Build

Elementalist - Dagger/Dagger

Basic.png

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Focused on: Hybrid damageMobilityBunkering.

Designed for:

Overview

D/D provides high survivability, decent damage, and great diversity. Stacking Might 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

Dagger.png
Dagger.png
I.png
Superior Sigil of Leeching
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Superior Sigil of Leeching.pngSuperior Sigil of Leeching
Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of Durability
Superior Rune of Resistance.pngSuperior 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
Celestial Amulet.pngCelestial Amulet
+560 Power +560 Precision +560 Toughness +560 Vitality +560 Ferocity +560 Healing Power +560 Condition Damage

Variants

Dagger/Dagger

  • 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)
  • 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)
  • Superior Sigil of Battle Superior Sigil of Battle
    9Recharge.png
    Superior Sigil of Battle.pngSuperior 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
    Superior Rune of Strength.pngSuperior Rune of Strength
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): +15% Might Duration; 25% chance when struck to gain might for 5 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
  • 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.

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 Cleansing Wave
      ¾Activation.png
      40Recharge.png
      Cleansing Wave
      Heal yourself and nearby allies, curing a condition.
      Heal.pngHealing: 1,302
      Book.pngConditions Removed: 1
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 240
      with an ally in jeopardy, that can be game-changing. Protection from
      Earth Attunement Earth Attunement
      10Recharge.png
      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 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
      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 Ring of Fire
      ¼Activation.png
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      Ring of Fire
      Damage nearby foes with a ring of fire, burning foes that pass through it.
      Damage.pngDamage: 441
      Burn.png2Initial Burning (4s): 1,048 Damage
      Burn.pngPass-Through Burning (2s): 262 Damage
      Duration.pngRing of Fire Duration: 5 seconds
      Radius.pngRadius: 240
      Combo.pngCombo Field: Fire
      as often as you can - your blast finishers are:
  • Frozen Burst Frozen Burst
    ¼Activation.png
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    Frozen Burst
    Detonate a burst of ice that chills nearby foes.
    Damage.pngDamage: 103
    Chill.pngChilled (3s): -66% Movement Speed, -66% Skill Recharge Rate
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    on Water.
  • Earthquake Earthquake
    ¾Activation.png
    45Recharge.png
    Earthquake
    Trigger a quake at your location, knocking down foes and dealing massive damage.
    Damage.pngDamage: 244
    Knockdown.pngKnockdown: 2 seconds
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    and
    Churning Earth Churning Earth
    Activation.png
    30Recharge.png
    Churning Earth
    Make the earth churn, crippling nearby foes before unleashing a seismic wave that damages and bleeds them.
    Damage.pngDamage: 792
    Bleed.png8Bleeding (8s): 2,720 Damage
    Cripple.png4Cripple (1s): -50% Movement Speed
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 360
    Combo.pngCombo Finisher: Blast
    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 Earth Attunement
    10Recharge.png
    Earth Attunement
    Attune to earth, gaining superior damage-over-time and defensive abilities.
    also becomes a Blast finisher.

General

  • Updraft Updraft
    40Recharge.png
    Updraft
    Gain swiftness from a gust of wind that launches nearby foes.
    Swiftness.pngSwiftness (10s): 33% Movement Speed
    Launch.pngLaunch: 200
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 180
    Book.pngEvade: 1 second
    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 Shocking Aura
      25Recharge.png
      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.pngShocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
      Stun.pngStun (1s): Unable to use skills or move.
      on Air.
    • Frost Aura Frost Aura
      40Recharge.png
      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.pngFrost Aura (7s): -10% Incoming Damage
      Chill.pngChilled (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 Magnetic Leap
      Magnetic Leap
      Pull yourself to your magneticaly grasped foe and deliver a strike.
      Damage.pngDamage: 71
      Combo.pngCombo Finisher: Leap
      Range.pngRange: 900
      (this is
      Magnetic Grasp Magnetic Grasp
      ½Activation.png
      12Recharge.png
      Magnetic Grasp
      Immobilize your foe, making them vulnerable to a Magnetic Leap attack.
      Damage.pngDamage: 24
      Immobilize.pngImmobilize (2s): Unable to move.
      Combo.pngCombo Finisher: Physical Projectile
      Range.pngRange: 900
      Unblockable.pngUnblockable
      's chain skill) on Earth in a Fire field to gain
      Fire Shield Fire Shield
      40Recharge.png
      Fire Shield
      Envelop yourself in a fiery shield that burns foes and grants might every time you are struck (cooldown of 1 second per attacker).
      Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1-second cooldown per attacker).
      Might.pngMight (10s): 30 Power, 30 Condition Damage
      Burn.pngBurning (1s): 328 Damage
      Radius.pngCondition Duration Reduction: 20%
      .
  • Burning Speed Burning Speed
    ¾Activation.png
    15Recharge.png
    Burning Speed
    Slide forward and blast the area, leaving behind a line of fire that burns foes.
    Damage.pngBlast Damage: 710
    Damage.pngFire Wall Damage: 36
    Burn.pngBurning (1½s): 131 Damage
    Book.pngNumber of Targets: 5
    Duration.pngFire Wall Duration: 4 seconds
    Radius.pngBlast Radius: 240
    Book.pngEvade: ¾ seconds
    Combo.pngCombo Field: Fire
    Range.pngRange: 600
    is hard to land against strafing or ranged enemies, and it is an important source of damage. You can use
    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
    mid-animation on top of your opponent to make sure it actually hits. You can also Lightning Flash mid-
    Earthquake Earthquake
    ¾Activation.png
    45Recharge.png
    Earthquake
    Trigger a quake at your location, knocking down foes and dealing massive damage.
    Damage.pngDamage: 244
    Knockdown.pngKnockdown: 2 seconds
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    or before
    Updraft Updraft
    40Recharge.png
    Updraft
    Gain swiftness from a gust of wind that launches nearby foes.
    Swiftness.pngSwiftness (10s): 33% Movement Speed
    Launch.pngLaunch: 200
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 180
    Book.pngEvade: 1 second
    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
    , the casting won't get interrupted - this can cause serious damage to foes in the case of hard-hitting skills like
    Fire Grab Fire Grab
    ¾Activation.png
    30Recharge.png
    Fire Grab
    Damage foes in a cone in front of you. Deal more damage to burning foes.
    Damage.pngDamage: 426
    Damage.pngDamage vs. Burning: 682
    Book.pngNumber of Targets: 5
    Range.pngRange: 300
    .
  • Fiery Whirl Fiery Whirl
    ¼Activation.png
    5Recharge.png
    Fiery Whirl
    Advance forward, slashing foes in your way.
    Damage.pngDamage: 224
    Cripple.pngCripple (3s): -50% Movement Speed
    Book.pngNumber of Impacts: 8
    Book.pngNumber of Targets: 3
    Radius.pngRadius: 130
    Book.pngEvade: 1.25 seconds
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 900
    of
    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
    is an excellent evasion skill; it can be used while Immobilize Immobilized to evade burst.

Counters

  • High Chill Chill uptime, as chill affects Attunement cooldowns, messing up the Elementalist's rotation.

Video Guides

  • YouTube:
    Phantaram's skill rotation & Might stacking guide

Streamers

Build rating: 100%
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6 Ratings
Gold Medal - Great
NYn said this build was great November 2015

It's still just amazing, the sustain and the permanent pressure is very good. Plays very well right now.

Gold Medal - Great
J0ttem said this build was great October 2015

Sorry! I couldn't hear you over the sound of my face rolling over my keyboard!

Gold Medal - Great
Vingam said this build was great October 2015

As always, Elementalist is godly at keeping hybrid in everything... (Jack-of-all-trades, if you will.) And shows how to do it.

3 More Ratings
Gold Medal - Great
Zyke said this build was great October 2015

sux dd die in 5 seconds to forset mmonster tried it too in moba the suxkkkk

Gold Medal - Great
Burdz1234 said this build was great August 2015

top build for spvp

Gold Medal - Great
Hanz said this build was great July 2015

Before the patch it was struggling to stay in the meta but looks like it's back on top again.