Elementalist sPvP | Tournament Dagger/Dagger | Bunker Bunker Surprise

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Summary

Elementalists have it really rough after being overnerfed and with the current condi-meta. Ether Renewal is good condition removal but a clutch. I tried to find a working soloqueue build that doesn't rely on Ether Renewal. This build can bunker against 2 opponents for quite some time and then still get away with the mobility provided by traited RTL. It also has a surprising amount of burst for a build with over 1000 healing power and plays a lot like the D/D build of yore with constant healing from the signet but it abandons Evasiva Arcana for more burst and movement/crowd control.


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.
  • 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.
  • Dragon's Claw½
    Fling fire in a claw-shaped spread at your foe.
    Damage per projectile: 126Range: 400
    • 0
      Fury: 5 sSwiftness: 5 s
    • 0
      Fury: 5 sSwiftness: 5 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: 5 sSwiftness: 5 s
    • 0
      Fury: 5 sSwiftness: 5 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: 5 sSwiftness: 5 s
    • 0
      Fury: 5 sSwiftness: 5 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: 5 sSwiftness: 5 s
    • 0
      Fury: 5 sSwiftness: 5 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: 5 sSwiftness: 5 s
    • 0
      Fury: 5 sSwiftness: 5 s
  • Signet of Restoration1 25
    Signet Passive: Grants health every time you cast a spell.
    Signet Active: Heal yourself.
    Healing: 3,275Healing: 202 per cast
    • 0
      Fury: 5 sSwiftness: 5 s
  • Lightning Flash 40
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 0
      Fury: 5 sSwiftness: 5 s
  • Cleansing Fire40
    Cantrip. Cure three conditions and burn foes.
    x3Burning: 4 s
    • 0
      Fury: 5 sSwiftness: 5 s
  • Arcane Shield75
    Arcane. Block attacks with an energy shield. If it blocks three attacks, it explodes.
    Duration: 5Damage: 365Radius: 360
    • 0
      Fury: 5 sSwiftness: 5 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: 5 sSwiftness: 5 s

Weapon and Skill Details

Healing Signet: gives a lot of sustain with over 1000 healing power. The active should never be used unless it is a 100% life or death decision and you're sure the ~4k heal will save you and you can survive the next 25 seconds without the passive.

 

Lightning Flash, Cleansing Fire, Arcane Shield: Pretty default cantrip setup. After all the nerfs (and without cantrip traits) Arcane Shield is better than Mistform in most situations.

 

Glyph of Elementals: You can use the Greatsword for the added mobility though I prefer the additional DPS from fire elemental or the healing from ice elemental.


II. Traits

Adept Master Grandmaster

Trait Details

Air: On demand fury and swiftness (helping you achieve perma-swiftness) through Air I, burst through the 15 point minor and most importantly, Air IX for more mobility with RTL, more crowd control with updraft, shocking aura and weakness. Air X is best for scepters but cooldown reduction does more for daggers.

 

Water: Maximum condition removal setup. You'll gain regeneration and remove a condition when you're crit, and you'll remove 2 conditions when attuning to water.

 

Arcana: Default Arcana setup, Vigor + Boons on attunement switching.


III. Stat Specifics & Effects

Primary Stats

  • Health 14645 (+3000)
  • Vitality 1216 (+300)
  • Armor 2736 (+900)
  • Toughness 1816 (+900)
  • Attack 2972 (+1075)
  • Power 1991 (+1075)
  • Critical Hit 17% (+17%)
  • Precision 1116 (+200)

Secondary Stats

  • Attunement Recharge Rate 20% (+20%)
  • Boon Duration 20% (+20%)
  • Condition Duration (self) -20% (+-20%)
  • Critical Damage 13% (+13%)
  • Damage 981 (+0%)
  • Defense 920 (+0)
  • Ferocity 200 (+200)
  • Healing Power 1500 (+1500)
  • Might 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. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Rune Stat Totals

  • Power 175
  • Might Duration 30%
  • Condition Duration (self) -20%

Rune Bonuses

PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Accessories & Jewels

Cleric's Amulet
  • Power: 900
  • Toughness: 900
  • Healing Power: 1200
delete
  • Vitality: 0
  • Power: 0
  • Precision: 0

Accessory Totals

  • Power:900
  • Toughness:900
  • Healing Power:1200
  • Vitality:0
  • 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

Hoelbrak runes are perfect for this build. They give some much needed power, proc might and make all your might stacks last longer. And most importantly they make conditions last less time on you.

 

Sigil of Superior Battle gives about ~150 power and condition damage on average over the duration of a fight. Sigil of Hydromancy would be another choice here for more burst potential while losing out some sustained damage. Sigil of Superior Leeching is another good choice, giving you 1k damage (though single target) and a 1k heal upon attunement swapping ever 9 seconds.

 


V. Basic Gameplay


Main Skill Rotation

Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Ride the Lightning32
Ride the lightning to your foe, then strike all nearby foes with an electrical burst. Recharge is now halved if the player strikes a foe.
Damage: 336Radius: 180Range: 1,200
Shocking Aura20
Aura. Envelop yourself with electrical energy that stuns nearby foes if they attack you, each attacker can be affected by this only once every 2 seconds.
Duration: 4Stun: 1 sFury: 5 sSwiftness: 5 s
Lightning Whip½
Lash your foe with lightning.
Damage: 235Range: 300
Lightning Touch¾ 8
Shock your foe and inflict weakness.
Damage: 202Weakness: 5 sRange: 300
Lightning Whip½
Lash your foe with lightning.
Damage: 235Range: 300
Updraft32
Gain swiftness from a gust of wind that launches nearby foes.
Swiftness: 10 sBlowout: 200Radius: 180
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
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
Fire Grab¾ 45
Damage foes in a cone in front of you. Deal more damage to burning foes.
Damage: 588Damage vs burning: 941Range: 300
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
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Magnetic Grasp½ 12
Immobilize your foe, making them vulnerable to a Magnetic Leap attack.
Damage: 53Immobilized: 2 sCombo Finisher: Physical ProjectileRange: 900Unblockable
Magnetic Leap
Pull yourself to your magnetically grasped foe and deliver a strike
Damage: 159Combo Finisher: LeapRange: 900
Earthquake¾ 45
Trigger a quake at your location, knocking down foes and dealing massive damage.
Damage: 336Knockdown: 2 sRadius: 240Combo Finisher: Blast
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
Arcane Shield75
Arcane. Block attacks with an energy shield. If it blocks three attacks, it explodes.
Duration: 5Damage: 365Radius: 360
Lightning Flash 40
Cantrip. Teleport to target area.
Damage: 366Radius: 120Range: 900

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