Staff build for supporting without hating myself.
#1
Posted 31 January 2013 - 11:17 PM
So I just wanted some clarification of how it would be while leveling as supporty, and also a recommended sort of order to build my traits? From what Ive seen 0/10/0/30/30 seems to be the general consensus. Or could I just stick to power gear while leveling and keep a seperate set for soloing? Uugu. v.v; My head hurts now.
#2
Posted 01 February 2013 - 12:04 AM
if you want to run a build like you're suggesting, make sure you make up for it with the gear and accessories so that you can still do damage along with your combo fields, heals, and attunement buffs.
and if you want more dynamic gameplay that keeps you on your toes, give dagger/dagger a try.
#3
Posted 01 February 2013 - 12:26 AM
#4
Posted 01 February 2013 - 12:40 AM
#5
Posted 01 February 2013 - 12:47 AM
Edited by jthamind, 01 February 2013 - 01:04 AM.
#6
Posted 01 February 2013 - 12:49 AM
#7
Posted 01 February 2013 - 01:00 AM
i just tried to make a staff build that had both support and damage in it. i have no idea what i'm doing with this type of build, so if anybody wants to point out what i did wrong, feel free to lol.
the most obvious thing was 20 in Arcane for Blasting Staff and Elemental Attunement. the former is a must for staff, and the latter is good for support. 20 in water gives you a CD on your water skills, which means more heals, and you get increased CD on your cantrips. the 20 in Air is all for damage, both in the traits and the points themselves. lastly, i put 10 in might so you can get even more benefit off your cantrips, plus some extra power.
Arcane Wave is great as a blast finisher with Lava Font for might or either of your AoE heals for a nice blast heal. the cantrips are both "oh shit" buttons and ways to stack more might.
inb4 terrible build, you're retarded, jump off a cliff and shoot yourself on the way down.
Edited by jthamind, 01 February 2013 - 01:02 AM.
#8
Posted 01 February 2013 - 01:33 AM
As for the Grandmaster traits in Water, I still use Powerful Aura, taking Cleansing Water only if necessary for some condition-heavy areas. Consider that we're looking at making a support-type build. Putting Magnetic Aura on nearby allies and reflecting projectiles is supportive in its own right. With at least 25 points in Water we also get an extra 2% damage per boon on ourselves, and you can get a buttload of boons on yourself in combat, especially if built to extend boon duration.
Have a look at this thread for some related information (also suggests the build that I use):
http://www.guildwars...dungeon-builds/
#9
Posted 03 February 2013 - 07:37 AM
jthamind, on 01 February 2013 - 12:40 AM, said:
It wouldn't surprise me if the general reasoning, though, is 'this makes it compatible with switching to D/D aura build'.
#10
Posted 03 February 2013 - 09:11 AM
I run with 0/0/30/20/20
The high earth gives you much better surivivability which is crucial for support, which the 20 in water gives you decent healing and the 20 arcane gives you access to blasting staff which increases the radius of your AoE staff skills, which can turn skill 2 in Fire, Earth and Water attunement into REALLY useful skills.
#11
Posted 03 February 2013 - 05:45 PM
The unfortunate thing is that these are only decent staff builds, and not *good* staff builds, because staff is a power weapon. Thankfully this can be alleviated by gear choices.
My Ele uses a build similar to this so that I can have fun solo (d/d) while still being effective in WvW (staff for group, d/d for roaming), and what I use in dungeons depends on the group I'm in.
Neither my d/d build nor my staff build is great, but they're both acceptable. For me the ability to change my build from d/d to staff as needed more than makes up for the fact that it isn't spectacular at either of them.
Edited by Calebrus, 03 February 2013 - 06:04 PM.
#12
Posted 04 February 2013 - 05:37 AM
#13
Posted 04 February 2013 - 11:31 AM
also Bountifull Power (water 25) = 8% dmg increase at least
and if u don't like it u can still run with Water XI for supperior condi removal
Edited by xtbx, 04 February 2013 - 11:31 AM.
#14
Posted 05 February 2013 - 02:00 AM
Magnetic Aura being strong when shared is a valid point, though, especially since neither friends nor enemies can waste the effect by moving as can happen to Feedback and reflection walls. It is situational, though - if you're not expecting projectiles, you'll want the alternative trait. Doubly so if you're running solo, since Powerful Auras does nothing for a solo character.
#15
Posted 05 February 2013 - 04:35 AM
#16
Posted 05 February 2013 - 11:16 AM
draxynnic, on 05 February 2013 - 02:00 AM, said:
Magnetic Aura being strong when shared is a valid point, though, especially since neither friends nor enemies can waste the effect by moving as can happen to Feedback and reflection walls. It is situational, though - if you're not expecting projectiles, you'll want the alternative trait. Doubly so if you're running solo, since Powerful Auras does nothing for a solo character.
second, Aura share is strong for the boons that goes with it (fury/swiftness eventually protection)
*I'm not absolutelly sure about this, it may not work same as sharing Fire Shield from Leap finisher is not working
when u are soloing it's easy to switch 3rd major trait for anything more usefull - there are plenty to choose from - I, III, V, VI, IX, XI
#17
Posted 05 February 2013 - 04:24 PM
I use full Zerker armor, weapon and accessories. I use rubies in my rune slots.
Offensively speaking this lets me sit in Fire or Air and deal pretty decent damage. Most of the time I sit in Fire and just spam 1-3 as needed and use Air if I am caught on Fire with a cool down.
Defensively (including Support) speaking I rely on three major aspects:
1. Cantrips are improved to provide a large amount of support. Cleansing Fire will remove 4 different types of conditions (cause of cleansing water), break stun, and give you regen+vigor. Mist Form is naturally always powerful.
2. 30 in Water provides a number of defensive utilities. Swapping to Water provides an area heal, regen (and removes a condition because again of cleansing water). Healing Rain is a massive AOE removal of conditions repeatedly for you and the group. Swapping to Water prior to using GoEH (heal) provides you with 2 conditions being removed, a huge regen duration, and an area heal/regen(condition removal).
3. Arcane Wave adds a second blast finisher for water fields that can be used without swaping to earth first. You of course can still swap to earth to do the standard Eruption -> Water -> Geyser but this you won't have to which is great if you're already in air. It also works well in groups cause you can throw in a double area might using the same combo with Lava Font.
Now if you're willing to give up a bit of offense you could go Knight Armor instead for some Toughness (the one thing this build is woefully lacking) but you're going to be giving up a lot of crit dmg %. Another way to mitigate this is to go 30/0/0/30/10 instead where you'll pick up more damage (you should always have 5-10 stacks of Might passively at that point) but some people are REALLY addicted to Blasting Staff. I typically use Mango Pies (super easy to make) so I have little over 14000 HP and bit more regen.
#18
Posted 08 February 2013 - 02:03 AM
#19
Posted 08 February 2013 - 05:13 AM
In any case, I am rather pleased with the build since it is closer to what I enjoy playing than DPS.
I played with Magnetic Aura and Powerful Auras; it can be useful in limited situations.It is funny to watch a Champion kill itself attacking you with Magnetic Aura up.
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