Elementalist PvE | Dungeon Staff | Damage Staff Elementalist - DNT (Correct Guide)

by Last Updated:
92% (30) Approval 36 Votes - 13594 Views

Summary

Credits DNT - DEKeyz

 

Text Guide: DNT Guild
Video Guide:


I. Weapons and Skills

Zojja's Spire
  • Weapon Strength: 1034-1166
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Zojja's Trident
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
  • Fire Attunement10
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
  • Water Attunement10
    Attunement. Attune to water, gaining superior support and healing abilities.
  • Air Attunement10
    Attunement. Attune to air, gaining heavy damage and control abilities.
  • Earth Attunement10
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
  • Fireball1
    Cast a fireball that explodes on impact and hits multiple foes.
    Damage: 314Area of effect: 180Range: 1,200
    • 0
    • 0
  • Lava Font¼ 4
    Make lava erupt from the target area.
    Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
    • 0
    • 0
  • Flame Burst½
    Burn foes at the target location.
    x2Burning: 6 s (1640 damage)Radius: 240Range: 1,200
    • 0
    • 0
  • Burning Retreat20
    Quickly roll backward, leaving behind a line of fire that burns.
    Damage: 37Duration: 6Burning: 1 s (328 damage)Combo Field: Fire
    • 0
    • 0
  • Meteor Shower20
    Call down a meteor shower onto the target area.
    Damage: 481Storm radius: 360Damage radius: 180Range: 1,200
    • 0
    • 0
  • Arcane Brilliance¾ 25
    Arcane. Blast the area, hitting foes with critical damage and healing yourself. Healing effectiveness is increased per target hit.
    Damage: 242Healing: 3,560Healing Increase Per Target: 20%Number of Targets: 5Radius: 240Combo Finisher: Blast
    • 0
  • Signet of Fire¾ 20
    Signet Passive: Improves critical chance.
    Signet Active: Burn your foe.
    x2Burning: 10 s (2952 damage)Damage: 61Range: 1,200
    • 0
  • Conjure Frost Bow ¼ 60
    Conjure. Manifest a frost bow in your hands and at the target location. Wields of this weapon gain increased condition duration and healing power.
    Conjure Frost Attributes: 20% Condition Duration, 180 HealingDuration: 60Range: 1,200
    • 0
  • Glyph of Storms 60
    Glyph. Create a storm based on your attunement.

    Fire: Firestorm
    Water: Ice Storm
    Air: Lightning Storm
    Earth: Sandstorm
    Radius: 240Range: 900
    • 0
  • Conjure Fiery Greatsword 1 180
    Conjure. Manifest a fiery greatsword in your hands and at the target location. When it lands, it damages and burns foes. Wielders of this weapon gain increased power and condition damage.
    Damage: 244Burning: 3 s (984 damage)Radius: 150Conjure Fire Attributes: 260 Power, 180 Condition DamageDuration: 60Range: 1,200
    • 0

Weapon and Skill Details

Fiery Greatsword is a great running tool or battle opener. It is useful mid-battle if caught out of rotation for a long time (locked out of fire attunement without frostbow on staff or no LH for scepter-hammer).
Glyph of Elementals (another elite option) is useful for its Earth and Water Elementals.
Tornado has some useful CC in some circumstances.


Traits

Fire Magic

  • Empowering Flame
    Gain 150 power while in fire attunement.
    • Burning Precision
      Critical hits have a 33% chance to cause 2 seconds of burning. Burning duration is increased by 20%.
    • Conjurer
      Gain fire aura for 5 seconds when an ally picks up a conjured weapon; Conjured weapons have 10 more charges.
    • Burning Fire
      Use cleansing fire automatically when you have 3 conditions on you.
  • Sunspot
    Inflict damage at your location when you attune to fire, and gain 3 seconds of fire aura.
    • Pyromancer’s Training
      Deal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
    • One with Fire
      Fire auras you apply last 33% longer and grant 2 stacks of might for 10 second when applied.
    • Power Overwhelming
      Gain condition damage based on 10% of your total power attribute.
  • Burning Rage
    Deal 10% more damage to burning foes.
    • Persisting Flames
      Executing 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 Puissance
      Each skill you use while attuned to fire grant you 15 seconds of might. This effect works in combat only.
    • Blinding Ashes
      Blind foes for 4 seconds when you burn them. 8 second internal cooldown.

Air Magic

  • Zephyr's Speed
    Move 25% faster when attuned to air.
    • Zephyr’s Boon
      Auras grant fury and swiftness for 5s when applied.
    • One with Air
      Gain 3 seconds of superspeed when attuning to air.
    • Ferocious Winds
      Gain ferocity based on 7% of your precision.
  • Electric Discharge
    Strike your target with a bolt of lightning when attuning to air.
    • Inscription
      Grant a boon associated with your current attunement when you cast a glyph. Glyph ability recharges are reduced by 20%.
    • Aeromancer’s Training
      Gain 190 precision while attuned to air. Recharge of air weapon abilities are reduced by 33%.
    • Tempest Defense
      Surround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.
  • Weak Spot
    You have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.
    • Bolt to the Heart
      Deal 20% more damage to enemies whose health is below 50%.
    • Fresh Air
      Recharge air attunement when you critically hit an enemy.
    • Lightning Rod
      Disabling an enemy causes them to be struck by a lightning bolt.

Water Magic

  • Soothing Mist
    You and nearby allies regenerate health while you are attuned to water. Radius 300.
    • Soothing Ice
      Gain regeneration and frost aura for 4 seconds when critically hit. 20 second internal cooldown.
    • Piercing Shards
      While attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
    • Stop, Drop and Roll
      Dodge-rolling removes burning and chilled from you and nearby allies.
  • Healing Ripple
    Heal nearby allies when attuning to water
    • Soothing Disruption
      Cantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
    • Cleansing Wave
      Remove a condition from you and allies when attuning to water.
    • Aquamancer’s Training
      Deal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
  • Aquatic Benevolence
    Healing done to allies is increased by 15%
    • Cleansing Water
      Remove a condition when granting regeneration to yourself or an ally.
    • Powerful Aura
      When you apply an aura to yourself, grant that aura to all nearby allies as well.
    • Soothing Power
      The healing effect of soothing mist is increased by 200%.

Trait Details

Rearrange traits depending on situation/fight. See video guide for more detail.


III. Stat Specifics & Effects

Primary Stats

  • Health 11645 (+0)
  • Vitality 1000 (+0)
  • Armor 1967 (+0)
  • Toughness 1000 (+0)
  • Attack 4108 (+1942)
  • Power 2884 (+1884)
  • Critical Hit 64% (+64%)
  • Precision 2263 (+1263)

Secondary Stats

  • Agony Resistance 45 (+45)
  • Burning Duration 20% (+20%)
  • Condition Duration 10% (+10%)
  • Critical Damage 91% (+91%)
  • Damage 1224 (+5%)
  • Defense 967 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 1368 (+1368)

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Plate of Truffle Steak
Duration: 30min
Power: 100
Precision: 70
Experience from Kills: 10%
  • (30min)
  • Power: 100
  • Precision: 70
  • Experience from Kills: 10%

Utility Nourishment

Toxic Sharpening Stone
Duration: 30min
Power: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30min)
  • Power: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Zojja's Masque
  • Defense: 77
  • Power: 63
  • Precision: 45
  • Ferocity: 45
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Zojja's Epaulets
  • Defense: 77
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Zojja's Doublet
  • Defense: 330
  • Power: 141
  • Precision: 101
  • Ferocity: 101
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Saphir's Wristguards
  • Defense: 140
  • Precision: 47
  • Power: 34
  • Ferocity: 34
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Saphir's Breeches
  • Defense: 203
  • Precision: 94
  • Power: 67
  • Ferocity: 67
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Saphir's Footwear
  • Defense: 140
  • Precision: 47
  • Power: 34
  • Ferocity: 34
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Armor Stat Totals

  • Defense 967
  • Power 561
  • Ferocity 415
  • Precision 368

Rune Bonuses

Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Berserker's Back (Infused)Offensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Crystalline Band (Infused)Defensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Ring of Red Death (Infused)Offensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:722
  • Precision:466
  • Ferocity:466
  • Agony Resistance:45

Weapon Set Sigils

Zojja's Spire
  • Weapon Strength: 1034-1166
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Sigil of Superior Force
+5% damage.
Superior Sigil of the Night
Outgoing damage is increased by 10% at night.

Weapon Set I

Sigil of Superior Force

+5% damage.

Zojja's Trident
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90

Water Weapon I

Upgrade Item Details

Note this build uses a mix of berserker and assassin armor. See optional choices if you already use berserker armor.

 

Optional/Secondary Choices
Sigils: Night/Force for night; Slaying/Force, Air/Force, or Frailty/Force for day. Strength is good for soloing.
Runes: Strength is an option for soloing. Budget options are Flame Legion or Rage.
Trinkets: Assassin's Earrings + Berserker Rings, Amulet, Backpiece
Overall, you want +70 precision away from full Berserker's equipment - this can be two assassin's earrings, assassin's weapons plus gloves, or Assassin's shoulders, gloves, pants, and boots (for example)

 

Food: Truffle Steak or Seaweed Salad (or Experimental Remnants); Birthday Blaster for casual content
Utility Consumable: Slaying Potions, Skale Venom, or Toxic/Bountiful Sharpening Stones


V. Basic Gameplay



Main Skill Rotation

Earth Attunement10
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Eruption6
Shake the ground until it erupts and damages foes.
Damage: 462x6Bleeding: 12 s (3060 damage)Radius: 300Combo Finisher: BlastRange: 1,200
Fire Attunement10
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Lava Font¼ 4
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Meteor Shower20
Call down a meteor shower onto the target area.
Damage: 481Storm radius: 360Damage radius: 180Range: 1,200
Lava Font¼ 4
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Air Attunement10
Attunement. Attune to air, gaining heavy damage and control abilities.
Glyph of Storms 60
Glyph. Create a storm based on your attunement.

Fire: Firestorm
Water: Ice Storm
Air: Lightning Storm
Earth: Sandstorm
Radius: 240Range: 900
Water Attunement10
Attunement. Attune to water, gaining superior support and healing abilities.
Conjure Frost Bow ¼ 60
Conjure. Manifest a frost bow in your hands and at the target location. Wields of this weapon gain increased condition duration and healing power.
Conjure Frost Attributes: 20% Condition Duration, 180 HealingDuration: 60Range: 1,200
Deep Freeze2 30
Encase your target in a block of solid ice.
Damage: 260Range: 900
Ice Storm20
Call down an ice storm on the target area.
Damage: 162Bleeding: 5 s (65 damage on skill use)Radius: 240Range: 900
Frost Fan¼ 15
Damage foes with a spread of icy arrows that cause chill.
Damage (7x): 569Chilled: 3 sRange: 900
Frost Volley8
Rapidly fire at your foe, making them vulnerable with each hit.
Damage: 162Vulnerability: 15 sCombo Finisher: ProjectileRange: 900
Fire Attunement10
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Lava Font¼ 4
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Fireball1
Cast a fireball that explodes on impact and hits multiple foes.
Damage: 314Area of effect: 180Range: 1,200
Fireball1
Cast a fireball that explodes on impact and hits multiple foes.
Damage: 314Area of effect: 180Range: 1,200
Fireball1
Cast a fireball that explodes on impact and hits multiple foes.
Damage: 314Area of effect: 180Range: 1,200
Lava Font¼ 4
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Fireball1
Cast a fireball that explodes on impact and hits multiple foes.
Damage: 314Area of effect: 180Range: 1,200
Fireball1
Cast a fireball that explodes on impact and hits multiple foes.
Damage: 314Area of effect: 180Range: 1,200
Fireball1
Cast a fireball that explodes on impact and hits multiple foes.
Damage: 314Area of effect: 180Range: 1,200
Lava Font¼ 4
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Fireball1
Cast a fireball that explodes on impact and hits multiple foes.
Damage: 314Area of effect: 180Range: 1,200
Meteor Shower20
Call down a meteor shower onto the target area.
Damage: 481Storm radius: 360Damage radius: 180Range: 1,200

Switch to water while casting Ice Bow.
Repeat from first Lava Font.

 

Deep Freeze is optional


Comments

Post a Comment
@ 03:28 PM, Wed July 08 2015 Reply
Thanks, this saved me some time and made it easier for me.
@ 07:43 AM, Sat September 12 2015 Reply
I like the guide, thx!