Best all-around Dungeon build?
In PUGs i run 30/30/10/0/0 fire: III, V, XI; air VI, VII, X and earth VI. S/F with force and energy sigils, scholar runes and full zerk.
Heal varies on the encounter, I switch between ether renewal, glyph and arcane brilliance.
Utilities are signet of fire, arcane wave and lightning hammer with fgs in the elite slot. Glyph of storms, arcane shield and mist form can be useful as well.
For most of the encounters you do the standard might stacking rotation and use LH in air attunement. When I’m going to use FGS i switch my offhand to a dagger and prestack might.
Imo this is a great build for pugging since you can get/apply fury, might and vulnerability all by yourself. Sometimes party members take your LH or somebody puts down a useless field just when you’re about to start your rotation so it’s always best if you inform your party at the start of the run. If you get downed often it’s better to start out in knights gear and switch to zerk when you’re more comfortable with the different encounters.
I know you asked for a build where you don’t have to change anything, but truth be told if you want to be as effective as you can (which in pugging is most of the time a necessity) you will always have to adjust yourself just a little bit and it’s better to get these habits sooner than later. If you really don’t want to switch then stick with S/F, ether renewal as a heal and signet of fire, arcane blast and LH in your utility slots.
At the moment I’m also experimenting with D/F in fotm with some good results, however I havn’t decided on wich traits work best for me yet.
Edit: grammar
(edited by petyr baelish.9675)
2 come to mind as the best:
staff(easier of 2 to play and more versatile)
30/20/0/10/10
vi/vii/xii vi/vii vi v
S/d Lh(what I run)
25/25/10/10/0
ii/v vi/vii vi iv
gear pretty much linear. Full zerkers scholar runes force/fire sigil precision/power food
Incinerary: 80 Elementalist S/d Glass 0/30/0/20/20 D/d Bunker 0/20/0/20/30
The LH build ninjabreadman provided is only superior in experienced speedclear groups where teammates provide and blast additional fire fields and the party gets perma fury in some other way. In that case it is benificial to go after the exta dmg multipliers. Please note that with experienced speedclear groups I’m not referring to the ‘full zerk speedrun’ lfg groups.
I’m not a fan of the offhand dagger for a few reasons:
- you trade the comet blast finisher for churning earth, which has a long channel time. Churning earth does not require a target, which is why I use an offhand dagger for pre fight stacking. In fact, it’s even possible to get dragon’s tooth and comet off without a target if you practice it a bit.
- you lose swirling winds and obsidian flesh, both are true lifesavers
- although it is easier to hit the fire field of ring of fire the duration of flamewall is longer so you can get a few extra blasts off.
In my above post i also forgot to mention frost bow, which does massive damage to structures (cart in se, burrows in ac).
I use slices of candied dragon roll and quality maintenance oils/powerful potions of slaying (when applicable) as consumable buffs. Imo the other consumables are too expensive for pugging.
so dagger focus is good for fractals right? 30/30/0/0/10
Imo D/F is good in fotm because the utilities on your focus are extremely valuable there and if you use conjures you get locked out of them. You cannot LoS or push most of the bosses against a wall either so you cannot might stack and burst them down with fgs. Signet of fire is always on my utulity bar with arcane shield and mist form for boss fights/sigil of storms(earth) and LH for clearing trash. I think it can be quite effective in arah as well, especially if you meelee lupi mid and the (albeit small) extra mobility when skipping trash, although I’m still a total arah noob and I have yet to survive the 3rd phase in a mid meelee lupi fight :p.
As for builds so far I’ve tried:
30/30/0/0/10
0/30/10/0/30 (the popular open world S/F fresh air build, slightly modified for stone splinters instead of vital striking because it has permanent uptime at lighting whip range)
0/30/10/10/20 (extra damage multiplier at the cost of evasive arcana)