Edited because I was greatly misinformed about Soothing Disruption’s synergy with Rune of Dwayna
This is my slight modification of the meta Celestial Staff Conquest build. It’s my personal build I have been using in arenas and I love it. This build is not about doing damage or winning 1v1 fights. It’s about bunkering, being hard as hell to kill and providing heavy support to your allies in team fights via heavy condition removal, healing, boon support and CC.
I am not by a long shot a pro pvper, so any feedback or criticism is welcome.
Here is a list of bullet points about key skills and how they synergize.
Soothing Disruption is the cornerstone of your condition removal, because of all the sources of regen you have. You get regeneration from swapping into water via Elemental Attunement, regen from all 4 of your cantrips, regen from being hit from Rune of Dwayna, regen from being hit with soothing ice and [/s]regen to nearby allies when you use Ether renewal[/s]. In short, you have a lot of regen at your disposal which equals a lot of condition removal.
It’s a toss up between Rune of Dwayna and Rune of Water. The boon duration is nice, but all the potential regen from Dwayna just synergizes too nicely with Soothing Disruption.
Sigil of Renewal gives you an additional AoE heal when swapping to any attunement, not just water.
Sigil of Energy is needed, because you are going to be dodging a lot when bunkering a point.
Ether Renewal is a powerful heal that can take you to full and remove all conditions, but its channeled, making it vulnerable to interrupts. To negate this, swap into Earth attunement. Rock solid will give you stability to stop the interrupt and the increased toughness, protection and Stone heart allows you to get ahead of any pressure being put on you.
Unsteady Ground doesn’t only prevent enemies from crossing, but also interrupts their abilities. Laying this down on a point and moving back and forth across it can disrupt an opponent’s rotation.
Gylph of Elements is your friend for point control with either Earth Elemental or Water Elemental. The Earth Elemental’s stomp will hit every inside the point with the cripple while applying protection. The Water Element’s special attack is great for pushing someone off a node while providing a heal.
Water and Earth are where you are going to live with Lightning for CC and decaping with gust of wind. Fire is for when you have breathing room to try and apply some dmg pressure of your own, but I find that doesnt happen very often, because as soon as your opponents figure out what you are and what you are doing, they are going to focus you hard.
Burning Retreat is not only an evade, but with careful positioning, you can lay down a long line of fire for your rangers and bow warriors to use to stack burns.
Meteor shower is a great way to blanket a point with a strong aoe, but the cast time can be lethal. I won’t try to use it without lightning flash on hand. It won’t interrupt your Meteor Shower cast.
It almost worth it to lose a little regen and drop Soothing Ice for Stop, Drop and Roll, because getting chilled can really mess your world up.
Eruption is your only blast finisher, so thinking about how you are going to use it is important. Most people go might via a fire field or for aoe healing, but AoE frost armor from Frozen Ground can really change the course of a fight. It should be used at the start of a match with Static Field for swiftness.
Rehabilitated Elementalist. Now, trolling the Thief forums with my math.
Stone heart staff is known but I think OP wrote down somr important synergies.
Personally I think the rune is a bit reduntant as out HP pool is low, that much regen is overkill especially when you can pull off ether renewal with rock solid. I like pack runes for more raw damage. I also think 3 stability is overkill so I take arcane wave over armor of earth for extra blast finisher. Its a difficult build to utilize at full capacity. I was also thinking taking lightning hammer instead of arcane wave and camp earth while dishing damage but may not work in practice.
Cleansing water does unfortunately not work with either of the regen procs from rune of dwayna.
Huh…kitten …. I guess I need to test this a bit more.
With that much regen procing and conditional removal in combat, it’s hard for me to pinpoint what does what.
Thank you for pointing that out. If it is true, then the synergy is non-existant.
And yeah, I am not claiming to be the offer of this build. It’s pretty much the bread and butter Celestial staff build. I just wanted to point out potential synergy with rune choices and provide some general tips, because to be honest, I am tired of hearing about D/D lol.
Rehabilitated Elementalist. Now, trolling the Thief forums with my math.