Aquamancer

Aquamancer

in Elementalist

Posted by: Wiz.1543

Wiz.1543

Overview:

I Summary
II Skills
III Traits
IV Gear

I Summary:
The reason for making this build is the upcoming changes to the Elementalist. They are now the jack of all traits but master of none. This could change. Reading the high level official upcoming patch notes the Elementalist could become a master of healing. This build will be buffed in the future but is effective today. https://forum-en.gw2archive.eu/forum/game/gw2/October-15th-balance-skills-updates-preview/first#post2832788

This is my 2nd big guide on staff Elementalist. I hope you enjoy! All feedback is welcome ;-)

Elementalist
‘’We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support. You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.
We also increased the healing on Water Blast, the radius on Geyser and we reworked
Unsteady Ground to make it function more like line of warding.’’
Therefore I present you the Aquamancer!

Below are the strengths and weaknesses of the Aquamancer in a PvX environment.

Strengths:
Superb survivability
Great team healing and regeneration (The outgoing and selfheal regeneration boon scales with healing power)
Great team condition cleansing
Strong crowd control
Strong versatility in short and long range healing /attacking

Weaknesses:
Very little dps
The high healing potential can be jeopardized by people with low healing power also giving regeneration to party members overwriting your regeneration
Regeneration will be limited to 5 players in the future
Very little condition pressure
It’s easy with this build to get distracted because you don’t have to pay much attention on your health bar.

The core mechanics of this build lie in the regeneration and condition cleansing which does scale with healing power on outgoing heals and self-healing.. However regeneration counts in order of appliance.

‘’The regeneration boon provides healing over time. The Healing Power attribute directly increases effectiveness of most outgoing and self-healing.’’

Source: http://wiki.guildwar...om/wiki/Healing

Some simple calculations on effectiveness of healing power scaling.

5 + (1.5625 * Level) + (0.125 * Healing Power) per tick
0 HP @ lvl 80: 5 + (1.5625 * 80) = 130 health points healed per second
1500 HP @ lvl 80: 5 + (1.5625 * 80) + (0.125 * 1500) = 317.5 health points healed per second
Difference: 244%
Take 5 seconds of that:
0 HP will heal a total of 650 health points
1500 HP will heal a total of 1587 health points
As you can see HP scales very well with regeneration
What do you get get with this core mechanic:

You get 5 items regeneration and thus 5 times condition cleanse for yourself and 3 of those also apply to nearby party members. Together with very high healing power you can heal your party members good. That’s excluding the passive heal while staying in water attunement and the blast finishers in the 2 water fields and Geyser water field heal skill

I use gw2buildcraft.com because it most up to date of all the Guild Wars 2 build sites.

http://gw2buildcraft.com/calculator/elementalist/?1.0|6.5k.h6.0.0.0|0.0.0.0.0.0.0.0.0|1k.71d.1k.71d.1k.71d.1k.71d.1k.71d.1k.71d|21l.0.21l.0.31l.0.21l.0.31l.0.1a.0|0.a3.0.u31b.u58b|0.0|1m.1r.22.1v.29|e

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(edited by Wiz.1543)

Aquamancer

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Posted by: Wiz.1543

Wiz.1543

As the staff is designated as the main heal weapon for the Elementalist I use staff, moreover it has 2 water fields and one auto-attack that heals. In this guide – means nothing special here for me to add, just read the tooltips.

II Skills

Fire Attunement:
Fireball: -
Lava Font: It has its uses , laying down a fire field on which you can stack might in combination with arcane wave.
Flame Burst: -
Burning Retreat: It can be used as a quick free teleport because you evade everything when you role
Meteor Shower: -

Water Attunement: ( switch to this and this gives you and your party regeneration combined with cleansing water trait you cleanse conditions every 10 seconds with 30 in arcana)
Water Blast: Its nice to have an attack that also heal ally’s
Ice Spike: -
Geyser: Combine it with Eruption / Arcane wave for extra healing
Frozen Ground: Combine it with Eruption / Arcane wave for a frost armor
Healing Rain: Combine it with Eruption / Arcane wave for extra healing + this gives you and your party regeneration combined with cleansing water trait you cleanse conditions

Air Attunement:
Chain Lightning: -
Lightning Surge: -
Gust: -
Windborne Speed: -
Static Field:
Its good for crowd control + Combine it with Eruption / Arcane wave for extra AOE swiftness

Earth Attunement:
Stoning: -
Eruption:
Blast finisher, to combine with[b] Lava Font, Geyser, Healing Rain, Static Field
Magnetic Aura: -
Unsteady Ground: -
Shockwave: -

Heal Skill:
Glyph of Elemental Harmony:
It gives the most healing in an instant +It gives a boon based on attunement, if you use it in water you get regeneration and another condition cleanse. With 6 runes of Dwayna everybody gets regeneration and a condition cleanse. If you use this skill in water your regeneration stacks.

Utility skills
Arcane Wave:
Blast finisher, to combine with Lava Font, Geyser, Healing Rain, Static Field
[b] Glyph of Renewal
To rez your downed players earth you can 3m an rez and in air you can teleport someone out of AOE.
Mist Form: Next to getting invulnerable you get regeneration and thus a condition cleanse Soothing Disruption and Soothing Wave stack in regeneration

Elite:
Glyph of Elementals:
Ice elemental is the way to go they take over your stats and heal well and AoE, moreover they have a good health pool although they do moderate damage.
III Traits
Air Magic
Quick Glyphs: For faster heals regenerations conditions cleanse and a elemental which in water heals with your healing power + shorter cooldown on Glyph of Renewal.

Water Magic
Soothing Disruption: 6 seconds of regenerations and condition cleansing when using Mist Form
[b] Aquamancer’s Alacrity
Ah shorter cooldown on healing Geyser and Healing Rain and nice cc with ice field
Cleansing Water: All regeneration cleanses conditions this has effect on:
Healing Rain, Glyph of Elemental Harmony (with Dwayna 6 runes), Mist Form, Switch to water attunement.

Soothing mist: When attuned to water you regenerate heath it scales with high healing power. Its good health regeneration for you and party members near you.
*soothing disruption and Soothing Wave regeneration does stack

Arcana
Elemental attunement: Get regeneration and thus a condition cleanse when attuning to water in combination with Cleansing Water
Blasting staff: Larger attacks for easier applying heals and stacking might with water fields and fire fields Geyser, Healing Rain, Lava Font
Evasive Arcana: When dodging in water you heal yourself and your party

(edited by Wiz.1543)

Aquamancer

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Posted by: Wiz.1543

Wiz.1543

IV Gear

Weapon, Armor and Trinkets stats is all Cleric’s for maximizing your healing potential, and getting some toughness for extra survivability.
Here are the total stats: http://i.imgur.com/nMQy3JL.png

Runes of Dwayna for extra healing power and party wide regeneration and thus a party wide condition cleanse

Sigil: Superior Sigil of Energy for faster dodging in water in combination with Evasive Arcana to get heals for you and your party.

I hope you all find this build useful. And again feel free to give constructive feedback.

Attachments:

(edited by Wiz.1543)

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Posted by: Ryld.1340

Ryld.1340

While I run a build similar to this in sPvP and PvE, it’s important to note that the upcoming changes aren’t really healing buffs. Water Blast will heal (with full healing gear in sPvP) for only 200 more. Most bigger dungeon bosses are too big for your Water Blast to heal even the melee people.

Aquamancer

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Posted by: Wiz.1543

Wiz.1543

While I run a build similar to this in sPvP and PvE, it’s important to note that the upcoming changes aren’t really healing buffs. Water Blast will heal (with full healing gear in sPvP) for only 200 more. Most bigger dungeon bosses are too big for your Water Blast to heal even the melee people.

Thank you for your input! That’s true but every little buff to the build is nice . The biggest strength in this build is the boon: regeneration with high healing power and the condition cleansing what comes with it.

(edited by Wiz.1543)

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Posted by: Solo.9027

Solo.9027

Im curious, what kind of content do you enjoy this build in most? I am generally against pidgeonholing ele into healing support but if you have fun with it i’d like to understand your point of view. Do you run mostly with a static group of people? Dungeons? Some flavor of pvp? Have you tried DPS builds and found them lacking?

It just seems like youre investing everything youve got into something every class is hard wired to accomplish themselves. Its ignoring the best part of combat in this game.

Aquamancer

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Posted by: Wiz.1543

Wiz.1543

Im curious, what kind of content do you enjoy this build in most? I am generally against pidgeonholing ele into healing support but if you have fun with it i’d like to understand your point of view. Do you run mostly with a static group of people? Dungeons? Some flavor of pvp? Have you tried DPS builds and found them lacking?

It just seems like youre investing everything youve got into something every class is hard wired to accomplish themselves. Its ignoring the best part of combat in this game.

I usually run with different people I like diversity. The content I enjoy with this build:

-Defeating Tequatl. It helps a lot when every group has one ele healer / condition cleanser .
-Dungeons which contain a lot of condition applying mobs.

I am not experienced in sPvP but I can see some potential in capping points together with a zerk build ( any profession).

Yes to DPS I have been running my own version of the LH DPS build which can do Warrior like DPS, problem is when content gets more difficult you get downed all the time.

Here is my DPS build if you want to try. Its pretty unconventional.
http://gw2buildcraft.com/calculator/elementalist/?1.0|b.5g.h2.d.5g.h4.0.0.0|0.0.0.0.0.0.0.0.0|1g.a7.1g.a7.1g.a7.1g.a7.1g.a7.1g.a7|2s.0.2s.0.3s.0.2s.0.3s.0.2s.0|u678.u3ac.0.a6.0|0.0|1m.1r.1z.26.0|e

(edited by Wiz.1543)

Aquamancer

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Posted by: Wiz.1543

Wiz.1543

Does anyone wants to give some feedback of the build? All feedback is appreciated ^^

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Posted by: Gummiplutt.7493

Gummiplutt.7493

I’m glad someone finally made a good support ele build! I think I made a build very similar to this one the other day, and it worked really well. I like it!

Author of Manipulative Minx
Narcissa Kyle – a mesmer with a thing for them looks, ya’ll!

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Posted by: Wiz.1543

Wiz.1543

I’m glad someone finally made a good support ele build! I think I made a build very similar to this one the other day, and it worked really well. I like it!

Thank you for you complements! Can you link your build you made? I could not find it on the forums but I defiantly want to check it out.

(edited by Wiz.1543)

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Posted by: Galbar.7843

Galbar.7843

In my opinion this is a suicidal build. Only 11k of health and 900 toughness, you mad??
You should try reaching the 18k health and 1300 toughness and when you reach that focus everythin else to damage. That’s what I did for my D/D ele for WvW.

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Posted by: Wiz.1543

Wiz.1543

In my opinion this is a suicidal build. Only 11k of health and 900 toughness, you mad??
You should try reaching the 18k health and 1300 toughness and when you reach that focus everythin else to damage. That’s what I did for my D/D ele for WvW.

Off topic:
Yes I put that build in the comments as a quote that DPS does not work for me. Because when I get myself more survivability then I would only get moderate DPS.

I made that suicidal build just to farm CoF with zerk groups.

On topic
But what do you think about a pure heal spec? I am curious how most people on the forums think about that.

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Posted by: Galbar.7843

Galbar.7843

I don’t like ele healing builds. In my opinion most of the healing comes from water combos, so I believe that a damage focused ele with its water areas so other people or himself finish the healing combo. That way you are optimizing the ele as it deals a lot of damage and still healing.

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Posted by: TheSwede.9512

TheSwede.9512

I run a similar build, all focused on Healing Power and Water element, however with some slight differences. Mine is a bit more defensive when it comes to Utility skills and it splits focus between buffing and healing, rather than focusing on either.

Signet of Restoration Instead of Glyph of Elemental Harmony – I’ve found that the Heal-on-cast HPS by far outclasses most other heals available to me (338 hp per cast). It’s also because of my runes being different, and I never activate it since just casting 10-11 spells outweighs the activated Heal (Which is ~3600 hp or so). And Since I can already use Geyser in a pinch, followed by blasts or dodge rolls, I’m not exactly starving for emergency heals anyway.

2 Superior runes of the Monk, 2 Superior runes of the Water and 2 Major runes of the Monk instead of 6 Superior runes of Dwayna Puts my Boon duration up to 70%, and since that also affects my teammates it means my Regen and Might buffs last much longer, therefor making for more of an impact (3 stacks of might for 30s per blast finisher in a firefield).

10 trait points into Earth instead of Air This is to get Armor of Earth on autoactivate, so I won’t have to put that into my Utility skill bar. The increased tougness in Earth also helps. I also don’t use Cantrips a lot, neither do I use Frost Bow outside of AC, so my Water traits are a bit different: Aquamancer’s Alacrity (Trust me, 4 seconds off of Geyser and 9 seconds off of Healing Rain is noticable) and Cleansing Wave (More condi. removal on attunement).

Burning Retreat should actually be your main fire field, rather than eruption. It lasts longer, so if you attune to earth while rolling you can actually manage to catch it with Eruption’s abyssmal cast time, meaning you can start the battle with several stacks of might for your party.
My Usual chain goes like this: Burning retreat > Attunement: Earth > Eruption > Dodge roll for Churning Earth > Arcane wave While rolling

That’s 9 stacks of Might for 30 seconds on the team, and I can stack another 4 when my Fire attunement comes off cooldown (Eruption + Lava Font). And in perfect conditions I can keep this chain going without ever touching Water, which I save for emergencies.

My Utility skills are also different, I use Arcane Wave, Arcane Shield and Glyph of Renewal, though I might pick up Mist form instead of Arcane Shield and I generally exchange Glyph of Renewal for whatever the situation calls for (Such as Ice bow) but I generally run with it as it has really helped me out a few times (Especially the multi-revival of Earth).

Overall, I’m in perfect agreement that Staff Elementalists should be more supportive, however after having tested other classes I can only sadly add that currently, they’re not the best at that either. In most instances, Guardian simply do a better job than they, and they come with heavy armor and won’t need to throw loads of HP into the pan to be good at it. They stack Might faster, remove Condis faster, heal the team for more and has greater access to defensive buffs. Sad but true.

Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

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Posted by: ThiBash.5634

ThiBash.5634

Overall, I’m in perfect agreement that Staff Elementalists should be more supportive, however after having tested other classes I can only sadly add that currently, they’re not the best at that either. In most instances, Guardian simply do a better job than they, and they come with heavy armor and won’t need to throw loads of HP into the pan to be good at it. They stack Might faster, remove Condis faster, heal the team for more and has greater access to defensive buffs. Sad but true.

In that assesment, have you also take into account the extra boosts from the combo fields? As in, the perma burning, vulnerability, chill, etc. that the ele’s party gets from comboing through the fields? Those things, while minor per individual hit, stack rapidly whereas the guardian is rather limited in that aspect.

EDIT: removed my stupid notion that eles somehow could generate confusion. What was I thinking?

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

(edited by ThiBash.5634)

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Posted by: Ryld.1340

Ryld.1340

Overall, I’m in perfect agreement that Staff Elementalists should be more supportive, however after having tested other classes I can only sadly add that currently, they’re not the best at that either. In most instances, Guardian simply do a better job than they, and they come with heavy armor and won’t need to throw loads of HP into the pan to be good at it. They stack Might faster, remove Condis faster, heal the team for more and has greater access to defensive buffs. Sad but true.

In that assesment, have you also take into account the extra boosts from the combo fields? As in, the perma burning, vulnerability, confusion, etc. that the ele’s party gets from comboing through the fields? Those things, while minor per individual hit, stack rapidly whereas the guardian is rather limited in that aspect.

Where are you getting confusion from?
Where are you getting perma vulnerability from?
Burning already happens permanently in a group of 5. Don’t need fire fields. It doesn’t stack.

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Posted by: zencow.3651

zencow.3651

Chaos Armor from blasting in Chaos fields and Static Field+projectiles me thinks.

Quasi-elitist dungeoneer and missing Gw1 GvGs greatly.
“GW2’s PvE is almost as bad as the PvP.”

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Posted by: Ryld.1340

Ryld.1340

Chaos Armor from blasting in Chaos fields and Static Field+projectiles me thinks.

Chaos Armor is a Mesmer skill. Why was that brought up? Ele doesn’t have Chaos fields.

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Posted by: zencow.3651

zencow.3651

Chaos Armor from blasting in Chaos fields and Static Field+projectiles me thinks.

Chaos Armor is a Mesmer skill. Why was that brought up? Ele doesn’t have Chaos fields.

He was talking about blasting fields with Earth roll me thinks.

Quasi-elitist dungeoneer and missing Gw1 GvGs greatly.
“GW2’s PvE is almost as bad as the PvP.”

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Posted by: Gorni.1764

Gorni.1764

I was running this build (with some little differences) in sPvP about 2-3 weeks ago. To cut it short: it was useless. Dealing good damage on your own makes you superior to any support-class because damage is more straight, efficient and actually kills enemies which this game is all about. Heals are too slow, combo-heals are too slow – enemies can spike you down (especially with 13k HP). Also you have to rely on your teammates – without good communication you can’t do anything for your team. All you can try is to bunker – but there are guardians which are far more effective when it comes to holding points.

In PvE the best support is offensive support (might, fury). Players can survive on their own, they have their own healing spells and defensive mechanics – and even if they die, they can be rezzed. Dealing more damage on the contrary shortens the duration of a fight, reducing the overall propability that you will die. Also many bosses onehit players if they fail to dodge or avoid red circles – additional heal is then useless.

GW2 lacks the holy trinity (heal, tank, DD), therefore there is no room for a healer.

Rachat – Elementalist (Abbadon’s Mouth)

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Posted by: ThiBash.5634

ThiBash.5634

Where are you getting confusion from?

My apologies, I mixed up Brutal and Confounding Bolts. No confusion. My mistake, sorry for the confusion. :-)

Where are you getting perma vulnerability from?

It doesn’t have to be permanent in order to be useful, but the Ele has quite a few ways to cause vulnerability in addition to the Static Field finishers. How many does the Guardian have?

Burning already happens permanently in a group of 5. Don’t need fire fields. It doesn’t stack.

Not every group has perma bruning available, for those that don’t it’s useful. If anything, it’s a free bonus on a damage field you were gonna cast anyway.

Finishers aren’t the ultimate answer, true, but they do help and make the ele do more than what they generally get credit for.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Ryld.1340

Ryld.1340

My apologies, I mixed up Brutal and Confounding Bolts. No confusion. My mistake, sorry for the confusion. :-)

Ah, okay.

It doesn’t have to be permanent in order to be useful, but the Ele has quite a few ways to cause vulnerability in addition to the Static Field finishers. How many does the Guardian have?

By ‘quite a few’, there’s Ice Spike and that’s it for Staff. Also, Static Field has a really long cooldown, and I’ve never seen it apply more then 10 stacks in a group.

Not every group has perma bruning available, for those that don’t it’s useful. If anything, it’s a free bonus on a damage field you were gonna cast anyway.

Finishers aren’t the ultimate answer, true, but they do help and make the ele do more than what they generally get credit for.

However, the extra damage is made up by a guardian because of retaliation, a boon that we can’t get (oh how I’d love a Light Field). Retaliation isn’t a small amount of damage either considering how often the Guardian can keep it up.

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Posted by: ThiBash.5634

ThiBash.5634

By ‘quite a few’, there’s Ice Spike and that’s it for Staff. Also, Static Field has a really long cooldown, and I’ve never seen it apply more then 10 stacks in a group.

Quite a few being Ice Spike, Static Field finishers and a bunch of traits (most notably Weak Spot).

However, the extra damage is made up by a guardian because of retaliation, a boon that we can’t get (oh how I’d love a Light Field). Retaliation isn’t a small amount of damage either considering how often the Guardian can keep it up.

Yet at the same time, bosses often attack rather slowly so compared to say, a rapid firing thief the damage isn’t that large (while certainly useful). Staff eles also get chill, cripple and weakness, which can certainly be helpful, and they too can grant Fury and Might to allies. Elemental Attunement grants 4 different boons to the party pretty much automatically. If anything, the professions are roughly equal, yet different.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Wiz.1543

Wiz.1543

Signet of Restoration Instead of Glyph of Elemental Harmony -

I hope you don’t mind me giving some feedback.

When you cast a lot of spells it so heals more over time. However when you get regeneration you cleanse conditions ( with my build) and since every time you hit the heal button (in every attunement with dwayna) you get regeneration for you and your party members. So I think you heal more with signet but cleansing conditions is for me just too good to prevent indirect damage. So I have to disagree here

2 Superior runes of the Monk, 2 Superior runes of the Water and 2 Major runes of the Monk instead of 6 Superior runes of Dwayna

I get the idea that you want to max healing, the way how to do that is extent the period of time where the boons are active. However I prefer a burst heal then more healing over time. When people need heals they mostly low on health and a good burst heal and condition cleanse can save a player from getting downed while a longer heal may net heal more but you get nothing from it if the player gets downed. At least thats what happens to me when i was experimenting with boon duration. So thats why I prefer Dwayna over boon duration. So I have to disagree here

I understand you completely why you want to have boon duration because an ele has so much boons. But (for me) it worked not that well as a pure heal build.

10 trait points into Earth instead of Air
This is to get Armor of Earth on autoactivate, so I won’t have to put that into my Utility skill bar.

Thats true but you give up on a reduced cd on your healing skill / party heal + condition cleanse. So I have to disagree here, it takes so long for the armor of earth to recharge

Aquamancer’s Alacrity (Trust me, 4 seconds off of Geyser and 9 seconds off of Healing Rain is noticable)

Party members in general benefit more form those 2 skills then a few seconds of regeneration extra for only you. I am going to change my water trait and test it for a few days. So I have to agree here its a good idea ^^

Burning Retreat should actually be your main fire field, rather than eruption. It lasts longer, so if you attune to earth while rolling you can actually manage to catch it with Eruption’s abyssmal cast time, meaning you can start the battle with several stacks of might for your party.
My Usual chain goes like this: Burning retreat > Attunement: Earth > Eruption > Dodge roll for Churning Earth > Arcane wave While rolling

That’s 9 stacks of Might for 30 seconds on the team, and I can stack another 4 when my Fire attunement comes off cooldown (Eruption + Lava Font).

Man thats a good rotation! Mind if add that in to the build?

My Utility skills are also different, I use Arcane Wave, Arcane Shield and Glyph of Renewal, though I might pick up Mist form instead of Arcane Shield and I generally exchange Glyph of Renewal for whatever the situation calls for (Such as Ice bow) but I generally run with it as it has really helped me out a few times (Especially the multi-revival of Earth).

Hmm replacing ice bow with glyph of renewal is great.

Guardians stack Might faster, remove Condis faster, heal the team for more and has greater access to defensive buffs. Sad but true.

Not true you have still 3 party condi cleanse and 4 times self condi cleanse and healing after your nice feedback.

Thanks to your feedback I am going to replace:

1. Soothing Wave ->Aquamancer Alacrity
2. Ice bow -> Glyph of Renewal

Thank you!

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Posted by: Xillllix.3485

Xillllix.3485

Well organized guilds will blast your waterfields and the amount health that generates is not influenced by the elementalist healing power… Therefore in that situation your healing power doesn’t really matter for WvW. It’s better to put those points into damage.

Sure you can add 200-300 more per tick, but when being hit for 2000k+ in the heat of battle it will not make such a difference. The group strategy with the fields is more important.

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Posted by: Wiz.1543

Wiz.1543

Well organized guilds will blast your waterfields and the amount health that generates is not influenced by the elementalist healing power… Therefore in that situation your healing power doesn’t really matter for WvW. It’s better to put those points into damage.

Sure you can add 200-300 more per tick, but when being hit for 2000k+ in the heat of battle it will not make such a difference. The group strategy with the fields is more important.

Agreed:

-Blasts do not scale to my Healing Power to other players so its useless there.
-200/300 per tick with a 2k hit does not sound like much indeed.

However the combination of regeneration + soothing mist + condition cleans = heals from the waterfields = everybody almost full health all the time.

You have a point that waterfield and blasts are important and can be doable in coordinated groups. However that alone will not get you anywhere it heals too little and in wvw in the heat of battle there is always someone laying a different field on your field. So its not reliable enough as a main source of healing ( blasting trough waterfields) You need a combination of all those factors.

(edited by Wiz.1543)

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Posted by: Xillllix.3485

Xillllix.3485

Well organized guilds will blast your waterfields and the amount health that generates is not influenced by the elementalist healing power… Therefore in that situation your healing power doesn’t really matter for WvW. It’s better to put those points into damage.

Sure you can add 200-300 more per tick, but when being hit for 2000k+ in the heat of battle it will not make such a difference. The group strategy with the fields is more important.

Agreed:

-Blasts do not scale to my Healing Power to other players so its useless there.
-200/300 per tick with a 2k hit does not sound like much indeed.

However the combination of regeneration + soothing mist + condition cleans = heals from the waterfields = everybody almost full health all the time.

You have a point that waterfield and blasts are important and can be doable in coordinated groups. However that alone while not get you anywhere it heals too little and in wvw in the heat of battle there is always someone laying a different field on your field. So its not reliable enough as a main source of healing ( blasting trough waterfields) You need a combination of all those factors.

Yup… (Well sorry for the long slightly off-topic ramble:)

I have spent so much time perfecting my ele and for me at the moment there is only one build that satisfy me for staff: 0/30/0/20/20

Average raw stats I went for. My stats are mixed all over the place to get as close as possible to those precise stats (for example my crits are exactly 100%), divinity runes, ascended celestial staff and all ascended trinkets:
Power 1900 (3000 dmg)
Crits 40%(+50% with gep or 60% with fury)/100%
Cond 200
Healing 500
Toughness 1530 (1600 with food)
Vitality 1500 (1600 with food)

Fresh Air/Cantrips build, my precision is sent back into healing. I cannot live without fresh air, my bolts usually hit for over 2k when I have might stacks and I send them down immediately after meteor shower/static field (then I send 5 (immobilize)-2 earth, get another fresh air bolt (no cast just att), water ice field (healing if required) and nuke again).

With a well placed meteor shower you can level a zerg (avg +4k each meteor with might) if you get them stuck under it:
Lord room battle yesterday: AoEarth for stability + meteor showers and other aoe, we (our guild) took out a zerg 3 times our size rushing twice in from their waypoint. My damage numbers were off the chart and the healing was apparently enough, none of us even died.

I’m not sure that without my sustained aoe damage we would have survived. The point being that in some situation offence is the better defence.

(edited by Xillllix.3485)