Elementalist PvE | Dungeon Staff | Damage Boon Damage Elementalist (NO IB)
Table of Contents
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
- 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
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 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.
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.
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
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
Conditions
Control
Fields & Finishers
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
Precision: 100
Ferocity: 70
Experience from Kills: 10%
- (30min)
- Precision: 100
- Ferocity: 70
- Experience from Kills: 10%
Utility Nourishment
Boon Duration: 10%
Precision: 100
Experience from Kills: 10%
- (30min)
- Boon Duration: 10%
- Precision: 100
- Experience from Kills: 10%
Armor & Runes
- Defense: 77
- Power: 63
- Precision: 45
- Ferocity: 45
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Precision: 5
- Agony Resistance: 5
- Defense: 77
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Precision: 5
- Agony Resistance: 5
- Defense: 330
- Power: 141
- Precision: 101
- Ferocity: 101
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Precision: 5
- Agony Resistance: 5
- Defense: 140
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Precision: 5
- Agony Resistance: 5
- Defense: 203
- Power: 94
- Precision: 67
- Ferocity: 67
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Precision: 5
- Agony Resistance: 5
- Defense: 140
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- 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- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
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:692
- Precision:496
- Ferocity:466
- Agony Resistance:45
Weapon Set Sigils
- Weapon Strength: 1034-1166
- Power: 251
- Precision: 179
- Ferocity: 179
- Weapon Strength: -
- Power: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
Weapon Set I
Sigil of Superior Force+5% damage.
- Weapon Strength: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
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
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.