(edited by paleeshi.1924)
Any fun WvW Staff build?
For what it’s worth, Staff Elementalists are considered absolutely vital to organized WvW groups, and will generally run 0/0/10/30/30, which I know you wanted to avoid, but is sadly the most appropriate build for the format, with an organized group. The ability of a Staff Elementalist to throw down Water Fields when the commander calls for it makes them indispensable for high level WvW play.
30 in air isn’t really worth it for staff, since you won’t really benefit from fresh air. Fire attunement is pretty much where most of your damage comes from, but a good staff ele in WvW doesn’t just spam fire skills, but also uses air, water and earth for support etc. In most cases i switch through my attunements pretty fast depending on what needs to be done. Still need practise rotations though.
Blasting staff is a pretty big deal actually, even though you disagreed with it. Personally i find it detrimental for staff ele in WvW. For example, your water fields are bigger, which means you can heal more effectively, static becomes bigger, which makes it easier to stun. And your range is basically a little further thanks to the bigger radius of your aoe’s.
I went with celestial armor and celestial/cavalier mix of trinkets. And trait is 0/10/10/30/20. So you can see i still put a lot of attention to water because of it’s ability to lose conditions quite easily, and at the same time it’s perfect for support.
I run with 0/25/0/15/30. A little glassier than my old 0/20/0/20/30, but I get a bit more damage outta it from Vuln procs. Still redoing Weapons/Armor, but settled on 1/2 Knight, 1/2 Valkyrie on Trinkets.
Other 80s: Any but Warrior
I went high Arcana after game release when most went zerker for the easy kills versus the many new characters. Interestingly, the vocal majority switched to Arcana after it was nerfed, while I specked into full power, partial crit. My last build was a damage alternative to the Cavalier craze going on. Staff was the reason I chose full power. Staff is utility. Lighting is not the best, but there are times to use it. Power is best for lighting. Meteor Shower is for stand-offs, like at keeps. Power is best for all fire spells. Put might on top of high power and you get massive returns, especially when a 30% crit brings the unexpected two or three crit string thanks to fury or Arcane Power. The right spec for staff is 30/x/x/x/x. Try it before you knock it.
try out staff with powerful aura build or d/f group-support auramancer and STACK DEM AURAS!!!
If you are going with Staff in wvw, then go full zerk build. You’re a free kill in any 1v1 situation anyway so might as well run with a zerg and provide heavy fire support.