Elementalist sPvP | Tournament Dagger/Dagger | Roamer Skov's D/D Hybrid Ele

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Summary

Brothers in Elements, here's a well-balanced, versatile and highly optimized D/D build that offers moderate-to-high damage output, great sustain, good mobility and a large amount of team fight support.

 

I've been theorycrafting for an optimized D/D build that fits my playstyle ever since the large balance patch in late June, and this is the result. There are two variants to the build which are in my opinion equally viable but still significantly different-- which to write the guide for was a hard decision, but I ultimately went with the higher sustain variant. The alternative version has slightly higher damage output and is less susceptible to burst, but has less sustain and less team fight support than the one featured in this guide. Which build is more effective really depends on the team comp that you're running it with. If you'd like to try out the alternative version you can find it here.


I. Weapons and Skills

PvP Dagger
  • Weapon Strength: 924-981
PvP Dagger
  • Weapon Strength: 924-981
PvP
  • 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
  • Ether Renewal 18
    Cantrip. Heal yourself and cure a condition with every pulse.
    Healing: 418Duration: 4
    • 0
      Fury: 2 s
  • Signet of Fire¾ 20
    Signet Passive: Improves critical chance.
    Signet Active: Burn your foe.
    x2Burning: 10 s (2952 damage)Damage: 61Range: 1,200
    • 0
      Fury: 2 s
  • Lightning Flash 40
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 0
      Fury: 2 s
  • Signet of Air30
    Signet Passive: Grants a 25% increase in movement speed.
    Signet Active: Blind your target and nearby foes.
    Blind: 5 sRadius: 240Range: 1,200Break Stun
    • 0
      Fury: 2 s
  • Glyph of Elementals 90
    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

This guide is intended for experienced Elementalists, and as such I will not be covering the basics of how to play D/D Ele such as weapon skills and basic rotations. If you're brand new to the class and would like a high level introduction, Blinx does a great job detailing such in his guide found here.

 

The first thing you're probably asking yourselves when looking at these utilities is "wat? 2 sigs?" but fear not, brother Elementalist, for the re-attunement is upon us!

 

  • Signet of Fire is purely for the passive, with the 9% critical chance increasing your base critical chance from 15% to 24%. As this build does not have Zephyr's Boon, it has substantially lower fury uptime than your typical 10+ air D/D build, making the increased critical chance that much more valuable.
  • Signet of Air is incredibly useful for this build in several ways. Passive: with neither the speed boost from Zephyr's Speed nor the swiftness uptime from Zephyr's Boon you'll find that your mobility significantly lacking compared to a 10+ air D/D build, and the +25% movement speed passive on Signet of Air does a great job at compensating for this. Active: not only is having a stun break on a 30 second CD incredibly useful, but the fact that it blinds your opponent's following attack makes it very effective against the stunlock warriors all-too-common in the current meta.
  • Lightning Flash is just amazing for D/D Ele. You can use it to land awkward burning speeds and churning earths, make updraft and fire grab plays, and all sorts of cool stuff. Go ham or go home.
  • Ether Renewal offers a large heal on a very low CD with tons of condition clear. Just make sure to coordinate it with the stability from your Rock Solid whenever possible, because having it interrupted at the wrong time can leave you in a really bad spot.

 


II. Traits

Adept Master Grandmaster

III. Stat Specifics & Effects

Primary Stats

  • Health 23425 (+11780)
  • Vitality 2094 (+1178)
  • Armor 2114 (+278)
  • Toughness 1194 (+278)
  • Attack 3175 (+1278)
  • Power 2194 (+1278)
  • Critical Hit 19% (+19%)
  • Precision 1174 (+258)

Secondary Stats

  • Attunement Recharge Rate 30% (+30%)
  • Bleeding Duration 20% (+20%)
  • Boon Duration 30% (+30%)
  • Condition Damage 278 (+278)
  • Critical Damage 65% (+65%)
  • Damage 981 (+0%)
  • Defense 920 (+0)
  • Ferocity 978 (+978)
  • Healing Power 278 (+278)
  • Movement Speed 33% (+33%)

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

Valkyrie amulet plus Divinity runes plus the +200 toughness from Earth plus Stone Flesh gives you substantial mitigation for an Elementalist. The build's healing power makes your water attunement heals decently strong, and being able to coordinate these heals with the asynchronous Ether Renewal leads to a large amount of versatility in how you can effectively rotate your abilities, enabling you to balance offense and defense as necessary through the ebb and flow of the battle. Between Ether Renewal and Cleansing Wave (both the trait and the skill) this build also has tons of condition clear, with the high protection and vigor up-time helping you mitigate burst (assuming that you know how to properly manage your endurance). With all of these things combined you have great overall sustained survivability.

 

However, this build far more than just survivability. The +10% damage from Stone Splinters paired with the +10% damage from Vital Striking offers a significant damage boost, especially when you start getting the might stacks up from Sigil of Battle and fire-field blast finishers. Match this with a 24% base critical chance (44% with fury) and the bonus critical damage from Divinity and Valkyrie and you'll find that your Elements pack quite the punch-- especially considering how survivable you are.

 

So we've now got good damage, good survivability and good mobility covered. What more could you want for a well-balanced build? How about some team support! Not only do you have the usual AoE protection and cross-heals from a Valkyrie D/D build, but having 25% AoE stability uptime can be pretty useful when you're buddy's getting trained. Just a little bit. And then there's all that stomping and rezzing junk-- I heard that AoE stability can be useful for that, right?


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats

Rune Stat Totals

  • Power 78
  • Precision 78
  • Toughness 78
  • Vitality 78
  • Condition Damage 78
  • Healing Power 78
  • Ferocity 78

Rune Bonuses

PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats

Accessories & Jewels

Valkyrie's Amulet
  • Power: 1200
  • Vitality: 900
  • Ferocity: 900
delete
  • Power: 0
  • Precision: 0
  • Ferocity: 0
  • Vitality: 0

Accessory Totals

  • Power:1200
  • Vitality:900
  • Ferocity:900
  • Precision:0

Weapon Set Sigils

PvP Dagger
  • Weapon Strength: 924-981
PvP Dagger
  • Weapon Strength: 924-981
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Sigil of Superior Accuracy

+7% crit chance.

PvP
  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

If you're new to D/D Ele then it may be useful to use Energy instead of Battle sigil, but I would otherwise strongly recommend using Battle. While Energy is incredibly good, the build already has very high vigor uptime and great survivability, and when you look at everything except for the sigils what the build benefits from the most in terms of overall effectiveness is more damage. Power scales incredibly well with D/D skills, especially when combined with the percent damage bonuses from Vital Striking and Stone Splinters, and having a sustained 6-9 might stacks in addition to those from your fire field blast finishers makes a very big difference in your overall damage output. In short, go ham or go home.


V. Basic Gameplay

Elementalist is a versatile class by nature, and this build is meant to maximize that side of the class. Having a reliable stun break and descent stability uptime helps with many of the Elementalist's usual problems. You do good damage, have good sustained survivability, have good support with both boons and peels, have good mobility, and have countless options for how to chain and rotate your abilities depending on the situation. This build is really intended to be played reactively, offering countless options for how to react to most situations. It can be susceptible to burst, however, so you always have to stay alert and be ready to react. Though you can do fairly well in most 1v1's, I would recommend that you avoid 1v1 situations as much as possible. This is not only because doing such is essentially wasting the build's large amount of team fight support potential, but also because this build's duels tend to be long and drawn out which gives the enemy team plenty of time to respond if you're trying to assault an enemy point.

 

As I mention above, there's an alternate version to the build which you can find here. The alternative version has a small (yet substantial) damage boost and is less susceptible to burst, but has significantly lower defensive sustain (though it's still alright) and less team support (not as much cross heals due to the lowered healing power). Nevertheless the two builds play very similar and are in my opinion equally viable, with which is preferred really depending on your team's particular composition and the amount of heavy burst on the enemy team.

 

Thank you for playing, and may the Elements guide you.


Main Skill Rotation

In the eternal words of Great Grandmaster Gronzi: 12345 swap 12345 swap 12345 swap.


Comments

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@ 09:10 PM, Fri November 01 2013 Reply
Perfect build thank you gw2 god <3
@ 04:45 AM, Wed November 06 2013 Reply
Thanks for this guide and build. Can you maybe say some words about the elite. Why you chose "Glyph of Elementals"? Thats missing.
@ 04:51 AM, Fri February 21 2014 Reply
god build thank you!!! but one question why you spend trait in arcana V on staff radius larger its not make sense because its dagger dagger build??