Conjure Weapon build? :)
I just whipped this guide up real fast… the go-to pve guide that I use and countless other high end pve eles use. It might be changed a bit due to the recent trait swaps but this is still extremely comfortable playstyle.
http://intothemists.com/guides/2305-elementalist_sd_122413_guide_pve
Incinerary: 80 Elementalist S/d Glass 0/30/0/20/20 D/d Bunker 0/20/0/20/30
The current meta builds use Lightning Hammer. There are different ones depending on what you need to provide for your group (might/fury/vuln). The link to the guide is in my sig.
Tossed this one together pretty quickly, but it looks fairly nice for non-meta, and I prefer not to be a S/D or D/F might bot.
This is a fairly rounded dungeon running build put together around the concept of having the full range of the ever-versatile staff on hand while also being able to dispense powerful conjured weapon attacks on a whim. To facilitate this, the traits give an added 40% to damage when in Conjured Weapon range (20 for the staff’s longer reach), which jumps to 60% when the enemy’s health drops below 33% for quick finishing. Conjurer was also taken, but the master traits in fire and air are largely unimportant. I went 20 into each for boosting damage, as well as getting Conjurer so one can maximize conjured weapon use.
Remember to stay in Water attunement when using Conjured Weapons for max damage.
I picked each utility skill for a reason, but feel free to make your own choices:
Ether Renewal is an excellent heal with condition removal that I believe warrants the longer casting time. It can be cancelled if needed, and the recharge time is a fantastic 15 seconds. This skill works well with the Zephyr’s Focus trait for endurance recovery in drawn out fights.
Frost bow has outstanding 2, 3, 4, and 5 skills that work exceedingly well for bursting and CCing enemies. Some players dislike the long recharge time on Ice Storm, but I find that dropping the bow after it’s most powerful skills are used and picking it up again thirty seconds later works just fine. If someone else on the dungeon group grabs your spare and lets loose with it, then your second Ice Storm just gets used that much faster. Guardians with Heal/support specs can also make surprisingly good use of its auto attack to heal. A friend of mine with a very effective support build was healing for roughly 700-800 health/sec (she dips so far into healing and survival that it is actually wasteful, so that number is pretty extreme). Very helpful skill, especially when running AC explore paths 1 and 3 because it can decimate Graveling Burrows.
Lightning Hammer is your weapon du jour when stacking up. Just drop Geyser and Healing Rain and then call down the hammer to pile on damage. You will rarely get to grab your second hammer these days, but that is rarely a bad thing because it means a teammate is using it. Spam 1, use 2 as a gap closer/leap finisher, and only use the other skills in very select circumstances. This weapon is amazing and there is no question as to why its part of the PvE meta.
Lightning Flash is your basic survival/running power. I suggest it over Mist Form both because Mist Form forces you to drop your Conjured Weapons and because its recharge time is much shorter (40 secs to Mist Form’s 75). This isn’t to say that Mist Form is a bad skill by any means, but I just think Lightning Flash works better here where utility slots are at a bit of a minimum.
Conjure Fiery Greatsword is our elite for obvious reasons. Strong 2, 3, and 4 skills with solid enough 1 and 5 skills, it doesn’t have a single “bad” skill. 3’and 4 give great mobility and outstanding damage when near a wall to run into so that their damage is condensed into a tight area. Amazing for champs and also good for murdering Graveling Burrows in AC explore by facing the burrow and running up and over it with skill 4.
I excluded Flame Axe and Magnetic Shield because they, sadly, are less than amazing unless running very specific builds or running into very specific situations.
A good, basic opening for this build would be casting healing rain (over the enemy if you plan to use Conjure Lightning Hammer’s 2 skill to leap in or otherwise enter melee, but over yourself in most other cases), then summon either your hammer or bow, placing the spare where you think it will be the most useful. If bow, open with either 4 or 5, making sure to use 4 to clear out or damage as many trash mobs as possible. If Hammer, just mash 1 or use 2 to leap into the fray and then mash 1. I usually like to expend at least one conjured weapon and be well into a fight before summoning GFS when needed. Remember not to be stingy with your elite. It won’t do you any good if you’re dead. As needed, make use of the staff for ranged damage, combos, healing, and group effects.
Not too complicated, right?
Tip: swap out Frost Bow for Mist Form when running if you feel the need for extra survival.
Hope this at least gives you some ideas!
(edited by Mercurias.1826)
Thanks all for the guides Although i do like the scepter/focus damage i don’t really like stacking might before a fight i will always forget doing that lol. I really like Mercurias’s build i am almost using the same one but with some tweaks (25/25/0/20/0). I have been playing this build the last 3 days since i hit level 80 and i really like it