Elementalist WvW | Small Group Dagger/Dagger | Roamer [TBAG]D/D spec for roaming.

by Last Updated:
100% (2) Approval 2 Votes - 1527 Views

Summary

Link to the build :)
http://tinyurl.com/MyEleTBAG
This is An amazing all round build concidered overpowered. Played right this cannot lose 1v1. Even to condi shatter mesmer's.
1,800 power
2,700 armor
18,500 health
680 condition DMG
680 healing power
36% critical chance
195% critical DMG
50% condition duration !!!!!
and finally, 35% boon duration, ON ALL BOON's.
This stat combination allows you to heal like crazy (not just to yourself but to allies, 2.3k on water, again on dodge roll and again on dagger 5 each curing a condi) DPS like crazy and lay out serious condition damage like crazy.


I. Weapons and Skills

Wupwup Razor
  • Weapon Strength: 970-1030
  • Power: 59
  • Precision: 59
  • Toughness: 59
  • Vitality: 59
  • Condition Damage: 59
  • Healing Power: 59
  • Ferocity: 59
Wupwup Razor
  • Weapon Strength: 970-1030
  • Power: 59
  • Precision: 59
  • Toughness: 59
  • Vitality: 59
  • Condition Damage: 59
  • Healing Power: 59
  • Ferocity: 59
  • Weapon Strength: -
  • 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
  • Dragon's Claw½
    Fling fire in a claw-shaped spread at your foe.
    Damage per projectile: 126Range: 400
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Drake's Breath
    Spray a cone of fire at foes while on the move.
    Damage (4x): 672x4Burning: 2.5 s (3936 damage)Range: 400
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Burning Speed¾ 10
    Slide forward and blast the area, leaving behind a line of fire that burns foes.
    Fire wall damage: 34Duration: 4Burning: 1.5 s (328 damage)Blast radius: 240Blast damage: 672Combo Field: FireRange: 600
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Ring of Fire¼ 10
    Damage nearby foes with a ring of fire, burning foes that pass through it.
    Damage: 417x2Burning: 4 s (1640 damage)Duration: 6Radius: 240Combo Field: Fire
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Fire Grab¾ 30¼
    Damage foes in a cone in front of you. Deal more damage to burning foes.
    Damage: 588Damage vs burning: 941Range: 300
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Signet of Restoration1 25
    Signet Passive: Grants health every time you cast a spell.
    Signet Active: Heal yourself.
    Healing: 3,275Healing: 202 per cast
    • 0
      Fury: 2 s
  • Lightning Flash 32
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 0
      Fury: 2 s
  • Cleansing Fire32
    Cantrip. Cure three conditions and burn foes.
    x3Burning: 4 s
    • 0
      Fury: 2 s
  • Armor of Earth72
    Cantrip. Protect yourself with earth armor and gain protection and stability.
    Duration: 6x10Stability: 6 sProtection: 8 sBreaks Stun
    • 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

D/D best all round weapon set, offering raw DPS(All fire skills, and air auto) passive DPS(mainly fire and earth) tankiness(ice and air aura) and support(auras if sharing and water 5+ projectile block on earth 2).


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.

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.

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

Typical arcana + water traits, swap out vigour for more condi on crits, and swap out boons on hit for arcane shield if you find you need that stunbreak / saver(you really shouldnt need this)
Fire traits, i chose the persiting fire fields due to how many times i find enemies actualy stand on these things (its really quite hilarious seing 3-4 enemies kill themselves by walking in/on fire )
For 1v1's maybe go blinding ashes, up to you :)


III. Stat Specifics & Effects

Primary Stats

  • Health 18395 (+6750)
  • Vitality 1675 (+675)
  • Armor 2642 (+675)
  • Toughness 1675 (+675)
  • Attack 2958 (+928)
  • Power 1928 (+928)
  • Critical Hit 36% (+36%)
  • Precision 1675 (+675)

Secondary Stats

  • Boon Duration 35% (+35%)
  • Condition Damage 675 (+675)
  • Condition Duration 50% (+50%)
  • Critical Damage 45% (+45%)
  • DMG to Guards and Lords 1% (+1%)
  • Damage 1030 (+0%)
  • Defense 967 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 675 (+675)
  • Healing Power 675 (+675)
  • Movement Speed 25% (+25%)

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

Stat and Effect Details

AWESOME STATS OMG/////43875y3$^&£"$"£$


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Prickly Pear Pie
Duration: 30min
33% chance to steal life on critical
Condition Duration: 40%
Experience from Kills: 10%
  • (30min)
  • 33% chance to steal life on critical
  • Condition Duration: 40%
  • Experience from Kills: 10%

Utility Nourishment

Bountiful Sharpening Stone
Duration: 30min
Boon Duration: 10%
Power: 100
Experience from Kills: 10%
  • (30min)
  • Boon Duration: 10%
  • Power: 100
  • 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 the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Wupwup Epaulets
  • Defense: 77
  • Power: 22
  • Precision: 22
  • Toughness: 22
  • Vitality: 22
  • Condition Damage: 22
  • Healing Power: 22
  • Ferocity: 22
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Wupwup Doublet
  • Defense: 330
  • Power: 67
  • Precision: 67
  • Toughness: 67
  • Vitality: 67
  • Condition Damage: 67
  • Healing Power: 67
  • Ferocity: 67
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Wupwup Wristguards
  • Defense: 140
  • Power: 22
  • Precision: 22
  • Toughness: 22
  • Vitality: 22
  • Condition Damage: 22
  • Healing Power: 22
  • Ferocity: 22
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Wupwup Breeches
  • Defense: 203
  • Power: 44
  • Precision: 44
  • Toughness: 44
  • Vitality: 44
  • Condition Damage: 44
  • Healing Power: 44
  • Ferocity: 44
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Wupwup Footwear
  • Defense: 140
  • Power: 22
  • Precision: 22
  • Toughness: 22
  • Vitality: 22
  • Condition Damage: 22
  • Healing Power: 22
  • Ferocity: 22
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%

Armor Stat Totals

  • Defense 967
  • Power 241
  • Precision 243
  • Toughness 243
  • Vitality 243
  • Condition Damage 243
  • Healing Power 243
  • Ferocity 243
  • Boon Duration 15%
  • Condition Duration 10%
  • Movement Speed 25%

Rune Bonuses

Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%

Accessories & Jewels

Eye of JanthirOffensive Slot
  • Power: 72
  • Precision: 72
  • Toughness: 72
  • Vitality: 72
  • Condition Damage: 72
  • Healing Power: 72
  • Ferocity: 72
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Celestial BackDefensive Slot
  • Power: 28
  • Precision: 28
  • Toughness: 28
  • Vitality: 28
  • Condition Damage: 28
  • Healing Power: 28
  • Ferocity: 28
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Lunaria, Circle of the MoonDefensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Solaria, Circle of the SunOffensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Ancient Mursaat TokenOffensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Celestial SigilDefensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%

Accessory Totals

  • Power:319
  • Precision:314
  • Toughness:314
  • Vitality:314
  • Condition Damage:314
  • Healing Power:314
  • Ferocity:314
  • DMG to Guards and Lords:1%

Weapon Set Sigils

Wupwup Razor
  • Weapon Strength: 970-1030
  • Power: 59
  • Precision: 59
  • Toughness: 59
  • Vitality: 59
  • Condition Damage: 59
  • Healing Power: 59
  • Ferocity: 59
Wupwup Razor
  • Weapon Strength: 970-1030
  • Power: 59
  • Precision: 59
  • Toughness: 59
  • Vitality: 59
  • Condition Damage: 59
  • Healing Power: 59
  • Ferocity: 59
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Sigil of Superior Doom

You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

Sigil of Superior Energy

You 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: -

Water Weapon I

Upgrade Item Details

Nothing beats full cele here.
Travelers for the +25% move speed.
Why not 25% move speed signet and strentgh? because trav complements cele and the boon duration and condi duration work so well with might and the +40% food we use.
this also free's us up for an extra cantrip, i chose clensing fire as i love the boons it gives as well as helping us fight this condi meta.


V. Basic Gameplay

Normal d/d routines, although you can be careless with your might stacking as we have 10 second fire fields, stack when you want bro's.


Main Skill Rotation


Comments

Post a Comment