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.
(edited by Wiz.1543)