Elementalist WvW | Small Group Dagger/Dagger | Assaulter Aura-Sharing Cantrip Master

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Summary

Powerful, adpatable, and, above all, a joy to play.

 

I was forced to choose a single role, tag, and category, but truthfully this is a wvw/pve/small group/large group/fun/roamer/assaulter/support guide. An Elementalist can adapt to several different roles by changing a few major traits, utilities, and the elite.

 

Those adaptations and their intricacies are the subject of this guide.


I. Weapons and Skills

Knight's Dagger
  • Weapon Strength: 924-981
  • Toughness: 120
  • Power: 85
  • Precision: 85
Knight's Dagger
  • Weapon Strength: 924-981
  • Toughness: 120
  • Power: 85
  • Precision: 85
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • 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
  • Dragon's Claw½
    Fling fire in a claw-shaped spread at your foe.
    Damage per projectile: 126Range: 400
    • 0
      Fury: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 s
    • 0
      Fury: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 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: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 s
    • 0
      Fury: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 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: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 s
    • 0
      Fury: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 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: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 s
    • 0
      Fury: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 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: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 s
    • 0
      Fury: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 s
  • 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
      Fury: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 s
  • Mist Form75
    Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
    Duration: 3Breaks StunRegeneration: 9 sVigor: 9 s
    • 0
      Fury: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 s
  • Lightning Flash 40
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900Regeneration: 9 sVigor: 9 s
    • 0
      Fury: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 s
  • Armor of Earth90
    Cantrip. Protect yourself with earth armor and gain protection and stability.
    Duration: 6x10Stability: 6 sProtection: 8 sBreaks StunRegeneration: 9 sVigor: 9 s
    • 0
      Fury: 2 sSwiftness: 5 sRegeneration: 9 sVigor: 9 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 sSwiftness: 5 sRegeneration: 9 sVigor: 9 s

Weapon and Skill Details

I won't be giving details on every single ability a D/D Elementalist has at his or her disposal. This section will cover the highlights. Individual skill usage will be covered in more detail in the battle rotation sections.

 

Cantrips

 

Cantrips are what makes a dagger/dagger Elementalist more survivable than other Elementalists using the same equipment setup.

 

Mist Form provides 3.5 seconds of invulnerability, a stun break, and a means of getting into keep doors when it might otherwise be impossible. This is the single most hated ability by opponents of the Elementalist, and that should mean something.

 

Lightning Flash allows an Elementalist to get out of sticky situations, gap close, and extends the effective range of Churning Earth by 900. It is no longer a stun breaker, but is still incredibly useful. Its lowered cooldown makes it ideal for proc'ing regeneration and vigor from the Soothing Disruption trait.

 

Armor of Earth makes you a god for ~10 seconds. With this skill you will get stability, protection, and a stun break. Pop this when you first dive into the enemy zerg and laugh as those puny mortals are destroyed by your glorious splendor.

 

Point Blank Area of Effect (PBAOE)

 

Because almost all of the key damage abilities are PBAOE a D/D Elementalist can dance around an opponent without caring about which direction they end up facing. First, turn off melee targeting assist in the general options. After this, one should be able to move through the opponent while landing almost all damaging abilities. Meanwhile, the opponent will need to keep spinning in circles to even use his or her abilities.

 

Variations

 

Arcane wave is a blast finisher on a fairly low cool down and could easily be substituted in for Lightning Flash. This would allow a player to stack more might than the above set of utilities, but he or she would lose the added mobility of Lightning Flash.


II. Traits

Adept Master Grandmaster

Trait Details

I will not give explanations for minor traits in this section as I did not really "choose" them. The minor traits are important to this build, but my goal is to justify the choices that I have made.

 

List of Elementalist Traits

 

Air Magic

 

Air1 may be one of the best traits in this build. It provides the ability to maintain 100% up time on swiftness and fury. That extra 20% critical chance is very important as critical hits will grant vigor.

 

Water Magic

 

The healing power and vitality from this line complement the toughness granted by the equipment set up. 30 points in Water Magic is the key component that allows the player to get away with running so little vitality on equipment.

 

This line has so many good major traits it is difficult to settle on a specific set of three. My personal choices are above, but I will describe the virtues of the different options below. You can decide for yourself which traits work best for your play style.

 

Soothing disruption grants regeneration and vigor when a cantrip is used. This trait pairs well with Cleansing Water as a condition is removed whenever regeneration is granted. I have chosen not to take this trait because my build uses Powerful Aura instead of Cleansing Water. Without the added benefit of the condition removal this trait is overshadowed by the combination of Renewing Stamina, Elemental Attunement, and Glyph of Elemental Harmony. The aforementioned traits and skill will allow you to maintain 100% up time on vigor and regeneration.

 

Cleansing Wave removes a condition from the caster and surrounding allies when attuning to water. This has the benefit of allowing the player to drop an additional condition once every 10 seconds.

 

Cantrip mastery reduces the cool down of all cantrips by 20%. Mist form, armor of earth, and lightning flash can be used more often. One fun feature of this trait is that it allows the player to cast lightning flash every time Churning Earth is off cool down rather than every other time. This effectively increases the range of Churning Earth, one of the most powerful damage abilities in a D/D Elementalist's arsenal, by 900.

 

Cleansing Water removes a condition from whomever the caster grants regeneration. This can be extremely powerful for dueling and roaming, but is less useful for group play. A D/D Elementalist only has one way to grant regeneration to allies, and for this reason Cleansing Water is sub-optimal for group play. However, when you are completely alone (e.g. roaming) Powerful Aura grants no benefits, so it would be smart to use Cleansing Water in that circumstance.

 

Powerful Aura grants the benefits of auras to surrounding allies including those granted by Zephyr's Boon. This trait allows the player to fill a support role in large and small group play. One can provide swiftness to allies when moving between objectives as well as fury and aura benefits during combat.

 

Arcana

 

The boon duration and attunement swap cool down reduction granted by this trait line are particulary beneficial to this build. This reduces your attunement swap cool down to a mere 10 seconds. This means that any time you swap into an attunement your next dodge roll is guaranteed to cast whatever spell is provided by Evasive Arcana.

 

Elemental attunement grants various boons on attunement swap. This trait is used in almost every Elementalist build because the benefits of its boons are too high to pass up.

 

Renewing stamina grants vigor on critical hits. Normally, it would be difficult to keep 100% up time on vigor with this trait because of the five second internal cool down, but the boon duration in this build gives the player some breathing room.

 

Evasive Arcana casts a certain spell on dodge role with a ten second cooldown per attunement. This turns your dodge roll into a blast finisher, an AOE heal with condition removal, or an AOE blind depending on your attunement. The benefits and uses of this trait are too numerous to name. Slot it in and dodge away.


III. Stat Specifics & Effects

Primary Stats

  • Health 17655 (+6010)
  • Vitality 1517 (+601)
  • Armor 2844 (+1008)
  • Toughness 1924 (+1008)
  • Attack 2908 (+1011)
  • Power 1927 (+1011)
  • Critical Hit 41% (+41%)
  • Precision 1771 (+855)

Secondary Stats

  • Agony Resistance 30 (+30)
  • Attunement Recharge Rate 30% (+30%)
  • Boon Duration 40% (+40%)
  • Condition Damage 356 (+356)
  • Condition Duration 55% (+55%)
  • Critical Damage 28% (+28%)
  • Damage 981 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 426 (+426)
  • Healing Power 636 (+636)
  • Movement Speed 25% (+25%)

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

2600 armor places this build in the "heavily armored" category. This will allow the player to survive in large fights long enough to get the work done.

 

36% critical chance (56% with fury) will increase your outgoing DPS while making it easy to maintain 100% vigor up time. Dodge rolls are very important to this build and the more the better.

 

60% boon duration is what allows so many of the boons in this build to be maintained indefinitely. Without it there would be many gaps in the boons and this would mean less consistency, survivablity, and, because of the Bountiful Power minor trait, less DPS.

 

50% condition duration benefits the many conditions available to this build. For bleeding and burn it is a straight up DPS increase. Chill, cripple, weakness, and blind are all control effects that benefit from increased condition duration that this build can output.

 

Might stacking is important to this build when operating alone or with allies. By using proper technique I have been able to achieve up to 22 might stacks on my own in a PvE situation. Realistically, one could assume that the player could get about 10-12 might stacks up consistently in a WvWvW duel. In a zerg vs zerg fight the player will most likely receive 25 stacks from your allies, so it is less of an issue. If it does turn out that you will need to stack might for your allies you may want to consider swapping out Lightning Flash for Arcane Wave.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
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

Knight's Exalted Masque
  • Defense: 73
  • Toughness: 60
  • Power: 43
  • Precision: 43
Superior Rune of the Mad King
  1. Power: 25
  2. Condition Duration: 5%
  3. Power: 50
  4. Bleeding Duration: 15%
  5. Power: 100
  6. +20% Bleeding Duration; summon ravens to attack nearby enemies when you activate an elite skill. (Cooldown: 45s)
Knight's Exalted Mantle
  • Defense: 73
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Mad King
  1. Power: 25
  2. Condition Duration: 5%
  3. Power: 50
  4. Bleeding Duration: 15%
  5. Power: 100
  6. +20% Bleeding Duration; summon ravens to attack nearby enemies when you activate an elite skill. (Cooldown: 45s)
Knight's Exalted Coat
  • Defense: 314
  • Toughness: 134
  • Power: 96
  • Precision: 96
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Knight's Exalted Gloves
  • Defense: 133
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Knight's Exalted Pants
  • Defense: 194
  • Toughness: 90
  • Power: 64
  • Precision: 64
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Knight's Exalted Boots
  • Defense: 133
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.

Armor Stat Totals

  • Defense 920
  • Power 324
  • Condition Duration 15%
  • Healing Power 50
  • Boon Duration 10%
  • Toughness 419
  • Precision 299

Rune Bonuses

Superior Rune of the Mad King
  1. Power: 25
  2. Condition Duration: 5%
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%

Accessories & Jewels

Eye of JanthirOffensive Slot
  • Power: 72
  • Precision: 72
  • Toughness: 72
  • Vitality: 72
  • Condition Damage: 72
  • Healing Power: 72
  • Ferocity: 72
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Symon's History of AscalonDefensive Slot
  • Toughness: 63
  • Power: 40
  • Ferocity: 40
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5
Lunaria, Circle of the MoonDefensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5
Solaria, Circle of the SunOffensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Ancient Mursaat TokenOffensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Celestial SigilDefensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:341
  • Precision:286
  • Toughness:349
  • Vitality:301
  • Condition Damage:286
  • Healing Power:286
  • Ferocity:326
  • Agony Resistance:30

Weapon Set Sigils

Knight's Dagger
  • Weapon Strength: 924-981
  • Toughness: 120
  • Power: 85
  • Precision: 85
Knight's Dagger
  • Weapon Strength: 924-981
  • Toughness: 120
  • Power: 85
  • Precision: 85
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

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 Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Water Weapon I

Sigil of Superior Battle

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

Upgrade Item Details

The stats described in the previous section are the motivation behind most of the equipment decisions. I don't feel the need to restate the points made in that section. I will only make two points in this section.

 

Rare Veggie Pizza is OP

 

If a build can use condition duration, then it should probably be using rare veggie pizza. This single food item gives 10% more condition duration than 30 points in Fire Magic. A D/D Elementalist can make great use of this statistic. If the only goal is might stacking for the zerg, then one might replace this with Chocolate Omnomberry Cream. Other than that situation, it is hard to beat the value of this consumable.

 

Bloodlust

 

Bloodlust stacks will stay even if the weapon that gave them is unequipped. Once the player has 25 stacks of bloodlust he or she should consider swapping that dagger for another with a Superior Sigil of Force. If you have the money for the extra dagger, then there is no reason not to do this.


V. Basic Gameplay

In combat, the choices an Elementalist makes are based entirely on the current situation. Keeping that in mind, the following attack chains will give a basic framework for how an Elementalist should flow in combat when there is no immediate threat to account for.

 

In a large group or small group, the goal is to disrupt the enemy back line with AOE damage and conditions while supporting fellow melee assaulters through AOE boons and heals.

 

While dueling, the goal is to land as much of damage as possible while avoiding the enemy's damage through the use of PBAOE movement techniques, dodging, crowd control, and cantrips.


Main Skill Rotation

Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 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
Drake's Breath5
Spray a cone of fire at foes while on the move.
Damage (4x): 672x4Burning: 2.5 s (3936 damage)Range: 400
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.
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
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
Lightning Flash 40
Cantrip. Teleport to target area.
Damage: 366Radius: 120Range: 900Regeneration: 9 sVigor: 9 s
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
Ring of Earth¾ 6
Bleed foes with a ring of rocky spikes.
Damage: 417Bleeding: 12 s (510 damage)Radius: 240Crippled: 3 s
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 s
Lightning Touch¾ 10
Shock your foe and inflict weakness.
Damage: 202Weakness: 5 sRange: 300
Lightning Whip½
Lash your foe with lightning.
Damage: 235Range: 300
Lightning Whip½
Lash your foe with lightning.
Damage: 235Range: 300
Lightning Whip½
Lash your foe with lightning.
Damage: 235Range: 300

This string has enough gap-closers mixed in to stay in the opponent's face for its full length. The only problem is that the opponent will almost never be so cooperative as to let every hit land. Being an Elementalist means being quick on your feet and adapting to the current situation with as much intelligence as you can muster in the split second before the next decision.


When Initiating Combat...

Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 s
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
Shocking Aura25
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

I wanted to place this section before the main rotation, but the formatting of the guides does not allow anything to precede the main rotation. However, this rotation should precede the main damage rotation in combat.

 

After finishing this opener, assuming the opponent has cooperated completely, the player should have fury, swiftness, a lightning aura, and the opponent on the ground 300 - 400 units away. The above state is the reason this is an amazing opener. The player has many of his or her essential boons and the opponent is disabled in perfect position for the main damage rotation.


When Health is Low...

Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 s
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
Cone of Cold10
Spray an icy blast in a cone that damages foes and heals allies.
Damage: 168Healing: 780Range: 400
Cleansing Wave¾ 40
Heal yourself and nearby allies, curing a condition.
Healing: 1,302Radius: 240

This string heals for around 8000 health and removes three conditions all without the aid of Glyph of Elemental Harmony. Swap out of water as quickly as possible after executing the string in order to use it again as soon as possible.

 

Note: Glyph of Elemental Harmony's boon is based on the attunement the player is in when the skill finishes casting. This means you could begin casting the glyph, swap to water, and then gain the regeneration boon.


Comments

Post a Comment
Devourerofmemes @ 11:31 AM, Wed July 17 2013 Reply
Really well done guide proteininja, thanks for creating it <3
proteininja @ 11:33 AM, Wed July 17 2013 Reply
You are welcome.
@ 05:31 AM, Fri July 19 2013 Reply
Glyph of Elemental Harmony's effect is based on the attunement the player is in at the end of the cast.

Glyph of Renewal and Glyph of Storms is based on attunement when the skill is cast, but not the others. Please edit out the note.
proteininja @ 07:05 AM, Fri July 19 2013 Reply
Thank you. I falsely assumed it matched the functionality of the other glyphs.
@ 06:39 PM, Tue April 29 2014 Reply
Why do you have blasting staff trait on a d/d build?
@ 07:14 PM, Tue April 29 2014 Reply
Ah nvm, trait chart seems to be broken for me I guess