Elementalist PvE | Dungeon Dagger/Dagger | Support Rambling Giant's Condition Removal Elementalist

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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

Cleric's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
  • Weapon Strength: -
  • Fire Attunement
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
    Fury: 2 s
  • Water Attunement
    Attunement. Attune to water, gaining superior support and healing abilities.
    Fury: 2 s
  • Air Attunement
    Attunement. Attune to air, gaining heavy damage and control abilities.
    Fury: 2 s
  • Earth Attunement
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
    Fury: 2 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
  • Glyph of Elemental Harmony20
    Glyph. Heal yourself and gain a boon based on your attunement.

    Fire: might.
    Water: regeneration.
    Air: swiftness.
    Earth: protection.
    Healing: 4,894x3Might: 20 sRegeneration: 10 sSwiftness: 10 sProtection: 3 s
    • 0
      Fury: 2 s
  • Signet of Water¾ 30
    Signet Passive: Cures a condition every ten seconds.
    Signet Active: Chill your foe.
    Chilled: 4 sDamage: 122Range: 1,200
    • 0
      Fury: 2 s
  • Arcane Wave24
    Arcane. Blast nearby foes with an energy wave for critical damage.
    Damage: 628Combo Finisher: BlastRange: 360
    • 0
      Fury: 2 s
  • Cleansing Fire40
    Cantrip. Cure three conditions and burn foes.
    x3Burning: 4 s
    • 0
      Fury: 2 s
  • Glyph of Elementals 72
    Glyph. Summon an elemental based on your attunement.

    Fire Elemental: Deals damage.
    Ice Elemental: Deals damage and heals.
    Air Elemental: Deals damage and stuns.
    Earth Elemental: Deals damage and is hard to kill.
    Duration: 60Range: 1,200
    • 0
      Fury: 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

Adept Master Grandmaster

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

  • 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

Duration:

Utility Nourishment

Duration:

Armor & Runes

Cleric's Exalted Masque
  • Defense: 73
  • Healing Power: 60
  • Power: 43
  • Toughness: 43
Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Cleric's Exalted Mantle
  • Defense: 73
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Cleric's Exalted Coat
  • Defense: 314
  • Healing Power: 134
  • Power: 96
  • Toughness: 96
Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Cleric's Exalted Gloves
  • Defense: 133
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Cleric's Exalted Pants
  • Defense: 194
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Cleric's Exalted Boots
  • Defense: 133
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +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
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

Prayer to OtterUtility Slot
  • Healing Power: 157
  • Power: 108
  • Toughness: 108
Magi's Back
  • Healing Power: 30
  • Precision: 21
  • Vitality: 21
(Infused)
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20
Healing SignetOffensive Slot
  • Healing Power: 126
  • Power: 85
  • Toughness: 85
(Infused)
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20
Cleric's Ring
  • Healing Power: 67
  • Power: 48
  • Toughness: 48
(Infused)
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Crest of the Magi
  • Precision: 14
  • Vitality: 14
  • Healing Power: 20

Accessory Totals

  • Power:347
  • Toughness:347
  • Healing Power:610
  • Precision:77
  • Vitality:77

Weapon Set Sigils

Cleric's Dagger
  • Weapon Strength: 924-981
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Dagger
  • 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

Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 s
Cleansing Wave¾ 40
Heal yourself and nearby allies, curing a condition.
Healing: 1,302Radius: 240
Cone of Cold10
Spray an icy blast in a cone that damages foes and heals allies.
Damage: 168Healing: 780Range: 400
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
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 s
Earthquake¾ 45
Trigger a quake at your location, knocking down foes and dealing massive damage.
Damage: 336Knockdown: 2 sRadius: 240Combo Finisher: Blast
Ring of Earth¾ 6
Bleed foes with a ring of rocky spikes.
Damage: 417Bleeding: 12 s (510 damage)Radius: 240Crippled: 3 s
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
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
Arcane Wave24
Arcane. Blast nearby foes with an energy wave for critical damage.
Damage: 628Combo Finisher: BlastRange: 360
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 s

’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.


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