Basic Power Staff dungeon build(s)?
Posted 25 January 2013 - 04:11 PM
Posted 26 January 2013 - 01:04 AM
Posted 26 January 2013 - 02:29 AM
I didn't mean to ask as if I want someone to build for me or suggest to me some fresh new thing. Simply an inquiry if there was a basic build most aggre is quick and easy.
For me personally I prefer DPS with enough support that switching elements I can utilize most skills and not feel they are just junk in their power for their job.
Posted 26 January 2013 - 03:59 AM
Haha, likewise...I've never been so inclined in that manner. Fortunately there are some folk around here who are good with that so they can give some input on it. I run a staff support build and have had good experience with it. Sticking my neck out for a moment I'd say that the staff elementalist is inherently supportive because of the associated skills and can remain so even with flexibility with utilities and traits. I'm not an expert, but FWIW, here's the build I run. It is probably not optimal and certainly not the 'best' staff build out there, just spelling out what I use in dungeons (and basically everything else in game), find fun, and has worked well for me so far:
It is exceedingly basic, no tricks with it. I stand very near my allies (and especially frontliners) in order to support them with my combo fields and blast my own fields, granting benefits to allies and gaining those benefits myself. Any boons granted from the Elemental Attunement trait are also shared with allies. For added boon duration, I run with 2 Superior Rune of the Monk, 2 Superior Rune of Water and 2 Major Rune of Sanctuary. Armor and weapons are soldier's stats (power/toughness/vit). Trinklets and accessories are a mix at the moment of whatever I've looted, but the plan is for berserker's stats once I get crafting there.
Superior Sigil of Battle sits on the staff for might stacks on attunement swap while the boon duration keeps it there. I've experimented a little with taking 10 points off Arcana and putting it into Earth for Earth's Embrace (for even more survivability and just a smidge of condition damage) or into Air for Inscription (essentially doubles the duration of boons associated with the use of Glyph of Elemental Harmony, but is still bugged and doesn't work with the elite Glyph) or Aeromancer's Alacrity (to gain more rapid access to Static Field and Gust as control, Windborne Speed as appropriate).
But even dropping the 10 points in Arcana I find attunement switches become somewhat lethargic, and I like changing attunements rapidly, spamming the #2 attacks in each attunement. Apparently the attunement recharge rate is bugged at the moment, points in Arcana not decreasing that recharge rate as much as it should. So once they get it fixed up, and if Evasive Arcana can be done without, then 20 points might actually be quick enough.
Honestly I hardly ever use the elite skill (the only one we have underwater is extremely powerful though, and so are the underwater skills in water attunement), but either the Glyph or Firey Greatsword are excellent in their own right. Also I know some might question the use of Powerful Aura and Zephyr's Boon in a build like this which only has Magnetic Aura, but IMHO the reflects are amazing and that can be shared with the rest of the party. Essentially this is just a basic support build that practices booning, crowd control, provision of combo fields and a bit of healing on the side.
Posted 29 January 2013 - 08:13 AM
My favorite D/D guide is here: https://forum-en.gui...-D-ele-12-20-12
Personally, I switch between the build Xekk recommended and my dps build depending on whether I want to play active with Dagger/Dagger or if I want to stand back and nuke things from a safe distance. I go 30 fire 20 water 20 arcane when I want to nuke.
You still get decent healing and boon support (if you stand close enough to your teammates) and a major boost to dps. I use similar gear to Xekk, in general. With 20% shorter skill recharge and Blasting Staff, you will almost always have a nice big fire field for your teammates to combo in. Your water skills still heal for a good amount and your snares in water and earth will still work great.
I personally find the water 4 skill snare and earth 4 skill snare work best on bosses though the air 5 stun can work great against trash mobs. In general for boss fights I start in fire until someone starts taking damage or notice the boss is forcing the heavies to run around. Then I switch to water to snare and heal or earth if just a snare is needed. Also, don't forget that earth 2 skill is a blast finisher. So I usually go from earth 2 to water 3 for a blast heal or fire 2 for area might.
I think air is more useful in pvp where people aren't largely immune to stuns and knockdowns as dungeon bosses are.
If you aren't worried about survival for yourself (or your team), then I switch to a glyph oriented build. This is a rather selfish, dps-oriented build. But if you want three ranged fire aoe's in short order, heh, which is fun, it is a go.
This build can also go into a solo/pve Dagger/Dagger build by using the fire shield on signet use trait in the fire line, switching to the fury/swiftness on aura trait in air and the 20% signet recharge in earth. Of course, you would also switch glyphs with signets of choice.
Posted 29 January 2013 - 12:50 PM
Appreciate the knowledge base this game has, it is quite large with many talented players willing to share.
Posted 20 February 2013 - 11:10 PM
The +might when using fire spells trait is rather nice in my opinion even though I am sure there are better ways to get damage done.
Other times I can simply go 0/0/10/30/30 or 0/10/10/20/30 or something like that and go more support focused build.
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