Elementalist - Condition Cele D/F

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Designed for:


Overview

Skill Bar

Dagger/FocusHealingUtilityElite

Skill Variants

Healing skill:

  • Signet of Restoration Signet of Restoration
    1Activation.png
    25Recharge.png
    Signet of Restoration
    Signet Passive: Grants health every time you cast a spell.
    Signet Active: Heal yourself.
    Heal.pngHealing: 3,275
    Heal.pngHealing Per Cast: 202
    - Can be better than Ether Renewal if you are casting alot, but the plus to ether renewal is that you can burst remove conditions. Signet will very much shine in positions where you have a bunker or an ally that can remove condis for you.

Utilities

  • Signet of Air Signet of Air
    25Recharge.png
    Signet of Air
    Signet Passive: Grants a 25% increase in movement speed.
    Signet Active: Blind your target and nearby foes.
    Damage.pngDamage: 122
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Signet of Air.pngSignet of Air: 25% Movement Speed
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    You can use this signet to replace any of the other signets, just for controll and single target cc. It can be used to dodge incoming stuns that can be caught or forseen.
  • Cleansing Fire Cleansing Fire
    40Recharge.png
    Cleansing Fire
    Cantrip. Cure three conditions and burn foes.
    Burn.png3Burning (4s): 1,572 Damage
    Book.pngConditions Removed: 3
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    You can replace one of the signets with this skill for some extra condi removal in your build if you need it.
  • Mist Form Mist Form
    75Recharge.png
    Mist Form
    Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
    Book.pngMovement Speed Increase: 66%
    Duration.pngDuration: 3 seconds
    Book.pngPrevents Capture-Point Contribution
    Stun-Break.pngBreaks stun
    /
    Armor of Earth Armor of Earth
    75Recharge.png
    Armor of Earth
    Cantrip. Protect yourself with earth armor and gain protection and stability.
    Protection.pngProtection (6s): -33% Incoming Damage
    Stability.png10Stability (6s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
    Duration.pngDuration: 6 seconds
    Stun-Break.pngBreaks stun
    /
    Lightning Flash Lightning Flash
    40Recharge.png
    Lightning Flash
    Cantrip. Teleport to target area.
    Damage.pngDamage: 365
    Book.pngNumber of Targets: 1
    Radius.pngRadius: 120
    Range.pngRange: 900
    You can replace one of your signets with these skills so that you can have some get away or a stun break.

Elite skill

  • Tornado Tornado
    1Activation.png
    150Recharge.png
    Tornado
    Cantrip. Gain stability and shape-shift into a tornado that damages and launches foes.
    Damage.pngDamage: 271
    Stability.pngStability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
    Launch.pngLaunch: 600
    Book.pngNumber of Targets: 5
    Radius.pngBoon Application Interval: 3 seconds
    Duration.pngDuration: 15 seconds
    Radius.pngRadius: 240
    Unblockable.pngUnblockable
    Combo.pngCombo Field: Lightning
    Combo.pngCombo Finisher: Whirl
    Gives you some team fight control, yes tornado does give you might when you use an ability if you were in fire attunement before you use this elite. Works well with the
    Pyromancer's Puissance Pyromancer's Puissance
    Pyromancer's Puissance
    Each fire spell you cast grants you might.
    Might.pngMight (10s): 30 Power, 30 Condition Damage

Weapons

  • I really wouldnt reccomend any other weapons over Dagger/Focus, but if I did it would have to be Dagger/Dagger. Although scepter main hand does give you some range and more cc so its very much up to playstyle at this point but the build does revolve around spamming in fire attunement and getting stacks up with Drake's Breath.

Specializations

AdeptMasterGrandmaster

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Trait Variants

  • You can relocate 2 points from Arcane Power into Water Magic and take
    Soothing Wave Soothing Wave
    10Recharge.png
    Soothing Wave
    Gain regeneration when critically hit.
    Regeneration.pngRegen (3s): 390 Heal
    or
    Cantrip Mastery Cantrip Mastery
    Cantrip Mastery
    Reduces recharge on cantrips.
    Book.pngRecharge Reduced: 20%
    if you take a Cantrip utility's for survivability.
  • You can relocate 2 points from Arcane Power into Air Magic and take
    Quick Glyphs Quick Glyphs
    Quick Glyphs
    Reduces recharge on glyphs.
    Book.pngRecharge Reduced: 20%
    .

Weapons

First Weapon Set
  • Main Hand
Dagger
Superior Sigil of Accuracy Superior Sigil of Accuracy
Superior Sigil of Accuracy.pngSuperior Sigil of Accuracy
+7% Critical Chance
  • Off Hand
Dagger
Superior Sigil of Blood Superior Sigil of Blood
5Recharge.png
Superior Sigil of Blood.pngSuperior Sigil of Blood
50% Chance on Critical: Steal Health. (Cooldown: 5s)

These runes would be used for any other sets that you take, if you change up your sigils it's just for your own personal playstyle that you need help with against certain mechanics while playing this build.

Equipment

Rune:

Superior Rune of Hoelbrak Superior Rune of Hoelbrak
Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.


Amulet: Amulet/PvP Celestial Amulet

Equipment Variants

  • Superior Rune of the Dolyak Superior Rune of the Dolyak
    Superior Rune of the Dolyak.pngSuperior Rune of the Dolyak
    (1): +25 Toughness (2): +35 Vitality (3): +50 Toughness (4): +65 Vitality (5): +100 Toughness (6): Regenerate health every second.
    For survivability
  • Superior Rune of Melandru Superior Rune of Melandru
    Superior Rune of Melandru.pngSuperior Rune of Melandru
    (1): +25 Toughness (2): +35 Vitality (3): +50 Toughness (4): -10% Incoming Condition Duration; -10% Incoming Stun Duration (5): +100 Toughness (6): -15% Incoming Condition Duration; -15% Incoming Stun Duration
    For survivability
  • Superior Rune of Balthazar Superior Rune of Balthazar
    Superior Rune of Balthazar.pngSuperior Rune of Balthazar
    (1): +25 Condition Damage (2): +10% Burning Duration (3): +50 Condition Damage (4): +20% Burning Duration (5): +100 Condition Damage (6): +20% Burning Duration; +10% maximum health.
    For Extra Burning Damage

Usage

Spamming Abilities in Fire attunement is important so you can get might stacks, casting for around fifteen seconds will get you full stacks. When you swap to other attunements it would be to casting the other spells for utility, survivability, and or cc. Swapping to Earth attunement can help nullify burst, blocking projectiles, and remove some condis. Water attunement can help you pick up some heals on yourself, using a burst combo for some more stacks of might, and a aoe daze. Air attunement will get you two more stuns, and a small aoe cone of damage. Most important thing is getting your rhythem for going between attunements, swapping between them to stack might is important for burst combos.

Counters

Main counters are anyone who can burst this class down, or just someone who has lockdown. Also someone that can dodge efficiently and remove condis real quick can remove you from the fight pretty easily.

Streamers

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