Elementalist - DS/CES Condition Staff

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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

The DS/CES Condition Staff (Diamond Skin/Conjure Earth Shield) is an advanced Staff Elementalist build that focuses on applying Condition, supporting the team with an heavy amount of Crowd Control (11 in total) (2 immobilizes, 1 AoE Pull, 1 knockback, 1 knockdown, 1 AoE stun + 1 Stun with Air Elemental, 1 cleaving Daze on a 12 seconds cooldown, 1 fear, and static aura) and Healing Power. DS/CES Condition Staff is also very hard to kill and counters pure condition builds (without being the main purpose).

Skill Bar

StaffHealingUtilityElite

Slot Changes

  • 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
    - over
    Glyph of Elemental Power Glyph of Elemental Power
    45Recharge.png
    Glyph of Elemental Power
    Glyph. Gain a chance for spells to inflict a condition based on your attunement.
    Book.pngTrigger Chance: 25%
    Burn.png2Burning (3s): 786 Damage
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Cripple.pngCripple (5s): -50% Movement Speed
    Duration.pngEffect Recharge: 5 seconds
    Duration.pngDuration: 30 seconds
    Stun-Break.pngBreaks Stun
    - for extra stability. It's a big trade-off; you have been warned. (See
    Glyph of Elemental Power Glyph of Elemental Power
    45Recharge.png
    Glyph of Elemental Power
    Glyph. Gain a chance for spells to inflict a condition based on your attunement.
    Book.pngTrigger Chance: 25%
    Burn.png2Burning (3s): 786 Damage
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Cripple.pngCripple (5s): -50% Movement Speed
    Duration.pngEffect Recharge: 5 seconds
    Duration.pngDuration: 30 seconds
    Stun-Break.pngBreaks Stun
    Section for details.)
  • Conjure Fiery Greatsword Conjure Fiery Greatsword
    1Activation.png
    180Recharge.png
    Conjure Fiery Greatsword
    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.pngDamage: 246
    Conjure Fiery Greatsword.pngConjure Fire Attributes: 260 Power, 180 Condition Damage
    Book.pngNumber of Charges: 15
    Burn.pngBurning (3s): 984 Damage
    Book.pngNumber of Targets: 3
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 150
    Range.pngRange: 1,200
    over
    Glyph of Elementals Glyph of Elementals
    Activation.png
    90Recharge.png
    Glyph of Elementals
    Glyph. Summon an elemental based on your attunement.
    Fire Attunement.pngGlyph of Elementals (fire).pngFire Elemental: Deals damage.
    Water Attunement.pngGlyph of Elementals (water).pngIce Elemental: Deals damage and heals.
    Air Attunement.pngGlyph of Elementals (air).pngAir Elemental: Deals damage and stuns.
    Earth Attunement.pngGlyph of Elementals (earth).pngEarth Elemental: Deals damage and is hard to kill.
    Duration.pngDuration: 60 seconds
    - for more mobility.

Specializations




Trait Variants

  • You can give up Can't find such trait "Earth Embrace"! Please refer to our trait index and take instead, should you judge that the opponent lacks burst or CC, or if you do not plan to drop under 50% health. But Still, stays a weak trait even for a pure condition build.
  • Before the 23 June Patch, a very important trait variation included the Vulnerability on Signet use. The application of vulnerability is now secured with Weak Spot for Air Line. It's even better: with Fury, you will be able to maintain reasonable crit chance to keep at least one stack of Vulnerability applied all the time.
  • Planned Trait Variants: Inscription instead of Tempest Defense. Though, with Inscription still giving 1 stack of might, the idea have been given up. Tempest defense damage modifier actually helps to deal an interesting amount of regular damage despite the lack of Power in the build. (1k Lightning Rod crits)

Equipment

Staff.png
I.png
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of the Nightmare
Superior Rune of the Nightmare.pngSuperior Rune of the Nightmare
(1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)
Settler Amulet
Settler Amulet.pngSettler Amulet
+1200 Toughness +900 Healing Power +900 Condition Damage

Sigil Variants

  • Superior Sigil of Leeching Superior Sigil of Leeching
    9Recharge.png
    Superior Sigil of Leeching.pngSuperior Sigil of Leeching
    Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
    over Doom. (see
    Diamond Skin Diamond Skin
    Diamond Skin
    Conditions cannot be applied to you when your health is above the threshold.
    Radius.pngHealth Threshold: 90%
    Section for details on Leeching Mechanics)

Equipment Variants

  • Superior Rune of the Undead Superior Rune of the Undead
    Superior Rune of the Undead.pngSuperior Rune of the Undead
    (1): +25 Condition Damage (2): +35 Toughness (3): +50 Condition Damage (4): +65 Toughness (5): +100 Condition Damage (6): 7% of toughness is converted to Condition Damage.
    - If you judge that your team composition has enough poison application and wish to gain an extra 168 condition damage.
  • Superior Rune of Orr Superior Rune of Orr
    Superior Rune of Orr.pngSuperior Rune of Orr
    (1): +25 Condition Damage (2): +10% Poison Duration (3): +50 Condition Damage (4): 25% chance when struck to inflict poison for 10 seconds. (Cooldown: 20s) (5): +100 Condition Damage (6): +20% Poison Duration; When struck below 20% health you gain quickness for 5 seconds. (Cooldown: 90s)
    - With the current condition duration on Sigil of Doom, Superior Rune of Orr seems like an odd pick now.
  • Superior Rune of the Nightmare Superior Rune of the Nightmare
    Superior Rune of the Nightmare.pngSuperior Rune of the Nightmare
    (1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)
    - I feel bad for this cliché pick, but the fear actually procs Lightning Rod. Also, the 15% condition duration is very welcome especially since the build use two long immobilizes.

Amulets

  • PvP Celestial Amulet PvP Celestial Amulet - If you judge that you would rather get the extra stats and vitality (see
    Diamond Skin Diamond Skin
    Diamond Skin
    Conditions cannot be applied to you when your health is above the threshold.
    Radius.pngHealth Threshold: 90%
    Section for details on Vitality). The build will be less specialized as a result, and it will show. This variant have not been tested with the new patch yet.
  • PvP Rabid Amulet PvP Rabid Amulet - Settler is safer, but, it is possible to run Rabid. It has not been tested yet, but it might be an idea to run it with Arcane Precision now that it has a 33% chance to proc the condition. But still, precision seems wasted for a condition elementalist. A go to if they ever implement a four stats variation of the amulet.


Why Diamond Skin; What to Know; How to Use?

Diamond Skin Diamond Skin
Diamond Skin
Conditions cannot be applied to you when your health is above the threshold.
Radius.pngHealth Threshold: 90%

is a controversial trait. But what does it do exactly? With Diamond Skin (DS - Diamond Skin), no conditions can be applied to you when above the health threshold of 90%. This includes all conditions, even fear and immobilize.

Why Diamond Skin?

As an Elementalist, most condition clears are attached both to Water Trait Line and the Cantrips that go along it. Obviously, the Utilities needed for a condition build are not cantrips, and it requires a massive investment in the Earth Line; therefore, there was no access to a good condition clear. That's why DS comes in mind.

  • DS will eliminate the threat of other pure condition builds that would destroy the build otherwise.
  • DS will hinder most attempts, and perhaps all attempts, from hybrid oriented builds to apply a condition. (Terrormancers)
  • DS will weaken most initiation attempts with a condition included in the rotation. Or unseen target swaps. Mediguards'
    Chains of Light Chains of Light
    ½Activation.png
    20Recharge.png
    Chains of Light
    Immobilize and make your foe vulnerable with ethereal chains.
    Damage.pngDamage: 61
    Immobilize.pngImmobilize (2s): Unable to move.
    Vulnerability.png3Vulnerability (6s): 3% Incoming Damage
    Range.pngRange: 900
    for instance, or
    Superior Rune of the Nightmare Superior Rune of the Nightmare
    Superior Rune of the Nightmare.pngSuperior Rune of the Nightmare
    (1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)
    .

What to Know?

Don't get fooled! It is not because you are full health that you are necessarily immune to conditions. Most abilities apply the damage first then the condition, with the exception of abilities applying Vulnerability;

Ice Spike Ice Spike
1Activation.png
4Recharge.png
Ice Spike
Drop a giant ice spike on foes to make them vulnerable.
Damage.pngDamage: 365
Vulnerability.png5Vulnerability (10s): 5% Incoming Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Range.pngRange: 1,200

applies Vulnerability before the damage. With that rule in mind, take note.

  • Take an extreme precaution when dealing with Celestial Rifle Engineers, and especially when they use
    Tool Kit Tool Kit
    Tool Kit
    Weapon Kit. Equip a kit that gives you a variety of tools.
    since a critical strike from
    Pry Bar Pry Bar
    ½Activation.png
    15Recharge.png
    Pry Bar
    Confuse your foe by smacking them with a pry bar.
    Damage.pngDamage: 658
    Confusion.png5Confusion (5s): 325 Damage On Skill Use
    Range.pngRange: 130
    will break through DS and apply the 5 stacks of Confusion. However, this can be avoided through the use of a timed Earth Attunement Swap to gain Protection; but still, the Engineer must absolutely not have a Leeching Stack from
    Superior Rune of Vampirism Superior Rune of Vampirism
    Superior Rune of Vampirism.pngSuperior Rune of Vampirism
    (1): +25 Power (2): +35 Vitality (3): +50 Power (4): +65 Vitality (5): +100 Power (6): +10% Maximum Health; restore 10% of your health upon killing a foe.
    or
    Superior Sigil of Leeching Superior Sigil of Leeching
    9Recharge.png
    Superior Sigil of Leeching.pngSuperior Sigil of Leeching
    Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
    . If you get hit by
    Pry Bar Pry Bar
    ½Activation.png
    15Recharge.png
    Pry Bar
    Confuse your foe by smacking them with a pry bar.
    Damage.pngDamage: 658
    Confusion.png5Confusion (5s): 325 Damage On Skill Use
    Range.pngRange: 130
    , make sure to either Water
    Evasive Arcana Evasive Arcana
    Evasive Arcana
    Create an attunement-based spell at the end of your dodge. Each spell can be triggered once every 10 seconds.
    Fire Attunement.pngFlame Burst.pngFlame Burst: Burn nearby foes.
    Water Attunement.pngCleansing Wave.pngCleansing Wave: Heal yourself and nearby allies, curing a condition.
    Air Attunement.pngBlinding Flash.pngBlinding Flash: Blind nearby foes.
    Earth Attunement.pngShock Wave.pngShock Wave: Create a shock wave that bleeds and cripples nearby foes.
    Book.pngCombat Only
    or
    Fortify Fortify
    3Activation.png
    30Recharge.png
    Fortify
    Use magnetism to envelop yourself in a shield, becoming invulnerable.
    Duration.pngDuration: 3 seconds
    Book.pngPrevents Capture-Point Contribution
    to cure of delay the Confusion.
  • Take note that
    Superior Rune of Vampirism Superior Rune of Vampirism
    Superior Rune of Vampirism.pngSuperior Rune of Vampirism
    (1): +25 Power (2): +35 Vitality (3): +50 Power (4): +65 Vitality (5): +100 Power (6): +10% Maximum Health; restore 10% of your health upon killing a foe.
    and
    Superior Sigil of Leeching Superior Sigil of Leeching
    9Recharge.png
    Superior Sigil of Leeching.pngSuperior Sigil of Leeching
    Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
    's leeching effect are not modified by neither Power or Toughness. This means that a full 975 damage will be received even if you have the maximum Toughness offered by this build (3526). Make sure to
    Stone Sheath Stone Sheath
    Activation.png
    8Recharge.png
    Stone Sheath
    Block the next attack and cause bleeding to foes around you.
    Damage.pngDamage: 130
    Bleed.png3Bleeding (6s): 765 Damage
    Radius.pngRadius: 240
    ,
    Fortify Fortify
    3Activation.png
    30Recharge.png
    Fortify
    Use magnetism to envelop yourself in a shield, becoming invulnerable.
    Duration.pngDuration: 3 seconds
    Book.pngPrevents Capture-Point Contribution
    ,
    Magnetic Aura Magnetic Aura
    30Recharge.png
    Magnetic Aura
    Reflect projectiles with magnetic energy.
    Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
    ,
    Lightning Surge Lightning Surge
    Activation.png
    10Recharge.png
    Lightning Surge
    Charge a lightning surge that damages and blinds foes near your target when it discharges.
    Damage.pngDamage: 317
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 120
    Range.pngRange: 1,200
    , or Dodge it.
  • Don't be shy to use Water Atunement to refresh
    Soothing Mist Soothing Mist
    Soothing Mist
    You and nearby allies regenerate health while you are attuned to water.
    Heal.pngSoothing Mist (10s): 800 Heal
    Book.pngNumber of Targets: 5
    Radius.pngInterval: 10 seconds
    Radius.pngRadius: 1,200
    even though you did not intend to use heal up. Instead, use the Water Atunement to cast
    Ice Spike Ice Spike
    1Activation.png
    4Recharge.png
    Ice Spike
    Drop a giant ice spike on foes to make them vulnerable.
    Damage.pngDamage: 365
    Vulnerability.png5Vulnerability (10s): 5% Incoming Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Range.pngRange: 1,200
    and/or a preventive
    Healing Rain Healing Rain
    Activation.png
    45Recharge.png
    Healing Rain
    Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.
    Regeneration.png3Regen (4s): 1,560 Heal
    Book.pngConditions Removed: 1
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 6 seconds
    Radius.pngRadius: 360
    Combo.pngCombo Field: Water
    Range.pngRange: 1,200
    , and finally
    Frozen Ground Frozen Ground
    40Recharge.png
    Frozen Ground
    Coat the target area in ice, chilling foes that enter it.
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Ice
    Range.pngRange: 1,200
    Unblockable.pngUnblockable
    . The delay on
    Ice Spike Ice Spike
    1Activation.png
    4Recharge.png
    Ice Spike
    Drop a giant ice spike on foes to make them vulnerable.
    Damage.pngDamage: 365
    Vulnerability.png5Vulnerability (10s): 5% Incoming Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Range.pngRange: 1,200
    becomes a blessing since it will apply the Vulnerability (an extra condition!) when you will swap to Fire Atunement for a more potent Condi Bomb.
    Healing Rain Healing Rain
    Activation.png
    45Recharge.png
    Healing Rain
    Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.
    Regeneration.png3Regen (4s): 1,560 Heal
    Book.pngConditions Removed: 1
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 6 seconds
    Radius.pngRadius: 360
    Combo.pngCombo Field: Water
    Range.pngRange: 1,200
    , on the other hand will apply a very generous amount of Regeneration, which is essential for this build; moreover, this may have a psychological impact since the rare conditions that will be applied to you will be cleansed without effort, feel free to
    Eruption Eruption
    Activation.png
    6Recharge.png
    Eruption
    Shake the ground until it erupts and damages foes.
    Damage.pngDamage: 304
    Bleed.png6Bleeding (12s): 3,060 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 1,200
    it.
  • Frozen Ground Frozen Ground
    40Recharge.png
    Frozen Ground
    Coat the target area in ice, chilling foes that enter it.
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Ice
    Range.pngRange: 1,200
    Unblockable.pngUnblockable
    deserves its own section. That one is vicious. This skill is listed as instant but cannot be used while casting skill, and will be queued if this is attempted; technically, it has a 0,2 cast time. Since it is advised to use Water Atunement for the double Regeneration, make sure to time it with an initial
    Eruption Eruption
    Activation.png
    6Recharge.png
    Eruption
    Shake the ground until it erupts and damages foes.
    Damage.pngDamage: 304
    Bleed.png6Bleeding (12s): 3,060 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 1,200
    to Combo Blast it, or
    Eruption Eruption
    Activation.png
    6Recharge.png
    Eruption
    Shake the ground until it erupts and damages foes.
    Damage.pngDamage: 304
    Bleed.png6Bleeding (12s): 3,060 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 1,200
    (0,5 second window) after and combine with an Earth
    Evasive Arcana Evasive Arcana
    Evasive Arcana
    Create an attunement-based spell at the end of your dodge. Each spell can be triggered once every 10 seconds.
    Fire Attunement.pngFlame Burst.pngFlame Burst: Burn nearby foes.
    Water Attunement.pngCleansing Wave.pngCleansing Wave: Heal yourself and nearby allies, curing a condition.
    Air Attunement.pngBlinding Flash.pngBlinding Flash: Blind nearby foes.
    Earth Attunement.pngShock Wave.pngShock Wave: Create a shock wave that bleeds and cripples nearby foes.
    Book.pngCombat Only
    . Since you will also be in Earth for that combo, you may take that time to cast
    Shockwave Shockwave
    ¾Activation.png
    30Recharge.png
    Shockwave
    Create a shockwave that bleeds and immobilizes your target.
    Damage.pngDamage: 122
    Bleed.pngBleeding (20s): 850 Damage
    Immobilize.pngImmobilize (2s): Unable to move.
    Book.pngNumber of Targets: 5
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 1,200
    or
    Stoning Stoning
    ¾Activation.png
    Stoning
    Hurl a rock and weaken your foe.
    Damage.pngDamage: 122
    Weakness.pngWeakness (3s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 1,200
    and use them as a 100% projectile finisher.
  • Applying Weakness through
    Stoning Stoning
    ¾Activation.png
    Stoning
    Hurl a rock and weaken your foe.
    Damage.pngDamage: 122
    Weakness.pngWeakness (3s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 1,200
    and
    Glyph of Elemental Power Glyph of Elemental Power
    45Recharge.png
    Glyph of Elemental Power
    Glyph. Gain a chance for spells to inflict a condition based on your attunement.
    Book.pngTrigger Chance: 25%
    Burn.png2Burning (3s): 786 Damage
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Cripple.pngCripple (5s): -50% Movement Speed
    Duration.pngEffect Recharge: 5 seconds
    Duration.pngDuration: 30 seconds
    Stun-Break.pngBreaks Stun
    is also a great defensive maneuver.

How to Use?

To fully use

Diamond Skin Diamond Skin
Diamond Skin
Conditions cannot be applied to you when your health is above the threshold.
Radius.pngHealth Threshold: 90%

, you will need to keep yourself as healthy as possible. When used with

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

, this will mean a fair share of spell spamming, covering AoE Casts like

Eruption Eruption
Activation.png
6Recharge.png
Eruption
Shake the ground until it erupts and damages foes.
Damage.pngDamage: 304
Bleed.png6Bleeding (12s): 3,060 Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200

with Line of Sight, and a generous use of Burning Retreat and dodge rolls in the right atunement.

  • If the Diamond Skin threshold is broken? Don't panic. Dodge roll immediately then swap to Water in the safest direction possible. Chances are that you will be back to full after this, but keep the defensive pressure on; it is time to cast
    Magnetic Aura Magnetic Aura
    30Recharge.png
    Magnetic Aura
    Reflect projectiles with magnetic energy.
    Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
    or any form of CC after that. If not back to full, run forward in while strafing left and right rapidly while casting
    Geyser Geyser
    ¾Activation.png
    20Recharge.png
    Geyser
    Create a geyser to heal nearby allies.
    Heal.pngHealing: 2,424
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 2 seconds
    Radius.pngRadius: 180
    Combo.pngCombo Field: Water
    Range.pngRange: 1,200
    forward. You can also wait out for the double regeneration while in a 3 seconds
    Fortify Fortify
    3Activation.png
    30Recharge.png
    Fortify
    Use magnetism to envelop yourself in a shield, becoming invulnerable.
    Duration.pngDuration: 3 seconds
    Book.pngPrevents Capture-Point Contribution
    . (More details about
    Conjure Earth Shield Conjure Earth Shield
    ¾Activation.png
    60Recharge.png
    Conjure Earth Shield
    Conjure. Manifest a magnetic shield in your hands and at the target location. Wielders of this weapon gain increased toughness and vitality.
    Conjure Earth Shield.pngConjure Earth Attributes: 180 Vitality, 180 Toughness
    Book.pngNumber of Charges: 15
    Duration.pngDuration: 60 seconds
    Range.pngRange: 1,200
    in the proper section.)
  • You can effectively use
    Water Blast Water Blast
    ¾Activation.png
    Water Blast
    Spray a jet of water at your foe that splashes to heals nearby allies.
    Damage.pngDamage: 73
    Heal.pngHealing: 372
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 180
    Range.pngRange: 1,200
    against the floor or a wall when inside
    Geyser Geyser
    ¾Activation.png
    20Recharge.png
    Geyser
    Create a geyser to heal nearby allies.
    Heal.pngHealing: 2,424
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 2 seconds
    Radius.pngRadius: 180
    Combo.pngCombo Field: Water
    Range.pngRange: 1,200
    . This is especially potent when affected by the 5 seconds Quickness from {{gw2rune|Superior Rune of Orr} when struck below 20% health. Should you be left alone in a 1v1 or alone during that duration, you can heal back up to the 90% Threshold.

Vitality?

Vitality becomes one of the oddest stat for a Diamond Skin build. It is a double-edged blade. Let me explain. With more vitality, the threshold becomes harder to break, but it also becomes harder to gain back; with less vitality, it becomes easier to break, but also much easier to gain back. Instead, it is important to keep the Vitality in check: not too much of it. Currently, Settler with 2 points in Water Magic does not offer enough Vitality for a total of 11905 health. With the use of

Conjure Earth Shield Conjure Earth Shield
¾Activation.png
60Recharge.png
Conjure Earth Shield
Conjure. Manifest a magnetic shield in your hands and at the target location. Wielders of this weapon gain increased toughness and vitality.
Conjure Earth Shield.pngConjure Earth Attributes: 180 Vitality, 180 Toughness
Book.pngNumber of Charges: 15
Duration.pngDuration: 60 seconds
Range.pngRange: 1,200

, the health pool raises to 13705, which is about the ideal health pool.

  • The threshold represents 10% of your total Health. 1190 for PvP Settler's Amulet PvP Settler's Amulet and 1629 for PvP Celestial Amulet PvP Celestial Amulet. Instead of playing with 439 more Threshold Health, it seems better to add some Toughness and some Healing Power to the equation.


Glyph of Elemental Power

Glyph of Elemental Power Glyph of Elemental Power
45Recharge.png
Glyph of Elemental Power
Glyph. Gain a chance for spells to inflict a condition based on your attunement.
Book.pngTrigger Chance: 25%
Burn.png2Burning (3s): 786 Damage
Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Cripple.pngCripple (5s): -50% Movement Speed
Duration.pngEffect Recharge: 5 seconds
Duration.pngDuration: 30 seconds
Stun-Break.pngBreaks Stun

could be seen as an odd pick. This utility is simply overlooked, and takes some dedication to make it work. To cast this skill, you must first pick an atunement, once casted, it will be imprinted as a 30 second buff ("Chance for spells to apply Burning" for Fire; "Chance for spells to apply Weakness" for Air). A single target may not be applied this condition more than once each five seconds, but as many targets can be applied that condition. This means that the individual target has an Internal Cooldown of 5 seconds. Basically, this translate to an AoE Weakness or Burning or Cripple or Chill.

  • Remember that
    Glyph of Elemental Power Glyph of Elemental Power
    45Recharge.png
    Glyph of Elemental Power
    Glyph. Gain a chance for spells to inflict a condition based on your attunement.
    Book.pngTrigger Chance: 25%
    Burn.png2Burning (3s): 786 Damage
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Cripple.pngCripple (5s): -50% Movement Speed
    Duration.pngEffect Recharge: 5 seconds
    Duration.pngDuration: 30 seconds
    Stun-Break.pngBreaks Stun
    is also a stun breaker on a somewhat short cooldown, but also a very long 30 second buff. This means that you will either save it for a breaker or use it to amplify your spells.
  • Glyph of Elemental Power Glyph of Elemental Power
    45Recharge.png
    Glyph of Elemental Power
    Glyph. Gain a chance for spells to inflict a condition based on your attunement.
    Book.pngTrigger Chance: 25%
    Burn.png2Burning (3s): 786 Damage
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Cripple.pngCripple (5s): -50% Movement Speed
    Duration.pngEffect Recharge: 5 seconds
    Duration.pngDuration: 30 seconds
    Stun-Break.pngBreaks Stun
    's imprint should be planned wisely. It becomes a great chasing tool with Earth or Water. It becomes a good teamfight or defensive tool with Weakness, and Weakness has the longest Duration of the four conditions; it also hinders critical strike oriented builds like Fresh Air. It becomes deadly with Fire Atunement due to a constant and unpredictable application of Burning.

Conjure Earth Shield

Conjure Earth Shield Conjure Earth Shield
¾Activation.png
60Recharge.png
Conjure Earth Shield
Conjure. Manifest a magnetic shield in your hands and at the target location. Wielders of this weapon gain increased toughness and vitality.
Conjure Earth Shield.pngConjure Earth Attributes: 180 Vitality, 180 Toughness
Book.pngNumber of Charges: 15
Duration.pngDuration: 60 seconds
Range.pngRange: 1,200

is the quintessence of the build. You will need a proper understanding of the Earth Shield. Casting the Conjure itself is risky; don't be surprised if it is interrupted. But, luckily, there is no obvious animations. It's not the Casted Earth Shield that will work the best; it is the second one on the floor that you will carefully place on the field: the second one will be perfect for a No-Cast-Time

Fortify Fortify
3Activation.png
30Recharge.png
Fortify
Use magnetism to envelop yourself in a shield, becoming invulnerable.
Duration.pngDuration: 3 seconds
Book.pngPrevents Capture-Point Contribution

or a sneaky interrupt with

Magnetic Surge Magnetic Surge
¾Activation.png
12Recharge.png
Magnetic Surge
Unleash a magnetic force, surging your opponent and dazing them.
Damage.pngDamage: 163
Daze.pngDaze (2s): Unable to use skills.
Range.pngRange: 600

on a

Consume Conditions Consume Conditions
Activation.png
30Recharge.png
Consume Conditions
Corruption. Feast on your conditions, gaining health for each one consumed. You become vulnerable.
Heal.pngHealing: 5,240
Heal.pngHeal per Condition: 724
Vulnerability.png5Self Vulnerability (4s): 5% Incoming Damage

. Lets take a look at the weapon now...


Conjure Earth Shield
Shield Smack
½Activation.png
Shield Smack
Chain. Smack your foe with the magnetic shield.
Damage.pngDamage: 228
Bleed.pngBleeding (6s): 255 Damage
Range.pngRange: 130
Stone Sheath
Activation.png
8Recharge.png
Stone Sheath
Block the next attack and cause bleeding to foes around you.
Damage.pngDamage: 130
Bleed.png3Bleeding (6s): 765 Damage
Radius.pngRadius: 240
Magnetic Surge
¾Activation.png
12Recharge.png
Magnetic Surge
Unleash a magnetic force, surging your opponent and dazing them.
Damage.pngDamage: 163
Daze.pngDaze (2s): Unable to use skills.
Range.pngRange: 600
Magnetic Shield
Activation.png
25Recharge.png
Magnetic Shield
Pull nearby foes to you with a magnetic force. Gain protection for each pulled foe.
Damage.pngDamage: 130
Protection.pngProtection (2s): -33% Incoming Damage
Radius.pngPull distance: 400
Book.pngNumber of Targets: 3
Radius.pngRadius: 600
Unblockable.pngUnblockable
Fortify
3Activation.png
30Recharge.png
Fortify
Use magnetism to envelop yourself in a shield, becoming invulnerable.
Duration.pngDuration: 3 seconds
Book.pngPrevents Capture-Point Contribution

Notice the Auto-attack Chain: 1.

Shield Smack Shield Smack
½Activation.png
Shield Smack
Chain. Smack your foe with the magnetic shield.
Damage.pngDamage: 228
Bleed.pngBleeding (6s): 255 Damage
Range.pngRange: 130

--> 2.

Shield Smash Shield Smash
¾Activation.png
Shield Smash
Chain. Smash your foe with the magnetic shield.
Damage.pngDamage: 195
Bleed.png2Bleeding (6s): 510 Damage
Range.pngRange: 130

--> 3.

Crippling Shield Crippling Shield
¾Activation.png
Crippling Shield
Throw your shield in a line, crippling struck foes.
Damage.pngDamage: 244
Cripple.pngCripple (2s): -50% Movement Speed
Range.pngRange: 450

, and how it is excellent at applying a quick stack of bleeding. The most effective combo is to:

  • 1. Cast
    Conjure Earth Shield Conjure Earth Shield
    ¾Activation.png
    60Recharge.png
    Conjure Earth Shield
    Conjure. Manifest a magnetic shield in your hands and at the target location. Wielders of this weapon gain increased toughness and vitality.
    Conjure Earth Shield.pngConjure Earth Attributes: 180 Vitality, 180 Toughness
    Book.pngNumber of Charges: 15
    Duration.pngDuration: 60 seconds
    Range.pngRange: 1,200
    .
  • 2. Immediately cast
    Magnetic Surge Magnetic Surge
    ¾Activation.png
    12Recharge.png
    Magnetic Surge
    Unleash a magnetic force, surging your opponent and dazing them.
    Damage.pngDamage: 163
    Daze.pngDaze (2s): Unable to use skills.
    Range.pngRange: 600
    after since it has no cast time.
  • 3. Once the target is dazed and you are in melee range, swap instantly to
    Earth Attunement Earth Attunement
    10Recharge.png
    Earth Attunement
    Attune to earth, gaining superior damage-over-time and defensive abilities.
    for
    Superior Sigil of Doom Superior Sigil of Doom
    9Recharge.png
    Superior Sigil of Doom.pngSuperior Sigil of Doom
    Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
    and
    Superior Sigil of Geomancy Superior Sigil of Geomancy
    9Recharge.png
    Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
    Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
    ; an extra spell Proc (See
    Glyph of Elemental Power Glyph of Elemental Power
    45Recharge.png
    Glyph of Elemental Power
    Glyph. Gain a chance for spells to inflict a condition based on your attunement.
    Book.pngTrigger Chance: 25%
    Burn.png2Burning (3s): 786 Damage
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    Weakness.pngWeakness (6s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Cripple.pngCripple (5s): -50% Movement Speed
    Duration.pngEffect Recharge: 5 seconds
    Duration.pngDuration: 30 seconds
    Stun-Break.pngBreaks Stun
    ) and apply a 2 seconds cripple to stick to that target.
  • 4. Don't waste time and auto-attack twice
    Shield Smack Shield Smack
    ½Activation.png
    Shield Smack
    Chain. Smack your foe with the magnetic shield.
    Damage.pngDamage: 228
    Bleed.pngBleeding (6s): 255 Damage
    Range.pngRange: 130
    followed by
    Shield Smash Shield Smash
    ¾Activation.png
    Shield Smash
    Chain. Smash your foe with the magnetic shield.
    Damage.pngDamage: 195
    Bleed.png2Bleeding (6s): 510 Damage
    Range.pngRange: 130
    . Stop when the target begins to cast an offensive action. (These attacks cleave)
  • 5. Use
    Stone Sheath Stone Sheath
    Activation.png
    8Recharge.png
    Stone Sheath
    Block the next attack and cause bleeding to foes around you.
    Damage.pngDamage: 130
    Bleed.png3Bleeding (6s): 765 Damage
    Radius.pngRadius: 240
    to block the first offensive action and apply an AoE 3 stacks of Bleeding. The target will end up with 9 stacks of bleeding, 8 seconds on poison, 5 seconds of cripple (if
    Crippling Shield Crippling Shield
    ¾Activation.png
    Crippling Shield
    Throw your shield in a line, crippling struck foes.
    Damage.pngDamage: 244
    Cripple.pngCripple (2s): -50% Movement Speed
    Range.pngRange: 450
    was used.).
  • 6. Initiate a cast of
    Magnetic Shield Magnetic Shield
    Activation.png
    25Recharge.png
    Magnetic Shield
    Pull nearby foes to you with a magnetic force. Gain protection for each pulled foe.
    Damage.pngDamage: 130
    Protection.pngProtection (2s): -33% Incoming Damage
    Radius.pngPull distance: 400
    Book.pngNumber of Targets: 3
    Radius.pngRadius: 600
    Unblockable.pngUnblockable
    . Chances are that the target will begin to cast an healing. The pull is unblockable, and casting before the heal will ensure an interrupt. If the target does not cast anything, simply discard the Earth Shield. The ability will enter a 4 seconds cooldown and you will gain an extra 277 health from
    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
    .
  • You've just did 9 stacks of bleeding under 2 seconds. Perhaps
    Signet of Earth Signet of Earth
    ½Activation.png
    25Recharge.png
    Signet of Earth
    Signet Passive: Improves toughness.
    Signet Active: Immobilize your foe.
    Damage.pngDamage: 122
    Signet of Earth.pngSignet of Earth: 180 Toughness
    Bleed.png5Bleeding (7s): 1,488 Damage
    Immobilize.pngImmobilize (3s): Unable to move.
    Range.pngRange: 1,200
    or
    Eruption Eruption
    Activation.png
    6Recharge.png
    Eruption
    Shake the ground until it erupts and damages foes.
    Damage.pngDamage: 304
    Bleed.png6Bleeding (12s): 3,060 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 1,200
    have been used or exploded during the combo making it 20 stacks of bleeding under 2,5 seconds?

Stealth Sweeping

Magnetic Shield Magnetic Shield
Activation.png
25Recharge.png
Magnetic Shield
Pull nearby foes to you with a magnetic force. Gain protection for each pulled foe.
Damage.pngDamage: 130
Protection.pngProtection (2s): -33% Incoming Damage
Radius.pngPull distance: 400
Book.pngNumber of Targets: 3
Radius.pngRadius: 600
Unblockable.pngUnblockable

can be used as a way to detect invisibility. A rare ability for Elementalists. A teammate can also get his own Shield and do that work with you against Stealth Openings. Anything within 600 range will be pulled to you and you will get 2 seconds of protection for every targets that you hit. Being said, you can also tell how many people there are (with a significant error margin).

Bugs to Know

  • Stone Sheath Stone Sheath
    Activation.png
    8Recharge.png
    Stone Sheath
    Block the next attack and cause bleeding to foes around you.
    Damage.pngDamage: 130
    Bleed.png3Bleeding (6s): 765 Damage
    Radius.pngRadius: 240
    "If you block an attack with Stone Sheath, the recharge is halved to 4 seconds (not mentioned in the tooltip). The bleeding part only works every 8 seconds, so if you block an attack every 4 seconds it will only apply bleed every 2nd time."
  • Stone Sheath Stone Sheath
    Activation.png
    8Recharge.png
    Stone Sheath
    Block the next attack and cause bleeding to foes around you.
    Damage.pngDamage: 130
    Bleed.png3Bleeding (6s): 765 Damage
    Radius.pngRadius: 240
    If you block an melee attack from the Rangers such as
    Serpent's Strike Serpent's Strike
    1Activation.png
    15Recharge.png
    Serpent's Strike
    Do an evasive roll around your target, striking them and poison them.
    Damage.pngDamage: 284
    Poison.png2Poison (6s): 402 Damage, -33% Heal Effectiveness
    Book.pngEvade: ¾ seconds
    Range.pngRange: 130
    , the bleeding part of the ability will be evaded, even though the Ranger have finished the skill in question. This will not apply to Please define type parameter for Skill/Flanking Strike. Available types: dual, spear.
  • Fortify Fortify
    3Activation.png
    30Recharge.png
    Fortify
    Use magnetism to envelop yourself in a shield, becoming invulnerable.
    Duration.pngDuration: 3 seconds
    Book.pngPrevents Capture-Point Contribution
    The skill itself can be interrupted from a source of Crowd Control at the very beginning of the cast.
  • Conjure Earth Shield Conjure Earth Shield
    ¾Activation.png
    60Recharge.png
    Conjure Earth Shield
    Conjure. Manifest a magnetic shield in your hands and at the target location. Wielders of this weapon gain increased toughness and vitality.
    Conjure Earth Shield.pngConjure Earth Attributes: 180 Vitality, 180 Toughness
    Book.pngNumber of Charges: 15
    Duration.pngDuration: 60 seconds
    Range.pngRange: 1,200
    Looting the Earth Shield on the floor as an environmental weapon can be interrupted.
  • Unsteady Ground Unsteady Ground
    ¼Activation.png
    30Recharge.png
    Unsteady Ground
    Create unsteady ground that foes cannot cross.
    Duration.pngDuration: 3 seconds
    Range.pngRange: 1,200
    +
    Lightning Rod Lightning Rod
    Lightning Rod
    Disabling an enemy causes them to be struck by a lightning bolt.
    Damage.pngDamage: 304
    Weakness.pngWeakness (4s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    If the enemy is dodge rolling to doing an skill that evades, interruption with the Earth line will still proc Lightning Rod, but the enemy will still "evade" despite being CCed.
  • Magnetic Shield Magnetic Shield
    Activation.png
    25Recharge.png
    Magnetic Shield
    Pull nearby foes to you with a magnetic force. Gain protection for each pulled foe.
    Damage.pngDamage: 130
    Protection.pngProtection (2s): -33% Incoming Damage
    Radius.pngPull distance: 400
    Book.pngNumber of Targets: 3
    Radius.pngRadius: 600
    Unblockable.pngUnblockable
    +
    Lightning Rod Lightning Rod
    Lightning Rod
    Disabling an enemy causes them to be struck by a lightning bolt.
    Damage.pngDamage: 304
    Weakness.pngWeakness (4s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    If the enemy is using a block skill such as
    Gear Shield Gear Shield
    3Activation.png
    20Recharge.png
    Gear Shield
    Block attacks.
    Duration.pngDuration: 3 seconds
    or
    Shelter Shelter
    Activation.png
    30Recharge.png
    Shelter
    Block attacks while healing.
    Heal.pngHealing: 4,555
    Duration.pngBlock Duration: 2 seconds
    , you will interrupting the block, and Lightning Rod will proc, but it will be "blocked" despite having sucessfully interrupted the block ability.


Counters

As told, take care of anyone using

Superior Sigil of Leeching Superior Sigil of Leeching
9Recharge.png
Superior Sigil of Leeching.pngSuperior Sigil of Leeching
Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)

or

Superior Rune of Vampirism Superior Rune of Vampirism
Superior Rune of Vampirism.pngSuperior Rune of Vampirism
(1): +25 Power (2): +35 Vitality (3): +50 Power (4): +65 Vitality (5): +100 Power (6): +10% Maximum Health; restore 10% of your health upon killing a foe.

since the Leeching is not affected by the massive amount of Thoughness used on this build. Especially when this is combined with an important load of condition. Therefore;

  • Celestial Rifle Engineers will be a fierce opponent.
  • Stealth openings and high burst will be hard to deal with.
    Fortify Fortify
    3Activation.png
    30Recharge.png
    Fortify
    Use magnetism to envelop yourself in a shield, becoming invulnerable.
    Duration.pngDuration: 3 seconds
    Book.pngPrevents Capture-Point Contribution
    can help against that.
  • Thieves will not be able to pressure you out of a point alone. You will kill thieves.

About Burst

Only one player bursting you will be easily manageable. It is when two or more decides to burst you down that things will get harder.

Video Guides

Feel free to add content here.

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