Elementalist PvE | Dungeon Staff | Damage HoT Meta ele Condition damage/CC

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Summary

This build is designed for long boss fights (And current raid) in the metagame introduced in Heart of Thorns where berzerk build for elementalists seems to be impractical as it ends up dying rather often.
This bulky build still deals great amount od DPS relaying on condition damage (bleed, burn) while enjoying the CC capabilities of staff usage required to break blue bars on the side.


I. Weapons and Skills

Rabid Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Dire Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
  • 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.
    Crippled: 3 sFury: 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 6
    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 10
    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 Shower30
    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
  • Signet of Restoration1 20
    Signet Passive: Grants health every time you cast a spell.
    Signet Active: Heal yourself.
    Healing: 3,275Healing: 202 per cast
    • 0
      Fury: 2 s
  • Signet of Earth¾ 24
    Signet Passive: Improves toughness.
    Signet Active: Immobilize your foe.
    Immobilized: 3 sDamage: 122Range: 1,200
    • 0
      Fury: 2 s
  • Signet of Fire¾ 16
    Signet Passive: Improves critical chance.
    Signet Active: Burn your foe.
    x2Burning: 10 s (2952 damage)Damage: 61Range: 1,200
    • 0
      Fury: 2 s
  • Glyph of Elemental Power45
    Glyph. Gain a chance for spells to inflict a condition based on your attunement.

    Fire: burning.
    Water: chilled.
    Air: weakness.
    Earth: crippled.
    Burning: 3 s (984 damage)Chilled: 2 sWeakness: 6 sCrippled: 5 sDuration: 30Breaks 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

Earth and Fire attunement for damage, air for cc while water provides healing, nothing new 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.

Earth Magic

  • Stone Flesh
    Gain 150 toughness while attuned to earth.
    • Earth’s Embrace
      Gain armor of earth when struck while below 50% health.
    • Serrated Stones
      Bleeds you apply last 20% longer; deal 5% more damage to bleeding foes.
    • Elemental Shielding
      Grant 3 seconds of protection when applying an aura to yourself or an ally.
  • Earthen Blast
    Damage foes and cripple them for 3s when attuning to earth.
    • Strength of Stone
      Gain condition damage based on 10% of your toughness attribute.
    • Rock Solid
      Grant 2 seconds of stability to nearby allies when attuning to earth.
    • Geomancer’s Training
      You recover 33% more quickly from chilled, cripple and immobilize. Earth abilities recharge 33% faster.
  • Geomancer’s Defense
    You take 10% less damage from foes within 360 range of you.
    • Diamond Skin
      Conditions cannot be applied to you when your health is above the threshold (90%)
    • Written in Stone
      Maintain the passive effects of signets when you activate then. Reduces recharge of signets by 20%.
    • Stone Heart
      You cannot be critically hit while attuned to earth.

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

The traits here are maximised to add efects on critical specifically more burn and bleeding having blindness as an extra. With evasive arcane you are encouraged to evade as often as possible to add free extra condition effects based on atunement.


III. Stat Specifics & Effects

Primary Stats

  • Health 19635 (+7990)
  • Vitality 1799 (+799)
  • Armor 3000 (+1080)
  • Toughness 2080 (+1080)
  • Attack 2261 (+150)
  • Power 1150 (+150)
  • Critical Hit 21% (+21%)
  • Precision 1351 (+351)

Secondary Stats

  • Bleeding Duration 40% (+40%)
  • Boon Duration 10% (+10%)
  • Burning Duration 85% (+85%)
  • Condition Damage 1986 (+1986)
  • Condition Duration 10% (+10%)
  • Damage 1111 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)

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

Signets keeps you under constant protection and increased chance of Critical


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Orrian Truffle Soup
Duration: 30min
Condition Damage: 100
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Toxic Focusing Crystal
Duration: 30min
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Dire Exalted Masque
  • Defense: 73
  • Condition Damage: 60
  • Toughness: 43
  • Vitality: 43
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Dire Exalted Mantle
  • Defense: 73
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Dire Exalted Coat
  • Defense: 314
  • Condition Damage: 134
  • Toughness: 96
  • Vitality: 96
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Dire Exalted Gloves
  • Defense: 133
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Dire Exalted Pants
  • Defense: 194
  • Condition Damage: 90
  • Toughness: 64
  • Vitality: 64
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Dire Exalted Boots
  • Defense: 133
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)

Armor Stat Totals

  • Defense 920
  • Condition Damage 594
  • Burning Duration 45%
  • Toughness 299
  • Vitality 299

Rune Bonuses

Superior Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

Dire Amulet
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15
Dire Back
  • Condition Damage: 30
  • Toughness: 21
  • Vitality: 21
(Infused)
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15
Dire Ring
  • Condition Damage: 90
  • Toughness: 64
  • Vitality: 64
(Infused)
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15
Dire Ring
  • Condition Damage: 90
  • Toughness: 64
  • Vitality: 64
(Infused)
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15
Dire Earring
  • Condition Damage: 75
  • Toughness: 53
  • Vitality: 53
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15
Dire Earring
  • Condition Damage: 75
  • Toughness: 53
  • Vitality: 53
Dire Jewel
  • Condition Damage: 25
  • Toughness: 15
  • Vitality: 15

Accessory Totals

  • Toughness:430
  • Vitality:430
  • Condition Damage:630

Weapon Set Sigils

Rabid Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Superior Smoldering
When you apply burning it lasts 20% longer.
Sigil of Superior Agony
Bleeds you apply last 20% longer.

Weapon Set I

Sigil of Superior Smoldering

When you apply burning it lasts 20% longer.

Dire Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.

Water Weapon I

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

Upgrade Item Details

Why Dire equipment?

 

- Condition damage: Main source of damage.

 

- Precision: Critical is needed to work with traits to trigger extra conditions.

 

- Toughness: Adds condition damage in conjuction with Strength of Stone. Also works well with the current meta where some defense is actually needed, the less players worried about reviving you the more that can make it to the green zone at the raid...so to say!


V. Basic Gameplay

The main source of damage of this build is condition damage and it comes from Bleeding and Burning, that being said its recomended to be rotating between earth and fire atunement for that purpouse. When Crowd Control is required switch to air atunement for blind, stun, knockback and crippling! if that is still not enough you have signet of earth and gliph of elemental power to aid you.


Main Skill Rotation

Rotation depends really on boss or mob you are fighting, check gameplay for details.


Comments

Post a Comment
@ 04:55 AM, Thu February 04 2016 Reply
This build is very close to my d/d ele in trait matters so I went forward and tested it. I 'd like to point out a few weaknesses it has. It mainly lacks of condi cleance, which I assume if you are on with good team wont matter but it would be better for some self sustain. Also the Power Overwelming trait doesn't fit with this gear and trinkets and gets wasted. It can bind well with sinister trinckets, which also increase your crit chance and condi dmg even more, but in case the accessories are dire, Pyromancer'a training could be a lot more beneficial, especially since your main damage comes from fire. Also I dunno but as a personal preference I 'd rather take final shielding over Elemental contingency since it is more of a condi rather a zerg build and also the final shielding can act as an alarm in case you drop too low on helth. Aside from these the build is perfect and fun to play
@ 05:13 AM, Thu February 04 2016 Reply
Oh one very important mistake you made was put a human elite racial skill, rethink it cause only human chars can use it.