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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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#61 EatThisShoe

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Posted 27 March 2012 - 02:44 PM

25 Air Magic
Bolt to the Heart - +25% damage to a foe with less than 25% health.
Arcane Lightning - You have 3% more critical damage for each arcane utility equipped.
Weak Spot - 60% chance to cause Vulnerability on crit

20 Water Magic
Piercing Shards - While in water attunement, your spells deal 20% more damage to vulnerable foes.
Shard of Ice - Arcane and Signet skills cause vulnerability when activated.

10 Arcane Magic
Arcane Mystery - Arcane skills recharge 20% faster.

Arcane Wave
Arcane Blast
Arcane Power/shield

Mainhand dagger, water attunement. Spam Vapor Blade and Arcane Wave/Blast boosted by Piercing Shards. Massive Vulnerability stacking and crits.

There is 15 trait points left, it could go into Fire Magic for the expertise and Burning Precision, or into Arcane for Elemental Surge or Arcane Energy + Arcane Precision. Or some other utility like survival traits.

#62 Arkyos

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Posted 27 March 2012 - 03:51 PM

Does anybody know if the guaranteed critical damage with arcane blast/wave counts as criticals for the purpose of crit effects? Because if they did.. That would open up so many more possibilities with builds.

#63 Stormcaller

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Posted 27 March 2012 - 04:23 PM

Arkyos said:

Does anybody know if the guaranteed critical damage with arcane blast/wave counts as criticals for the purpose of crit effects? Because if they did.. That would open up so many more possibilities with builds.

It definitely does. A crit is a crit.

#64 Arkyos

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Posted 27 March 2012 - 05:06 PM

Stormcaller said:

It definitely does. A crit is a crit.

I really hope so.. With sigils/runes and certain traits we may be able to stack 4 or more crit effects at a time.

#65 Stormcaller

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Posted 27 March 2012 - 05:28 PM

Arkyos said:

I really hope so.. With sigils/runes and certain traits we may be able to stack 4 or more crit effects at a time.

Well what I am interested in is if the Traits in a specific trait line that give a passive effect will still be active when attuned to an element not of that trait line.

i.e.
Fire Magic Traitline - Burning Precision - 20% chance to inflict burning when you crit

Does this 20% chance apply when you are attuned to a different attunement, like air?

#66 Northlander

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Posted 27 March 2012 - 05:54 PM

*scratches head* You know. I get the feeling developers wish to encourage people to use fire as their primary method for attacking while the others should be dipped into for AoEs.

Now before reading this keep in mind that everything is subject to change, fire skills listed in videos might already benefit from alacrity trait, and/or some of the trait descriptions might be wrong. Also some weapons (i.e. daggers) clearly fare better in comparison.

Anyhow. Fire seems to push out most raw damage for a couple of reasons. Its autoattacks are most damaging, it has the fastest recharge for skills 3-5, and those skills also deal damage unlike with many other attunements. Also on top of the shortest recharges it seems to get 20% recharge boost from the alacrity trait while others get merely 15%?

They actually increased recharge for various other attunement skills such as frost aura, shocking aura, frozen ground, windborne speed, gust, lightning surge, magnetic grasp, unsteady ground, and shockwave. The only skill that actually changed for fire was flame grab. You may notice that majority of those skills deal no damage. They provide a short term (usually 2-5s) or instant control effect. Generally speaking they now have 30s recharges which for earth for example means all last three skills got 10s increase.

Also I'm still trying to wrap my head around why skills like geysir or gust have so long recharges. For example without any specific specs geysir seems to heal about 20% of *elementalist* total health over 5s assuming they stay in it for 20s recharge. It doesn't even seem to do damage anymore. Similarly gust allows you to knock target back every 30s which is good for exploiting all those fancy air traits but... every 30s? I mean to me they look like skills that should have something like 15s base recharge to match other actually damaging skills from other attunements.

Then there is the AoE chill patch frozen ground that allows you to keep targets chilled (-66% movement) for 5s every 40s. I guess that's good for holding mobs for a large AoE like, say, meteor storm, but every 40s? I guess they assume people are going to switch to earth attunement for its cripples while this is down... actually it almost seems like the duration of any non-damaging skill is added to recharge as some sort of "duration cost".

I'm pretty sure anyone interested in other than fire attunement are going to pick alacricity as their first trait!

Edited by Northlander, 27 March 2012 - 05:59 PM.


#67 shaolinwind

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Posted 27 March 2012 - 05:55 PM

EatThisShoe said:

Grounded is a good trait, but it can only trigger from Shocking Aura (unpredictably) and Earthquake.
Ah, but you forget the most fearsome piece of arsenal - Grounded + Tornado :)

Actually, planning to make a fiery crit tornado build myself with staff and Grounded trait. Air skills Gust and Static Field also contribute to the Grounded fun.

http://gw2.luna-atra...k0u181b1c1d1g09

It would be easier to make these builds if the traits were fixed on the tool, but basically with the above build, I would focus on crit damage in fire attunement while keeping survivability with shields and magnetic aura, and switching to water for regen whenever the need arises.

It would be a pretty PvP focused build with emphasis on removing conditions continuously with my heal and cleansing fire.

Arcane power would be available at least twice per fight, once at 25% health and once on utility use. Arcane shield would also be available at least twice per fight, once on utility and once at 25% health with final shielding (the tool doesn't offer this yet). This would be used in conjunction with magnetic aura and switching to water attunement for regen when more defense is needed.

But the best part?  My kicker and signature move will be creating a fiery tornado at the right moment when I have a arcane power proc, then using burning retreat through a group of mobs/enemies then immediately unleashing tornado on top of the fire field created, to burn, knock and electrify foes all while getting that hefty Grounded and fire damage bonuses. ;)

Will have to see how this plays out, but I imagine it could be devestating.

#68 Specialz

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Posted 27 March 2012 - 07:58 PM

shaolinwind said:

Spoiler

Except that the Wiki categorizes Tornado Elite as launching (different status effect) someone NOT knocking them down or stunning them. So your tornado and grounded strategy, as they say is *take glasses off*  is grounded (pun intended).

#69 Elemental Gearbolt

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Posted 27 March 2012 - 08:36 PM

For those of you concerned about the speed of execution for Ride the Lightning here a nice video from IGN showing it off ( 5:10 - 6:20 ), it's pretty fast and very nice range:D, I wonder if it'll keep the no target required feat, in that way it could be used to put good distance between you and your attacker.

----------

Northlander said:

*scratches head* You know. I get the feeling developers wish to encourage people to use fire as their primary method for attacking while the others should be dipped into for AoEs.

Now before reading this keep in mind that everything is subject to change, fire skills listed in videos might already benefit from alacrity trait, and/or some of the trait descriptions might be wrong. Also some weapons (i.e. daggers) clearly fare better in comparison.

Anyhow. Fire seems to push out most raw damage for a couple of reasons. Its autoattacks are most damaging, it has the fastest recharge for skills 3-5, and those skills also deal damage unlike with many other attunements. Also on top of the shortest recharges it seems to get 20% recharge boost from the alacrity trait while others get merely 15%?

They actually increased recharge for various other attunement skills such as frost aura, shocking aura, frozen ground, windborne speed, gust, lightning surge, magnetic grasp, unsteady ground, and shockwave. The only skill that actually changed for fire was flame grab. You may notice that majority of those skills deal no damage. They provide a short term (usually 2-5s) or instant control effect. Generally speaking they now have 30s recharges which for earth for example means all last three skills got 10s increase.

Also I'm still trying to wrap my head around why skills like geysir or gust have so long recharges. For example without any specific specs geysir seems to heal about 20% of *elementalist* total health over 5s assuming they stay in it for 20s recharge. It doesn't even seem to do damage anymore. Similarly gust allows you to knock target back every 30s which is good for exploiting all those fancy air traits but... every 30s? I mean to me they look like skills that should have something like 15s base recharge to match other actually damaging skills from other attunements.

Then there is the AoE chill patch frozen ground that allows you to keep targets chilled (-66% movement) for 5s every 40s. I guess that's good for holding mobs for a large AoE like, say, meteor storm, but every 40s? I guess they assume people are going to switch to earth attunement for its cripples while this is down... actually it almost seems like the duration of any non-damaging skill is added to recharge as some sort of "duration cost".

I'm pretty sure anyone interested in other than fire attunement are going to pick alacricity as their first trait!

I find your description inaccurate not so much about the dmg part where fire may be arguably the most useful in most cases but rather you forget about all other factors necessary for a successful ele.

Let's focus on scepter/focus for now, let's talk from a PvP perspective, you'll see how only flamestrike is an unavoidable skill the others require timing, precision and tactics to strike a skilled opponent, the fire traits don't offer much in order to make these skills more deadly or more difficult to dodge, rather you get a decrease in CD or increase in duration of burning when you hit them.

Now go water, you get a group unavoidable skill 1 on autoattack, a snare, a daze, avulnerability inflicting skill and a *tactically advantageous self heal;); what about the water traits?
Let's not forget about : Cleansing water and  Cleansing wave, Powerful aura, and the deadly Piercing shard, the first two are great to deal with annoying necros while the last one will make water skills pretty deadly in the right hands- imagine a target with 20 stacks of vulnerability on him being hit by 20% increase dmg shatterstone..lol.

Let's see Air: I mean have you see the new lightning strike? You can't avoid it and it go straight to crit dmg awesome, you can chain a blind and arc lightning while using it also.
There's also a great KD skill which if used correctly ( right traits on fire and earth:devil:) will make you wish you'd looked at this skill before.

Finally there's earth with rock barrier for increased armour, which is always good; another blind + dmg, a conditions removal and a great spiked prevention skill - obsidian flesh.

In the end an ele must use all attunements as a whole, *forget your mage spamming fireballs* mentality, this is GW2

#70 wbooker14

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Posted 27 March 2012 - 09:42 PM

Hey guys, just a quick build idea that I would love for some people to take a quick look at and give any advice if you have it.  It's mainly a pve build, but occasional pvp, and just something I threw together that looked good.  

NOTE: The missing utility is the new utility called
Glyph of Renewal:
Air: Revive a target ally and teleport then to your target location.
Earth: Revive up to 3 nearby allies.
Fire: Revive a nearby ally and grant yourself a passive buff that will revive you the next time you are downed.
Water: Revive a target ally to full health.

http://gw2.luna-atra...pak0h0t10171d1g

Thanks!

Edited by wbooker14, 27 March 2012 - 11:43 PM.


#71 Stormcaller

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Posted 27 March 2012 - 10:57 PM

Elemental Gearbolt said:

For those of you concerned about the speed of execution for Ride the Lightning here a nice video from IGN showing it off ( 5:10 - 6:20 ), it's pretty fast and very nice range:D, I wonder if it'll keep the no target required feat, in that way it could be used to put good distance between you and your attacker.

You forgot to give the link :)

#72 Elemental Gearbolt

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Posted 27 March 2012 - 11:02 PM

Stormcaller said:

You forgot to give the link :)

Lol yeah sorry

http://uk.pc.ign.com.../1221688p1.html

#73 Northlander

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Posted 28 March 2012 - 09:37 AM

Elemental Gearbolt said:

I find your description inaccurate not so much about the dmg part where fire may be arguably the most useful in most cases but rather you forget about all other factors necessary for a successful ele.<snip>

Actually I think you are missing the point somewhat (or then I am missing yours). Basically to me it looks like attunements are as follows:

  • Fire dishes out major damage (direct or burning) with some mobility
  • Water dishes out meager damage which is boosted slightly by primary debuff vulnerability. It has some long recharge chill and minor healing.
  • Air probably edges ahead of fire in spike damage if traited properly but loses in overall damage due having less damage skills. Also comes with some very long recharge knockback, stuns and speed buffs.
  • Earth does mostly damage through bleed and has most control of all - which also solidly places it on the group with longest recharges overall.

Fire pushes out most damage with its first two skills overall and has the shortest recharges for its skills 3-5 which are also primarily focused on damage. This means (to me) it's favorable to stay in that attunement most of the time, and only switch to others for control and heals. Other attunements are more of a "filler" that supports the damage pushed out by fire.

As for fire traits. Fire magic has traits with favor fire attunement and burning. It also provides power and condition duration which favor both damage and burning - and also has the fastest alacrity for already fast recharges. Though for the most part this really says nothing as other lines have traits that favor their speciality.

Attunement swapping is certainly something you should do BUT keep also in mind that traits encourage specialization which basically translates to "pick your a favored attunement(s)".

----------

Stormcaller said:

Fire Magic Traitline - Burning Precision - 20% chance to inflict burning when you crit

Does this 20% chance apply when you are attuned to a different attunement, like air?

It damn well should. In fact fire has frighteningly few traits that would benefit other attunements in general which is bad since fire dominates the power and condition duration statistics. If you are not planning to use much fire, you won't get much out of fire magic trait line.

Compare this to other trait lines that have very useful traits that also boost fire (i.e. bolt to the heart).

Edited by Northlander, 28 March 2012 - 09:40 AM.


#74 lasmrah

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Posted 28 March 2012 - 06:42 PM

Northlander said:

Attunement swapping is certainly something you should do BUT keep also in mind that traits encourage specialization which basically translates to "pick your a favored attunement(s)".

I don't really agree with this; if you count up all the traits, only about a third of the major traits (and virtually no minors, if you have the 5 point in arcane) in each attunement trait tree actually encourage staying in that attunement, the rest work well in every attunement, or actively encourage switching attunements.

Consider that all the traits (including every 15 point minor!) that involve something happening "when attuning to" an element are much more useful when constantly changing attunements. Not to mention that the 5 point minor in Arcane combined with the 5 point minors in any other tree benefit from switching attunements every 5 seconds. There are also all the traits that give varying effects based on your attunement; those encourage switching around to get the best effect for your current situation.

All the traits that effect utility skills don't actually involve attunements at all. Really, you're left with just the +damage in attunement, the Alacrity traits, and one or two more in each attunement that actually encourage picking a favorite attunement and sticking with it.

#75 sethers656

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Posted 29 March 2012 - 05:53 AM

Hey guys, what do you think of my new builds using some of the new traits we learned about? I am stuck in beteen a tankier/signet using ele and a full offense arcane ele. Both are farily air/fire dependent and crit dependent.

Build 1: http://gw2.luna-atra...00g0h0m0s0s0u09Missing new trait 1. Air Trainng(10% more dmg in Air attunement)

Build 2: http://gw2.luna-atra...00uu00a0g0h0m09 Missing new traits are 1. Air Training(10% more dmg in Air attunement) 2. Arcane Lightning (3% more crit with each Arcane spell equipped) 3. Arcane Mastery (Reduced recharge of all arcane spells by 20%)

I am also thinking about the trait, Shard of Ice - Arcane and Signet skills cause vulnerability when activated, for both of the builds, but I dont think I want to give 10 points into water....

I would be using these builds probably for solo leveling and possibly some PvP. I would love some feedback/criticism.

Edited by sethers656, 29 March 2012 - 07:52 AM.


#76 syrin

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Posted 31 March 2012 - 05:33 PM

Curious what you guys would think of a fire/air/water attunement with septer/focus and maybe staff for ranged? I know switching between all attunments is our strength but earth and arcane just don't interest me at all. Oh thinking about a 30/30/10 build.

Edited by syrin, 31 March 2012 - 05:44 PM.


#77 SiCkWiThIt

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Posted 31 March 2012 - 07:49 PM

Hey guys, new to the forums here. Just wanted to get you guys' opinion on build, since I'm sure most of you are more experienced than I am at doing so.

20/20/10/20/0 build

Weapon - Staff

Fire: 20
1.You have a 20% chance to cause burning whenever a foe attacks you in melee
2.You deal 10% more damage while in Fire Attunement
3. You damage at your location when you attune to fire
4. Cantrips grant you 3 stacks of might when used

Air: 20
1. You move 10% faster while in Air Attunement
2. +20% damage to stunned or knocked down foes
3. Strike your target with a bolt of lightening when attuning to air
4. +20% damage to a foe with less than 25% health

Earth: 10
1. Gain extra armor while attuned to earth
2. You don't lose passive effects of signets when you activate them

Water: 20
1. Regenerate health while attuned to water
2. Deal extra damage when health is above 90%
3. Heal around yourself when attuned to water
4. Chill, vulnerability and cause damage to nearby foes while in mist or vapor form

Arcane:0
1. None  
_________________________________________________________________________

Healing Ability:
1. Signet of Restoration

Utility Bar:
1. Signet of Water
2. Mist Form
3. Lighting Flash

* 2nd option: Signet of Fire, Signet of Water, Mist Form  

Elite Ability:
1. Tornado
_________________________________________________________________________

Thoughts? All tips & suggestions are welcomed.

Edited by SiCkWiThIt, 31 March 2012 - 07:54 PM.


#78 Goldeneyes

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Posted 31 March 2012 - 08:52 PM

Hey SiCkWiThIt. Ive just started looking at builds too so i don't have much experience with this stuff but i had a couple observations with your build.

It looks like you are going to be up close in the action with this build (ignore everything i say if not). Im worried that your health will almost never be above 90% while up close and Vital Striking might be a waisted Major. Look at Soothing Distruption or Cantrip Master to compliment your Mist Form and Lightning Flash.

Also your first earth major Written in Stone will only affect 1 ability that is on a 30sec cooldown. If your going to be in melee range anyway what about Stone Splinters? That is if you don't go with the 2nd option.

#79 Qing Guang

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Posted 31 March 2012 - 09:14 PM

I started out trying to make one build and ended up with two...

http://gw2.luna-atra...u0me8ec1ff0f109
This one's a fragile speedster type. I think I was thinking somewhat along the lines of my old Ride the Lightning E/A build from GW1 (Conjure Lightning on Shocking daggers, RtL to close, launch into chain with Golden Lotus Strike's energy gain proc triggering off CL). Obviously this character would prefer Air Attunement for most situations. Focus: Constant movement, maintenance of Swiftness, rapid attacks combined with high Precision for condition spam and frequent Vigor procs. (Also the traits page seems to be having issues for this one - second Air trait should be Air Training, first Arcane trait is Windborne Dagger)

http://gw2.luna-atra...k080j0s0u161det
I honestly don't really know what's going on with this one. I mostly was just trying to incorporate the signet stuff into the other build and started wondering what one could do with a signet-focused build. At least part of this also hinges on the effect of Fire's Embrace qualifiying as an Aura. If it works that way, then I guess this is something of a support build, focused on survival, buffing allies with Auras, and crowd control. I set it up with D/D again, but presumably D/F would work fairly well also as both have 2 Auras. D/D would probably more supporty, while D/F seems a bit tankier.

#80 SiCkWiThIt

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Posted 31 March 2012 - 11:01 PM

Goldeneyes said:

Hey SiCkWiThIt. Ive just started looking at builds too so i don't have much experience with this stuff but i had a couple observations with your build.

It looks like you are going to be up close in the action with this build (ignore everything i say if not). Im worried that your health will almost never be above 90% while up close and Vital Striking might be a waisted Major. Look at Soothing Distruption or Cantrip Master to compliment your Mist Form and Lightning Flash.

Also your first earth major Written in Stone will only affect 1 ability that is on a 30sec cooldown. If your going to be in melee range anyway what about Stone Splinters? That is if you don't go with the 2nd option.

Hey Goldeneyes, appreciate you answering my question and the input you have provided. But, my plan with this build is to be your traditional elementalist. Sit in the back out of range, causing (1) massive AoE damage (2) being able to survive if caught in close range & being able to get away and put distance between me and my attacker (3) being able to heal allies & myself when I need too.
________________________________________________________________

Written In Stone -  You don't lose the passive effects of signetS (plural) when you activate them.

* The way I interpret this, is that regardless of how many signets you have on your utility bar you will always have the passive effects of each and everyone one of them. An example of this would be, let's say you have 3 signets taking up all of your utility spaces. Without Written In Stone, if you activated one of them you would lose one passive ability but would still have two of them because you didn't activate the other two, if you activated two of them you would lose two passive abilities but keep one of them because you didn't activate it, and if you activated all three of them you would lose all three passive abilities. With Written In Stone, regardless of how many you activate you will always have the three passive abilities. Of course, you lose your active abilities while they cool down. Am I wrong for thinking this way? Please let me know if you have a different understanding of it then I do.
________________________________________________________________

Also, I started thinking about what you said and you are probably right in the sense that I probably won't have 90% health very often even if I am standing in the back in WvW, PvP, or PvE so Vital Strike might actually be a waste of trait points like you said. Instead, I have decided to heed your advice and go with Soothing Disruption to aid my Mist Form & Lightening Flash. That gives me:

1. Cantrips grant you 3 stacks of might when used (Fire Attunement) - increases the damage I do when on the run from attackers

2. Chill, vulnerability and damage to nearby foes (plural - AoE) while in mist or vapor form - makes Mist Form not only a evasive maneuver, but also an attack

3. Cantrips grant you vigor and regeneration - grants me health & allows me to jump around and dodge more when I am on the run from attackers    

These trait abilities will definitely improve my escape abilities when trying to get away from an enemy. Thanks! :)
________________________________________________________________

Any other flaws you see in this build? Keep them coming if you have any! Lol.

Edited by SiCkWiThIt, 31 March 2012 - 11:37 PM.


#81 Dirichlet

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Posted 31 March 2012 - 11:49 PM

SiCkWiThIt said:

* The way I interpret this, is that regardless of how many signets you have on your utility bar you will always have the passive effects of each and everyone one of them. An example of this would be, let's say you have 3 signets taking up all of your utility spaces. Without Written In Stone, if you activated one of them you would lose one passive ability but would still have two of them because you didn't activate the other two, if you activated two of them you would lose two passive abilities but keep one of them because you didn't activate it, and if you activated all three of them you would lose all three passive abilities. With Written In Stone, regardless of how many you activate you will always have the three passive abilities. Of course, you lose your active abilities while they cool down. Am I wrong for thinking this way? Please let me know if you have a different understanding of it then I do.

I can't think of any other way to interpret it. It'll be a very good trait for anybody that takes the healing Signet for sure. Without it the Glyph heal is probably better.

As regards Staff; I can't help but think that while Fire is great, the other elements are a bit lacking. The issue with Fire Staff on its own is that the two big hitters (2 and 5) are quite avoidable to a player (as in, you just move out of the red circle, if you're observant enough). This'll probably work well for WvW when you can throw your AoEs in front of a gate to keep attackers at bay (search YT for "gw2 mundo vs mundo" for some good examples). It doesn't seem as versatile as other weapons though.

Edited by Dirichlet, 31 March 2012 - 11:52 PM.


#82 SiCkWiThIt

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Posted 01 April 2012 - 01:20 AM

Dirichlet said:

I can't think of any other way to interpret it. It'll be a very good trait for anybody that takes the healing Signet for sure. Without it the Glyph heal is probably better.

As regards Staff; I can't help but think that while Fire is great, the other elements are a bit lacking. The issue with Fire Staff on its own is that the two big hitters (2 and 5) are quite avoidable to a player (as in, you just move out of the red circle, if you're observant enough). This'll probably work well for WvW when you can throw your AoEs in front of a gate to keep attackers at bay (search YT for "gw2 mundo vs mundo" for some good examples). It doesn't seem as versatile as other weapons though.

Yeah, I thought about using the healing Glyph just because its so versatile in what it can do. Maybe once I become accustom to the game and accustom to switching in and out of attunements I will start using this instead.

My only concern with the scepter & the dagger is that I don't feel like they have enough AoE casts, they focus more on killing one person at a time. And, since the whole point of being an elementalist is to cause massive amount of damage to several enemies from a distance I just don't see how you don't use a staff. The only situation in which I could see a scepter or dagger having a slight advantage would be in a 5v5 PvP match since you are more likely to be up in the middle of things. But for WvW & PvE, staff all the way.

* Note:
I will use Fire Attunement as my main DPS attunement, but I will probably run around in Air or Earth Attunement to stun or cripple my opponents first. I will than switch over to Fire for highest damage purposes, and if I can't kill them & I start to take damage from my attackers I will switch over to water.  

Your thoughts?

Edited by SiCkWiThIt, 01 April 2012 - 01:27 AM.


#83 Yurgade

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Posted 01 April 2012 - 01:20 AM

http://www.gw2tools....acWa;Ycaa;bcZSY

thoughts anyone?

#84 SiCkWiThIt

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Posted 01 April 2012 - 01:32 AM

Yurgade said:


My only concern is that you won't do enough damage. Fire Attunement raises your power, and power is what increases the amount of damage you do for ALL outgoing attacks. You might get several crits, but will you do any kind of damage? I don't know.

#85 Specialz

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Posted 01 April 2012 - 02:55 AM

Yurgade said:


I personally wouldn't go that route. mainly because it relies too heavily on RNG to do damage.

TBF, I don't see any real reason to go that deep into air and arcane because most of the traits don't see to benefit your build especially arcane. You could take out the last 10 trait points from arcane and it wouldn't affect you at all. The same applies for the last 5 points in water.

Finally, I am pretty sure arcane blast is short range and your weapon set is geared towards mid range.

#86 applebeefstew

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    Asuran Acolyte

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Posted 01 April 2012 - 03:54 AM

http://www.gw2tools....aeXf;Zaaa;bhTiY

What do you guys think of this build? Would it do enough damage or is it too defensive? Mostly used for WvWvW and PvE, not for structured pvp.

#87 grimmjawjin

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    Fahrar Cub

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Posted 01 April 2012 - 09:40 AM

Here is my build:

http://www.gw2tools....adaa;Ybaa;ZVUfZ

The main purpose for this build is damage dealing while maintaining decent survivability.

#88 upier

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Posted 01 April 2012 - 10:51 AM

The ele REALLY isn't one of my fave guys, but it's insane how much I like this bar:
http://www.gw2tools....aaaa;Zaaa;ZSfib

Edit:
I completely forgot to toy around with traits though. >.>

#89 r4z4

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Posted 01 April 2012 - 11:32 AM

Here is my first attempt at a D/D build for general PvE:

http://www.gw2tools....adga;bbaa;YUfgZ

My build focuses on signets, movement and condition removal.

Signets
Being ele I want to be able to focus on the huge number of skills available to me. Signet passives are constantly providing me with small buffs in the background and when s**t hits the fan I can use them as a crutch. There is some really nice synergy between the signet active skills and D/D. For example:

Signet of Water + Frozen Burst = 7 seconds of Chilled (This can be increased to 10 seconds if you go D/F with Freezing Gust!)
Signet of Earth + Magnetic Grasp = 7 seconds of immobilise.

These are further boosted by maxing out the Earth trait line with Written in Stone and Signet Mastery.

Movement
Being D/D I need to be able to move around quick, Windborne Dagger and Signet of Air stack (hopefully!) to give me a base 25% increase, which goes up to 35% when I am in Air. Also, Burning Speed, Ride the Lightening and Magnetic Grasp should help to get me in and out of melee fast.

Condition Removal
To make sure I can keep moving and survive I need to keep conditions to a minimum. Cleansing Wave (the skill), Stop Drop and Roll and Signet of Water should help me to control the level of conditions. I wish I could have taken the Cleansing Wave trait also but I ran out of trait points. I don't want to give up Bolt to the Heart, Earth's Embrace and Arcane Retribution as I think these might be the 3 best ele traits going.

Weaknesses
I'm no build master - but I think the main weakness of my build might be lack of damage as I have no points in Fire. I hope I can cover this through runes/armour/weapon bonuses etc. But my build is centered around my desired playstyle so I hope the thrill of darting in and out of melee and surviving makes up for the lack of damage being inflicted by my fellow ele brethren.

So that's my build! What do you guy's think?

----------

applebeefstew said:

What do you guys think of this build? Would it do enough damage or is it too defensive? Mostly used for WvWvW and PvE, not for structured pvp.

I think Staff is the highest damaging ele weapon so damage should not be an issue. Excellent varied defense in that build. Do you know how many pulses there are on the 'Ether Renewal' skill? I never really paid to much attention to it but just realised that if it has 3 pulses then that a condition removal every 5 seconds, combining that with Signet of Water could be amazing.

grimmjawjin said:

Here is my build:
The main purpose for this build is damage dealing while maintaining decent survivability.

There are so many good ele traits now that choosing is really difficult! But that is a good thing. Do you prefer Fire over the other elements as you took Pyromancer's Alacrity? If so I was going to suggest a trait to increase your burning damage especially as you have Signet of Fire.

upier said:

The ele REALLY isn't one of my fave guys, but it's insane how much I like this bar

Staff + Firey Greatsword = dead mobs everywhere :D What's the thinking behind Lightening Flash? I think teleport is amazing for movement but with a 60 seconds cooldown I'm sure not how it could be best used. Also, Mist Form is such a great panic button move but the 3 second duration kills it for me.

Edited by r4z4, 01 April 2012 - 11:56 AM.


#90 Yurgade

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Posted 01 April 2012 - 03:00 PM

Specialz said:

I personally wouldn't go that route. mainly because it relies too heavily on RNG to do damage.

TBF, I don't see any real reason to go that deep into air and arcane because most of the traits don't see to benefit your build especially arcane. You could take out the last 10 trait points from arcane and it wouldn't affect you at all. The same applies for the last 5 points in water.

Finally, I am pretty sure arcane blast is short range and your weapon set is geared towards mid range.

http://www.gw2tools....aaaa;Zaaa;bVUSY

what about this one fellas?

Edited by Yurgade, 01 April 2012 - 03:11 PM.





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