Q:
~Piken Square~
Q:
Hey, I’m not an Elementalist, but a friend of mine. She usually dies hell a lot in dungeons runs, and she have no clue how to improve the build.
Will someone be so kind to share a build/gear for dungeons runs =).
Thank you!
Cheers I’ll read about it.
Thank you.
I use the auramancer build
Weapon: depends on the situation: staff for killing bosses and then scepter dagger for killing mobs if its a tough mob switch back to staff for better support and to keep your distance
Utility skills: Signet of fire, signet of water, signet of earth
Elite: Glyph of elementals
Healing skill: glyph (healing one)
Traits: 20 fire: 10% more damage when attuned to fire, When casting a signet you gain a fire shield
30 Water: All Auras are applied to nearby allies
10 Earth: Signets rehcarge 20% faster
10 Air: When auras are applied you gain swiftness and fury
Something along them lines:
I have condition and power on my armor and 6 superior runes of fire
I have 4 manned dungeons regularly with this build with an engineer a Mesmer and a warrior
Hope this helps
Tell her to put 15 points in Water and 30 points in Arcane Power, traits are Water V, Arcane V, VI or VII or VIII (depending if she uses Scepter, Staff or Precision gear), and XI.
She can switch to Water every ~10 seconds to get an AoE heal, and dodge every 10 seconds while attuned to Water to get another AoE heal. On top of that Evasive Arcana turns every dodge into a blast finisher so if she e.g. dodges into the Healing Spring (water field) of a Ranger she gets another AoE heal.
Build example:
http://gw2skills.net/editor/?fEAQFAWhImmbpR5gjDAEFmcioQFlHzkjNA
Last 10 points can either go in Earth for Armor of Earth or Water for yet another condition remove.
If Glyph of Storms is used while attuned to Earth the resulting Sandstorm blinds foes which greatly increases the survivability of the whole group against non-champion mobs.
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