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Difference between revisions of "Catalyst - D/D Duelist"

 
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| designed for = Conquest
 
| designed for = Conquest
 
| rating = great
 
| rating = great
| focus = Direct damage, Sustain
+
| focus = Strike damage, Sustain, Mobility
 
| xpac = eod
 
| xpac = eod
 +
| difficulty = 2
 +
| meta = y
 
}}
 
}}
  
 
==Overview==
 
==Overview==
D/D Elementalist makes a return with a bunch of shiny new tools. A duelist build with good sustain.
+
D/D Elementalist makes a return with a bunch of shiny new tools. A fast-paced, highly versatile duelist build with great sustain and damage.
  
  
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|weapon2 = Dagger
 
|weapon2 = Dagger
 
|healing = Signet of Restoration
 
|healing = Signet of Restoration
|utility1 = Lightning Flash
+
|utility1 = Armor of Earth
|utility2 = Signet of Air
+
|utility2 = Arcane Wave
|utility3 = Conjure Earth Shield
+
|utility3 = Fortified Earth
 
|elite = Elemental Celerity
 
|elite = Elemental Celerity
 
}}
 
}}
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===Skill Variants===
 
===Skill Variants===
 
'''Utility'''
 
'''Utility'''
* {{Skill|Fortified Earth}} over {{Skill|Lightning Flash}} - sacrifices mobility to make the build more tanky.
+
* {{Skill|Signet of Air}} over {{Skill|Armor of Earth}} - Armor is a better defensive skill in general but it's on a longer CD. It's up to you to decide what's more important for you, a stronger defensive or more frequent access to a stunbreak. The Signet's {{Tooltip|Blind}} could also be used proactively to avoid incoming attacks.
 +
 
 +
* {{Skill|Lightning Flash}} over {{Skill|Arcane Wave}} - as a mobility tool/panic button Arcane Wave is worse than Lightning Flash, but it's better at everything else. Has multiple charges, good AoE damage, dazes enemies and even acts as a Blast finisher which is a highly valuable thing on Catalyst builds.
 +
 
 +
* {{Skill|Conjure Earth Shield}} over {{Skill|Arcane Wave}} - makes the build more tanky. The conjure's a versatile skill that can help you out in any situation as it has aura synergy, CC, invulnerability, block, even damage.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYfKiUaQx90AHQA5gDvGpAA6wAcAY4A9xr3GgAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQYaGyUeQx90AHQATwGPAE4BkQDvGhwB9xr3GgAAAAAAAAAAAAAAAAAAAAACVgBZAAA=]
 
}}
 
}}
  
  
 
==Specializations==
 
==Specializations==
{{Specialization|Fire|mid|mid|mid}}
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{{Specialization|Earth|bot|mid|top}}
{{Specialization|Arcane|mid|mid|top}}
+
{{Specialization|Arcane|mid|bot|top}}
 
{{Specialization|Catalyst|bot|bot|top}}
 
{{Specialization|Catalyst|bot|bot|top}}
 +
'''Variants'''
 +
* {{Trait|Sphere Specialist}} gives you higher uptime on important boons in exchange for becoming more vulnerable to CC due to the loss of some {{Tooltip|Stability}} sources.
 +
 +
 +
===Specialization Variants===
 +
Dropping {{Tooltip|Earth}} for {{Tooltip|Fire}} sacrifices some of the tankiness for better damage and condi cleansing:
 +
{{Specialization|Fire|bot|mid|mid|variant=y}}
  
  
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|sigil1 = Energy
 
|sigil1 = Energy
 
|sigil2 = Cleansing
 
|sigil2 = Cleansing
|rune = Divinity
+
|rune = Warrior
|amulet = Marauder
+
|amulet = Heretic
 +
|relic = Relic of Isgarren
 
}}
 
}}
<!--==Condi Variant==
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* Youtube: [https://www.youtube.com/watch?v=g71nnGdmvLU Gameplay] of the variant build
+
 
* A condition focused variant with  {{Amulet|Sage}} and {{Rune|Forge}}
+
===Equipment Changes===
* Swap {{Skill|Conjure Earth Shield}} for {{Skill|Signet of Earth}}
+
'''Amulet'''
{{Specialization|Fire|top|mid|bot|variant=y}}
+
* {{Amulet|Marauder}} - coupled with {{Rune|Dolyak}} or {{Rune|Scrapper}} this would give you similar damage, but trade active sustain (healing) for passive (higher armor/HP).
{{Specialization|Earth|bot|top|mid|variant=y}}
+
 
{{Specialization|Catalyst|mid|mid|top|variant=y}}-->
+
 
 +
'''Relics'''
 +
* {{Relic|Relic of the Mists Tide}} - significantly boosts your cleansing. This is usually overkill, but because this relic acts very much like your current GM trait on Earth, taking this could free up that slot and allow you to take {{Trait|Stone Heart}} for even higher sustain.
 +
 
 +
* {{Relic|Relic of Fireworks}} - a damage bonus much like Isgarren's. You have more control over its effect, but Isgarren tends to have a higher uptime of the damage boost.
 +
 
 +
* {{Relic|Relic of Nayos}} - adds a lot of extra healing to the build in case you're looking to improve survivability.
 +
 
 +
* {{Relic|Relic of Zakiros}} - similar to Nayos in terms of purpose, but Zakiros provides a more consistent type of healing throughout a fight while Nayos is better at burst healing when you really need it.
  
  
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** Earth for CC and combo finishers.
 
** Earth for CC and combo finishers.
 
** Fire for raw damage, combo fields and an evade frame with some mobility.
 
** Fire for raw damage, combo fields and an evade frame with some mobility.
 +
 +
* Jade Spheres do insignificant damage, but that can still be useful because these are instant skills. Dropping a new sphere to remove {{Tooltip|Aegis}} from an enemy or consume {{Tooltip|Blind}} on yourself right as you're about to land an important attack can make all the difference.
  
  
 
'''Auras'''
 
'''Auras'''
* You gain {{Tooltip|Stability}} and cleanse 1 condition whenever you gain an aura thanks to {{Trait|Staunch Auras}} and {{Trait|Smothering Auras}}.  
+
* You gain {{Tooltip|Stability}} whenever you apply an aura to yourself. With the Fire spec you also cleanse 1 condition whenever you gain an aura thanks to {{Trait|Smothering Auras}}.
  
 
* {{Trait|Elemental Epitome}} grants an aura based on your '''current element''' when you execute a combo.
 
* {{Trait|Elemental Epitome}} grants an aura based on your '''current element''' when you execute a combo.
  
* The spread of combo finishers on D/D isn't optimal for aura stacking with Elemental Epitome - Fire and Air don't have any while Earth has 4 (skills 3-5 + the dodge from {{Trait|Evasive Arcana}}). This however can be remedied with good timing and a little bit of creativity by switching attunements at the right moment, causing some finishers to land in a different attunement.
+
* The spread of combo finishers on D/D isn't optimal for aura stacking with Elemental Epitome - it ranges from 0 on Fire to 4 on Earth (skills 3-5 + the dodge from {{Trait|Evasive Arcana}}). This however can be remedied with good timing and a little bit of creativity by switching attunements at the right moment, causing some finishers to land in a different attunement.
  
 
* Some examples for spreading out your finishers inside the Jade Sphere:
 
* Some examples for spreading out your finishers inside the Jade Sphere:
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** Dodge on Earth inside a Jade Sphere for {{Skill|Magnetic Aura}}, use {{Skill|Earthquake}} but swap to Water before the animation ends for a {{Skill|Frost Aura}}. Cast {{Skill|Frozen Burst}} but immediately swap to Air for a Shocking Aura.
 
** Dodge on Earth inside a Jade Sphere for {{Skill|Magnetic Aura}}, use {{Skill|Earthquake}} but swap to Water before the animation ends for a {{Skill|Frost Aura}}. Cast {{Skill|Frozen Burst}} but immediately swap to Air for a Shocking Aura.
  
* Aura combos like this from {{Trait|Elemental Epitome}} can only happen once every 10 seconds per attunement, so while it's possible to swap attunements for a different aura keep the CD in mind! There's no point in carrying a finisher from earth to combo on water if you were going to use {{Skill|Frozen Burst}} on water anyway.
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* {{Skill|Frozen Burst}} is the most reliable combo tool in the build - it's both a field and a finisher, so you're always going to get an aura when using this skills. In fact you can get 2 auras by swapping attunements while casting Frozen Burst, for example swapping to Air will give you a {{Tooltip|Frost Aura}} from the combo itself and a {{Tooltip|Shocking Aura}} from Elemental Epitome synergy.
 +
** Carrying over combo finishers from other attunements to Water is optimal. This is because {{Skill|Frozen Burst}} is the only finisher here, and it's one that's always going to give you a {{Tooltip|Frost Aura}}. Since auras of the same type don't stack, using this in Water doesn't give you an extra Frost Aura, so using Frozen Burst in Water wastes the Elemental Epitome proc. Either use it a few seconds after you've carried out a finisher into Water (ensuring that you'll get both Frost Auras) or use it as you're swapping out of Water.
 +
 
 +
* Aura combos like this from {{Trait|Elemental Epitome}} can only happen once every 10 seconds per attunement, so while it's possible to swap attunements for a different aura keep the CD in mind!
  
* There are also some less complicated ways of obtaining auras. Water #4 and Air #3 are skills that directly apply auras (and flip over into a chain skill which lets you transmute them for extra effects or more cleansing via {{Trait|Smothering Auras}}. Another easy on is to simply swap to {{Skill|Fire Attunement}} for a {{Trait|Sunspot}} proc. These are all instant and can even be done while casting skills or sitting in a CC, preventing enemies from piling more CCs onto you.
+
* There are also some less complicated ways of obtaining auras. Water #4 and Air #3 are skills that directly apply auras (and flip over into a chain skill which lets you transmute them for extra effects or more cleansing via {{Trait|Smothering Auras}}). Another easy one is to simply swap to {{Skill|Fire Attunement}} for a {{Trait|Sunspot}} proc. These are all instant and can even be done while casting skills or sitting in a CC, preventing enemies from piling more CCs onto you.
  
 
* Combo finishers in the build:
 
* Combo finishers in the build:
 +
** Air's {{Skill|Convergence}}.
 
** Water's {{Skill|Frozen Burst}}.
 
** Water's {{Skill|Frozen Burst}}.
** Earth's skills 2-5 and the first dodge you perform after swapping to this element.
+
** Earth's skills 3-5 and the first dodge you perform after swapping to this element.
** {{Skill|Crashing Font}} on Water.
 
  
 
* As the '''Jade Sphere is instant''' you could even drop a combo field in the middle of your dodge in Earth to obtain an aura.
 
* As the '''Jade Sphere is instant''' you could even drop a combo field in the middle of your dodge in Earth to obtain an aura.
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* Fire is where most of the damage comes from, followed by Air, Earth, and finally Water.
 
* Fire is where most of the damage comes from, followed by Air, Earth, and finally Water.
  
* {{Skill|Drake's Breath}} and {{Skill|Burning Speed}} can both do good damage without any real setup. Burning Speed does the most damage 600 range from your initial positon so you're going to want to use that one slightly farther from the target than you would other skills on D/D.
+
* {{Skill|Drake's Breath}} and {{Skill|Burning Speed}} can both do good damage without any real setup.
  
 
* {{Skill|Ring of Fire (elementalist)}} is a quick attack that drops a combo field and could quickly get some Burning on enemies to set up Fire Grab.
 
* {{Skill|Ring of Fire (elementalist)}} is a quick attack that drops a combo field and could quickly get some Burning on enemies to set up Fire Grab.
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* {{Skill|Shocking Aura}}, {{Skill|Earthquake}} and {{Skill|Updraft}} are all great CC tools for setting up burst.
 
* {{Skill|Shocking Aura}}, {{Skill|Earthquake}} and {{Skill|Updraft}} are all great CC tools for setting up burst.
  
* {{Skill|Churning Earth}} hits hard but can be rather difficult to land. If you're going for a Churning Earth then try to do it right before or after dropping the Jade Sphere on Air for the {{Tooltip|Quickness}}. Another thing you could do is start channeling the skill from out of range and teleport in with {{Skill|Lightning Flash}} in the last moment. In a 1v1 this is way too obvious but in a larger fight people might not see it coming.
 
  
 +
'''Combo Examples'''
 +
 +
''Low Risk Burst Rotation''
 +
:# ''Optional -'' {{Skill|Ride the Lightning}} if you're not in melee range or if you need to get rid of Blind/Aegis quickly before the next step.
 +
:# {{Skill|Updraft}} for CC while evading attacks.
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:# {{Skill|Deploy Jade Sphere (Air)}} for Quickness.
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:# {{Skill|Convergence}} and swap to Fire Attunement while casting it.
 +
:# {{Skill|Burning Speed}} for damage and to get back into melee range after having used Updraft. At this point Convergence (which has a delay) should also hit.
 +
:# {{Skill|Ring of Fire (elementalist)}}
 +
:# {{Skill|Fire Grab}}
 +
:# {{Skill|Drake's Breath}}. Now, if you have the energy for it then drop the Jade Sphere (F5) on Fire. If not, do it after swapping to Earth.
 +
:# Swap to Earth Attunement while still casting Drake's Breath.
 +
:# {{Skill|Earthen Rush}} for evasion and an aura combo, which should give you {{Tooltip|Stability}} and {{Tooltip|Immobilize}} the target. These should make it easier to land the next CC.
 +
:# {{Skill|Earthquake}} for CC.
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:# {{Skill|Churning Earth}} for damage. You could consider swapping to Water while casting CE for another aura combo, or stay in Earth for a bit more damage via the next step. If you stay in Earth you won't be able to carry a combo finisher over to another attunement though.
 +
:# ''Optional -'' {{Skill|Ring of Earth}} if you're still in Earth. We call this a low risk rotation because you're using CC, evasion, defensive boons and debilitating conditions to make it harder for enemies to touch you while putting a lot of pressure on them.
 +
 +
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''Disengaging Safely (make sure you don't have a target selected)''
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:# {{Skill|Burning Speed}} for evasion and to place a combo field.
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:# Swap to Earth in the middle of Burning Speed.
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:# {{Skill|Earthen Rush}} immediately after BS to capitalize on the combo field of step 1. This is another mobility skill with evasion and you should be able to combo Magnetic Aura.
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:# Swap to Air.
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:# ''Optional -'' If enemies are still on you, use {{Skill|Updraft}} for more evasion and to CC whoever managed to follow you. Updraft makes you roll backwards, which is not the direction we want to go, so turn around before you use it then turn back before proceeding to the next step.
 +
:# {{Skill|Ride the Lightning}} without a target to get away from the fight.
 +
:# Either heal up in Water or wait a bit for out of combat regen to kick in, assuming you weren't followed. Using the elite for a CD reset just so you may use skills 4-5 again instead of swapping to Water is also an option, taking you even farther. If you use the elite definitely press skill 3 before you do, it's a "free" instant aura source.
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 +
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''Mass Cleansing/Healing ('''Fire''' spec only)''
 +
:# While standing inside a combo field, carry a finisher over to Water attunement (either Convergence on Air or any of Earth 3-5). This will give you Frost Aura.
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:# {{Skill|Cleansing Wave}} while the Stability still lasts.
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:# {{Skill|Transmute Frost}}
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:# Dodge for healing and cleansing
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:# You should have removed at least ''7'' conditions by now (8 if you got a Cleansing sigil proc) and healed for a decent amount.
 +
:# There are many ways to proceed based on what your situation is. If you're free from conditions and have time to cast longer skills without getting bursted, do {{Skill|Cone of Cold}}. If you're still heavily pressured by conditions, use skill 4 twice (once to apply an aura and once to transmute it). If you're still focused cast {{Skill|Frozen Burst}} while swapping to Air in the middle of it, this will give you 2 Auras (and cleanse 2 conditions) - Frost Aura will reduce incoming damage taken while Shocking Aura can give you some breathing room.
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 +
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'''Sustain'''
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* How you deal with conditions depends on your specializations. With {{Tooltip|Earth}} you cleanse conditions whenever you successfully perform combos using leap and blast finishers, while on {{Tooltip|Fire}} spec much of your cleansing comes from applying and transmuting auras. There's some level of overlap between the two playstyles though. For example using a leap finisher in a fire field gives you a fire aura - with '''Earth''' this cleanses a condition because it was a leap finisher combo, while on '''Fire''' this'd also cleanse a condition because you've gained an aura from it. Same results, different reasons.
 +
 +
* Water and Earth are the most defensive elements here as usual, but Fire and Air have a couple of defensive CDs as well such as evade frames on {{Skill|Burning Speed}} and {{Skill|Updraft}}.
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* Simply swapping to Earth can already help you out against direct damage as you'll gain {{Tooltip|Protection}} from {{Trait|Elemental Attunement}}. Earth Jade Sphere grants the same boon plus {{Tooltip|Resistance}}.
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* Water is the best element if you want to cleanse or heal.
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* {{Skill|Cleansing Wave}} is a simple but effective heal that also cleanses conditions. A lesser version of this skill procs on your '''first dodge''' after entering Water Attunement, healing for a similar amount but only cleansing 1 condition.
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** Both of these are AoE skills so if you see an ally in need you can provide some support for your team.
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* {{Skill|Frost Aura}}'s passive mitigates direct damage while transmuting it (using the chain skill) cleanses 2 conditions on Fire spec.
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* {{Skill|Cone of Cold}} is still a good heal but slower than the other skills, making it worse in emergency situations.
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* Water Attunement's Jade Sphere is, you guessed it, a Water field. It's best used shortly before switching to Earth where most of your combo finishers are. Unloading Earth 3-5 + the dodge is a great way of recovering a large chunk of health. The sphere itself pulses {{Tooltip|Resolution}} to help mitigate condition pressure.
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* {{Skill|Armor of Earth}} is the only stunbreak in the build so use it wisely, but all the Stability synergy with the auras should help you deal with CC.
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* When damage starts to overwhelm you D/D offers quite a few escape tools. Most obvious one is {{Skill|Ride the Lightning}}, just make sure you don't have an enemy targeted. Chaining {{Skill|Burning Speed}} into {{Skill|Earthen Rush}} would be a good idea too, these are 2 mobility skills with evade frames that also have combo synergy - Burning Speed leaves behind a fire field while Earthen Rush is a leap finisher. This results in both a Fire Aura ''and'' a Magnetic Aura!
 +
 +
* {{Skill|Ring of Earth}} is a low CD anti-projectile skill.
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* ''If taken'' {{Skill|Conjure Earth Shield}} is for buying time and surviving heavy pressure. With a block, a Magnetic Aura, a CC and an invulnerability frame this could bridge the gap in your defenses until your other CDs come back up or help arrives.
  
  
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* Twitch: [https://www.twitch.tv/grimjacke Grimjack]
 
* Twitch: [https://www.twitch.tv/grimjacke Grimjack]
  
* Twitch: [https://www.twitch.tv/zeus_gw2 Zeus]
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* Twitch: [https://www.twitch.tv/zeusxperience Zeus]
  
 
* Twitch: [https://www.twitch.tv/blamthrax Blamthrax]
 
* Twitch: [https://www.twitch.tv/blamthrax Blamthrax]

Latest revision as of 09:46, 21 November 2024

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Strike damageSustain and Mobility

Designed for: PvP Conquest

Expansions required: End of Dragons builds

Difficulty:
Normal
This build was last updated on November 21, 2024 and is up to date for the October 8, 2024 patch.

Overview

D/D Elementalist makes a return with a bunch of shiny new tools. A fast-paced, highly versatile duelist build with great sustain and damage.


Skill Bar

Dagger/Dagger
Utility


Skill Variants

Utility

  • Signet of Air over Armor of Earth - Armor is a better defensive skill in general but it's on a longer CD. It's up to you to decide what's more important for you, a stronger defensive or more frequent access to a stunbreak. The Signet's Blind Blind could also be used proactively to avoid incoming attacks.
  • Lightning Flash over Arcane Wave - as a mobility tool/panic button Arcane Wave is worse than Lightning Flash, but it's better at everything else. Has multiple charges, good AoE damage, dazes enemies and even acts as a Blast finisher which is a highly valuable thing on Catalyst builds.
  • Conjure Earth Shield over Arcane Wave - makes the build more tanky. The conjure's a versatile skill that can help you out in any situation as it has aura synergy, CC, invulnerability, block, even damage.


Template Code

[&DQYaGyUeQx90AHQATwGPAE4BkQDvGhwB9xr3GgAAAAAAAAAAAAAAAAAAAAACVgBZAAA=]
Copy Template Code


Specializations

Variants

  • Sphere Specialist gives you higher uptime on important boons in exchange for becoming more vulnerable to CC due to the loss of some Stability Stability sources.


Specialization Variants

Dropping Earth Earth for Fire Fire sacrifices some of the tankiness for better damage and condi cleansing:


Equipment

Dagger
Dagger
Sigil
Sigil
Rune
Amulet
Relic


Equipment Changes

Amulet

  • - coupled with Rune of Dolyak or Rune of Scrapper this would give you similar damage, but trade active sustain (healing) for passive (higher armor/HP).


Relics

  • Relic of the Mists Tide - significantly boosts your cleansing. This is usually overkill, but because this relic acts very much like your current GM trait on Earth, taking this could free up that slot and allow you to take Stone Heart for even higher sustain.
  • Relic of Fireworks - a damage bonus much like Isgarren's. You have more control over its effect, but Isgarren tends to have a higher uptime of the damage boost.
  • Relic of Nayos - adds a lot of extra healing to the build in case you're looking to improve survivability.
  • Relic of Zakiros - similar to Nayos in terms of purpose, but Zakiros provides a more consistent type of healing throughout a fight while Nayos is better at burst healing when you really need it.


Usage

Elite specialization basics

  • Catalysts gain access to Deploy Jade Sphere which drops an AoE combo field with pulsing boons depending on the attunement they were used in.
  • The Jade Sphere costs energy to deploy, you build energy by hitting enemies or swapping attunements thanks to Energized Elements.
  • Jade Spheres are instant and can be used while casting skills or sitting in a CC.


General

  • Because of Signet of Restoration you should almost always be casting something for the passive healing, even if it's just an autoattack that's not even hitting anything. An exception to this would be having high enough Confusion Confusion stacks in which case you'd take more damage then the signet could heal.
  • Elemental Celerity (the elite) is used mainly to reset the CD of skills 3-5 of a given attunement:
    • Water for cleansing and healing.
    • Air for CC and an excellent mobility tool.
    • Earth for CC and combo finishers.
    • Fire for raw damage, combo fields and an evade frame with some mobility.
  • Jade Spheres do insignificant damage, but that can still be useful because these are instant skills. Dropping a new sphere to remove Aegis Aegis from an enemy or consume Blind Blind on yourself right as you're about to land an important attack can make all the difference.


Auras

  • You gain Stability Stability whenever you apply an aura to yourself. With the Fire spec you also cleanse 1 condition whenever you gain an aura thanks to Smothering Auras.
  • Elemental Epitome grants an aura based on your current element when you execute a combo.
  • The spread of combo finishers on D/D isn't optimal for aura stacking with Elemental Epitome - it ranges from 0 on Fire to 4 on Earth (skills 3-5 + the dodge from Evasive Arcana). This however can be remedied with good timing and a little bit of creativity by switching attunements at the right moment, causing some finishers to land in a different attunement.
  • Some examples for spreading out your finishers inside the Jade Sphere:
    • Cast Earthen Rush then quickly swap to Air to end up with a Shocking Aura.
    • Dodge on Earth inside a Jade Sphere for Magnetic Aura, use Earthquake but swap to Water before the animation ends for a Frost Aura. Cast Frozen Burst but immediately swap to Air for a Shocking Aura.
  • Frozen Burst is the most reliable combo tool in the build - it's both a field and a finisher, so you're always going to get an aura when using this skills. In fact you can get 2 auras by swapping attunements while casting Frozen Burst, for example swapping to Air will give you a Frost Aura Frost Aura from the combo itself and a Shocking Aura Shocking Aura from Elemental Epitome synergy.
    • Carrying over combo finishers from other attunements to Water is optimal. This is because Frozen Burst is the only finisher here, and it's one that's always going to give you a Frost Aura Frost Aura. Since auras of the same type don't stack, using this in Water doesn't give you an extra Frost Aura, so using Frozen Burst in Water wastes the Elemental Epitome proc. Either use it a few seconds after you've carried out a finisher into Water (ensuring that you'll get both Frost Auras) or use it as you're swapping out of Water.
  • Aura combos like this from Elemental Epitome can only happen once every 10 seconds per attunement, so while it's possible to swap attunements for a different aura keep the CD in mind!
  • There are also some less complicated ways of obtaining auras. Water #4 and Air #3 are skills that directly apply auras (and flip over into a chain skill which lets you transmute them for extra effects or more cleansing via Smothering Auras). Another easy one is to simply swap to Fire Attunement for a Sunspot proc. These are all instant and can even be done while casting skills or sitting in a CC, preventing enemies from piling more CCs onto you.
  • Combo finishers in the build:
    • Air's Convergence.
    • Water's Frozen Burst.
    • Earth's skills 3-5 and the first dodge you perform after swapping to this element.
  • As the Jade Sphere is instant you could even drop a combo field in the middle of your dodge in Earth to obtain an aura.


Damage

  • Fire is where most of the damage comes from, followed by Air, Earth, and finally Water.
  • Drake's Breath and Burning Speed can both do good damage without any real setup.
  • Ring of Fire (elementalist) is a quick attack that drops a combo field and could quickly get some Burning on enemies to set up Fire Grab.
  • Fire Grab should only be used on burning foes as it does significantly more damage that way.
  • Ring of Earth, Convergence and Frozen Burst are more on the filler side of things in terms of pure damage but they are quite useful in their own right and much more versatile than most Fire skills.
  • Air's Jade Sphere grants Quickness Quickness which increases your DPS in general. This combined with Lightning Whip spam can dish out some decent damage especially against downed and CC'd enemies.
  • Shocking Aura, Earthquake and Updraft are all great CC tools for setting up burst.


Combo Examples

Low Risk Burst Rotation

  1. Optional - Ride the Lightning if you're not in melee range or if you need to get rid of Blind/Aegis quickly before the next step.
  2. Updraft for CC while evading attacks.
  3. Deploy Jade Sphere (Air) for Quickness.
  4. Convergence and swap to Fire Attunement while casting it.
  5. Burning Speed for damage and to get back into melee range after having used Updraft. At this point Convergence (which has a delay) should also hit.
  6. Ring of Fire (elementalist)
  7. Fire Grab
  8. Drake's Breath. Now, if you have the energy for it then drop the Jade Sphere (F5) on Fire. If not, do it after swapping to Earth.
  9. Swap to Earth Attunement while still casting Drake's Breath.
  10. Earthen Rush for evasion and an aura combo, which should give you Stability Stability and Immobilize Immobilize the target. These should make it easier to land the next CC.
  11. Earthquake for CC.
  12. Churning Earth for damage. You could consider swapping to Water while casting CE for another aura combo, or stay in Earth for a bit more damage via the next step. If you stay in Earth you won't be able to carry a combo finisher over to another attunement though.
  13. Optional - Ring of Earth if you're still in Earth. We call this a low risk rotation because you're using CC, evasion, defensive boons and debilitating conditions to make it harder for enemies to touch you while putting a lot of pressure on them.


Disengaging Safely (make sure you don't have a target selected)

  1. Burning Speed for evasion and to place a combo field.
  2. Swap to Earth in the middle of Burning Speed.
  3. Earthen Rush immediately after BS to capitalize on the combo field of step 1. This is another mobility skill with evasion and you should be able to combo Magnetic Aura.
  4. Swap to Air.
  5. Optional - If enemies are still on you, use Updraft for more evasion and to CC whoever managed to follow you. Updraft makes you roll backwards, which is not the direction we want to go, so turn around before you use it then turn back before proceeding to the next step.
  6. Ride the Lightning without a target to get away from the fight.
  7. Either heal up in Water or wait a bit for out of combat regen to kick in, assuming you weren't followed. Using the elite for a CD reset just so you may use skills 4-5 again instead of swapping to Water is also an option, taking you even farther. If you use the elite definitely press skill 3 before you do, it's a "free" instant aura source.


Mass Cleansing/Healing (Fire spec only)

  1. While standing inside a combo field, carry a finisher over to Water attunement (either Convergence on Air or any of Earth 3-5). This will give you Frost Aura.
  2. Cleansing Wave while the Stability still lasts.
  3. Transmute Frost
  4. Dodge for healing and cleansing
  5. You should have removed at least 7 conditions by now (8 if you got a Cleansing sigil proc) and healed for a decent amount.
  6. There are many ways to proceed based on what your situation is. If you're free from conditions and have time to cast longer skills without getting bursted, do Cone of Cold. If you're still heavily pressured by conditions, use skill 4 twice (once to apply an aura and once to transmute it). If you're still focused cast Frozen Burst while swapping to Air in the middle of it, this will give you 2 Auras (and cleanse 2 conditions) - Frost Aura will reduce incoming damage taken while Shocking Aura can give you some breathing room.


Sustain

  • How you deal with conditions depends on your specializations. With Earth Earth you cleanse conditions whenever you successfully perform combos using leap and blast finishers, while on Fire Fire spec much of your cleansing comes from applying and transmuting auras. There's some level of overlap between the two playstyles though. For example using a leap finisher in a fire field gives you a fire aura - with Earth this cleanses a condition because it was a leap finisher combo, while on Fire this'd also cleanse a condition because you've gained an aura from it. Same results, different reasons.
  • Water and Earth are the most defensive elements here as usual, but Fire and Air have a couple of defensive CDs as well such as evade frames on Burning Speed and Updraft.
  • Simply swapping to Earth can already help you out against direct damage as you'll gain Protection Protection from Elemental Attunement. Earth Jade Sphere grants the same boon plus Resistance Resistance.
  • Water is the best element if you want to cleanse or heal.
  • Cleansing Wave is a simple but effective heal that also cleanses conditions. A lesser version of this skill procs on your first dodge after entering Water Attunement, healing for a similar amount but only cleansing 1 condition.
    • Both of these are AoE skills so if you see an ally in need you can provide some support for your team.
  • Frost Aura's passive mitigates direct damage while transmuting it (using the chain skill) cleanses 2 conditions on Fire spec.
  • Cone of Cold is still a good heal but slower than the other skills, making it worse in emergency situations.
  • Water Attunement's Jade Sphere is, you guessed it, a Water field. It's best used shortly before switching to Earth where most of your combo finishers are. Unloading Earth 3-5 + the dodge is a great way of recovering a large chunk of health. The sphere itself pulses Resolution Resolution to help mitigate condition pressure.
  • Armor of Earth is the only stunbreak in the build so use it wisely, but all the Stability synergy with the auras should help you deal with CC.
  • When damage starts to overwhelm you D/D offers quite a few escape tools. Most obvious one is Ride the Lightning, just make sure you don't have an enemy targeted. Chaining Burning Speed into Earthen Rush would be a good idea too, these are 2 mobility skills with evade frames that also have combo synergy - Burning Speed leaves behind a fire field while Earthen Rush is a leap finisher. This results in both a Fire Aura and a Magnetic Aura!
  • Ring of Earth is a low CD anti-projectile skill.
  • If taken Conjure Earth Shield is for buying time and surviving heavy pressure. With a block, a Magnetic Aura, a CC and an invulnerability frame this could bridge the gap in your defenses until your other CDs come back up or help arrives.


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Ratings

This build has a rating of 5 stars based on 7 votes.
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4 stars
Ethan gave this build 4 stars • November 2024
The best ele build right now, but not sure if it really qualifies as a meta pick. I don't see this anywhere in my ranked games, granted I'm mid gold, but when I do see it, it gets folded over by other duelists despite the tanky traits and stats. Maybe my view of it is bad since I've been climbing using condi virt which is basically this builds biggest counter but I'm not sure, in practise when I play this it also just feels not great. Since spear Wb can take 1v1's cause of how busted it is, I almost feel like it's better at locking nodes down that this is, and it's just awkward because the only element you have kill potential in is fire, so inbetween fire and everything else you basically just try to cc in air and do alittle bit of damage in earth, but it's kind of an ele thing with some builds, like how staff tempest basically has no healing outside of water.
5 stars
Eddieknj gave this build 5 stars • November 2024
Very strong right now, I prefer to use arcane brilliance with flock relic for more reliable healing after being chunked, as well as removing a condi with the blast finisher. I also prefer armor of the earth over blink for much needed on-demand stability, as well as arcane wave for more condi cleanse, healing, cc, and a nice movement ability to weave between fire burst reset with elite inside quickness sphere. Without arcane wave it can be tough to land a kill using heretic and warrior.
5 stars
Guirssane gave this build 5 stars • July 2024
with the recent buffs to dagger and water, the build is better than ever. For a more duelist role, i'm taking water trait now. Some have been buffed and i'm playing 3-1-3 water instead of arcane. Insane healing and survivability with water and still good damage.
5 stars
Glasstone gave this build 5 stars • April 2024
I don't think it's any worse than hammer for sidenodes. D/D just feels soo good to play, one of the best designed sets in the game. D/D ele personifies what this class was meant to be, a swiss army knife for any situation, highly adaptable. And it's still as sturdy as ever. While I play FA Cata more these days D/D will always have some good ol' nostalgia factor for me.
3 stars
BlobTheBob gave this build 3 stars • March 2024
Decent duelist/roamer. Problems with the build are it has no range and you will struggle to do damage vs targets you cant lock down with cc. Also its pretty bad in teamfights.
5 stars
Velkix gave this build 5 stars • May 2023
High kill potential in a 1v1 fight. Solid duelist build, but it is not good at team fights. Try to 1v1 and take the number advantage. You have strong mobility to rotate.
5 stars
Hanz gave this build 5 stars • October 2022
This and the hammer version are two sides of the same coin, very similar builds with a similar power level. Excellent damage and sustain, decent mobility. Very solid in the current meta and fans of the old D/D cele ele will be enjoying this one a lot.

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