Anlyons Elementalist Guide - W.I.P
#31
Posted 10 August 2012 - 09:22 PM
Thank you =D
#32
Posted 10 August 2012 - 09:31 PM
#33
Posted 10 August 2012 - 09:38 PM
Anlyon Spellrage, on 09 August 2012 - 05:37 PM, said:
- Glyph of Elemental Harmony
20 sec |
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/
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- This is the gold standard of healing for most Elementalists. Short CD, decent heal, and some nice boons. I don't find myself wanting the 'Power' generally, because if Im healing, I want something to help enhance the heal, such as regen, or protection.
However, because of the short CD, you should be using this AS SOON as you lose more than ~5k health. This will give you the best chance of having it off CD again, maximising its use. At that stage it could be useful to get 20 sec of power.
One tough choice is whether to heal in Water for the most impact, or whether to heal outside of Water so that you can always run to Water for lesser heals inbetween.
Influential Traits
- Quick Glyphs - CD reduced by 20 % [16 sec]
- Inscription - Effectively doubles the boons stacks/duration.
- Cleansing Water! Adds condition removal when you heal while in Water.
- Also influenced by anything that extends boon duration (gear, or points in the Arcane trait line).
- Signet of Restoration
40 sec | 
- A solid choice in some builds. Only builds with Written in Stone.
Influential Traits
- Written in Stone - Makes the passive work, even when its on CD. WOOT! Pretty powerful, hence why its 30 in Earth.
- Fires Embrace - Casts Fire Shield on yourself. Short amount of burning... but it is an aura, and this will trigger the traits Zephyr's Boon, Elemental Shielding and Powerful Aura
- Arcane Energy - Restores 25% Endurance when used.
#34
Posted 10 August 2012 - 09:53 PM
Lulous, on 10 August 2012 - 07:57 PM, said:
I've already been in contact with the mods. It'll get sticked when its more complete. Im working on it now!
controls, on 10 August 2012 - 08:23 PM, said:
1. do you think I should change anything in my build for tournament PvP
2. do you think staff is better for tournament or is it situational
Tournament PvP is a very different beast to sPvP.
You can make it with that build, but you'd want to play it very differently.
Going full out offence in tournaments is kinda silly, because you'll just make yourself out to be a CC target, and dropped.
Id consider dropping some offence for some more defence. Getting some more Toughness, either with your traits or necklace would be good. Id also look at going for Signet of Earth instead of Signet of Water, the immobilize is too strong to pass up, especially with a well oiled team at your back, and the toughness is nice too.
Without making a full blown essay, those few things above are what i'd suggest at a glance. Even then you'll probably be more of a burst role, which might not work, depending on your team.
Personally, i like the staff more for tournaments, because you have so many more Combo Fields you team can use, and its damage is still nice.
You might like D/D more if you are roaming, or going solo, but if you're running with mates, especially if you're in a group of 3 most of the time, you''ll love the staff.
Also, experience is key here. You'll learn what you like from doing it!
FrancisCrawford, on 10 August 2012 - 08:23 PM, said:
The question is -- why are you in Air? You may well start a fight in Air, in that you arrived with the benefit of speed. In that case, Gale + Blinding Flash means your opponent gets to start a couple of seconds later than you do. Lightning Strike -- why not? (I'm assuming Scepter/Focus.)
Or are you passing through mid-fight? Again, that give you some nice damage -- two Lightning Strikes, perhaps, if you're traited into Air. And it takes your opponent out of play for a few seconds. Better yet, the snare of Gale can increase the chance of landing one of the big hits from Fire ... but if you're heading to Fire, what attunement are you coming FROM?
This line of reasoning illustrates that scepter/focus is for condition builds, in which case being in Earth is also viable, and you can pass through Air and Water as suits you. Even if you're specced for condition damage, Lightning Strike, Dragon's Tooth, and Phoenix are worth hitting with ...
I agree, however, Gale isnt the greatest for setting up a DT → Phoenix combo, because the time it takes for you to swap, cast and wait for the animation, they are up. 2 seconds isnt enough if you're not in Fire attunement.
Good read!
FrancisCrawford, on 10 August 2012 - 09:31 PM, said:
Appreciated!
jx1590, on 10 August 2012 - 09:22 PM, said:
Thank you =D
You are most welcome. Still work to be done though!
#36
Posted 10 August 2012 - 10:34 PM
- Staff, AoE on both offense and defense, definitely including the Blasting Staff trait.
- Scepter/Focus emphasizing conditions.
- Dagger/Dagger emphasizing mobile damage.
- Scepter/Dagger emphasizing direct (especially burst) damage.
- Proc-on-crit, with gear to match
- The boons provided by Glyphs
- Combo fields that you trigger yourself (probably including Evasive Arcana trait)
- Signets (surely including Written in Stone trait)
- Single-target control, probably including Glyph of Elemental Power
- Personal defense, which can include some combination of cantrips, the arcane shield skill, the traits that trigger them, a Focus, and more
- AoE buffs, which can include those combo fields with blast finishers, Elemental Attunement, the recently renamed Tier 3 Earth trait.
- Auras, for your allies or just for yourself.
- AoE healing & condition clear, which can includie Elemental Attunement, Water traits, staff Water skills, blasts through them, water elementals, Dwayna runes, and so on
- AoE disruption, although I'm not sure about that one as it seems to be splahed into builds more than being central to them -- Glypn of Storms, Comet, etc.
Anlyon Spellrage, on 09 August 2012 - 05:38 PM, said:

Until the game is released I wont be placing much effort into the builds section, just because there is likely going to be plenty of changes between now and release. After release however, I will certainly be going through these more extensively and give you guys the run down on the builds that are out there!
Im a huge fan of making your own builds to suit YOUR playstyle. Some certainly are more effective than others, but the best build is the one that you enjoy most, and that suits how you want to play.
In following with this, im not just going to 'serve you a build' and tell you why its the best, because that wont work for everyone.
Im going to show you common 'build elements', or parts of builds, and explain how they contribute to the overall theme of the build.
Im also going to show you combinations of weapons skills and/or traits and/or utilities that really complement each other.
All of this should help to inspire you to create your own builds and try different combinations!

under construction

under construction

under construction

under construction
Edited by FrancisCrawford, 10 August 2012 - 11:51 PM.
#37
Posted 10 August 2012 - 10:49 PM
Anlyon Spellrage, on 10 August 2012 - 09:53 PM, said:
You can make it with that build, but you'd want to play it very differently.
Going full out offence in tournaments is kinda silly, because you'll just make yourself out to be a CC target, and dropped.
Id consider dropping some offence for some more defence. Getting some more Toughness, either with your traits or necklace would be good. Id also look at going for Signet of Earth instead of Signet of Water, the immobilize is too strong to pass up, especially with a well oiled team at your back, and the toughness is nice too.
Without making a full blown essay, those few things above are what i'd suggest at a glance. Even then you'll probably be more of a burst role, which might not work, depending on your team.
Personally, i like the staff more for tournaments, because you have so many more Combo Fields you team can use, and its damage is still nice.
You might like D/D more if you are roaming, or going solo, but if you're running with mates, especially if you're in a group of 3 most of the time, you''ll love the staff.
Also, experience is key here. You'll learn what you like from doing it!
I'm also considering taking 10 points out of Arcane Power and putting it into Earth or Water, what do you think?
Edit: I also switched to Rabid Jewel.
I took 10 points out of Earth and put them into water like this:
http://www.gw2build....alist-2859.html
Stress test time
Edited by controls, 10 August 2012 - 11:05 PM.
#38
Posted 10 August 2012 - 10:58 PM
#39
Posted 10 August 2012 - 11:00 PM
controls, on 10 August 2012 - 10:49 PM, said:
I'm also considering taking 10 points out of Arcane Power and putting it into Earth or Water, what do you think?
Edit: I also switched to Rabid Jewel.
Why Air Training? What fraction of your total damage do you think you'll be doing in Air?
Why Signet of Earth? What do you want them to hold still for?
#40
Posted 11 August 2012 - 12:47 AM
I'm surprised to see that Chain Lightining's single-target damage is 90% of Fireball's or better.
A single pulse of Lava Font also seems to be in the same range as Fireball. Still, if they stand still for even two pulses it's well worth using, or in any case if they're whaling on you in melee and you'd like them to leave you alone.
#41
Posted 11 August 2012 - 02:14 AM
FrancisCrawford, on 11 August 2012 - 12:47 AM, said:
I'm surprised to see that Chain Lightining's single-target damage is 90% of Fireball's or better.
A single pulse of Lava Font also seems to be in the same range as Fireball. Still, if they stand still for even two pulses it's well worth using, or in any case if they're whaling on you in melee and you'd like them to leave you alone.
Not cast time, travel time. You'll get them off faster if you stand close (its only by a fraction)
Hm. Lavafont must have got nerfed then. Fair enough too. I used to get really big hits with it. Cheers, ill update
#42
Posted 12 August 2012 - 01:00 PM
#43
Posted 12 August 2012 - 02:33 PM
#44
Posted 12 August 2012 - 05:49 PM
XcmGT, on 12 August 2012 - 01:00 PM, said:
blindude, on 12 August 2012 - 02:33 PM, said:
Im pretty sure its not actually. Ill need to test that out.
I only saw the animation and the arcane trait effects and the damage (which was slightly less)
Also , sorry in general for not updating yesterday, was WAY too busy. Im so behind on this
Today. More today.
Edited by Anlyon Spellrage, 12 August 2012 - 05:50 PM.
#45
Posted 12 August 2012 - 08:11 PM
Anlyon Spellrage, on 09 August 2012 - 05:37 PM, said:
60 sec |
| 
- Breaks Stun. Neat spell, granting Stability and Protection for 6 seconds. The stability will prevent you from being stunned etc, so this spell can be used BEFORE getting stunned. The protection will also slow down the damage you are taking.
Just like the other Cantrips, can be cast instantly and in the middle of casting anything else.
60 seconds? Is there any information to confirm this?
#46
Posted 12 August 2012 - 08:50 PM
Btw stability now can be increased in duration since it is a boon.
#48
Posted 12 August 2012 - 10:08 PM
Similarly, you can try to start with a big hit. In my limited experience, they don't always land, but I'm not sure whether that's enemies moving out of AoE or just them having noticed my presence and hence galloping over to greet me.
#49
Posted 12 August 2012 - 10:18 PM
http://www.gw2build....r-ele-3316.html
This is mainly done for engaging mobs in pve head on. Do you think it's good enough?
#50
Posted 12 August 2012 - 10:34 PM
akrepon, on 12 August 2012 - 10:18 PM, said:
http://www.gw2build....r-ele-3316.html
This is mainly done for engaging mobs in pve head on. Do you think it's good enough?
You have no condition removal except Cleansing Wave. There will surely be areas where that's not enough.
#53
Posted 12 August 2012 - 11:56 PM
akrepon, on 12 August 2012 - 10:18 PM, said:
http://www.gw2build....r-ele-3316.html
This is mainly done for engaging mobs in pve head on. Do you think it's good enough?
I dont know what the condition removal is like in high end PvE, but you might want to look at at least one other source of condi removal.
Also might prefer Internal Fire to Lava Tomb, but thats just me.
Dont know if you're actually gunna use those necklace/runes in PvE, so cant really comment.
#54
Posted 13 August 2012 - 12:11 PM
I really like your guide to Elementalist profesion and i'm looking forward to see complete version
also i would like to ask if Signet Mastery (trait in first tier of Earth Magic) isn't influential for Signet of Restoration?
#55
Posted 13 August 2012 - 01:13 PM
#56
Posted 13 August 2012 - 04:48 PM
Sandetsu, on 13 August 2012 - 12:11 PM, said:
I really like your guide to Elementalist profesion and i'm looking forward to see complete version
also i would like to ask if Signet Mastery (trait in first tier of Earth Magic) isn't influential for Signet of Restoration?
Haha, of course it is. I use this myself, and i totally missed it. Thanks!
Nabuko Darayon, on 13 August 2012 - 01:13 PM, said:
Cheers. Still work to be done
#57
Posted 13 August 2012 - 05:00 PM
I had a thought. . .
To take some of the pressure off while you're building this thing you can just check out what people are asking about on the forums and fill in the quality bits as other regulars contribute outside the guide
Take this thread for example. . .
People asking about the escape utilities and very clearly say what makes Mist so good
The skill disables your attacks, but you can still move, heal, and if I'm not mistaken, interact with objects (revive / stomp) while invulnerable
You could see if that matches up to what's already available in the guide and update it accordingly
#58
Posted 13 August 2012 - 07:59 PM
MaximumSquid, on 13 August 2012 - 05:00 PM, said:
I had a thought. . .
To take some of the pressure off while you're building this thing you can just check out what people are asking about on the forums and fill in the quality bits as other regulars contribute outside the guide
Take this thread for example. . .
People asking about the escape utilities and very clearly say what makes Mist so good
The skill disables your attacks, but you can still move, heal, and if I'm not mistaken, interact with objects (revive / stomp) while invulnerable
You could see if that matches up to what's already available in the guide and update it accordingly
Great thinking! I will do that.
Since alot of skills are undergoing changes (or i assume they are), Ill put stuff in, but not in as much detail as ill put in post release.
Thanks!
#59
Posted 15 August 2012 - 12:20 PM
#60
Posted 15 August 2012 - 04:31 PM
Wufgar, on 15 August 2012 - 12:20 PM, said:
I had hoped so too
Ill be finishing the weapons and utilities and elites after the stress test today, and some of the other pieces need to wait till release.
Ahh well.
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