Choice of stats for PvE support (Build included)
Started by ATC_06, Oct 10 2012 08:08 AM
elementalist stats staff support gear build traits discussion
6 replies to this topic
#1
Posted 10 October 2012 - 08:08 AM
Hello,
So I'm running as a support elementalist in dungeons and I've been playing with all magic find gear <($_$)>, the rare crafted set so far. I'm primarily wielding the staff because I like the range and the CC to control each fight.
Since I have been using MF gear, I have no defensive stats and I go down really fast whenever hit, sometimes getting oneshotted, though I do pretty fine and I most of the time die the least (or never) in a dungeon.
I feel now is the time for new gear so I'm having an exotic set made but can't decide which stats to slap on 'em. I've been reading and researching but can't come to a conclusion what's best for support. Should I perhaps use healing power? Though I read that it scales horribly and you're probably better off going vit/toughness.
What would the stat priority be for staff elementalists? Not sure if condition damage would be that beneficial since most spells are direct damage. Though it is nice to apply the DoTs then cast whatever is needed for the group.
Using: 0/20/0/30/20
Highlights of this build:
1. Can have 100% uptime on boons due to usage of multiple glyphs.
2. Points in water for heals and condition removal.
3. Apply boons to allies by attune-dancing.
See my build here: http://gw2skills.net...Hm8CLCFVQRRxM7A
Performance/experience in dungeons:
Low HP, dying fast, finding the healing abilities lacking, can't heal up, regeneration boon heals very little, damage lacking, underpowered, mainly in terms of damage and survivability compared to other professions.
TL:DR: Which stats for support elementalist, staff user, give suggestions, share own experiences.
Any help is highly appreciated.
/ATC
So I'm running as a support elementalist in dungeons and I've been playing with all magic find gear <($_$)>, the rare crafted set so far. I'm primarily wielding the staff because I like the range and the CC to control each fight.
Since I have been using MF gear, I have no defensive stats and I go down really fast whenever hit, sometimes getting oneshotted, though I do pretty fine and I most of the time die the least (or never) in a dungeon.
I feel now is the time for new gear so I'm having an exotic set made but can't decide which stats to slap on 'em. I've been reading and researching but can't come to a conclusion what's best for support. Should I perhaps use healing power? Though I read that it scales horribly and you're probably better off going vit/toughness.
What would the stat priority be for staff elementalists? Not sure if condition damage would be that beneficial since most spells are direct damage. Though it is nice to apply the DoTs then cast whatever is needed for the group.
Using: 0/20/0/30/20
Highlights of this build:
1. Can have 100% uptime on boons due to usage of multiple glyphs.
2. Points in water for heals and condition removal.
3. Apply boons to allies by attune-dancing.
See my build here: http://gw2skills.net...Hm8CLCFVQRRxM7A
Performance/experience in dungeons:
Low HP, dying fast, finding the healing abilities lacking, can't heal up, regeneration boon heals very little, damage lacking, underpowered, mainly in terms of damage and survivability compared to other professions.
TL:DR: Which stats for support elementalist, staff user, give suggestions, share own experiences.
Any help is highly appreciated.
/ATC
#2
Posted 10 October 2012 - 09:08 AM
Hello there
I've been rolling support for all my hours logged in sPvP and have completed all the explorable mode dungeon paths. I have a support build that gives some REAL fat heals for your team and keeps you alive no problem against bosses in explorable mode dungeons.
http://gw2skills.net...3Iuxej7G5NjGONA
Some things to note is that you can stay in fire attunement to deal damage and when your team needs heals or support you can then switch into water. The third trait in Arcane known as Evasive Arcana is EXTREMELY powerfull due to it not mentioning that WHENEVER you dodge it will act as a blast finisher where you stop dodging while in combat. In addition to casting the spell based on attunement. This can be used with a water field while in water attunement to create a blast finisher inside one of your healing fields. The spell from evasive arcana will do a 3k heal while the blast finisher in the water will do another 2.5k in addition to the person being healed by the water spell there standing in! The end result can be a 10k heal.
http://gw2skills.net...3Iuxej7G5NjGONA
Some things to note is that you can stay in fire attunement to deal damage and when your team needs heals or support you can then switch into water. The third trait in Arcane known as Evasive Arcana is EXTREMELY powerfull due to it not mentioning that WHENEVER you dodge it will act as a blast finisher where you stop dodging while in combat. In addition to casting the spell based on attunement. This can be used with a water field while in water attunement to create a blast finisher inside one of your healing fields. The spell from evasive arcana will do a 3k heal while the blast finisher in the water will do another 2.5k in addition to the person being healed by the water spell there standing in! The end result can be a 10k heal.
#3
Posted 26 October 2012 - 12:27 AM
I'd just like to revive this because the above poster did not mention what set he/she runs with.
#4
Posted 30 October 2012 - 09:40 AM
Murmer, on 26 October 2012 - 12:27 AM, said:
I'd just like to revive this because the above poster did not mention what set he/she runs with.
I decided to go with a mix of knights/valk parts and some healing (about 600 healing power) not the best damage but a well balanced set for all situations. Ruby orbs in all armor pieces. Even fully exotic geared I still feel underpowered, squishy and low damage.
Stats:
1762 power, 2873 attack
1651 prec, 39% crit chance (maybe I need more?)
1144 tough, 2064 armor
1610 vitality, 17745hp, 548 healing power
Build I'm using right now:
20 Fire, VI, VII (for a lil extra punch)
20 Air, III, VIII
20 Water, I, V
10 Arcana, V (I'd like to have Blasting Staff but lack the points for it and I don't really like to give up any other for it)
#5
Posted 30 October 2012 - 11:33 AM
Actually healing power scales really bad so...
My advise is to go with Knight Armor for good dmg (if you kill the source of dmg you need less effective healing power) and self survive-ability (a dead healer doesnt heal anyone)
If soon or later they will buff a bit healing power i'll think about cleric, simply not now, not needed in pve.
My advise is to go with Knight Armor for good dmg (if you kill the source of dmg you need less effective healing power) and self survive-ability (a dead healer doesnt heal anyone)
If soon or later they will buff a bit healing power i'll think about cleric, simply not now, not needed in pve.
#6
Posted 30 October 2012 - 04:25 PM
ATC_06, on 10 October 2012 - 08:08 AM, said:
Hello,
So I'm running as a support elementalist in dungeons and I've been playing with all magic find gear <($_$)>, the rare crafted set so far. I'm primarily wielding the staff because I like the range and the CC to control each fight.
Since I have been using MF gear, I have no defensive stats and I go down really fast whenever hit, sometimes getting oneshotted, though I do pretty fine and I most of the time die the least (or never) in a dungeon.
I feel now is the time for new gear so I'm having an exotic set made but can't decide which stats to slap on 'em. I've been reading and researching but can't come to a conclusion what's best for support. Should I perhaps use healing power? Though I read that it scales horribly and you're probably better off going vit/toughness.
What would the stat priority be for staff elementalists? Not sure if condition damage would be that beneficial since most spells are direct damage. Though it is nice to apply the DoTs then cast whatever is needed for the group.
Using: 0/20/0/30/20
Highlights of this build:
1. Can have 100% uptime on boons due to usage of multiple glyphs.
2. Points in water for heals and condition removal.
3. Apply boons to allies by attune-dancing.
See my build here: http://gw2skills.net...Hm8CLCFVQRRxM7A
Performance/experience in dungeons:
Low HP, dying fast, finding the healing abilities lacking, can't heal up, regeneration boon heals very little, damage lacking, underpowered, mainly in terms of damage and survivability compared to other professions.
TL:DR: Which stats for support elementalist, staff user, give suggestions, share own experiences.
Any help is highly appreciated.
/ATC
So I'm running as a support elementalist in dungeons and I've been playing with all magic find gear <($_$)>, the rare crafted set so far. I'm primarily wielding the staff because I like the range and the CC to control each fight.
Since I have been using MF gear, I have no defensive stats and I go down really fast whenever hit, sometimes getting oneshotted, though I do pretty fine and I most of the time die the least (or never) in a dungeon.
I feel now is the time for new gear so I'm having an exotic set made but can't decide which stats to slap on 'em. I've been reading and researching but can't come to a conclusion what's best for support. Should I perhaps use healing power? Though I read that it scales horribly and you're probably better off going vit/toughness.
What would the stat priority be for staff elementalists? Not sure if condition damage would be that beneficial since most spells are direct damage. Though it is nice to apply the DoTs then cast whatever is needed for the group.
Using: 0/20/0/30/20
Highlights of this build:
1. Can have 100% uptime on boons due to usage of multiple glyphs.
2. Points in water for heals and condition removal.
3. Apply boons to allies by attune-dancing.
See my build here: http://gw2skills.net...Hm8CLCFVQRRxM7A
Performance/experience in dungeons:
Low HP, dying fast, finding the healing abilities lacking, can't heal up, regeneration boon heals very little, damage lacking, underpowered, mainly in terms of damage and survivability compared to other professions.
TL:DR: Which stats for support elementalist, staff user, give suggestions, share own experiences.
Any help is highly appreciated.
/ATC
it sounds like you know what the problem is, so it should be easy for you to solve. If you have low hp, you should go with a carrion/valkryie set or anything that gives you hp. Others say healing power scales bad, so you could go knights exotic with valkyrie jewelry. However, im not sure you are going for direct damage right? Also, your build is decent but you may want to pick an escape utility for added survivability (mist, lightning flash, armor of earth, arcane armor). I know you are trying to go for a glyph build but you have no escape/survibility utilities at all.
Edit: It seems you already picked up a knights set with valkyrie jewelry. 17k isn't HORRIBLE hp. You can take those ruby jewels out and replace them with something that boosts hp/toughness further.
Edited by kissmyelemental, 30 October 2012 - 04:27 PM.
#7
Posted 30 October 2012 - 05:38 PM
kissmyelemental, on 30 October 2012 - 04:25 PM, said:
it sounds like you know what the problem is, so it should be easy for you to solve. If you have low hp, you should go with a carrion/valkryie set or anything that gives you hp. Others say healing power scales bad, so you could go knights exotic with valkyrie jewelry. However, im not sure you are going for direct damage right? Also, your build is decent but you may want to pick an escape utility for added survivability (mist, lightning flash, armor of earth, arcane armor). I know you are trying to go for a glyph build but you have no escape/survibility utilities at all.
Edit: It seems you already picked up a knights set with valkyrie jewelry. 17k isn't HORRIBLE hp. You can take those ruby jewels out and replace them with something that boosts hp/toughness further.
Edit: It seems you already picked up a knights set with valkyrie jewelry. 17k isn't HORRIBLE hp. You can take those ruby jewels out and replace them with something that boosts hp/toughness further.
I like my current build, with 20 pts in fire I can pick the 10 more charges for conjured weapons and play around with some of those whenever I get bored of my other weapons. It's a solid all around build with a balanced blend of damage, defense and utility.
Had 2 successful Arah runs today with only one or two wipes, can't recall which paths tho. This build performed really well in all situations, had of course to swap to some cantrips however for more evasiveness and skipping.
Here's more detail of the gear I'm using if anyone cares, don't know if it's optimal I just got whatever to get a sense of balance.
x3 Valk, x3 healing parts from karma/dungeon. Jewelry: x3 knights, x2 valk (amulet is valk). Pretty satisfied with this set. I don't use any condition damage as I tend to play staff alot and I believe power+crit is the way to go for bigger numbers on AoE's. This set works fine for scepter+X as well.
Weapon: Staff with healing as main stat, scepter+ dagger from AC with pwr/tough/vit. Got em for the looks, nice glow in the dark :>
Edited by ATC_06, 30 October 2012 - 05:40 PM.
Also tagged with one or more of these keywords: elementalist, stats, staff, support, gear, build, traits, discussion
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