The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Overview
D/D provides high survivability, decent damage, and great diversity. Stacking
Might is required for this build.
Skill Bar
Dagger/DaggerHealingUtilityElite
Specializations
Variants
For a more offensive version of the build swap out Earth for Fire:
Equipment
9
Superior Sigil of Leeching Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
9
Superior Sigil of Energy Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Rune of Durability (1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): 25% chance when struck to grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second. (Cooldown: 20 seconds) (5): +100 Toughness (6): +15% Boon Duration; +125 Vitality
Celestial Amulet +460 Power +460 Precision +460 Toughness +460 Vitality +460 Ferocity +460 Healing Power +460 Condition Damage
Variants
Dagger/Dagger
Superior Sigil of Doom 9
Superior 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 9
Superior Sigil of Geomancy Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Battle 9
Superior Sigil of Battle Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9s)
Rune
Superior Rune of Strength
Superior Rune of Strength (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
Superior Rune of Hoelbrak
Superior 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.
Usage
Roles
- D/D elementalist is a jack-of-all-trades. To be fully effective with it, you have to learn to play it to ALL its strengths. Your roles include:
- Team support: If you can share a water-attuned + +
Cleansing Wave ¾
40
Cleansing Wave
with an ally in jeopardy, that can be game-changing. Protection from
Earth Attunement 10
Earth Attunement
Attune to earth, gaining superior damage-over-time and defensive abilities.
can mitigate a burst too. Paying more attention to this is vital, since you will often get ignored while your allies get focused hard.
- Downed control:
Armor of Earth 75
Armor of Earth
can secure stomps/resses. Don’t forget to swap to water for a quick heal when your ally gets up.
- Roaming/contesting: With decent mobility, sustain and damage you are capable of fighting on a point and win against most specs in 1v1s.
- Bunkering/rotations: Help out your fellow bunkers by swapping contestation with them if they are running out of CDs.
- Learn to properly stack might: Try to use any of your available blast finishers in a fire field such as
Ring of Fire ¼
15
Ring of Fire
as often as you can - your blast finishers are:
Frozen Burst ¼
12
Frozen Burst
on Water.
Earthquake ¾
45
Earthquake
and
Churning Earth 3¼
30
Churning Earth
on Earth. Churning has a very long cast time, in most cases you should not attempt to use this skill in combat.
- Because of your first dodge on
Earth Attunement 10
Earth Attunement
Attune to earth, gaining superior damage-over-time and defensive abilities.
also becomes a Blast finisher.
General
Updraft 40
Updraft
works on downed people, disabling their skill for multiple seconds thus they can't use their interrupting downed skill, giving enough time for your ally to make a safe stomp. Try to position yourself in a way that the enemy is between you and your friend, so you don't knock the downed out of stomp-range.
- Earth Magic only: Whenever you gain an aura you also receive Protection due to which makes your auras an even stronger tool of defense. Auras are:
Shocking Aura 25
Shocking Aura
Envelop yourself with electrical energy that stuns nearby foes if they attack you. Each attaker can be affected by this only once every 2 seconds.
Shocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
Stun (1s): Unable to use skills or move.
on Air.
Frost Aura 40
Frost Aura
Protect yourself with frost armor that reduces incoming damage by 10%. While active, it chills foes that hit you. Each attaker can be affected by this only once per second.
Frost Aura (7s): -10% Incoming Damage
Chilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
on Water.
- Note: You will only apply protection on aura if you spec for earth instead of fire, which is less popular right now.
- You can use
Magnetic Leap (this is
Magnetic Grasp ½
12
Magnetic Grasp
's chain skill) on Earth in a Fire field to gain
Fire Shield 40
Fire Shield
.
Burning Speed ¾
15
Burning Speed
is hard to land against strafing or ranged enemies, and it is an important source of damage. You can use
Lightning Flash 40
Lightning Flash
mid-animation on top of your opponent to make sure it actually hits. You can also Lightning Flash mid-
Earthquake ¾
45
Earthquake
or before
Updraft 40
Updraft
for CC that is very hard to dodge, but make sure you can follow up-- you're wasting two important cooldowns. It's also possible to change the distance you travel with Burning Speed by adjusting your camera - bird's eye view (so when you see your character from above), while holding down any movement keys, drastically reduces the range of this skill which is useful in melee range.
- You can swap Attunements even while casting spells in order to trigger Can't find such trait "Arcane Fury"! Please refer to our trait index, the casting won't get interrupted - this can cause serious damage to foes in the case of hard-hitting skills like .
Fiery Whirl ¼
5
Fiery Whirl
of
Conjure Fiery Greatsword 1
180
Conjure Fiery Greatsword
is an excellent evasion skill; it can be used while
Immobilized to evade burst.
Counters
- High
Chill uptime, as chill affects Attunement cooldowns, messing up the Elementalist's rotation.
Video Guides
Streamers
Comments