Elementalist PvE | Dungeon Scepter/Focus | Damage Utility setup for Lupicus fight

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Summary

Everyone who runs dungeon’s knows that the Arah boss Lupicus is a pain to get passed. Often times it is the boss that causes the party to split no matter what path you’re running. This isn’t really a spec for an ele, it’s more the utility setup suggestion to use along side the glassy crit build I posted earlier.

 

The thought here is to make the glassy ele able to survive the fight without changing out the spec or making it so that the player has to stop and swap weapons just for this fight.

 

To Glassy Crit Build

 

Note: while the site calls it precision it is still the same as the crit build i posted earlier i just didn't go through with the armor and foods or into detail about the spec.


I. Weapons and Skills

Berserker's Scepter
  • Weapon Strength: 895-1010
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Weapon Strength: -
  • Fire Attunement
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
  • Water Attunement
    Attunement. Attune to water, gaining superior support and healing abilities.
  • Air Attunement
    Attunement. Attune to air, gaining heavy damage and control abilities.
  • Earth Attunement
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
  • Flamestrike
    Strike your foe with flame.
    Burning: 3 s (656 damage)Damage: 133Range: 900
    • 0
    • 0
  • Dragon's Tooth1
    Drop an explosive dragon's tooth on your foe.
    Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
    • 0
    • 0
  • Phoenix¼ 16
    Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
    Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
    • 0
    • 0
  • Flamewall½ 16
    Create a wall of flame at the target area that burns foes.
    Damage: 95Duration: 8Burning: 2.5 s (328 damage)Combo Field: FireRange: 900
    • 0
    • 0
  • Fire Shield32
    Aura. Envelop yourself in a shield of fire that burns foes.
    Duration: 5Burning: 1 s (328 damage)
    • 0
    • 0
  • Glyph of Elemental Harmony25
    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
  • Arcane Blast20
    Arcane. Blast your foe with energy for critical damage.
    Damage: 363Combo Finisher: ProjectileRange: 1,500
    • 0
  • Lightning Flash 40
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 0
  • Armor of Earth90
    Cantrip. Protect yourself with earth armor and gain protection and stability.
    Duration: 6x10Stability: 6 sProtection: 8 sBreaks Stun
    • 0
  • 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

Weapon and Skill Details

S/F is still the weapon-set to use here. You’re still ranged even if at the start of the fight you’re going to have stand a little closer than the rest of the group, but the defense aspects of the focus will come in handy during the course of the fight and the scepters range is better than trying to fight Lupicus on a D/D set up. The range is made up for in the defense of the focus for this.

 

Utilities, including the heal, are almost all switched out. You keep the Arcane Blast as a damage dealing utility, but all the others (outside of the elite) need to be defensive for the fight, more so than Arcane shield can provide.

 

Glyph of the Elemental Harmony: this heal ability is a major heal for the ele and will allow you to gain a boon that either helps with evading, healing, defense, or offense depending on what attunement you’re in. This will be more useful in the fight than Arcane Brilliance which would require getting in close to Lupicus to get more of the effect of the heal. In this fight getting close to Lupicus is the last thing a glassy ele wants to do.

 

Arcane Blast: The reason this is still here is you still need to deal damage during the fight and with Arcane Wave no longer being ground targetable because of the heal, this is the next best thing.

 

Lightening Flash: This ability is very useful during phases 2 and 3 with the large aoe barrage that Lupicus does, the teleport will allow you to get out of range of the ability faster while dodging.

 

Armor of Earth: This is one of the most useful skills of this fight because it grants Stability as well as Protection. Again it is useful during the aoe barrage during phases 2 and 3, but use it if you can’t dodge shadow walk or one of the single targeting abilities more.

 

The elite stays the same for the fact that the elemental will still come in handy as a damage dealer, protector, or healer during the fight. Also the other elite skills open to the ele aren’t that great for the fight if you’re a glassy build. The Fiery Greatsword is harder to control and can easily send one right into the aoe the only abilities that would be useful on it are 1 and 5, but one can use it if they really want to, just be careful when doing so. The last ability is Tornado. While it does give stability that would be all it really could be used for in the fight because in a glassy build the last think you want to do is charge straight into Lupicus that is the fastest way to get down in the fight.


II. Traits

Adept Master Grandmaster

Trait Details

All of the spec is the same as the Glassy Crit Build I posted. For details see that one. The only other thing being posted here will be the rotation and game play.


III. Stat Specifics & Effects

Primary Stats

  • Health 11645 (+0)
  • Vitality 916 (+0)
  • Armor 916 (+0)
  • Toughness 916 (+0)
  • Attack 2303 (+440)
  • Power 1356 (+440)
  • Critical Hit 22% (+22%)
  • Precision 1386 (+470)

Secondary Stats

  • Attunement Recharge Rate 20% (+20%)
  • Boon Duration 20% (+20%)
  • Condition Duration 20% (+20%)
  • Critical Damage 31% (+31%)
  • Damage 947 (+0%)
  • Ferocity 470 (+470)

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

See the Glassy Crit Build for details.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Armor Stat Totals

Rune Bonuses

Accessories & Jewels

0
    0
      (Infused)
      0
        (Infused)
        0
          (Infused)
          0
            0

              Accessory Totals

              Weapon Set Sigils

              Berserker's Scepter
              • Weapon Strength: 895-1010
              • Power: 120
              • Precision: 85
              • Ferocity: 85
              Berserker's Focus
              • Weapon Strength: 832-883
              • Power: 120
              • Precision: 85
              • Ferocity: 85

              Weapon Set I

              • Weapon Strength: -

              Water Weapon I

              Upgrade Item Details

              See the Glassy Crit Build for details.


              V. Basic Gameplay

              Much like in the open world and other dungeons, the key to surviving on a glassy ele is dodging and movement, but for the Lupicus fight this does become rather tricky. This is a break down of the fight and suggestions on how to get through it.

               

              Phase 1:
              During this phase you can do one of two things: stand back with the others and dps down the adds or move up a little to hit Lupicus in and over himself. For the standing back, it is safer and you can still help by dpsing down the locust swarm and the grubs when someone misses the dodge. For standing forward some, watch closely at what Lupicus is doing otherwise you will be downed in the first phase easily.

               

              Phase 2:
              This is where it gets hard for any class and just about any spec. All of the abilities Lupicus does here will one to two shot an ele in full zerker gear in this spec. Be aware of what is going on in the fight at all times dodge the shadow walk attack he does as well as the large aoe barrage and swipe of his arm.

               

              To get out of the barrage fast enough you’re to employ the use of Lightening Flash. If Lightening Flash isn’t helping enough and the group is down in the next attempt switch out your Arcane Blast for Mist Form in order to take no damage, but it shouldn’t be needed with the earth ability Obsidian Flesh which will make you invulnerable for 4 seconds. Used along side Lightening Flash, you should be able to get out of range or survive the AoE barrage.

               

              The Single-target projectile is a little harder to survive through, this is when it wise to either pop into air attunement and place swirling winds or use Armor of Earth to survive it. Keep in mind both have rather lengthy cool downs.

               

              Phase 3:
              This is where it would be wise to keep the Armor of Earth for. If you’re the targeted player both it and Obsidian Flesh will be needed to make it through the fight alive. Keep in mind what was said during phase 2, it applies to all but the case when the group chooses to melee him instead. In this case, do your best to dodge what can be and stay in melee range. Use the same abilities to dodge and survive as they come off of cool downs.


              Main Skill Rotation

              Dragon's Tooth1
              Drop an explosive dragon's tooth on your foe.
              Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
              Phoenix¼ 16
              Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
              Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
              Arcane Blast20
              Arcane. Blast your foe with energy for critical damage.
              Damage: 363Combo Finisher: ProjectileRange: 1,500
              Air Attunement
              Attunement. Attune to air, gaining heavy damage and control abilities.
              Lightning Strike5
              Strike your foe with lightning.
              Damage: 403Range: 900
              Arc Lightning
              Cast an arc of electricity at your foe.
              Stage 1 damage: 30Stage 2 damage: 60Stage 3 damage: 91Duration: 3Range: 900
              Blinding Flash10
              Blind your foe with a flash of light.
              Blind: 6sRange: 900
              Earth Attunement
              Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
              Rock Barrier1 15
              Envelop yourself in a stony barrier that improves armor.
              Duration: 30
              Air Attunement
              Attunement. Attune to air, gaining heavy damage and control abilities.
              Lightning Strike5
              Strike your foe with lightning.
              Damage: 403Range: 900
              Arc Lightning
              Cast an arc of electricity at your foe.
              Stage 1 damage: 30Stage 2 damage: 60Stage 3 damage: 91Duration: 3Range: 900
              Fire Attunement
              Attunement. Attune to fire, gaining heavy damage and burning abilities.
              Phoenix¼ 16
              Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you vigor.
              Damage: 252Explosion damage: 571Radius: 240Vigor: 5 sCombo Finisher: BlastRange: 900Unblockable
              Flamestrike
              Strike your foe with flame.
              Burning: 3 s (656 damage)Damage: 133Range: 900
              Earth Attunement
              Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
              Hurl
              Hurl the rocks from your rock barrier at your foe.
              Damage: 101Combo Finisher: ProjectileRange: 900
              Dust Devil¼ 15
              Blind your foes with a blast of sand.
              Damage: 134Blind: 10 sRange: 900
              Air Attunement
              Attunement. Attune to air, gaining heavy damage and control abilities.
              Lightning Strike5
              Strike your foe with lightning.
              Damage: 403Range: 900
              Blinding Flash10
              Blind your foe with a flash of light.
              Blind: 6sRange: 900
              Arc Lightning
              Cast an arc of electricity at your foe.
              Stage 1 damage: 30Stage 2 damage: 60Stage 3 damage: 91Duration: 3Range: 900

              The rotation taThe rotation takes a hit because you’re now missing one of the major attack abilities that is used in the Glassy Crit Build, Arcane Wave. Also you might not always be in range for Lightening Strike to hit the target making it harder to keep up with the damage. During the fight it is important to try and keep your blinds on Lupicus so use Blinding Flash and Dust Devil whenever they’re up. Also keep in mind that after phase 1 and during phase 2 Lupicus will be moving making it hard to land Dragon’s Tooth. Save it for Phase 3 when he’s not moving around as much. Phoenix is still you hardest hitter and use it every time it comes off of cool down and will hit Lupicus.


              Phase 2 survival rotation

              Earth Attunement
              Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
              Obsidian Flesh50
              Envelop yourself in stony armor, making yourself invulnerable.
              Duration: 4
              Rock Barrier1 15
              Envelop yourself in a stony barrier that improves armor.
              Duration: 30
              Lightning Flash 40
              Cantrip. Teleport to target area.
              Damage: 366Radius: 120Range: 900
              Air Attunement
              Attunement. Attune to air, gaining heavy damage and control abilities.
              Swirling Winds½ 30
              Create a swirling wind that destroys projectiles.
              Duration: 6Radius: 400
              Glyph of Elemental Harmony25
              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

              Here it is important to get Obsidian Flesh on as quickly as possible during the AoE. And either get Rock Barrier or just go straight into using Lightening Flash to port out of range or as close as you can get.

               

              Remember Swirling Winds during the single-target ability. The heal during air attunement will give you swiftness allowing for you run out of range faster or use in rock for protection or water for regeneration depending on the situation you find yourself in.


              VI. Final Thoughts

              I am not placing a rotation for phase 3, either it will be similar to phase 2 or the group will melee which changes things only a little as well. Basically use when needed for phase 3.

               

              This is being put up here because of the fact the Lupicus fight is rather difficult to get through and most people do tend to use a different set up during the fight than they do for the rest of the dungeon. This is what I use while running it in a glassy build and with the Crit build I posted earlier.

               

              Thank you for viewing and I would like to hear your thoughts on this.


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