Elementalist WvW | Large Group Dagger/Dagger | Assaulter Balanced D/D version#2
Table of Contents
Summary
D/D elementalist can be really useful in organized WvW group. D/D provide solid and stable dps and solid burst on demand and as D/D ele you have great survivability. But remember key aspect is proper movement !
This guide will provide basic info about balanced D/D ele with Ether renewal.
I. Weapons and Skills
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
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- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
- 0Regeneration: 9 sVigor: 9 sFury: 2 s
Weapon and Skill Details
This guide is focused on D/D elementalist so best advantage is really great combination skills on D/D, you have a lot of skills good for survivability and also you are able provide great and stable damage in close range.
In short to the other weapons. S/D is useless in WvW you cannot properly aim your skill in open field. Staff is great for support ele but it is another chapter.
Weapons skills
Fire
#1 solid AOE dmg
#2 dmg and long burning, low cd
#3 short-range gap closer, great dmg and short burning, could be used in combo with lighting flash
#4 some dmg and burning, FIRE field
#5 great dmg to burned enemies but need to be aimed properly, could be used in combo with lighting flash
Water
#1 nothing extra dmg, but stacs vulnerability
#2 heals and good dmg on close range
#3 chill with low cd
#4 aura, good defensive skill
#5 solid AOE heal nd condition cleanse
Air
#1 AOE, providing nice dmg
#2 weakness with low cd
#3 shock aura, stuns melee enemies if they attack you, can save your ass
#4 nice mobility skills but long cd if you miss
#5 CC with long cd, could be used in combo with lighting flash, if you are out of endurance it can be used like small dodge.
Earth
#1 nothing extra dmg, but stacs bleeds
#2 solid dmg, low cd
#3 great root, gap closer, leap
#4 Knockdown and BLAST, could be used in combo with lighting flash
#5 awesome dmg but long cast, BLAST, could be used in combo with lighting flash
Healing skils
Ether Renewal - heals a very high amount, great condi removal and low cd. Works great with Solid rock trait.
Utility
Cantrips - Cantrips provides surveability for D/D ele.
Mist Form provides 3.5 seconds of invulnerability, it's stun break, Can be used for safe stomp.
Lightning Flash - best utility in my opinion, allows an Elementalist to get out of bad situations, gap close and can be used in combinations with other skill like churning earth, earthquake, bugning speed or firegrab.
Armor of Earth provides stability and protection, it's good skill but long cd.
Elite
There isn't best option like in case of staff eles. Glyph of elemental is useless in my opinion. Conjure greatsword can be good for example for your necro friend (conjure greatsword provides good condi/direct dmg). Tornado can be used in some special cases (a lot of downed enemies etc.)
II. Traits
Fire Magic
Air Magic
Earth Magic
Water Magic
Arcana
Trait Details
For the D/D ele is 0/0/0/20/30 distribution pretty much mandatory, last 20 points can be spend everywhere, but best option is 0/10/0/30/30 or 0/0/20/20/30.
#EARTH
Stone splinters:
Good pick for D/D ele.
Rock solid:
when you attuned to earth you and allies get stability for 2.5sec, with very low cd, great for safe stomps or awesome in combination with ethereal renewal !
#WATER
Cantrip Mastery:
Provides cooldown reduction for the cantrips.
Soothing Disruption:
Provides regen and vigor which is important for surviving.
#ARCANA
Renewing stamina:
Trait for another vigor, in combination with cantrip skills, you are able to have 100% uptime for vigor.
Elemental Attunement:
Provides boons when you attuned to element, most important is earth - protection, water - regen
Evasive Arcana:
at least for me it's mandatory for D/D ele, create spell at end of the dodge, internal cd is 10s for every element. In earth you have another BLAST, In water you have solid heal and condi removal, In fire you have burning for at least 5sec, In air you have another blind (awesome mainly for duels).
Minor traits
Important minor traits provide you: heal when you attuned to water, cripple enemies around you for 3sec when you attuned to earth.
III. Stat Specifics & Effects
Primary Stats
- Health 18175 (+6530)
- Vitality 1569 (+653)
- Armor 2696 (+860)
- Toughness 1776 (+860)
- Attack 2821 (+924)
- Power 1840 (+924)
- Critical Hit 28% (+28%)
- Precision 1509 (+593)
Secondary Stats
- Attunement Recharge Rate 30% (+30%)
- Bleeding Duration 20% (+20%)
- Boon Duration 45% (+45%)
- Condition Damage 583 (+583)
- Condition Duration 10% (+10%)
- Condition Duration (self) -40% (+-40%)
- Critical Damage 41% (+41%)
- Damage 981 (+0%)
- Defense 920 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 616 (+616)
- Healing Power 583 (+583)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
- (30min)
- Condition Duration (self): -40%
- Vitality: 70
- Experience from Kills: 10%
Utility Nourishment
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain power equal to 6% of your toughness
- Gain power equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 73
- Power: 28
- Precision: 28
- Toughness: 28
- Vitality: 28
- Condition Damage: 28
- Healing Power: 28
- Ferocity: 28
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 73
- Power: 21
- Precision: 21
- Toughness: 21
- Vitality: 21
- Condition Damage: 21
- Healing Power: 21
- Ferocity: 21
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 314
- Power: 63
- Precision: 63
- Toughness: 63
- Vitality: 63
- Condition Damage: 63
- Healing Power: 63
- Ferocity: 63
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 133
- Power: 21
- Precision: 21
- Toughness: 21
- Vitality: 21
- Condition Damage: 21
- Healing Power: 21
- Ferocity: 21
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 194
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 133
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
Armor Stat Totals
- Defense 920
- Power 167
- Precision 169
- Toughness 169
- Vitality 169
- Condition Damage 169
- Healing Power 169
- Ferocity 169
- Boon Duration 15%
- Condition Duration 10%
- Movement Speed 25%
Rune Bonuses
Superior Rune of the Traveler- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
Accessories & Jewels
Accessory Totals
- Power:385
- Toughness:371
- Ferocity:362
- Precision:254
- Vitality:214
- Condition Damage:214
- Healing Power:214
Weapon Set Sigils
- Weapon Strength: 924-981
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 924-981
- Toughness: 120
- Power: 85
- Precision: 85