Elementalist PvE | Open World Dagger/Dagger | Damage Earth and Fire

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Summary

D/D fire, earth, water (and air if needed) swapping build with minor buff support.


I. Weapons and Skills

Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 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
  • 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 Breath5
    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 15
    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 15
    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 45
    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 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
  • 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
  • Glyph of Storms 60
    Glyph. Create a storm based on your attunement.

    Fire: Firestorm
    Water: Ice Storm
    Air: Lightning Storm
    Earth: Sandstorm
    Radius: 240Range: 900
    • 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
  • Tornado 1 150
    Cantrip. Gain stability and shape-shift into a tornado that damages and launches foes.
    Blowout: 600Damage: 122Stability: 3 s (per pulse)Radius: 240Combo Finisher: Whirl
    • 0
      Fury: 2 s

Weapon and Skill Details

All skills but the elite play a critical role to the build. Fiery greatsword may work better in some cases.


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

Burning Fire: for some condi clean if needed
Blinding ashes: a nice easy to apply blind
Power overwhelming and Strenght of stone: condi damage increase
Serrated Stones: Longer bleeds plus more damage with earth 5 skill
Written in Stone: the perfect upkeep so you can still heal or have extra toughness(extra damage mainly) even if you use the signets

 

Arcane Precition: similar to glyph of elemental power
Final Shielding: Another survival mechanic that acts as an alarm in case your health drops low.
Evasive Arcana: requires some positioning but it generally is usefull


III. Stat Specifics & Effects

Primary Stats

  • Health 17035 (+5390)
  • Vitality 1539 (+539)
  • Armor 2499 (+579)
  • Toughness 1579 (+579)
  • Attack 2748 (+767)
  • Power 1767 (+767)
  • Critical Hit 25% (+25%)
  • Precision 1447 (+447)

Secondary Stats

  • Bleeding Duration 20% (+20%)
  • Boon Duration 10% (+10%)
  • Condition Damage 2107 (+2107)
  • Condition Duration 10% (+10%)
  • Damage 981 (+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

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 the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Dire Exalted Mantle
  • Defense: 73
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Dire Exalted Coat
  • Defense: 314
  • Condition Damage: 134
  • Toughness: 96
  • Vitality: 96
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Dire Exalted Gloves
  • Defense: 133
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Dire Exalted Pants
  • Defense: 194
  • Condition Damage: 90
  • Toughness: 64
  • Vitality: 64
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Dire Exalted Boots
  • Defense: 133
  • Condition Damage: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Armor Stat Totals

  • Defense 920
  • Condition Damage 594
  • Toughness 399
  • Vitality 299

Rune Bonuses

Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Accessories & Jewels

Jurah's JewelOffensive Slot
  • Condition Damage: 157
  • Power: 108
  • Precision: 108
Sinister Back
  • Condition Damage: 30
  • Power: 21
  • Precision: 21
(Infused)
Verata's Seared RingDefensive Slot
  • Condition Damage: 126
  • Power: 85
  • Precision: 85
(Infused)
Plague SignetOffensive Slot
  • Condition Damage: 126
  • Power: 85
  • Precision: 85
(Infused)
Caithe's RemorseDefensive Slot
  • Condition Damage: 110
  • Power: 74
  • Precision: 74
Caithe's BlossomOffensive Slot
  • Condition Damage: 110
  • Power: 74
  • Precision: 74

Accessory Totals

  • Power:447
  • Precision:447
  • Condition Damage:659

Weapon Set Sigils

Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Dagger
  • Weapon Strength: 924-981
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Restoration
Gain Health on Killing a Foe.

Weapon Set I

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Carrion Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85

Water Weapon I

Upgrade Item Details

SIgil of Geomancy provides extra bleeds while sigil of restoration is an extra in combat heal. The trident goes by the same sigil set.


V. Basic Gameplay

This is a condi mainly build I like to use in pve. It in theory should work agaist all enemies in PvE field. It mainly utilizes earth and fire, and minorly water and air in times of need.


Main Skill Rotation

Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Frost Aura40
Aura. Protect yourself with frost armor that reduces incoming damage by 10%. While active, it chills foes that hit you. Each attacker can be affected by this only per second.
Duration: 7Chilled: 2 s
Frozen Burst¼ 15
Detonate a burst of ice that chills nearby foes.
Damage: 140Chilled: 3 sRadius: 240Range: 240
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 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
Signet of Earth¾ 24
Signet Passive: Improves toughness.
Signet Active: Immobilize your foe.
Immobilized: 3 sDamage: 122Range: 1,200
Burning Speed¾ 15
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
Drake's Breath5
Spray a cone of fire at foes while on the move.
Damage (4x): 672x4Burning: 2.5 s (3936 damage)Range: 400
Ring of Fire¼ 15
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
Fire Grab¾ 45
Damage foes in a cone in front of you. Deal more damage to burning foes.
Damage: 588Damage vs burning: 941Range: 300
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Crippled: 3 sFury: 2 sProtection: 5 s
Earthquake¾ 45
Trigger a quake at your location, knocking down foes and dealing massive damage.
Damage: 336Knockdown: 2 sRadius: 240Combo Finisher: Blast
Glyph of Storms 60
Glyph. Create a storm based on your attunement.

Fire: Firestorm
Water: Ice Storm
Air: Lightning Storm
Earth: Sandstorm
Radius: 240Range: 900
Churning Earth30
Hold and release to make the earth churn, crippling nearby foes before unleashing a seismic wave that damages and bleeds them.
Damage: 1,092x4Crippled: 1 sx8Bleeding: 8 s (2720 damage)Radius: 360Combo Finisher: Blast
Ring of Earth¾ 6
Bleed foes with a ring of rocky spikes.
Damage: 417Bleeding: 12 s (510 damage)Radius: 240Crippled: 3 s
Impale¾
Spear your foes on a giant stone spike.
Damage: 168Bleeding: 8 s (340 damage)Range: 300
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s

This is the main rotation, depending on you distance from your target you can play with water 2 and 3 if you engage from close enough.


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