Elementalist - DS/CES Condition Staff
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
- 1 Overview
- 2 Skill Bar
- 3 Specializations
- 4 Equipment
- 5 Why Diamond Skin; What to Know; How to Use?
- 6 Glyph of Elemental Power
- 7 Conjure Earth Shield
- 8 Counters
- 9 Video Guides
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).
- Glyph. Gain a chance for spells to inflict a condition based on your attunement.Glyph. Gain a chance for spells to inflict a condition based on your attunement.
- 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.
- 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)
- Superior 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)
- Superior 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)
- PvP Celestial Amulet - If you judge that you would rather get the extra stats and vitality (see
- 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?
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' Superior 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;
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 Superior 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.Evasive ArcanaCreate an attunement-based spell at the end of your dodge. Each spell can be triggered once every 10 seconds.
- Take note that Superior 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.
- Don't be shy to use Water Atunement to refresh
- Evasive ArcanaCreate an attunement-based spell at the end of your dodge. Each spell can be triggered once every 10 seconds.
- Applying Weakness through Glyph. Gain a chance for spells to inflict a condition based on your attunement.
How to Use?
To fully use
, you will need to keep yourself as healthy as possible. When used with
, this will mean a fair share of spell spamming, covering AoE Casts like
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
- You can effectively use
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
, 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 and 1629 for 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
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. Gain a chance for spells to inflict a condition based on your attunement.
- Glyph. Gain a chance for spells to inflict a condition based on your attunement.
Conjure Earth Shield
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
or a sneaky interrupt with
. Lets take a look at the weapon now...
Notice the Auto-attack Chain: 1.
, and how it is excellent at applying a quick stack of bleeding. The most effective combo is to:
- 1. Cast
- 2. Immediately cast
- 3. Once the target is dazed and you are in melee range, swap instantly to Glyph. Gain a chance for spells to inflict a condition based on your attunement.
- 4. Don't waste time and auto-attack twice
- 5. Use
- 6. Initiate a cast of
- You've just did 9 stacks of bleeding under 2 seconds. Perhaps
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
As told, take care of anyone using
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.
- Thieves will not be able to pressure you out of a point alone. You will kill thieves.
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.
Feel free to add content here.