Elementalist WvW | Small Group Dagger/Dagger | Roamer Elem D/D 27/06/15
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Table of Contents
Summary
This is my new build roaming in ele D/D
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
Traits
Air Magic
- Zephyr's SpeedMove 25% faster when attuned to air.
- Zephyr’s BoonAuras grant fury and swiftness for 5s when applied.
- One with AirGain 3 seconds of superspeed when attuning to air.
- Ferocious WindsGain ferocity based on 7% of your precision.
- Electric DischargeStrike your target with a bolt of lightning when attuning to air.
- InscriptionGrant a boon associated with your current attunement when you cast a glyph. Glyph ability recharges are reduced by 20%.
- Aeromancer’s TrainingGain 190 precision while attuned to air. Recharge of air weapon abilities are reduced by 33%.
- Tempest DefenseSurround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.
- Weak SpotYou have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.
- Bolt to the HeartDeal 20% more damage to enemies whose health is below 50%.
- Fresh AirRecharge air attunement when you critically hit an enemy.
- Lightning RodDisabling an enemy causes them to be struck by a lightning bolt.
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.
III. Stat Specifics & Effects
Primary Stats
- Health 15105 (+3460)
- Vitality 1346 (+346)
- Armor 2510 (+590)
- Toughness 1590 (+590)
- Attack 3535 (+1554)
- Power 2554 (+1554)
- Critical Hit 37% (+37%)
- Precision 1683 (+683)
Secondary Stats
- Boon Duration 10% (+10%)
- Condition Duration (self) -20% (+-20%)
- Critical Damage 42% (+42%)
- Damage 981 (+0%)
- Defense 920 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 641 (+641)
- Might Duration 10% (+10%)
Boons
Conditions
Control
Fields & Finishers
Combo
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Plate of Orrian Steak Frittes
Duration: 30min
Power: 100
Vitality: 70
Experience from Kills: 10%
Power: 100
Vitality: 70
Experience from Kills: 10%
- (30min)
- Power: 100
- Vitality: 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%
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
Berserker's Exalted Masque
- Defense: 73
- Power: 60
- Precision: 43
- Ferocity: 43
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.
Berserker's Exalted Mantle
- Defense: 73
- Power: 45
- Precision: 32
- Ferocity: 32
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.
Berserker's Exalted Coat
- Defense: 314
- Power: 134
- Precision: 96
- Ferocity: 96
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.
Berserker's Exalted Gloves
- Defense: 133
- Power: 45
- Precision: 32
- Ferocity: 32
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.
Berserker's Exalted Pants
- Defense: 194
- Power: 90
- Precision: 64
- Ferocity: 64
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.
Berserker's Exalted Boots
- Defense: 133
- Power: 45
- Precision: 32
- Ferocity: 32
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.
Armor Stat Totals
- Defense 920
- Power 594
- Might Duration 10%
- Condition Duration (self) -20%
- Precision 299
- Ferocity 299
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
Knight's Jewel
- Precision: 25
- Toughness: 15
- Power: 15
(Infused)
Knight's Jewel
- Precision: 25
- Toughness: 15
- Power: 15
(Infused)
Knight's Jewel
- Precision: 25
- Toughness: 15
- Power: 15
(Infused)
Knight's Jewel
- Precision: 25
- Toughness: 15
- Power: 15
Knight's Jewel
- Precision: 25
- Toughness: 15
- Power: 15
Knight's Jewel
- Precision: 25
- Toughness: 15
- Power: 15
Accessory Totals
- Power:474
- Precision:384
- Toughness:420
- Vitality:106
- Ferocity:106
Weapon Set Sigils
Soldier's Dagger
- Weapon Strength: 924-981
- Power: 120
- Toughness: 85
- Vitality: 85
Soldier's Dagger
- Weapon Strength: 924-981
- Power: 120
- Toughness: 85
- Vitality: 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 Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
Weapon Set I
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior DoomYou deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
- Weapon Strength: -