Elementalist, Dragon's Claw Efficiency.
I do think this change is sorely needed, especially for all those newcomers who just get
rid of their elementalist, because they keep dying when trying to fight more than one
opponent. The staff can strike multiple opponents, but it doesn’t do enough damage
at all for leveling or farming.
Newcomers who ditch an elementalist because they die a lot need to learn to play the class. It is much more difficult to pick up an elementalist than it is a warrior or guardian for example.
Daggers are a close-combat high burst damage weapon. The trade-off is that you need to be face-to-face with your enemy to pull it off. It’s simply a risk-reward balance. That’s the point.
If you’re having trouble leveling, try S/D. Quite tanky and I used it myself when I hit about level 60+. Before that I ran with a staff without any problems. Staff is still decent for farming, so I don’t see the problem there. I’m guessing you’re running D/D, which is rather difficult to use properly if you just started playing the class. The skills do not really need a buff. In good hands, an elementalist is a wrecking machine.
and style to turn them into craters and dust.” -Tonn
Number-crunching for ecto salvages – periodically updated
A lot of the class comes down to synergy between the attunements. If you spec into boons, for example, and zephyrs (air) you’ll gain 20% crit for a few seconds on attunement swap, plus the boon bonuses (water, arcane). D/D can be setup to be used as aoe type with good damage (not burst, but sustainable damage) and good survivability. The trade off is learning to use the skills properly. If you stay in one attunement wonder why it takes a while to kill things or get irritated, try swaping attunements, dodge more and see how you can combo. For instance, doing churning earth with d/d (#5 in earth), and as it’s casting switch to fire at the last second for a boost in damage. Same for d/d in air #4 (charge in), air #5 (knockdown), then swap to churning earth #5 (fire at last second), then fire #3, fire #4, earth #3 (stun), and rotate. All the while if you build correctly you’re stacking tons and tons of might. You don’t need a high attack power flat out, the stacking far more than compensates, which in turn means you’ll be doing more damage as the fight continues.
Staff is good for solo leveling, keeping you at range, same with scepter/dagger. If you truly want to test the class, go dagger/dagger and look at all the skills, see which combo together (such as stun something, then do a skill that takes a while to cast with high damage therefore the long cast isn’t as negative).
I hated elementalist after coming from gw1 with the “mage” archetype and then finding it the way it is…but, I love it now. I have 80 thief, 80 mesmer, and 80 elementalist and by far I prefer my elementalist for its unique ability to cover any situation, heal constantly, and do good damage…no not burst thief or mesmer (phantasm/shatter) but good.