Elementalist sPvP | Tournament Dagger/Dagger | Support D/D Celestial Ele

by Last Updated:
91% (54) Approval 66 Votes - 23563 Views

Summary

This is my guide for the D/D celestial elementalist build that I use in sPvP. The new trait changes have given this build more survivability by allowing you to use traits deeper in the earth specialization.

 

This build has very high 1v1 potential as well as being a great support in team fights due to the boons and condition clears that you will grant to your nearby teammates. Might stacking is extremely important in this build.

 

Watch me play this and other builds at twitch.tv/hinterhalt!


I. Weapons and Skills

PvP Dagger
  • Weapon Strength: 924-981
PvP Dagger
  • Weapon Strength: 924-981
PvP
  • Weapon Strength: -
  • 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.
    Crippled: 3 sStability: 2 sFury: 2 sProtection: 5 s
  • Dragon's Claw½
    Fling fire in a claw-shaped spread at your foe.
    Damage per projectile: 126Range: 400
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Drake's Breath5
    Spray a cone of fire at foes while on the move.
    Damage (4x): 672x4Burning: 2.5 s (3936 damage)Range: 400
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Burning Speed¾ 15
    Slide forward and blast the area, leaving behind a line of fire that burns foes.
    Fire wall damage: 34Duration: 4Burning: 1.5 s (328 damage)Blast radius: 240Blast damage: 672Combo Field: FireRange: 600
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Ring of Fire¼ 15
    Damage nearby foes with a ring of fire, burning foes that pass through it.
    Damage: 417x2Burning: 4 s (1640 damage)Duration: 6Radius: 240Combo Field: Fire
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Fire Grab¾ 45
    Damage foes in a cone in front of you. Deal more damage to burning foes.
    Damage: 588Damage vs burning: 941Range: 300
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Signet of Restoration1 25
    Signet Passive: Grants health every time you cast a spell.
    Signet Active: Heal yourself.
    Healing: 3,275Healing: 202 per cast
    • 0
      Fury: 2 s
  • Armor of Earth72
    Cantrip. Protect yourself with earth armor and gain protection and stability.
    Duration: 6x10Stability: 6 sProtection: 8 sBreaks Stun
    • 0
      Fury: 2 s
  • Cleansing Fire32
    Cantrip. Cure three conditions and burn foes.
    x3Burning: 4 s
    • 0
      Fury: 2 s
  • Lightning Flash 32
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 0
      Fury: 2 s
  • 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
      Fury: 2 s

Weapon and Skill Details

VARIANTS

 

Glyph of Elementals over Fiery Greatsword for better 1v1 potential and extra support in team fights.

 

SKILLS

 

Armor of Earth - Use for safe stomps/breaking stun

 

Cleansing Fire - Use to clear conditions. Try not to waste this skill on less impactful conditions that you can just eat through. Good for breaking immobilizes and removing high stacks of condi damage.

 

Lightning Flash - Great for map mobility, such as blinking up to middle node on Kyhlo, as well as escapes from fights. Ex: blinking up to the ledges at middle node on Forest or up to the roof from middle node on Kyhlo. Learning all of the blink locations can be extremely valuable!

 

Lightning flash can also be used during casting without interrupting your skill. For example, you can use it while casting earthquake/churning earth to guarantee a hit on a target or to catch them off guard. Lightning flash is also good to use to guarantee your updrafts hit during 1v1s.

 

Conjure Fiery Greatsword - Mainly used as mobility to move around the map. Also drops one for your team so this skill is well used from the spawn area to get back into a fight because it will leave one for the next person if they need it. Fiery Eruption and Firestorm can be cast before entering a team fight to add some additional pressure. FGS is also a great skill to use for escapes!


Traits

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%.

Earth Magic

  • Stone Flesh
    Gain 150 toughness while attuned to earth.
    • Earth’s Embrace
      Gain armor of earth when struck while below 50% health.
    • Serrated Stones
      Bleeds you apply last 20% longer; deal 5% more damage to bleeding foes.
    • Elemental Shielding
      Grant 3 seconds of protection when applying an aura to yourself or an ally.
  • Earthen Blast
    Damage foes and cripple them for 3s when attuning to earth.
    • Strength of Stone
      Gain condition damage based on 10% of your toughness attribute.
    • Rock Solid
      Grant 2 seconds of stability to nearby allies when attuning to earth.
    • Geomancer’s Training
      You recover 33% more quickly from chilled, cripple and immobilize. Earth abilities recharge 33% faster.
  • Geomancer’s Defense
    You take 10% less damage from foes within 360 range of you.
    • Diamond Skin
      Conditions cannot be applied to you when your health is above the threshold (90%)
    • Written in Stone
      Maintain the passive effects of signets when you activate then. Reduces recharge of signets by 20%.
    • Stone Heart
      You cannot be critically hit while attuned to earth.

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

VARIANTS

  • Cleansing wave over soothing disruption will give more condition cleansing support for your teammates if they need it/you are against heavy condi team comps.

     

  • Elemental contingency over final shielding if the opposing team has very little burst and you find yourself rotating into smaller fights more. NOTICE: Lately I've been using this more often over final shielding.


III. Stat Specifics & Effects

Primary Stats

  • Health 17245 (+5600)
  • Vitality 1560 (+560)
  • Armor 2480 (+560)
  • Toughness 1560 (+560)
  • Attack 2716 (+735)
  • Power 1735 (+735)
  • Critical Hit 31% (+31%)
  • Precision 1560 (+560)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Condition Damage 560 (+560)
  • Critical Damage 37% (+37%)
  • Damage 981 (+0%)
  • Defense 920 (+0)
  • Ferocity 560 (+560)
  • Healing Power 560 (+560)
  • Might Duration 45% (+45%)

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. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Rune Stat Totals

  • Power 175
  • Might Duration 45%

Rune Bonuses

PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Accessories & Jewels

Celestial Amulet
  • Power: 560
  • Precision: 560
  • Toughness: 560
  • Vitality: 560
  • Condition Damage: 560
  • Healing Power: 560
  • Ferocity: 560

Accessory Totals

  • Power:560
  • Precision:560
  • Toughness:560
  • Vitality:560
  • Condition Damage:560
  • Healing Power:560
  • Ferocity:560

Weapon Set Sigils

PvP Dagger
  • Weapon Strength: 924-981
PvP Dagger
  • Weapon Strength: 924-981
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 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.

PvP
  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

VARIANTS

 

Hoelbrak runes over strength if you feel you are taking too much pressure from condition damage.

 

Runes of the Pack for even more support in team fights.

 

Sigil of Leeching over sigil of battle for more sustain. (currently using this)


V. Basic Gameplay

This build is extremely useful for supporting your teammates in team fights while also putting out a decent amount of damage. You also have very high 1v1 potential and good mobility with lightning flash and fiery greatsword. Learning what classes you fare well against and poorly against will help your decision making on when to engage in 1v1s or whether you should move on and +1 another fight.

 

TIPS

  • Switching into water attunement while resurrecting and downed teammate will speed up the process. Armor of earth/earth attunement can also be used to prevent interrupts.
  • Get used to spamming lightning whip. A lot.
  • You can heal up fairly quickly using your water attunement skills, so learn when to lightning flash out of a team fight, heal up, and then jump right back in.
  • Learn as many useful lightning flash spots as you can!
  • Pay attention to your allies health as well. A cleansing wave at the right time can keep an ally alive long enough to turn a team fight around.
  • Burn the might stacking skill rotation into your brain. Once you have that down really well, you can think about everything else going on around you rather than concentrating on your rotation.
  • You can alter the distance traveled when casting burning speed depending on how your camera is angled. Looking more directly towards the ground will cause you to travel a shorted distance. Landing this blast is a significant source of damage!
  • Switching to earth attunement to gain stability during a stomp is a great low cooldown way to secure stomps.


Main Skill Rotation

Burning Speed¾ 15
Slide forward and blast the area, leaving behind a line of fire that burns foes.
Fire wall damage: 34Duration: 4Burning: 1.5 s (328 damage)Blast radius: 240Blast damage: 672Combo Field: FireRange: 600
Drake's Breath5
Spray a cone of fire at foes while on the move.
Damage (4x): 672x4Burning: 2.5 s (3936 damage)Range: 400
Fire Grab¾ 45
Damage foes in a cone in front of you. Deal more damage to burning foes.
Damage: 588Damage vs burning: 941Range: 300
Ring of Fire¼ 15
Damage nearby foes with a ring of fire, burning foes that pass through it.
Damage: 417x2Burning: 4 s (1640 damage)Duration: 6Radius: 240Combo Field: Fire
Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Crippled: 3 sStability: 2 sFury: 2 sProtection: 5 s
Magnetic Grasp½ 12
Immobilize your foe, making them vulnerable to a Magnetic Leap attack.
Damage: 53Immobilized: 2 sCombo Finisher: Physical ProjectileRange: 900Unblockable
Earthquake¾ 45
Trigger a quake at your location, knocking down foes and dealing massive damage.
Damage: 336Knockdown: 2 sRadius: 240Combo Finisher: Blast
Ring of Earth¾ 6
Bleed foes with a ring of rocky spikes.
Damage: 417Bleeding: 12 s (510 damage)Radius: 240Crippled: 3 s
Magnetic Leap
Pull yourself to your magnetically grasped foe and deliver a strike
Damage: 159Combo Finisher: LeapRange: 900
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 sRegeneration: 5 s
Frozen Burst¼ 15
Detonate a burst of ice that chills nearby foes.
Damage: 140Chilled: 3 sRadius: 240Range: 240
Cone of Cold10
Spray an icy blast in a cone that damages foes and heals allies.
Damage: 168Healing: 780Range: 400
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 sSwiftness: 8 s
Lightning Touch¾ 10
Shock your foe and inflict weakness.
Damage: 202Weakness: 5 sRange: 300
Lightning Whip½
Lash your foe with lightning.
Damage: 235Range: 300
Fire Attunement
Attunement. Attune to fire, gaining heavy damage and burning abilities.
Fury: 2 sMight: 15 s

This is the main might stacking/dps rotation that I use while playing d/d ele. You want to make sure your dodge roll(in earth attunement)/blast finishers(earthquake and frozen burst)/magnetic leap happen inside the ring of fire you put down.

 

Use skills such as frost aura and shocking aura for some relieve from incoming damage. Your traits give you additional protection after activating these skills. Stuns from shocking aura as well as ride the lightning/updraft combo are great at the beginning of a 1v1 to help land burning speed and to keep the opponent in your fire field while you are stacking might.

 

If you are taking heavy pressure try to switch into water attunement and pop your auras/heals as often as possible. Sometimes necessary to switch to water before earth during might stacking to clear conditions or relieve some pressure while still getting might stacks.

 

Lightning whip is one of your highest dps skills and can burn down opponents quickly at high might stacks. It also gives great healing from healing signet, so don't be afraid to sit in air attunement and spam 1 for periods of time! (you should always be spamming your auto attack if you aren't at full health and using another skill)


Comments

Post a Comment
Devourerofmemes @ 09:06 PM, Fri June 26 2015 Reply
Nicely made guide, I added you to our livestreams, since I didn't see you listed!
@ 09:11 PM, Fri June 26 2015 Reply
Thanks! Looking forward to maybe getting a few other things on here as well. Love the site!
TimeBomb @ 01:37 AM, Sat June 27 2015 Reply
Nice Hinter, good stuff. I'd go with Elemental Contingency more times than not - including as the default in the DD ele build. Ideally you'd be able to sustain yourself enough, between smart dodges and picking your fights, that Final Shielding wouldn't be needed to save your life as much.

In regards to traits, Geomancer's Training over Rock Solid is an option. Less team support, more selfishness. Stone Heart over Diamond Skin is an option too, though not one I'd find myself taking that often, for similar reasons to why you shouldn't need Final Shielding. Stop Drop and Roll is kind of an option as well, though with Elemental Shielding I'm not very inclined to encourage it.

I haven't played my DD ele much since the changes (mesmer is so fun!), though pre-patch, and post-patch given all the condis, I'd likely default to Hoelbrak over Strength, with Strength being a potential option. If it saves you from going down or having to back out of a fight once in a match, it's worth.

Well written man, gj.
@ 02:17 AM, Sat June 27 2015 Reply
Thanks for the feedback TB!

I actually started with elemental contingency when I first made a build, but with the crazy damage other builds are doing (like mesmer lol) I like the escape opportunity you get with arcane shield. Still kind of back and forth about it.

Rock solid and geomancer's training is an interesting one. I think I might just be biased because of how much solo queue I play, but I love how you pretty much have a safe stomp/general stability ready all the time. Plus the team support. Although geomancer's training combined with Hoelbrak runes is really nice. I'll definitely need to add that in.

I haven't tried stone heart yet, but definitely an option. I just love the 1v1 vs condi builds with diamond skin. Also when not being focused in a team fight, not catching those area conditions is nice.

This is what is so nice about the update though. So many options that are actually viable!
@ 03:42 AM, Tue July 07 2015 Reply
Hunter halt, have you tried fire over earth on cele d/d? I find it to be stronger than earth in many situations.
@ 03:43 AM, Tue July 07 2015 Reply
Hinterland* I hate auto correct.
@ 03:43 AM, Tue July 07 2015 Reply
Hinterhalt* ----
@ 10:57 AM, Sat July 11 2015 Reply
Hi Sadrien,

Fire over earth is definitely really strong with the condi cleanse/extra burning and will give you some nice extra damage. Depending on what your team needs fire is a viable option over earth, but i still like the damage reduction you get from the earth traits. Especially considering how much damage all of the other builds are putting out.

At the end of the day it's all about whatever works for you though!
@ 07:43 AM, Sat September 12 2015 Reply
Nice guide!
@ 06:09 PM, Mon September 28 2015 Reply
Thanks, reexe! Might need to make some updates considering that fire is much more popular than earth right now and I'm sure people would like to see some notes on that.