First let’s get a few details out of the way. This is my very first build so it’s not going to drastically change the meta. My ele is secondary to my mesmer so I’m not as informed with all the class mechanics as my main. I’m also creating this build to purposefully balk at conventional thinking so you will see a lot of things that will make you think “WHAT DA HELL!” keep that in mind and you’ll do fine.
The reason I’m calling this the Mightmancer is because the main purpose of this build is to increase damage through Might stacks. This is a very simple build and I consider it to be in its alpha phase but I’m already seeing some interesting results so I’ve come here to see what those with more experience than me can add to it.
At this moment I’m using full soldier armor because a my playstyle requires me to be up close and personal with enemies and we know how abysmal the base ele survival stats are. Due to the nature of fire skills covering enemy tells, I doubt that’s going to change anytime soon. I’m also using dueling daggers but I plan on testing out a focus when I can get the one I want. Yes, I HAVE to make a fashion statement when I’m on the battlefield! That’s the mesmer in me. Besides the human T3 focus is awesome and I have yet to see anyone else carrying it.
As for runes, I’ve gone 2 Monk, 2 Water and 2 Fire. I prefer overall boon duration instead of more might duration because I get a lot more use out of 30% of every boon instead of 10% more from might. As for sigils, my mainhand dagger will always be Bloodlust while the offhand is tailored towards whatever group I’m fighting or Force just to cover the basics. Yes this means I’ll have to carry a lot of daggers but their are some very cheap rares with soldier stats that do quite nicely.
I’ve taken 30/10/30/0/0 in the trait lines. I can already see a few of you guys rolling your eyes but hear me out. Internal Fire, Pyromancer’s Alacrity and Pyromancer’s Puissance are a must. They make up the bulk of my damage. Flame Barrier and Burning Rage will help due to the in-your-face playstyle but Sunspot is practically worthless.
The 10 in Air is for Zephyr’s speed for a moderate mobility boost and Bolt to the Heart. The latter is to help finish enemies off quickly and with more style. I’ll explain how later.
The 30 in Water is pretty obvious. Soothing Disruption, Cantrip Mastery and Cleansing Water all work together to turn cantrips into stunbreakers and condition removers. Soothing Mist, Healing Ripple and Bountiful Power all help out with my “OH KITTEN” plan when things aren’t going my way and I need to survive.
To heal I use the Signet of Restoration because I intend to spam the hell out of my skills. I NEVER activate it, even when I’m about to go down because its passive is far more valuable than its active. I have experimented with the other heal skills and, while functional, they don’t suit my playstyle. This is all about getting in the enemy’s face and being relentless. Taking even a moment to heal is detrimental so I leave the recovery to health regeneration.
For utilities I take Lightning Flash, Arcane Wave and Armor of Earth. Lightning Flash is because I’m so use to Blink that I suffer trying to play any class without something similar. Because it’s a cantrip, it works very well at getting me out of hairy situations, a bit of regeneration and clearing a condition. I always use it defensively. Arcane Wave is to help with might stacking but I also find it useful in other combo fields. Sometimes giving everyone Chaos Armor is a lot better than 3 more stacks of might. Armor of Earth is for when I know I’m about to put my nose against the grindstone. It has helped me survive sticky situations I purposely run into. The fact that it’s also a cantrip is just icing on the cake.
For my elite, Conjure Fiery Greatsword is a must! Luckily all the skills fall under “Fire” so they add to the might stacking.
The last thing I do is use Mango Pie for a bit more health and to supplement the Signet of Restoration. I also use potions tailored to whatever group I’m fighting. Both are easy to get off the trading post or make and make a huge difference in survivability.