Elementalist sPvP | Tournament Scepter/Dagger | Team fighter Perma Fury Teamfighter

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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

PvP Scepter
  • Weapon Strength: 895-1010
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
  • Flamestrike
    Strike your foe with flame.
    Burning: 3 s (656 damage)Damage: 133Range: 900
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Dragon's Tooth1
    Drop an explosive dragon's tooth on your foe.
    Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • 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
      Fury: 2 s
    • 0
      Fury: 2 s
  • Ring of Fire¼ 12
    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 36
    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
  • 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: 2 s
  • Arcane Wave30
    Arcane. Blast nearby foes with an energy wave for critical damage.
    Damage: 628Combo Finisher: BlastRange: 360
    • 0
      Fury: 2 s
  • Mist Form75
    Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
    Duration: 3Breaks Stun
    • 0
      Fury: 2 s
  • Lightning Flash 40
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 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

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

Adept Master Grandmaster

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

  • 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

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

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

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

Accessory Totals

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

Weapon Set Sigils

PvP Scepter
  • Weapon Strength: 895-1010
PvP Dagger
  • Weapon Strength: 924-981
Sigil of Superior Accuracy
+7% crit chance.
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Accuracy

+7% crit chance.

Sigil of Superior Battle

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

PvP
  • 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

Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 s
Lightning Flash 40
Cantrip. Teleport to target area.
Damage: 366Radius: 120Range: 900
Ring of Fire¼ 12
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
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 Wave30
Arcane. Blast nearby foes with an energy wave for critical damage.
Damage: 628Combo Finisher: BlastRange: 360
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
Rock Barrier1 15
Envelop yourself in a stony barrier that improves armor.
Duration: 30

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?

Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 s
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
Ride the Lightning40
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
Updraft40
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.
Fury: 2 s
Dragon's Tooth1
Drop an explosive dragon's tooth on your foe.
Damage: 756x3Burning: 3 s (984 damage)Radius: 180Combo Finisher: BlastRange: 900
Ring of Fire¼ 12
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
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
Fire Grab¾ 36
Damage foes in a cone in front of you. Deal more damage to burning foes.
Damage: 588Damage vs burning: 941Range: 300
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 s

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.

Ring of Fire¼ 12
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
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 Wave30
Arcane. Blast nearby foes with an energy wave for critical damage.
Damage: 628Combo Finisher: BlastRange: 360

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.


Comments

Post a Comment
NoDiggity @ 12:22 PM, Wed July 17 2013 Reply
What I really like about this build are the secondary stats. People tend to forget/ignore about them, but in my opinion these stats play a huge role in fights.
I also love team builds, but that's just me. Well done!
@ 12:49 PM, Wed July 17 2013 Reply
Thanks sir. I know people tend to just go to one extreme or the other i'm a fan of balanced builds, and team fighting. To many people just run off and do their own thing especially in yolo ques.
@ 12:49 PM, Wed July 17 2013 Reply
A great build that really utilizes team play. Great job!
proteininja @ 01:40 PM, Wed July 17 2013 Reply
You may want to consider dropping Renewing Stamina for Vigorous Scepter. Your particularly low critical hit chance (even with fury) makes it likely that the flat 50% endurance recharge rate will be an improvement.
@ 05:43 PM, Thu July 18 2013 Reply
Ya, i thought about that. Arcane Mastery would work well too.
@ 03:39 PM, Tue July 23 2013 Reply
The 50% recharge rate doesnt stack with vigor. So when we have vigor, either from our phoenix or from another source, the trait is wasted. Also, this build will have 100% fury uptime, meaning that the crit chance will actually be 33% chance to crit. With that much crit, the vigor uptime from renewing stamina will be nearly 100%.