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Member Since 28 Sep 2012
Offline Last Active Nov 27 2012 11:20 PM

#2095550 Questions about Arah ****Spoilers I guess***

Posted Seki on 25 November 2012 - 04:53 PM

Yes to both of your questions. Story mode for Arah is the same as the personal story quest and anyone in your group on that's on the last part of the personal story quest will complete it.

#2095553 Questions about Arah ****Spoilers I guess***

Posted Isaac82 on 25 November 2012 - 04:55 PM

You go to Arah's story mode for your personal story. Everyone in your party on the quest will get credit for it. You will get credit for the quest and the dungeon.

#2090252 World completion questions

Posted dorin on 21 November 2012 - 02:03 AM

No dungeons needed. As for reward, I completly forgot what it was besides gifts.

#2090454 World completion questions

Posted Darkobra on 21 November 2012 - 05:17 AM

You need to do all the explorable areas outside of dungeons. So places with reknown hearts, cities and WvW. Dungeons are not included.
The reward is the star next to your name and the 2 gifts of exploration.

#2069416 Elementalist for Dungeons and Group PvE- Staff (Support Healer/Condition Damage)

Posted Graham_Specter on 08 November 2012 - 10:59 PM

View Postentropy3, on 08 November 2012 - 10:32 PM, said:

Both builds work wonderfully, but I personally would recommend the support based build for two reasons:

1. Condition damage has its known weaknesses of reaching the stack limits and not damaging objects. Two big problems in dungeons, particularly with Burning which is a good deal of your condition damage when you temporarily go to fire.

2. The gear you use in the support/healing build is useable in more builds than the armor you would use in the condition build. These would be the support/healing one you listed, an Auramancer build, and a S/D might stacking build (I'll like to all builds below).

Here's my Staff Support Build:

You can switch out the heal, utilites, and elite to what you want but thats what I'd recommend. Arcane wave is a must have for the blast finisher, but the others are situational. I prefer Arcane Shield over Mist Form because you can channel spells through it and it adds more damage, but you want one or the other for sure as an "Oh ----" button (note Mist Form breaks stuns, Shield doesn't). The final util is a toss up based on situation, and some of note are glyph of storms, frost bow (for destroying objects), and the rez glyph.

Like I said the staff support build is my choice because the armor you use is useable with many other ele builds. This includes the S/D Might Stacking build and the D/D Auramancer. You didn't ask for info on those two so I wont go into detail but I'll list my builds for them.

Might Stacking: http://www.gw2db.com...|0|0|0|0|0|0|0|
Auramancer: http://www.gw2db.com...|0|0|0|0|0|0|0|

Keep in mind you can change around the utils to your liking but those are just my builds.

Also, I'm not sure about full clerics armor. You would be lacking in vitality, so if that is a concern I would possibly throw in some soldiers armor in there. Just my opinion.

Hope this helped!

I'm thinking of getting Power/Vit/Toughness armor as soon as I can - after taking this build through CoF (I've heard the Explorable mode isn't too bad, and the armor looks nice on Charr). What pieces would you recommend I keep, versus transmuting? I'm thinking chestpiece definitely, perhaps trousers and maybe gloves. For keeping, that is.

#2052817 Dynamic Events Chains and World Bosses

Posted Guest 34905 on 30 October 2012 - 05:45 PM

View PostJace320, on 30 October 2012 - 05:40 PM, said:

Is there a place where I can find a list of Dynamic Events especially chain events and ones leading to World Bosses?

I am now level 80 and the only I ever got to participate in was the one in the Norn starting area that leads to battling a Savnir (sp?) Dragon Champion and that was at like level 15 I did that.  

Also I remember getting influence for my guild for completing that do all World Bosses give you influence for you guild after beating them the first time?

Thanks for any help.

Not sure, maybe on the wiki?
Quick list:
  • Shadow behemoth in Queensdale
  • Tequatl the sunless in sparkfly fen
  • Claw of Jormag in frostgorge sound
  • the giant in charr starting zone
  • The wurm boss in sylvari starting zone
  • the shatterer in lvl40 charr zone
that were some of the top of my head

#2049080 Dungeon/pve direct damage, versatile build.

Posted kissmyelemental on 28 October 2012 - 09:53 PM

First off, I am no expert at the elementalist but I found a build I really like that works pretty well for dungeons and general pve (farming, lvling, etc). Link to build:

http://gw2skills.net...HmADLCFVYRRxM7A (link edited to display correct trait allocation)

What this build focuses on is the following:
good direct damage
good Survivability
decent Support

Trait spec:

Glyph of restoration
mist form
frost bow
cleaning fire
Glyph of elementals (elite)

I am geared in exotic berserker's armor, berserker staff, with valkyrie jewelry. I have crests of the soldier in my armor slots, and that gives me a boost in vit/toughness with more power(cannot afford good toughness/vit runes yet).

3k attack
17k health
35% crit chance (5% superior sigil of accuracy).
1900 armor

The armor rating is a bit low, I know, but I wanted to focus more on health first, as I read somewhere on the forums that the ideal proportion is 1/10 armor rating/health. You can swap out the sigil for something else, or rune differently according to your budget.


The reasoning behind this build is to do decent damage, survive with good health and utilities, and to be able to heal yourself/party and conditions when the time calls for it. If I ever find myself outside of fire or earth attunement (in case of water to heal the party for example), I can pop a frost bow and spam it for the ten seconds I am locked out, or use frost bow/mist form to cause regen, which procs a condition heal. Frostbow 2 causes vulnerability, which is good for party damage. The 20 in air allows me to use the heal spell and the elite elemental glyph faster, and I can do more damage to low-health mobs because of bolt to the heart. Not to mention,20 in air boosts the crit rate and crit damage of my spells. I would take air over fire in this regard even though I lose the fire damage traits and some power. Finally, the 20 in arcane allows the staff to have a bigger radius, and that helps for pve or dungeons.

#2049184 Power/Crit build questions

Posted Aetou on 28 October 2012 - 11:04 PM

Blasting Staff is reason even to put 20 points in Arcane - it really takes the weapon from mediocre to lethal (especially if you make good use of Earth & Water.)  Elemental Attunement is also a 'must have' trait while the amount of boons you put out mean the +20% duration is also pretty huge.  Frankly, the only reason not to run Arcane 20 is if you are going Auramentalist and using S/D.  Blasting Staff will give you a bigger DPS increase than any other trait when in 'real' situations instead of just nuking a single stationary target.

#2049021 Power/Crit build questions

Posted kissmyelemental on 28 October 2012 - 09:18 PM

My old power/crit build was 20/20/0/20/10. Berserker's staff with superior sigil of precision, Berserker's exotic armor set with valkyrie jewels, and crests of the soldier in the armors (could not afford decent runes at the time). If I remember correctly, I had roughly 1900 armor, 16k health, 35% crit chance (with sigil), and 3.1k attack.

I switched it up to a 0/20/0/30/20 build which I like better.  Same gear, but with just losing about 100 attack and 10% damage in fire (which I'm not always in) I have a survivable damage build that can still do comparable damage to my old build and I have 17k health. I like this for dungeons.

Also, to answer your question blasting staff is amazing. I highly recommend it.

#2046750 Power/Crit build questions

Posted CastyC on 27 October 2012 - 06:24 PM

I use the same 30/30 for power & precision and the last 10 in water.  The 10 in water grants vitality which helps some and also the passive heal over time and cantrips for your 5 and 10 trait bonuses.

Initially I tried earth over water for the remaining 10, but found water to be useful in team settings.  It is not amazing heals with the setup I have, but does make a difference.

I would not recommend the 20 in arcane just for that skill, but if you like the other benefits in that line than that is a different story.

For leveling up to 80 I used dagger / dagger most of the time with staff use occasionally in story quests.  Now that I am playing in dungeons more it is mostly staff because of the nice cc.  Even though this is a low health and armor build I find it can only be a bit of a challenge in unfamiliar dungeons.  Once i've learned the dungeons I generally can go most runs without dying or being knocked down.  For general pve survivability isn't an issue unless I over aggro, then just spawn an elemental helper to assist with the aggro.

#2034269 How exactly do stun fields work?

Posted Ishmar on 22 October 2012 - 06:11 AM

Only the perimeter, as the skill says:

Create an electrical field that stuns foes CROSSING it

#2037145 How exactly do stun fields work?

Posted BrettM on 23 October 2012 - 12:55 PM

Construing the quote to include walking from one side of the circle to the other within the perimeter would be a strange interpretation, especially since the circle isn't that big to begin with. It would imply that standing still within the field would leave you untouched, while taking even a step inside it would stun you. I don't see any sensible way to interpret "crossing" as meaning anything other than entering or leaving, thus crossing the perimeter. I'd say his quote answered the question as you phrased it perfectly. I don't see it as condescending to actually reference a game description to back up his point rather than expecting you to take his unsupported word.

#1962221 PvE/ WvW Thief Build

Posted Khalif on 24 September 2012 - 02:25 AM


*Play Style*:

For Single Target:  Start with SB's auto attack (this helps judge the distance between target), when you can consistently hit your target (i.e you are in 900m range):

Switch D/D --> Basilisk -->Steal(3k) --> CnD(3k) --> Backstab(6-7k) (should be around 12k combo + target should be dead ) Auto attack. --> HS. if not

Though you might not do much damage as your typical backstab build, you have little bit more versatility to work with

Group Play:

Cluster bomb -> Cluster bomb -> Cluster bomb. (each crits for around 3-4k )

#1977533 Questions about support build and Elementalist in general.

Posted PinCushion on 28 September 2012 - 07:47 PM

Arcane to 20 is awesome for support.  I found Evasive Arcana at 30 Arcane to be very limited due to the Internal Cooldown.  You can sidestep the issue by swapping attunements, since the cooldown is around 10 seconds per attunement.  This puts out a TON of burst healing.  Basically, Geyser -> Dodge Into Geyser (AoE Heal) -> Arcane Wave (AoE Heal) while running forward a bit -> Dodge Backward while swapping attunements into Geyeser again (AoE Heal).  The third heal is HARD to pull off, but it's pretty cool in WvW Zerg sieges and such.  Mostly for show and mostly unnecessary.

#1976271 Questions about support build and Elementalist in general.

Posted Neru on 28 September 2012 - 10:14 AM

For support builds 30 in water is awesome. If you're d/d you can have powerful aura, then when you go into dungeons or need to use staff swap it to the Cleansing Water trait (remove a condition when applying regen to allies). This way you throw down a healing rain or geiser infront of your allies and all physical projectiles create regeneration. I haven't gotten too far into support building yet but arcane is a good traitline to have for the bonus boon duration, as well as attunement boons.