Hello. I run with The Frenzied Few [RAGE] as an elementalist maintaining Staff for raiding and GvGs. I started adding to this guide as people asked me about how I do things.
Solo and organised [RAGE] videos
Role
Primarily a Staff ele is there for a water field. If you are not in position and under cooldown duress then you are not fulfilling your foremost duty.
Secondary, your CC is of utmost importance. Surrounding an unexpected enemy within a Static Field, blanketing an escape route with Frozen Ground, and splitting their backline with a well timed Shockwave can be battle changing. Your melee ball will love the advantage.
Supplementary, staff eles excel at finishing a downed group. The meteor shower that follows your melee train sees the push is not in vain.
- Build
Firstly, don’t be anywhere near the first to go down in your group. It can be a dangerous playing field for staffies and you’ll be wanting to build to escape damage as opposed to mitigate it – toughness brings you a much smaller return over that important Blink skill.
Power is the way to go with staff; there’s little condi damage. + Healing is a poor attribute in organised events due to blast finishing numbers being the primary heal, and the compromise in damage output.
Use PVT gear until you survive playing ‘one-handed’, and switch in berserker(whatever) as skill at your game increases; finding that thin line where balance lays. Keeping this in mind, a full glass build doesn’t suit myself, as I enjoy getting stuck in, initiating fights, drawing attention and reviving the downed.
Do not be afraid to change-up your bar. When meeting your team at a held, sieged tower, swap in Mist Form to get inside; perhaps use FGS elite for mobility when escaping and positioning in large fights; Tornado for conflicts on walls / bridges, and the elemental summon for open field GvG. Swap out the the situation that fits.
- Positioning
Arguably the most important thing on your mind, and ‘1200’ is something to take full advantage of; get in behind and to the flanks of the heavies, and hold off groups with CC as you heal teammates at up to 2200 range between the two. Look for escapes, and find them. A dead ranged profession brings nothing but a rally for the opposition.
Practice scanning health bars using the mouse hover to help predict fallen allies and opportunities to stomp. At times I move ahead of our front line to avoid the opposition’s focus damage; they don’t want to waste damage on the solo ele.
- Calling blasting fields
Give your team enough time to hear your call after VoIP latency so they can switch weapons for blasting. Tell them where the field is being placed. Place Static Fields ahead of your group when on the move. A lead may call for something out of the blue when you think you are doing just fine, if you are on cooldown – say so.
- Water fields
Geyser is perfect for rolling across your melee ball as they push through. If pushing through siege damage or heavy PUG numbers, call the field and pull it in front for blasting.
The water field of choice for placing into a scrum that your team is advancing into is Healing Rain, whereas for regroups, is Geyser. However for WvW (not GvG), due to team numbers it’s not uncommon for me to place Healing Rain for it’s ease over Geyser’s constraints; namely duration and size.
When meeting a guild on the field / with low staff ele team mates, consider Geyser only for regroups. If hesitant of a lead calling for a water field, understand that Ice Spike is good AoE damage on a low cooldown, and you have Frozen Ground available; switching attunements to see pearly white numbers from a meteor shower may be the down bringing of a battle as your team suffers healing loss.
I prefer to be in a group with the other water-fielders. I can see if they are defeated / downed and their location in regard to where the heavies are. Remembering who has called water fields, I can predict when mine are wanted.