: 314Area of effect: 180Range: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Lava Font¼ 4
    Make lava erupt from the target area.
    Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Flame Burst½
    Burn foes at the target location.
    x2Burning: 6 s (1640 damage)Radius: 240Range: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Burning Retreat20
    Quickly roll backward, leaving behind a line of fire that burns.
    Damage: 37Duration: 6Burning: 1 s (328 damage)Combo Field: Fire
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Meteor Shower20
    Call down a meteor shower onto the target area.
    Damage: 481Storm radius: 360Damage radius: 180Range: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Ether Renewal 18
    Cantrip. Heal yourself and cure a condition with every pulse.
    Healing: 418Duration: 4
    • 0
      Fury: 2 s
  • Armor of Earth90
    Cantrip. Protect yourself with earth armor and gain protection and stability.
    Duration: 6x10Stability: 6 sProtection: 8 sBreaks Stun
    • 0
      Fury: 2 s
  • Mist Form75
    Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
    Duration: 3Breaks Stun
    • 0
      Fury: 2 s
  • Lightning Flash 40
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 0
      Fury: 2 s
  • Reaper of Grenth 180
    Become a Reaper of Grenth, Chilling and Poisoning nearby foes.
    Chilled: 3 sPoison: 3 s (252 damage)Duration: 15Radius: 240
    • 0
      Fury: 2 s

Weapon and Skill Details

Weapon
Staff is probably the most widely used weapon in WvW because of its awesome utility and AoE skills.

 

Healing Skill
Eather Renewel is best for this build because it heals for large amounts, give you lots of condition removal, and critically has the lowest cool down. It is also a cantrip so there are many synergies within the build that work well with this, giving you vigor and might when you use it.

 

Utility Skills
Mandatory - Mistform and Lightning Flash are always required. They provide you with emergency buttons that can help you get out of the most precarious of situations. Lighting flash is also a great gap closer to get off CC on moving targets and groups. The third utility really is a play style choice. the two I switch between the most are Armor of Earth for the additional stability and damage reduction and Ice Bow for extra damage in keep fights and close quarters.

 

Ice Bow also has the same AOE cap as an Arrow cart so a couple of well coordinated icebow 4 skills can do some serious damage to an enemy group.

 

This video clearly illustrates the player cap difference between skills like Meteor shower and Lava font, and Icebow #4. :)

 

Elite Skill
Sadly the state of elite skill on Elementalists are terrible. Really right now this is all about your personal play style. I most often run Reaper of Grenth because it provides some great chill and condition damage when you are pushing to a group, or running away from one. Tornado is fantastic in close quarter situations like keeps, towers, walls, etc. It is also good in fair number fights to disrupt the enemy from regrouping and healing up. Firey Greatsword is another great option for picking off people and movement.

 

Tornado Portal Bomb Video Example CLICK HERE


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.

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%.

Arcana

  • Arcane Fury
    Gain fury for 2s when you switch attunements.
    • Arcane Precision
      Skills have a chance to apply a condition, based on your current attunement, on critical hits.
    • Renewing Stamina
      Gain vigor for 5s when you deliver a critical hit. 5 second internal cooldown.
    • Arcane Abatement
      Take less damage from falling. Create a spell when you take falling damage, based on your attunement.
  • Elemental Attunement
    When attuning to an element, you and nearby allies gain a boon.
    • Arcane Resurrection
      You have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
    • Elemental Contingency
      Gain a boon when you are struck, based on your current attunement
    • Final Shielding
      Create an Arcane Shield for 5s when your health drops below the threshold (25s)
  • Elemental Enchantment
    Boon duration is increased by 10% and attunements recharge 15% faster.
    • Evasive Arcane
      Create an attunement-based spell at end of your dodge. Fire: Flame Burst. Water: Cleansing Wave. Air: Blinding Flash. Earth: Shockwave
    • Elemental Surge
      Based 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 Power
      Deal 2% more damage for each boon on you.

Trait Details

Fire Magic
This line provides you with damage and condition removal. Burning Fire give you an auto condi cleanse. Pyromancer's Training Provides you with additional damage while in fire which is great for when you are dropping meteors and lava fonts on downed enemies. Persisting Flames Gives you longer fire fields which applies to both Meteor Shower and Lava font, and when blasted they grant fury... Doesn't get much better than that.

 

Water Magic
The support line everyone knows and loves. This is where most of your support synergy comes from. Soothing Ice and Stop Drop and Roll are both great choices. You get extra defensiveness from each - really player preference here. Cleansing Wave and Cleansing Water both provide lots of condition removal for you and your friends. Which in the current meta is REALLY good.

 

Arcana
The most widely use, but least understood line in the Elementalist arsenal. This provides with some serious utility. Renewing Stamina gives you lots of energy to dodge roll through and out of sticky situations. Final Sheilding This is a fantastic "Oh $h|T!" utility for when you find yourself low - it has helped me get out of some crazy situations. Evasive Arcana By far the least well played passive in the game. Most people take this for the extra healing but it is so much more than that. Evasive Arcana gives you a spell at the end of a dodge roll for the attunment you are currently in. Fire - AoE fire blast that deals damage and causes burning. Water - AoE water splash heal. Air - AoE Blind. Earth - Churning Eart, AoE cripple. This effectively gives you an extra skill on your bar every time you can dodge roll. I use this both defensively and offensively. Using the cripple to slow down or split a blob in half by dodge rolling through an enemy group for example.


III. Stat Specifics & Effects

Primary Stats

  • Health 15435 (+3790)
  • Vitality 1379 (+379)
  • Armor 2174 (+207)
  • Toughness 1207 (+207)
  • Attack 3706 (+1540)
  • Power 2540 (+1540)
  • Critical Hit 41% (+41%)
  • Precision 1780 (+780)

Secondary Stats

  • Agony Resistance 75 (+75)
  • Boon Duration 10% (+10%)
  • Condition Damage 207 (+207)
  • Critical Damage 65% (+65%)
  • DMG to Guards and Lords 1% (+1%)
  • Damage 1166 (+0%)
  • Damage while moving 10% (+10%)
  • Defense 967 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 980 (+980)
  • Healing Power 207 (+207)
  • Magic find 20% (+20%)
  • Might Duration 45% (+45%)

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

Bowl of Seaweed Salad
Duration: 30min
60% chance to gain Swiftness (10s) when you kill a foe
Damage while moving: 10%
Experience from Kills: 10%
  • (30min)
  • 60% chance to gain Swiftness (10s) when you kill a foe
  • Damage while moving: 10%
  • Experience from Kills: 10%

Utility Nourishment

Furious Maintenance Oil
Duration: 30min
Vitality: 100
Ferocity: 10
Experience from Kills: 10%
  • (30min)
  • Vitality: 100
  • Ferocity: 10
  • Experience from Kills: 10%

Armor & Runes

Wupwup Masque
  • Defense: 77
  • Power: 30
  • Precision: 30
  • Toughness: 30
  • Vitality: 30
  • Condition Damage: 30
  • Healing Power: 30
  • Ferocity: 30
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Wupwup Epaulets
  • Defense: 77
  • Power: 22
  • Precision: 22
  • Toughness: 22
  • Vitality: 22
  • Condition Damage: 22
  • Healing Power: 22
  • Ferocity: 22
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Wupwup Doublet
  • Defense: 330
  • Power: 67
  • Precision: 67
  • Toughness: 67
  • Vitality: 67
  • Condition Damage: 67
  • Healing Power: 67
  • Ferocity: 67
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Wupwup Wristguards
  • Defense: 140
  • Power: 22
  • Precision: 22
  • Toughness: 22
  • Vitality: 22
  • Condition Damage: 22
  • Healing Power: 22
  • Ferocity: 22
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Wupwup Breeches
  • Defense: 203
  • Power: 44
  • Precision: 44
  • Toughness: 44
  • Vitality: 44
  • Condition Damage: 44
  • Healing Power: 44
  • Ferocity: 44
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Wupwup Footwear
  • Defense: 140
  • Power: 22
  • Precision: 22
  • Toughness: 22
  • Vitality: 22
  • Condition Damage: 22
  • Healing Power: 22
  • Ferocity: 22
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5

Armor Stat Totals

  • Defense 967
  • Power 412
  • Might Duration 45%
  • Precision 207
  • Toughness 207
  • Vitality 207
  • Condition Damage 207
  • Healing Power 207
  • Ferocity 207
  • Agony Resistance 30

Rune Bonuses

Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Magical InfusionUtility Infusion
  • Magic find: 20%
Berserker's Back (Infused)Offensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Vine of the Pale Tree (Infused)Defensive Slot
  • Power: 126
  • Precision: 67
  • Vitality: 18
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Bagh Nakh (Infused)Offensive Slot
  • Power: 126
  • Precision: 67
  • Vitality: 18
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Zinn's Data CrystalDefensive Slot
  • Power: 110
  • Precision: 56
  • Vitality: 18
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Experiment ZX-27115Offensive Slot
  • Power: 110
  • Precision: 56
  • Vitality: 18
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:717
  • Precision:394
  • Ferocity:466
  • Agony Resistance:35
  • Vitality:72
  • Magic find:20%
  • DMG to Guards and Lords:1%

Weapon Set Sigils

Zojja's Spire
  • Weapon Strength: 1034-1166
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

Zojja's Trident
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon I

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Upgrade Item Details

Armor Stats
Celestial is by far the best currently in game for Elementalists since the class acutally uses all of the stats. It also provides up to a 70% stat boost compared to other sets depending on the slot. Overall it provides more stat points that other armor types. The downside is that it is very difficult to attain. Some great alternatives are a combination of Valkry / Berzerkers / Knights. The idea is to mix and match the stats in a way that you end up with about 15k HP and a reasonable about of toughness, then focus on damage. It's all about staying alive, because if you are dead, you're useless.

 

Runes
Strength runes are great synergistically with this build. They provide you with a great boost to your overall power and also a flat +5% to your overall DPS when under the effects of Might, which you will pretty much always have permanently with this build. It also synergizes with the sigils.

 

Sigils
Sigil of StrengthHelps you maintain your stacks of might during a fight giving you some awesome power and overall damage.
Bloodlust Gives you a sustained power boost that only helps push your damage even further. Remember you will need one on your water weapon too so that you don't loose your stacks when you go for a swim.

 

Trinkets
This is where I vary my build the most. I use my trinkets to go more tanky with Valkry or Celestial pieces, or more glass with Berserker items. This is generally what I start the night with, and then ass I get guard stacks, and warmed up I go more glassy. If we are fighting ridiculous numbers I will go more tanky. This is for you to play with and make your own. Remember staying alive is the most important thing. Everything else after that.


V. Basic Gameplay

I think the biggest mistake Elementalist players make is they try to be big damage dealers - which in certain situations they can be, but the Staff Elementalist really is a utility class. As a Staff Ele your primary focus should be on crowd control, supporting the team with healing and condition removal, and pressure on the downed.

 

Elemenatlist damage is by far the most avoidable damage in the game. You can easily dodge roll once through or out of a metor shower or just side step any other staff DPS for the most part. So the most effective use of your damage is to pressure downs and make sure they are killed so your team wins the rally war. This isn't to say that a well timed Lava Font and Meteor shower on some people stuck in a Guardian circle isn't good, it's just that the majority of the time your damage is avoidable and takes too long to cast or pulse to be effective in getting down states. This doesn't mean you should try to do so, just keep that in mind while you play so you don't waste your cool downs and your prioritize your skills for their most effective use. It is also of critical importance that you learn to read where the groups are going to most effectively place your fields. As I mentioned they are easily avoided, so the best tactic is to position them in a place that the enemy group walks right into them. To do this, you need to anticipate where the fight is going next and place fields accordingly.

 

Healing Rain
This is the reason why we exist in the WvW meta. Healing Rain provides a huge area regen with serious condition removal and healing with blasts for your team. You want to cast this on your front line melee group as they engage with an enemy team. This will allow them to stay in the fray much longer.

 

Static Field
This skill gives you an unlimited target 3 second stun. If you cast this on a group without stability they will be wide open for 3 full seconds which is plenty of time for your team to melt them back to the mists. A well timed mid fight static can make or break an encounter so make sure you place them well.

 

Frozen Ground
This skill has a lot of utility, it chills the enemies that walk through it but also provides frost aura when it is lept through. A well timed frost aura where the Front Line leaps to in an engage can give your team a distinct advantage.

 

Geyser
This is the best skill for healing up your team on a regroup. You want to try and avoid using big water for regroups as it is just much more effective mid combat. Geyser provides a smaller water field that your team can blast and heal up from on a regroup. the critical part is that you communicate it.

 

Teamwork
Communication is critical for Elementalists to be effective. So much of their power relies on other players to exploit to be good. You should always call out when you place water fields, static fields, chill, and lines. You want to do this a little ahead of time so that your team has time to react and exploit these things effectively.

 

Rotations
More often than not you will not be alone in the land of the Elementalists and will have a few others with you. Setting up rotations to coordinate who drops what and when can help increase your teams overall effectiveness. Typically having a rotations past 2 is a waste just because the length of cool downs is not that long. The idea is to work with your fellow Elementalists to set up who will drop whaters firs and second, and who will start in what element. This should give you enough variation and rotation in your skill rotations that you shouldn't be double dropping things like water and static and wasting the cool down.

 

Utilities
Remember your utilities are your friends. You can do some pretty awesome things with them. For example you can begin channeling Meteor Shower and use Lighting Flash to flash away and continue to cast and finish your Meteor Shower channel, effectively giving it a longer range. Your Evasive Arcana trait gives you a whole extra skill to use (explained above). And Icebow can be a game changer. A well coordinated Icebow #4 skill can provide you with a huge burst of AoE damage that has a high player cap that can literally down an entire group of players if caught in it. You can also use the #5 skill to hit an enemy with a long duration stun, and to guarantee the hit, you can Lightning Flash ahead while channeling to shorten the distance the projectile has to traverse.


Main Skill Rotation

Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Windborne Speed¼ 30
You and nearby allies gain swiftness, while curing crippled, immobilized, and chilled.
Swiftness: 10 sRadius: 300
Lightning Flash 40
Cantrip. Teleport to target area.
Damage: 366Radius: 120Range: 900
Armor of Earth90
Cantrip. Protect yourself with earth armor and gain protection and stability.
Duration: 6x10Stability: 6 sProtection: 8 sBreaks Stun
Static Field¾ 40
Create an electrical field that stuns foes crossing it.
Damage: 185Duration: 4Stun: 2 sRadius: 240Combo Field: LightningRange: 1,200
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
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
Eruption6
Shake the ground until it erupts and damages foes.
Damage: 462x6Bleeding: 12 s (3060 damage)Radius: 300Combo Finisher: BlastRange: 1,200
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Healing Rain1 45
Call down a healing rain onto the target area, granting regeneration to allies and curing conditions once every three seconds.
x4Regeneration: 4 s (2080 health)Duration: 6Radius: 420Combo Field: WaterRange: 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
Ice Spike1 4
Drop a giant ice spike on foes to make them vulnerable.
Damage: 554x5Vulnerability: 10 sRadius: 300Range: 1,200
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Meteor Shower20
Call down a meteor shower onto the target area.
Damage: 481Storm radius: 360Damage radius: 180Range: 1,200
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

This is a very over simplified rotation but it will give you an idea.

 

Starting in air you can cast swiftness then blink ahead to catch a moving group in a static feild. Because you are now over extended you can drop into earth for extra defense and pop Magnetic Aura which will reflect projectiles and keep you from getting stuck away from your time. Droping a line helps keep any pick team off of you or helps to further crowd control the enemy team. By this time your team is just about to or has engaged, support them with water and drop a healing rain and Chill on the ground to keep the crowd control going. By that time, you should have downs so stack up the damage on the with Meteor and lava font.

 

Again this is a very OVERLY SIMPLIFIED rotation, but it gives you a rough idea of the kinds of things to think about when in a fight. This kind of rotation takes place is probably less than 30 seconds.

 

Elementalist is a difficult class to master, but once you do you will be one of the most popular persons on your team.


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