Elementalist PvE | Fun Scepter/Dagger | Support Water brigns the heals
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Table of Contents
Summary
Water Healing main, alternate attunements as needed
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
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%.
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.
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.
III. Stat Specifics & Effects
Primary Stats
- Health 14245 (+2600)
- Vitality 1260 (+260)
- Armor 2559 (+639)
- Toughness 1639 (+639)
- Attack 2635 (+639)
- Power 1639 (+639)
- Critical Hit 16% (+16%)
- Precision 1260 (+260)
Secondary Stats
- Boon Duration 25% (+25%)
- Damage 996 (+0%)
- Defense 920 (+0)
- Healing Power 1464 (+1464)
- Revive Speed 10% (+10%)
Boons
Conditions
Control
Fields & Finishers
Combo
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Duration:
Utility Nourishment
Duration:
Armor & Runes
Cleric's Exalted Masque
- Defense: 73
- Healing Power: 60
- Power: 43
- Toughness: 43
Superior Rune of the Monk
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
Cleric's Exalted Mantle
- Defense: 73
- Healing Power: 45
- Power: 32
- Toughness: 32
Superior Rune of the Monk
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
Cleric's Exalted Coat
- Defense: 314
- Healing Power: 134
- Power: 96
- Toughness: 96
Superior Rune of the Monk
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
Cleric's Exalted Gloves
- Defense: 133
- Healing Power: 45
- Power: 32
- Toughness: 32
Superior Rune of the Monk
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
Cleric's Exalted Pants
- Defense: 194
- Healing Power: 90
- Power: 64
- Toughness: 64
Superior Rune of the Monk
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
Cleric's Exalted Boots
- Defense: 133
- Healing Power: 45
- Power: 32
- Toughness: 32
Superior Rune of the Monk
- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
Armor Stat Totals
- Defense 920
- Healing Power 594
- Boon Duration 15%
- Power 299
- Toughness 299
Rune Bonuses
Superior Rune of the Monk- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
- Healing Power: 100
- +10% outgoing heal effectiveness to allies.
Accessories & Jewels
Magi's Jewel
- Healing Power: 25
- Precision: 15
- Vitality: 15
(Infused)
Magi's Jewel
- Healing Power: 25
- Precision: 15
- Vitality: 15
(Infused)
Magi's Jewel
- Healing Power: 25
- Precision: 15
- Vitality: 15
(Infused)
Magi's Jewel
- Healing Power: 25
- Precision: 15
- Vitality: 15
Magi's Jewel
- Healing Power: 25
- Precision: 15
- Vitality: 15
Magi's Jewel
- Healing Power: 25
- Precision: 15
- Vitality: 15
Accessory Totals
- Power:340
- Toughness:340
- Healing Power:630
- Precision:90
- Vitality:90
Weapon Set Sigils
Magi's Scepter
- Weapon Strength: 895-1010
- Healing Power: 120
- Precision: 85
- Vitality: 85
Magi's Dagger
- Weapon Strength: 924-981
- Healing Power: 120
- Precision: 85
- Vitality: 85
Sigil of Superior Water
30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Weapon Set I
Sigil of Superior Water30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)
Sigil of Superior LifeYou gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Berserker's Trident
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Water Weapon I
Sigil of Superior RestorationGain Health on Killing a Foe.