(edited by MrSilver.5269)
Balanced wvw staff offensive/support build
Why so much vitality? Just my personal opinion but the Ele has access to so many heals and condition removal which make the extra Health seem kind of pointless. I would take some it out a replace it with toughness if you are looking for more survivability. I find that anything over 16k health is a waste. Again, this is just my personal opinion.
“…let us eat and drink, for tomorrow we shall die;.”
I agree vit isnt really needed. When on a staff I go more into damage than survivability. Also fiery GS is useless as a staff. With how powerful meteor storm/tornado is, there is no reason not to pick up tornado
Scrub D/D Ele. What’s server loyalty?
I agree vit isnt really needed. When on a staff I go more into damage than survivability. Also fiery GS is useless as a staff. With how powerful meteor storm/tornado is, there is no reason not to pick up tornado
You are 100% correct.
Swapped out.
The thing with the Celestial is its offensive and support. When you get rid of the healing power it makes this build more offensive. But over all its a good build , a bit soo much vit but other all okay!
Thanks!
I just found that in wvw most of my healing comes from blasting water fields. I had almost full cleric’s before for a touch over 1,000 healing, and with base 300 healing I’m not noticing any reduction on my or my group’s survivability.
I just feel like elementalists are punished by having to spend some much gold to get that celestial/divinity gear. I’m just not willing to make that large of an investment for what may only be marginal improvement in performance.
In any event, thank you all for the input. I really appreciate it!
Thanks!
I just found that in wvw most of my healing comes from blasting water fields. I had almost full cleric’s before for a touch over 1,000 healing, and with base 300 healing I’m not noticing any reduction on my or my group’s survivability.
I just feel like elementalists are punished by having to spend some much gold to get that celestial/divinity gear. I’m just not willing to make that large of an investment for what may only be marginal improvement in performance.
In any event, thank you all for the input. I really appreciate it!
The heals from water fields are based on the healing power of the person BLASTING the field.
Scrub D/D Ele. What’s server loyalty?
Well, as you like to be a bit more offensive with Staff I’ve modified your build a little bit:
DMG-Overview attached.
I would personally take Omnoberry Ghosts as Bufffood because it not only steals 321HP (does not scale) on a 1s Cooldown but also does 314 Damage as well which skips armor reductions like Conditions do. Also 6 Runes of the Water which give an additional 690+0.5*HP=922,5 Areaheal every 10 Seconds – you could either trade in some damage to get more out of it in terms of HP or switch to other runes or even back to basic stats increases via Orbs.
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(edited by imaginary.6241)