Elementalist PvE | Dungeon Staff | Damage Boon Damage Elementalist (NO IB)

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Summary

The Boon Damage Elementalist, is a type of glass cannon build that relies on the player's ability to change attunements and grant his/herself multiple boons at all times. This is also a great build to run with other characters that share boons. This build works best in Dungeon/fractal groups, only needing to change a utility skill here or there. This has been updated to exclude ice bow after the nerf.


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 Attunement
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
    Fury: 2 sMight: 15 s
  • Water Attunement
    Attunement. Attune to water, gaining superior support and healing abilities.
    Fury: 2 sRegeneration: 5 s
  • Air Attunement
    Attunement. Attune to air, gaining heavy damage and control abilities.
    Fury: 2 sSwiftness: 8 s
  • Earth Attunement
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
    Fury: 2 sProtection: 5 s
  • Fireball1
    Cast a fireball that explodes on impact and hits multiple foes.
    Damage: 314Area of effect: 180Range: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Lava Font¼ 4
    Make lava erupt from the target area.
    Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Flame Burst½
    Burn foes at the target location.
    x2Burning: 6 s (1640 damage)Radius: 240Range: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Burning Retreat20
    Quickly roll backward, leaving behind a line of fire that burns.
    Damage: 37Duration: 6Burning: 1 s (328 damage)Combo Field: Fire
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Meteor Shower20
    Call down a meteor shower onto the target area.
    Damage: 481Storm radius: 360Damage radius: 180Range: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • 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
      Fury: 2 s
  • Signet of Fire¾ 20
    Signet Passive: Improves critical chance.
    Signet Active: Burn your foe.
    x2Burning: 10 s (2952 damage)Damage: 61Range: 1,200
    • 0
      Fury: 2 s
  • Arcane Wave30
    Arcane. Blast nearby foes with an energy wave for critical damage.
    Damage: 628Combo Finisher: BlastRange: 360
    • 0
      Fury: 2 s
  • Glyph of Storms 48
    Glyph. Create a storm based on your attunement.

    Fire: Firestorm
    Water: Ice Storm
    Air: Lightning Storm
    Earth: Sandstorm
    Radius: 240Range: 900
    • 0
      Fury: 2 s
  • Glyph of Elementals 72
    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 s

Weapon and Skill Details

The elementalist staff is by far the most useful in this build. However, this build can be run dagger/focus or dagger/dagger, without needing to make any major changes - the key to this is knowing you elementalist and how to stack your boons using the weapons you have.

 

Utility skills are for the most part, very versatile. Typically, the most useful utilities to use are:

  • Signet of Fire for additional power.
  • Glyph of Storms - AOE damage and gives you a boon based on your attunement.
  • Arcane Wave - for the AOE and blast finisher.
  • Cleansing fire - for condition heavy fights.
  • Armor of Earth - Extra Stability, works great when using Ice Bow skills.
  • Lightning Flash - great for Fractal and Dungeon tricks.

 

*It is best to only switch out utilities with either Glyph of Storms or Arcane Wave depending on the fight.

 

The most beneficial healing skills to use are the Glyph of Elemental Harmony for the boon it gives, or Arcane Brilliance for the blast finisher and AOE damage.


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.

Arcana

  • Arcane Fury
    Gain fury for 2s when you switch attunements.
    • Arcane Precision
      Skills have a chance to apply a condition, based on your current attunement, on critical hits.
    • Renewing Stamina
      Gain vigor for 5s when you deliver a critical hit. 5 second internal cooldown.
    • Arcane Abatement
      Take less damage from falling. Create a spell when you take falling damage, based on your attunement.
  • Elemental Attunement
    When attuning to an element, you and nearby allies gain a boon.
    • Arcane Resurrection
      You have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
    • Elemental Contingency
      Gain a boon when you are struck, based on your current attunement
    • Final Shielding
      Create an Arcane Shield for 5s when your health drops below the threshold (25s)
  • Elemental Enchantment
    Boon duration is increased by 10% and attunements recharge 15% faster.
    • Evasive Arcane
      Create an attunement-based spell at end of your dodge. Fire: Flame Burst. Water: Cleansing Wave. Air: Blinding Flash. Earth: Shockwave
    • Elemental Surge
      Based 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 Power
      Deal 2% more damage for each boon on you.

Trait Details

You're over all goal with traits is to build it around Arcane's Bountiful Power.

 

In Fire, you want to increase your Critical Hits with Burning Precision. Then you want to deal as much damage as possible, and maintain low recharge rates for your Fire attunement with Pyromancer's Training. You want to keep boons up by using Puissance to keep your might up. You can switch Puissance out with Persisting Flames for the fury and additional time on fire fields, however it does reduce your burst damage.

 

For Air, again, you are focusing on boons and overall damage. By using Zephyr's boon, you are getting the fury you lose by not using Persisting Flames, and you are getting 2 boons (Fury and Swiftness). Next, Inscription will give you a boon associated with your attunement when you cast any Glyph, and glyph abilities recharge rates are reduced. With Bolt to the Heart traited it lets your elementalist deal 20% more damage to enemies whose health are low.

 

In Arcane, your goal is to focus on your boons. Renewing Stamina gives you vigor when you critically hit an enemy. Elemental Contingency gives you a boon every time you are stuck based on your attunement, and Bountiful Power is the trait that holds this build together by increasing damage by 2% for each boon you have. It is realistically possible to have all boons at once to really make your elementalist a force to reckoned with.

 

*With a full stack of might and fury, your critical damage is above 75% as is your critical hit.


III. Stat Specifics & Effects

Primary Stats

  • Health 11645 (+0)
  • Vitality 1000 (+0)
  • Armor 1967 (+0)
  • Toughness 1000 (+0)
  • Attack 3936 (+1770)
  • Power 2712 (+1712)
  • Critical Hit 78% (+78%)
  • Precision 2405 (+1405)

Secondary Stats

  • Agony Resistance 85 (+85)
  • Boon Duration 20% (+20%)
  • Burning Duration 20% (+20%)
  • Critical Damage 75% (+75%)
  • Damage 1224 (+5%)
  • Defense 967 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 1130 (+1130)

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

While your Elementalist is very "glassy" it does pack a punch. With multiple boons on you at all times, there isn't much to worry about except making sure you are not stunned or being burst down with conditions. The extra Vigor helps keep your endurance generated for dodging as needed.

 

Knowing fields and finishers can help make you stronger - stacking might, creating regeneration, or creating auras.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Curry Butternut Squash Soup
Duration: 30min
Precision: 100
Ferocity: 70
Experience from Kills: 10%
  • (30min)
  • Precision: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Bountiful Maintenance Oil
Duration: 30min
Boon Duration: 10%
Precision: 100
Experience from Kills: 10%
  • (30min)
  • Boon Duration: 10%
  • Precision: 100
  • 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%.
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
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%.
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
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%.
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Zojja's Wristguards
  • Defense: 140
  • 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%.
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Zojja's Breeches
  • Defense: 203
  • Power: 94
  • Precision: 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%.
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Zojja's Footwear
  • Defense: 140
  • 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%.
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5

Armor Stat Totals

  • Defense 967
  • Power 614
  • Ferocity 415
  • Precision 345
  • Agony Resistance 30

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

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

Accessory Totals

  • Power:692
  • Precision:496
  • 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.
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Force

+5% damage.

Zojja's Trident
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Upgrade Item Details

Armor is typical Beserkers, however if you want a higher critical hit chance without losing too much damage (or you do not have precise infusions), then Assassin's is a good alternative. For leveling with this build or learning how to play your Elementalist, I suggest using Soldier or Celestial stats until you are comfortable with the game-play. Mighty infusions are ideal for the celestial alternative. For cheaper armor rune alternatives, try using Superior Rune of Fire or Superior Rune of the Eagle until you can afford to upgrade. Your food and utility nourishment is designed to improve your precision and enhance your boon duration.


V. Basic Gameplay

Basically, you go through your attunements constantly. Always try to start a fight by stacking might. Then go through your attunements starting in Earth, then Fire, then Air, and last Water as needed. Use your utilities as needed.


Main Skill Rotation

Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Magnetic Aura30
Aura. Reflect projectiles with magnetic energy.
Duration: 5
Eruption6
Shake the ground until it erupts and damages foes.
Damage: 462x6Bleeding: 12 s (3060 damage)Radius: 300Combo Finisher: BlastRange: 1,200
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Lava Font¼ 4
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Arcane Wave30
Arcane. Blast nearby foes with an energy wave for critical damage.
Damage: 628Combo Finisher: BlastRange: 360
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
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Static Field¾ 40
Create an electrical field that stuns foes crossing it.
Damage: 185Duration: 4Stun: 2 sRadius: 240Combo Field: LightningRange: 1,200
Gust¼ 30
Push foes backward with a burst of air.
Knockback: 400Range: 1,200
Lightning Surge10
Charge a lightning surge that blinds foes near your target when it discharges.
Damage: 481Blind: 5 sRadius: 180Range: 1,200
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Geyser½ 20
Create a geyser to heal nearby allies.
Healing: 808Duration: 2Radius: 180Combo Field: WaterRange: 1,200
Frozen Ground¼ 40
Coat the target area in ice, chilling foes that enter it.
Chilled: 2 sDuration: 5Radius: 300Combo Field: IceRange: 1,200
Ice Spike1 4
Drop a giant ice spike on foes to make them vulnerable.
Damage: 554x5Vulnerability: 10 sRadius: 300Range: 1,200
Healing Rain1 45
Call down a healing rain onto the target area, granting regeneration to allies and curing conditions once every three seconds.
x4Regeneration: 4 s (2080 health)Duration: 6Radius: 420Combo Field: WaterRange: 1,200
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Shockwave¾ 30
Create a shockwave that bleeds and immobilizes your target.
Damage: 190Bleeding: 20 s (850 damage)Immobilized: 2 sCombo Finisher: ProjectileRange: 1,200
Magnetic Aura30
Aura. Reflect projectiles with magnetic energy.
Duration: 5
Eruption6
Shake the ground until it erupts and damages foes.
Damage: 462x6Bleeding: 12 s (3060 damage)Radius: 300Combo Finisher: BlastRange: 1,200
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Lava Font¼ 4
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Flame Burst½
Burn foes at the target location.
x2Burning: 6 s (1640 damage)Radius: 240Range: 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
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 sProtection: 5 s
Shockwave¾ 30
Create a shockwave that bleeds and immobilizes your target.
Damage: 190Bleeding: 20 s (850 damage)Immobilized: 2 sCombo Finisher: ProjectileRange: 1,200
Stoning¾
Hurl a rock and weaken your foe.
Damage: 185Weakness: 1 sCombo Finisher: ProjectileRange: 1,200
Unsteady Ground¼ 30
Create unsteady ground that cripples foes moving through it.
Damage: 37Crippled: 2 sRange: 1,200
Magnetic Aura30
Aura. Reflect projectiles with magnetic energy.
Duration: 5
Eruption6
Shake the ground until it erupts and damages foes.
Damage: 462x6Bleeding: 12 s (3060 damage)Radius: 300Combo Finisher: BlastRange: 1,200
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s
Lava Font¼ 4
Make lava erupt from the target area.
Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
Arcane Wave30
Arcane. Blast nearby foes with an energy wave for critical damage.
Damage: 628Combo Finisher: BlastRange: 360
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
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Ice Spike1 4
Drop a giant ice spike on foes to make them vulnerable.
Damage: 554x5Vulnerability: 10 sRadius: 300Range: 1,200
Geyser½ 20
Create a geyser to heal nearby allies.
Healing: 808Duration: 2Radius: 180Combo Field: WaterRange: 1,200
Healing Rain1 45
Call down a healing rain onto the target area, granting regeneration to allies and curing conditions once every three seconds.
x4Regeneration: 4 s (2080 health)Duration: 6Radius: 420Combo Field: WaterRange: 1,200

When you are just walking or running, stack in either air for swiftness or earth for protection when going through mobs.

 

During fights, stack might, rotate through all your skills - Earth, Fire, Air, Water. Above is an example of what a rotation may look like.


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