What's a decent "all around" build?
#1
Posted 07 November 2012 - 04:00 AM
My odd schedule as well as the fact that I live in Asia currently prevent me from being able to play very regularly. As such, most of my time is spent doing solo PVE activities. However, every once in a while, I'm able to get into some dungeons and some group WvW. So I'm looking for a well rounded build that would best fit my activities.
It seems that the two predominant builds currently are Auras and Cantrips? Which of these is best suited to solo play, and are there any tweaks that could be made to make either of them more suitable for dropping into a dungeon or WvW environment?
#2
Posted 07 November 2012 - 09:01 AM
The Cantrip build works with any weapon set and can be used for solo PvE, dungeons and W3, however builds that specailze in a certain weapon set and/or game mode may perform better.
Here's a guide for the 0/10/0/30/30 build:
http://www.guildwars...build-01003030/
From what I've seen the Auramancer build seems to be designed for D/D, but so far I've not seen or come up with an Aura build that I found fleshed out so I'm pretty ignorant about it.
Edited by Desert Rose, 07 November 2012 - 09:01 AM.
#3
Posted 07 November 2012 - 12:15 PM
1. 20/10/10/10/20 Auramentalist - you can find the basic guideline here:
www.youtube.com/watch?v=Tcr7A2htMMI
The build was first presented by a guildie in a slightly modified version and I've been using this as my primary elementalist build for a long time now. It is by far the most dynamic, fluid and effective playstyle for the elementalist I've seen to date. Sadly, the one major downside is that it lacks range - while you can equip staff and switch the traits around to fit it, there are better builds for it out there.
The gear I use with this is Berserker with valkyrie jewelry, as the build has more than enough defense to not worry about health all that much.
2. 20/20/0/0/30 staff build that looks something like this:
http://gw2skills.net...FHIgQhFVUeMzO2A
It is a fairly traditional evasive arcana staff build, though it focuses on overall damage through attunement swaps rather than focusing entirely on fire. This is one of those "better staff builds", capable of 2k+ autoattacks and dealing astonishing damage to groups and stuctures. Just don't try to race an S/D or D/D elementalist on a single target, they WILL destroy you.
Unlike the D/D auramancer above, I'm running power/toughness/vitality gear (think Vigil and above) for this, as staff has less burst. Still, it's capable of astonishing damage output, though in a bit more relaxed, stylish, less flashy and dynamic sort of playstyle.
I'm only using the second because I already have two melee characters (guardian, mesmer, hihi) and it just feels wrong to do the same with elementalist as well. Frankly though, if I put them side by side, it's a no-brainer, first one wins hands down, no questions asked everywhere, except where you really need those combo finishers yourself.
Edited by tufy, 07 November 2012 - 12:17 PM.
#4
Posted 07 November 2012 - 03:57 PM
The build is taken from Phantaram's S/D build and I found if works very very well with D/D as well. It has high healing and very good damage if you are good at linking your abilities.
Utilities are normally Arcane Wave/Mist Form/Armor of Earth/Lightning Flash/Glyph of Storms and I always use Glyph of Healing.
#5
Posted 07 November 2012 - 08:09 PM
10 Water is for Cleansing Wave for extra condition removal, as conditional removal cooldowns may not always be available.
I use Internal Fire/Pyromancer's Alacrity, on the theory that most damage really is in Fire.
For the right side of the skill bar I like
Glyph of Elemental Harmony
Arcane Wave
Glyph of Lesser Elementals
(optional)
Glyph of Elementals
This works well in scepter/dagger and staff alike, but I do die quite a bit, so others might want to play more defensively. So far it's tested in landscape PvE only.
The exact choice of Arcane traits depends on which weapon is equipped and whether the optional skill is Arcane Blast. The other traits don't need to be changed, unless you're in the mood to use a Lightning Hammer, in which case you might want to slot Conjurer.
-- FC
#6
Posted 07 November 2012 - 08:12 PM
tufy, on 07 November 2012 - 12:15 PM, said:
1. 20/10/10/10/20 Auramentalist - you can find the basic guideline here:
www.youtube.com/watch?v=Tcr7A2htMMI
The build was first presented by a guildie in a slightly modified version and I've been using this as my primary elementalist build for a long time now. It is by far the most dynamic, fluid and effective playstyle for the elementalist I've seen to date. Sadly, the one major downside is that it lacks range - while you can equip staff and switch the traits around to fit it, there are better builds for it out there.
The gear I use with this is Berserker with valkyrie jewelry, as the build has more than enough defense to not worry about health all that much.
2. 20/20/0/0/30 staff build that looks something like this:
http://gw2skills.net...FHIgQhFVUeMzO2A
It is a fairly traditional evasive arcana staff build, though it focuses on overall damage through attunement swaps rather than focusing entirely on fire. This is one of those "better staff builds", capable of 2k+ autoattacks and dealing astonishing damage to groups and stuctures. Just don't try to race an S/D or D/D elementalist on a single target, they WILL destroy you.
Unlike the D/D auramancer above, I'm running power/toughness/vitality gear (think Vigil and above) for this, as staff has less burst. Still, it's capable of astonishing damage output, though in a bit more relaxed, stylish, less flashy and dynamic sort of playstyle.
I'm only using the second because I already have two melee characters (guardian, mesmer, hihi) and it just feels wrong to do the same with elementalist as well. Frankly though, if I put them side by side, it's a no-brainer, first one wins hands down, no questions asked everywhere, except where you really need those combo finishers yourself.
The first build you posted is very interesting, thanks. I run a different aura build that relies on signets, and I find it very straightforward and fun to use.
#7
Posted 08 November 2012 - 06:25 PM
Planning to make a crafted set following the 20/10/10/10/20 d/d auramentalist build, though my question would apply to anything I think. Was wondering if I should just focus in one prefix, or make one of each piece?
Math would show what I mean:
Head: Knight (32pow, 32prec, 45tough)
Shoulders: Carrion (24pow, 24vit, 34con)
Chest: Berserker's (101pow, 72prec, 5crit)
Gloves: Rampager (24pow, 24prec, 34con)
Leggings: Berserker's (67pow, 48prec, 3crit)
Boots: Valkyrie (34pow, 24 vit, 2crit)
Power: 282
Precision: 176
Vitality: 48
Toughness: 45
Crit Damage: 10%
Con Damage: 68
Or focus on two prefixes? Mainly I wanted to go power, but also wanted to get some gains from bleeding/burning and survivability.
Actually, looking at that video again and rethinking it, I might want to focus on Rampager's, not Berserker's. I'd be switching crit damage with chance, and making my bleeds and burns very powerful. Then go health from trinkets and boons like in the video.
Edited by SirthOsiris, 08 November 2012 - 08:52 PM.
#8
Posted 08 November 2012 - 06:53 PM
Actually that makes so much sense. If you kill monsters slowly, of course your survivability will kick in because they will maul on you until you finally kill them.
But if you kill them faster... do you really need the survivability?
Of course, soloing champions can get tricky... but for normal PvE it's fine.
Edited by Shadowrose, 08 November 2012 - 06:55 PM.
#9
Posted 09 November 2012 - 11:12 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users









