Elementalist PvE | Dungeon Dagger/Dagger | Support Rambling Giant's Condition Removal Elementalist
Table of Contents
Summary
This build focuses on providing a ton of condition removal and burst healing for your team while having great survivability.
I. Weapons and Skills
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- 0Fury: 2 s
- 0Fury: 2 s
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- 0Fury: 2 s
- 0Fury: 2 s
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- 0Fury: 2 s
- 0Fury: 2 s
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- 0Fury: 2 s
- 0Fury: 2 s
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- 0Fury: 2 s
- 0Fury: 2 s
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- 0Fury: 2 s
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- 0Fury: 2 s
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- 0Fury: 2 s
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- 0Fury: 2 s
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- 0Fury: 2 s
Weapon and Skill Details
Going against common instinct, this build will be taking advantage of the powerful skills of Dagger/Dagger, allowing us to get into the middle of the action where we can be most useful in helping our allies with condition removal and burst healing.
We’ll be using the Cleric’s Daggers which each give us a +90 to healing power. Each dagger will have a Superior Sigil of Life which gives us an additional +10 healing power per kill up to 25 stacks for a total of +250 healing power. Another perk of this is, because we are using the same sigil on both weapons, only 13 kills are required to get the full +250 healing power.
II. Traits
Fire Magic
Air Magic
Earth Magic
Water Magic
Arcana
Trait Details
Okay, break down time. We put 10 points into Air Magic to give us a 10% increase to speed while attuned to air and we chose Trait III to add a 20% decrease to Glyph cool down time.
Water should be obvious, it adds to our healing power and vitality, but our traits are key here. Trait V removes a condition from you and nearby allies every time you switch to water attunement, which we will be doing often. Trait I gives us 20% reduced cool down on our water skills, the main focus of this build. Lastly Trait XI adds an additional condition removal when applying regeneration to yourself or an ally, which is constantly happening.
Arcana is the hidden backbone of this build, it allows the other traits and skills to become highly more effective. It reduces the cool down on our attunements to 8 seconds, allowing us to take full advantage of the perks we get for switching. Trait V applies regeneration on switch to water attunement, triggering Trait XI from water magic. The bonus Lingering Elements gives us an additional 5 seconds of attunement bonuses which is great for our regeneration bonus from water magic for our allies. Trait I reduces arcane skills cool downs by 20%, which we utilize for the Arcane Wave attack, a powerful blast finisher. Finally we have Trait XI, this allows a bonus for every time we dodge based off what we are attuned to with a recharge of 10 seconds. We will mostly be using this ability while attuned to water, as it gives us an additional cleansing wave similar to skill slot five.
All of this combines to a lot of condition removal, burst healing, and health regeneration without having to use a single skill. This is the great thing about this build is that it allows for a ton of passive and semi-passive healing abilities simply by doing what any elementalist would.
III. Stat Specifics & Effects
Primary Stats
- Health 15415 (+3770)
- Vitality 1293 (+377)
- Armor 2652 (+816)
- Toughness 1732 (+816)
- Attack 2713 (+816)
- Power 1732 (+816)
- Critical Hit 8% (+8%)
- Precision 1093 (+177)
Secondary Stats
- Attunement Recharge Rate 30% (+30%)
- Boon Duration 30% (+30%)
- Critical Damage 6% (+6%)
- Damage 981 (+0%)
- Defense 920 (+0)
- Ferocity 100 (+100)
- Healing Power 1744 (+1744)
- Regeneration Duration 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Utility Nourishment
Armor & Runes
- Defense: 73
- Healing Power: 60
- Power: 43
- Toughness: 43
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 73
- Healing Power: 45
- Power: 32
- Toughness: 32
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 314
- Healing Power: 134
- Power: 96
- Toughness: 96
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 133
- Healing Power: 45
- Power: 32
- Toughness: 32
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 194
- Healing Power: 90
- Power: 64
- Toughness: 64
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Defense: 133
- Healing Power: 45
- Power: 32
- Toughness: 32
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Armor Stat Totals
- Defense 920
- Healing Power 594
- Regeneration Duration 30%
- Power 299
- Toughness 299
Rune Bonuses
Superior Rune of Dwayna- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Accessories & Jewels
- Precision: 14
- Vitality: 14
- Healing Power: 20
- Precision: 14
- Vitality: 14
- Healing Power: 20
- Precision: 14
- Vitality: 14
- Healing Power: 20
- Precision: 14
- Vitality: 14
- Healing Power: 20
- Precision: 14
- Vitality: 14
- Healing Power: 20
Accessory Totals
- Power:347
- Toughness:347
- Healing Power:610
- Precision:77
- Vitality:77
Weapon Set Sigils
- Weapon Strength: 924-981
- Healing Power: 120
- Power: 85
- Toughness: 85
- Weapon Strength: 924-981
- Healing Power: 120
- Power: 85
- Toughness: 85
Weapon Set I
- Weapon Strength: -
Water Weapon I
Upgrade Item Details
Like with the weapons, we will be going with the Cleric’s base stats for armor, again the skin you choose is up to you, we’re only concerned with the base stats. All of these will have Superior Runes of Dwayna on them. This will allow for some added healing power as well as some great passives.
V. Basic Gameplay
The most important thing to remember with this build is to always be switching attunements. This allows for the maximum amount of healing through our traits. If you are stuck in one attunement, you are not doing your job.
Keep an eye on your teammates health and the amount of conditions on them as well as your own. When everyone is doing well on health, don’t waste the time healing them, focus on DPS with fire or earth skills.
Make sure you dodge, not only will it keep you alive, but with the Arcana trait XI, you get some great bonuses from dodging.
Combine this build with a Shout Warrior or Boon Guardian and your team will be damn near invincible.
Main Skill Rotation
’m very much against a rigid skill rotation and feel that builds and players should be adaptable to the situation. I will however, give you a basic outline of how I play in order for you to develop a sense of how the build works and adjust it to your play style.