Elementalist WvW | Small Group Dagger/Dagger | Roamer NEW Dagger Dagger Elementalist
Table of Contents
Summary
New dagger dagger WvW build for after the 6/23/15 patch
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
signet of restoration over ether renewal, I am only using ether renewal as a test for WvW group roaming, in solo roaming signet of restoration will remain stronger in most scenarios.
Traits
Fire Magic
- Empowering FlameGain 150 power while in fire attunement.
- Burning PrecisionCritical hits have a 33% chance to cause 2 seconds of burning. Burning duration is increased by 20%.
- ConjurerGain fire aura for 5 seconds when an ally picks up a conjured weapon; Conjured weapons have 10 more charges.
- Burning FireUse cleansing fire automatically when you have 3 conditions on you.
- SunspotInflict damage at your location when you attune to fire, and gain 3 seconds of fire aura.
- Pyromancer’s TrainingDeal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
- One with FireFire auras you apply last 33% longer and grant 2 stacks of might for 10 second when applied.
- Power OverwhelmingGain condition damage based on 10% of your total power attribute.
- Burning RageDeal 10% more damage to burning foes.
- Persisting FlamesExecuting blast finishers on fire fields grant 10 seconds of fury. Fire fields last 2 seconds longer. Create a lava font on your position when you go down.
- Pyromancer’s PuissanceEach skill you use while attuned to fire grant you 15 seconds of might. This effect works in combat only.
- Blinding AshesBlind foes for 4 seconds when you burn them. 8 second internal cooldown.
Water Magic
- Soothing MistYou and nearby allies regenerate health while you are attuned to water. Radius 300.
- Soothing IceGain regeneration and frost aura for 4 seconds when critically hit. 20 second internal cooldown.
- Piercing ShardsWhile attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
- Stop, Drop and RollDodge-rolling removes burning and chilled from you and nearby allies.
- Healing RippleHeal nearby allies when attuning to water
- Soothing DisruptionCantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
- Cleansing WaveRemove a condition from you and allies when attuning to water.
- Aquamancer’s TrainingDeal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
- Aquatic BenevolenceHealing done to allies is increased by 15%
- Cleansing WaterRemove a condition when granting regeneration to yourself or an ally.
- Powerful AuraWhen you apply an aura to yourself, grant that aura to all nearby allies as well.
- Soothing PowerThe healing effect of soothing mist is increased by 200%.
Arcana
- Arcane FuryGain fury for 2s when you switch attunements.
- Arcane PrecisionSkills have a chance to apply a condition, based on your current attunement, on critical hits.
- Renewing StaminaGain vigor for 5s when you deliver a critical hit. 5 second internal cooldown.
- Arcane AbatementTake less damage from falling. Create a spell when you take falling damage, based on your attunement.
- Elemental AttunementWhen attuning to an element, you and nearby allies gain a boon.
- Arcane ResurrectionYou have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
- Elemental ContingencyGain a boon when you are struck, based on your current attunement
- Final ShieldingCreate an Arcane Shield for 5s when your health drops below the threshold (25s)
- Elemental EnchantmentBoon duration is increased by 10% and attunements recharge 15% faster.
- Evasive ArcaneCreate an attunement-based spell at end of your dodge. Fire: Flame Burst. Water: Cleansing Wave. Air: Blinding Flash. Earth: Shockwave
- Elemental SurgeBased on your current attunement, arcane skills inflict a condition on foes that they hit. Gain 150 more ferocity for 15 seconds when you use an arcane skill. Arcane abilities recharge 20% faster.
- Bountiful PowerDeal 2% more damage for each boon on you.
Trait Details
Trait Variants;
Arcana - VI over IV
Water Magic - V over IV
Fire Magic - VI over IV ; VII over IX
III. Stat Specifics & Effects
Primary Stats
- Health 16325 (+4680)
- Vitality 1468 (+468)
- Armor 2539 (+619)
- Toughness 1619 (+619)
- Attack 3437 (+1407)
- Power 2407 (+1407)
- Critical Hit 33% (+33%)
- Precision 1610 (+610)
Secondary Stats
- Agony Resistance 45 (+45)
- Boon Duration 10% (+10%)
- Condition Damage 611 (+611)
- Condition Duration 40% (+40%)
- Condition Duration (self) -20% (+-20%)
- Critical Damage 19% (+19%)
- Damage 1030 (+0%)
- Defense 920 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 286 (+286)
- Healing Power 196 (+196)
- Might Duration 10% (+10%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 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
- 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.
- Defense: 73
- Power: 21
- Precision: 21
- Toughness: 21
- Vitality: 21
- Condition Damage: 21
- Healing Power: 21
- Ferocity: 21
- 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.
- Defense: 314
- Power: 63
- Precision: 63
- Toughness: 63
- Vitality: 63
- Condition Damage: 63
- Healing Power: 63
- Ferocity: 63
- 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.
- Defense: 133
- Power: 21
- Precision: 21
- Toughness: 21
- Vitality: 21
- Condition Damage: 21
- Healing Power: 21
- Ferocity: 21
- 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.
- Defense: 194
- Power: 42
- Precision: 42
- Toughness: 42
- Vitality: 42
- Condition Damage: 42
- Healing Power: 42
- Ferocity: 42
- 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.
- Defense: 133
- Power: 21
- Precision: 21
- Toughness: 21
- Vitality: 21
- Condition Damage: 21
- Healing Power: 21
- Ferocity: 21
- 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.
Armor Stat Totals
- Defense 920
- Power 371
- Might Duration 10%
- Condition Duration (self) -20%
- Precision 196
- Toughness 196
- Vitality 196
- Condition Damage 196
- Healing Power 196
- Ferocity 196
Rune Bonuses
Superior 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
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
Accessory Totals
- Power:515
- Toughness:423
- Vitality:182
- Precision:314
- Agony Resistance:35
- Condition Damage:220
Weapon Set Sigils
- Weapon Strength: 970-1030
- Power: 125
- Precision: 90
- Ferocity: 90
- Weapon Strength: 970-1030
- Condition Damage: 125
- Power: 90
- Vitality: 90
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
Weapon Set I
Sigil of Superior DoomYou deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
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
Gear Variations:
Sigils;
.energy sigil over battle sigil
Rune variants;
. strength runes over hoelbrak runes
. Other might stacking runes (privateer for example) are a cheaper version of strength runes and can be used until you can afford more expensive runes.
V. Basic Gameplay
Similar to the old DD ele rotations for WvW
Main Skill Rotation
Drakes breath is INSANE and deals more damage than burning speed ever will on this spec having the same base damage and applying tremendous amounts of burning damage now that burning stacks. Your conditions damage is 750 + 611 if you are at this build full potential might stacks and you have + 40% condition duration, This means that dragons breath will deal damage equivalent to if you had OVER 1904 condition damage (it really ends up being about 1960). Your conditions will hit like a spvp condition builds conditions will, and this is not a condition oriented spec, too bad anet nerfed might and battle sigils D:
Lightning flash Burst
Land cleansing fire in the middle of fire grab for much more damage and a guaranteed blind clear.
Defensive Retaliation
If you are getting focused hard its time to back off and heal up. Use the skills that apply to the situation, this is a full retreat rotation I demonstrate but if it is not necessary just continue to sustain pressure and healing. return to counter pressure as quickly as possible because the best way to survive is to have a dead enemy, unless you are outmatched and must disengage.