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Elementalist trait/build discussion

melee mobility combat strategy build traits pvp attunement arcane elementalist septer dag weapon set strats tactics gameplay commentary guide

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#31 Archon44

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Posted 22 March 2012 - 11:42 AM

For earth D/D I'm thinking fire would be a better combo than air.  Something like:

http://gw2.luna-atra...f5a0g0j0k0v1b09

It's pretty evenly traited, but I would only use air as a starter to Shocking Aura and Ride The Lightning, hit Arcane Power then switch to earth and Earthquake, Churning, then to fire, trigger the signet and use Flame Touch.  All the while keeping up a greater air elemental for the stuns.

#32 Cannonball Roy

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Posted 22 March 2012 - 12:27 PM

Stalefish said:

"Swiftness is a boon that increases movement speed by 33%, excluding the passive effect from signet skills, which increase movement speed by 10%."

I would read this as Swiftness not multiplying, but adding with the passive buff.

So if you had the 35% passive speed boost, and then used swiftness, you would be 68% faster, rather than 1.35 x 1.33 = 1.7855 or 79% faster.

#33 Archon44

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Posted 22 March 2012 - 03:13 PM

Here's a staff build I made.  The idea is to stay in fire as much as possible and use a greater air elemental to apply stuns.

http://gw2.luna-atra...k0b0g0h0k0n1b1g

#34 Malkia

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Posted 23 March 2012 - 03:28 AM

Let's see if this works.

http://gw2.luna-atra...k0h0i0m0n141b1f

This was supposed to be for PvP (5v5 and such). The focus is mostly damage/mobility/control in that order.

I'm still really undecided about a lot of things, such as what evasive arcana is, if the arcane power trait is worth it, if summoned weapons would be any good in this kind of build, etc.

Any suggestions are greatly appreciated!

#35 Leyana

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Posted 23 March 2012 - 03:47 AM

@Malkia:
From what I can see:
Was there a specific reason you took Glyph of Elementals as an elite beyond the fact that it was a Glyph? From my view, Firey Greatsword works better in the damage/mobility department especially since as a dagger Elementalist, you'll be near the enemy. Then you can also drop Quick Glyphs for Zephyr's Boon since I assume you're planning to be mostly Air attuned and there's Shocking Aura on that bar.

Also, the points into Fire seem a bit of an afterthought. Perhaps more points into Water for Icy Mist so you get a bit of control whenever you pop Mist Form? Or take Powerful Auras instead to spread the love.

Take what I say with a grain of salt though. It's been a while since I've looked really closely at the Elementalist.

#36 JohnPope

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Posted 23 March 2012 - 04:12 AM

Here is a thought... A lot of people are considering conjured weapons, but something bothers me about it. You conjure one for yourself and other drop on the ground. What stops the guy you are fighting from taking that one and owning your face with it?:D

#37 Leyana

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Posted 23 March 2012 - 04:44 AM

Well the discription says 'usable by allies only'. So, unless someone in the beta would like to test that out sometime, that's what we got.

#38 Chaotic

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Posted 23 March 2012 - 07:17 AM

Leyana said:

Well the discription says 'usable by allies only'. So, unless someone in the beta would like to test that out sometime, that's what we got.

Yea I think you're right.

How awesome would it be if your enemy could pick it up, but it has a negative effect?

For example, a foe picking up a lava axe would cause long duration of burning. Just a fun idea :P

#39 Skaald

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Posted 23 March 2012 - 07:56 AM

Chaotic said:

Yea I think you're right.

How awesome would it be if your enemy could pick it up, but it has a negative effect?

For example, a foe picking up a lava axe would cause long duration of burning. Just a fun idea :P

While an interesting idea, I think there'd be 2 problems with that:
1. Hard to distinguish it from friendly weapon. Even if it had red thingy it'd most likely be hard to see with all possible AoE and so on going off.
2. Would annoy your teammates who were going to pick it up (though that'd add something of a tactical choice: take damage/stun/whatever one might get from picking enemy CW and deny it's use).

Though I'll doubt it'd ever go that way, but just some food for thought.

#40 Strumfeta

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Posted 23 March 2012 - 10:52 AM

what you guys thinking about earth magic looks very good for pvp with dagger/dagger weapons ,in combination with air magic uber survivability and good dps.

30 erth/30 air/10 arcane with all glyph skills and air elemetal summon for stun

Edited by Strumfeta, 23 March 2012 - 10:55 AM.


#41 EvolutionKB

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Posted 23 March 2012 - 03:03 PM

http://gw2.luna-atra...v1010101d1d1d1e

This is my gish type build.  It uses dagger/dagger, but has conjured weapons for control and AoE.

#42 Stormcaller

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Posted 23 March 2012 - 04:18 PM

Strumfeta said:

what you guys thinking about earth magic looks very good for pvp with dagger/dagger weapons ,in combination with air magic uber survivability and good dps.

30 erth/30 air/10 arcane with all glyph skills and air elemetal summon for stun

You probably need to take some points off to put into fire if you want to deal good DPS even if you don't plan to use fire very much (since by spending points in fire increases Power which is the only thing that raises your average DPS).

#43 Shae

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Posted 23 March 2012 - 04:42 PM

http://medias.luna-atra.fr/gw2/skill_tool/generator.php?lang=en&code=3232i0gjcn2e71lm00kakaa0e0n0t0u191f07

I wanted a high damage build that also had decent durability (considering it's a light armor profession) and a lot of movement.

20 Fire Magic
Internal Fire: 10% more damage while attuned to fire (Obvious reasons)
Persisting Flames: Fire fields last 30% longer (Synergy with dual dagger setup for flame touch for even more damage while attuned to fire, letting you spike more. I chose this over increased damage while standing in fire fields for the higher chance of getting more burning application)

10 Air Magic
Quick Glyphs: Glyphs recharge 25% faster. (For use with Elemental elite)

20 Earth Magic
Written in Stone: Keep passive effects of signets after activating them. (Increases the healing over time for Signet of Restoration, and lets me use the debuffs of other signets while maintaining the stats I need to maintain using such a close-range build.)
Earth's Embrace: Gain Armor of Earth at 25% health. (Close range builds need a lot of damage mitigation)

10 Water Magic
One with the Mists: Gain Mist Form at 33% health (Again, more durability, plus the option to initiate exiting combat if I wish once I reach this amount of health.)

10 Arcane Power
Windborne Dagger: +15 movement while dagger is equipped. (I want all the mobility I can get with a close range build.)

#44 Specialz

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Posted 23 March 2012 - 04:50 PM

Stormcaller said:

You probably need to take some points off to put into fire if you want to deal good DPS even if you don't plan to use fire very much (since by spending points in fire increases Power which is the only thing that raises your average DPS).
The person could focus on runes of power to give him some decent amount of dps, but I personally believe relying on crit is not a good idea.

#45 Selo

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Posted 23 March 2012 - 10:06 PM

Burning AoE Fire build

http://gw2.luna-atra...a0b0e0i0k0u1g09

#46 Strumfeta

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Posted 24 March 2012 - 11:31 AM

Stormcaller said:

You probably need to take some points off to put into fire if you want to deal good DPS even if you don't plan to use fire very much (since by spending points in fire increases Power which is the only thing that raises your average DPS).

i planing to do that with runes and gear with dps stats

#47 Selo

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Posted 25 March 2012 - 09:11 PM

your attunement points doesnt change by switching weapons right?

getting the arcane aoe trait arent good with anything except staff for example

#48 EatThisShoe

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Posted 25 March 2012 - 09:45 PM

Selo said:

your attunement points doesnt change by switching weapons right?

getting the arcane aoe trait arent good with anything except staff for example

I've heard you can swap your major traits any time you are out of combat. What you can't do is change how many points are in a line without a respec.

#49 Elemental Gearbolt

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Posted 26 March 2012 - 11:52 AM

List of traits completed for the ele:D

My new favourite traits :
1) Water- Shard of Ice ( Arcane and signet skills cause vulnerability when activated)

2) Arcane Power- Elemental Attunement ( You and your allies gain might when attuning to fire, swiftness when attuning to air, protection when attuning to earth, regeneration when attuning to water)

Though I don't think this elemental attunement will be availabel which each attunement swap, in the final version there will be a CD on it I'm sure, one last thing the trait which gives mist form at 33% HP has been removed

#50 Scribbles

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Posted 26 March 2012 - 12:46 PM

Elemental Gearbolt said:

List of traits completed for the ele:D

My new favourite traits :
1) Water- Shard of Ice ( Arcane and signet skills cause vulnerability when activated)

2) Arcane Power- Elemental Attunement ( You and your allies gain might when attuning to fire, swiftness when attuning to air, protection when attuning to earth, regeneration when attuning to water)

Though I don't think this elemental attunement will be availabel which each attunement swap, in the final version there will be a CD on it I'm sure, one last thing the trait which gives mist form at 33% HP has been removed

That 'Shard of Ice' major trait fits really well with one of the other new Water major traits that let you deal more damage to targets with the vulnerability condition.

It also seems that the 'Mistform at 33% health' trait is missing in the new beta build. I think they considered it overpowered. Too much of a 'get out of jail free' card.

#51 Elemental Gearbolt

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Posted 26 March 2012 - 03:06 PM

Scribbles said:

That 'Shard of Ice' major trait fits really well with one of the other new Water major traits that let you deal more damage to targets with the vulnerability condition.

It also seems that the 'Mistform at 33% health' trait is missing in the new beta build. I think they considered it overpowered. Too much of a 'get out of jail free' card.

There is also Cleansing wave and Piercing shard, so what was again, Water line suck? :D

You remove a condition everytime you go water and deal more dmg to enemies affected by vulnerability, after a while your skill 2 in water will start dealing 2k dmg:devil:

Let's not forgive the Arcane Power line with all those dodge bar refill traits.

To sum everything it up a proficient ele will literally be a god, able to dodge over 50% of enemy attacks and block/absorb the remaining 50% and this on a 24/7 rate, we can remove conditions from allies and yourself like no other class, we can grant all kind of boons to allies and yourself again and the new crit and increase dmg traits are awesome.

In GW1 a great ele had few weaknesses( strip ench,daze) which could be exploited only by a group of enemies otherwise the ele would still win, instead in GW2 an ele literally got none of the past weaknesses.

Soon the black/purple ele will roam the PvP lands once again, once again the only opotion left for the enemy will be...rage quit:devil:

#52 Archon44

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Posted 26 March 2012 - 03:09 PM

Here's a quick matrix of the currently available combos for Elementalist:


                          COMBO STARTERS
      Fire     Air         Water Earth
Staff     2xFire Lightning    2xWater/Ice None
Sceptre  None   None         None         None
Dagger   Fire   None         None None
Off Dag  Fire   None         None         None
Focus     Fire   None         None         None

                              FINISHERS
              Fire    Air                 Water      Earth
Staff      None   None         None     2xProjectile/1 Blast
Sceptre  Blast   None         Blast        Projectile/Whirl
Dagger   None   None         None               None
Off Dag  None   None         None             2xBlast
Focus     None   None         Blast               Blast

#53 masterloup

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Posted 26 March 2012 - 07:32 PM

Maybe i am see,ing wrong. But Am i really see'ing 7 elite skill?

#54 Stormcaller

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Posted 26 March 2012 - 07:44 PM

masterloup said:

Maybe i am see,ing wrong. But Am i really see'ing 7 elite skill?

3 Elementalist Elites
-Tornado
-Fiery Greatsword
-Glyph of Elementals

4 Racial Elites
-Bear
-Raven
-Wolf
-Snow Leopard

#55 Aristio

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Posted 26 March 2012 - 07:47 PM

masterloup said:

Maybe i am see,ing wrong. But Am i really see'ing 7 elite skill?

You're seeing 3 from Elementalist, and 4 from the Norn.

#56 masterloup

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Posted 26 March 2012 - 08:13 PM

That awkward moment >_>

Thanks for the clarification

#57 Elemental Gearbolt

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Posted 26 March 2012 - 08:56 PM

I'd like to introduce one new utility that I'm sure will make many of us very happy: Glyph of Renewal

A revival utility that work like this:

-Earth= Revive all nearby allies
-Water= Revive target ally to full health
-Air= revive target ally and teleport him to your location
-Fire= Revive target ally and grant yourself a passive boon which will revive you the next time you're downed

Furthermore here a list of more changes:

1) Flame grab CD increased to 45s :(
2) Arcane blast CD decreased to 15s :D
3) Glyph or arcane power CD decreased to 45s :D

There are 2 more utilities whose functioning is currently unknown, with the current traits I wonder how much dmg an arcane blast ( 100% crit) could deal on a target suffering from vulnerability:p

#58 Stormcaller

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Posted 26 March 2012 - 09:06 PM

Glyph of Renewal definitely has a lot of potential. Especially for raids. I'm sure it'll get some kind of nerf for PvP though since that's simply way too powerful (mainly concerned with WvW).

#59 Roan Rivers

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Posted 26 March 2012 - 11:44 PM

...  Glyph of renewal sounds like Signet of Rebirth...

You know how many people will force you to bring that thing so you can bail their butts out of the fire?  Uhg...  Not bringing it.  Don't care what they say.  You fall flat on your ass, your fault, not mine.  Will get to you when I can.

Anyway, still having trouble keeping up with utility skills, they all seem rather... meh.  I'm pretty darn confident that I won't know what to use until in game, and see how effective and versatile the skills are.  Being a dagger/dagger enthusiast, I'm not sure i will even have much time to play with utilities as I'm constantly watching my position and keeping an eye on my target if he's getting ready for some burst damage.

By the way, this is my build atm, 15/15/15/15/10

http://medias.luna-atra.fr/gw2/skill_tool/generator.php?lang=en&code=3232k06v712fcn2g00ffffa0i0u181d09

I'm half positive the ideal "True Hybrid" build will equate to practically worthless in PvP and end game, but some shred of hope keeps me tied to it.

But either way, it's a fun fact that having 15 points in any of the attunements gives off an effect for swapping.  Fire damages people around you, air strikes lightning on your target, water heals u and allies, earth damages and bleeds.  So in a melee situation, it's a kinda nifty bonus.

#60 Nikorasu

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Posted 27 March 2012 - 12:07 PM

I'm loving the "One with the" new trait line. I was complaining that there was no incentive to build a single-element elementalist (I know they are not designed for that, but why shouldn't you have the chance if it is what you like), so having a trait that rewards sticking to an attunement is just what I needed.

I'm planning a full-fire elementalist with Lava Axe and Fiery Sword to compensate for the lack of attunement changes.




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