Elementalist sPvP | Tournament Scepter/Dagger | Team fighter Perma Fury Teamfighter
Table of Contents
Summary
Pros >
Gives your team the potential for permanent fury buff in team fights.
Great when fighting with guardians.
High damage due to the constant might stacks from blast finishers.
A good niche' build for maps that force team fighting.
Lots of Power, Toughness, and Vitality.
4,000+ attack at 25 stacks of might.
Cons>
Low Critical chance with fury around 33%
Lack of healing
Can't 1v1 well; Purely a team fighter
Weak to conditions
Won't work well on some maps.
I. Weapons and Skills
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
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- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
Weapon and Skill Details
Unlike most scepter dagger builds you will not but starting in air. You will start in fire. This will allow you to use your blast finishers quickly.
II. Traits
Fire Magic
Air Magic
Earth Magic
Water Magic
Arcana
Trait Details
Persisting Flames and Pyromancer's Alacrity are your bread a butter of this build. This is how the might and fury stacking will work. You will be able to keep your fire field up 75% of the time, allowing your teammates to blast it for more might stacking. Internal Fire will add more damage to your phoenix, fire grab and dragon's tooth.
Cleansing Wave will help with condition removal as well as add some team support.
Elemental Attunement will help keep important boons like protection and regeneration. Reneweing Stamina will help with earth blast finisher dodge rolls, and keeping you alive. Evasive Arcana will allow you do your earth attunement blast finishers as well as cleansing wave.
III. Stat Specifics & Effects
Primary Stats
- Health 21645 (+10000)
- Vitality 1916 (+1000)
- Armor 2736 (+900)
- Toughness 1816 (+900)
- Attack 3587 (+1675)
- Power 2591 (+1675)
- Critical Hit 7% (+7%)
- Precision 916 (+0)
Secondary Stats
- Attunement Recharge Rate 30% (+30%)
- Boon Duration 30% (+30%)
- Condition Duration 30% (+30%)
- Condition Duration (self) -20% (+-20%)
- Damage 996 (+0%)
- Defense 920 (+0)
- Healing Power 100 (+100)
- Might Duration 30% (+30%)
- Movement Speed 10% (+10%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
This build gets it's damage from the high amount of power it has. 4,174 attack at 25 stacks of might which is easily attainable with this build. This makes up for the low crit chance and damage, and a lot of your spells will still hit for 2k or more.
Having decent toughness at 2405 armor you can last for a bit in most engagements. The low healing power will make it not so great for prolonged 1v1 encounters.
Just a little shy of 18,000 hp. (17,945 hp)
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +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- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
Accessories & Jewels
- Power: 0
- Precision: 0
- Ferocity: 0
- Vitality: 0
Accessory Totals
- Power:1200
- Toughness:900
- Vitality:900
- Precision:0
- Ferocity:0
Weapon Set Sigils
- Weapon Strength: 895-1010
- Weapon Strength: 924-981
Weapon Set I
Sigil of Superior Accuracy+7% crit chance.
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
- Weapon Strength: -
Water Weapon I
Upgrade Item Details
Sigil of Superior Accuracy > Boost your crit % up a little.
Sigil of Superior Might > With all the blasting of fire fields you will do, it's easy to get to 20 - 25 stacks of might.
Runes of Hoelbrak - These will add more power, and more opportunity to keep a high amount of might stacks on yourself. Due to the lack of condition removal they also help alleviate some of the condition pressure.
V. Basic Gameplay
Getting used to the rotation will be kind of difficult for some because it's not your normal elementalist rotation. If done correctly it will give your team superior damage over any team composition.
Main Skill Rotation
After using earthquake, dodge roll for another blast finisher. Use this time to get rock barrier on yourself before going into air. This is your main might and fury stacking combo. This will net you 50 seconds of fury for yourself and team. Also will give 12 Stacks of might for your team, and 15 stacks to yourself. It will also add a lot of high damage aoe to the capture point.
What to do next?
Next I like to go into to air attunement. For extra damage on the burst target (Skills 2,3, and 1). When fire attunement is about to come off cool I will ride the lightning into updraft and then dragons tooth, ring of fire, phoenix, and finish with fire grab. End in water attunement, and stay here to regenerate any lost health before your next stacking combo.
If the fight is not over.
If the fight continues for an extended period of time, you can keep the fury and might up by use this small combo when they come off cool-down. Throw in Earthquake, Churning Earth, and Earth attunement dodge rolls whenever possible. This will keep the stacks up and add a lot of AoE pressure.
I also love team builds, but that's just me. Well done!