Discussing the two improved fire/ air traits

Discussing the two improved fire/ air traits

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Bolt to the Heart: Increased health percent from 25 to 33.
Pyromancer’s Puissance: Increased might duration to 10 seconds.

So, I’ve made this Scepter/ Dagger might build, with three different +20% might duration stacking runes, and the sigil of battle and bloodlust. With the healing glyph, the elemental attunement trait, the traits mentioned above, the spellslinger fire trait for 3 stacks of might per cantrip, the regen/ vigor water cantrip traits and the earth’s armor of earth trait. Fire’s major trait is the one that increases damage by 10%. That makes it a 30/10/10/10/10 setup. Soldier’s amulet.

Two things I’ve noticed immediatly:
- Omg 25 stacks of might all the time during battle, without even taking advantage of the full fire field combo! (I might have too much might, so I wonder what can be removed for more defense).
- This build bursts very hard. Very hard. And it’s AoE. I get some 12-13 stacks of might before I even blow out my first Fire Grab (6 from combos, 3 from attunement swap, 3-4 from the new fire’s trait), and at least 9 more by the time Churning Earth hits (6 from combos again, 3 from Lightning Flash). This number only gets bigger as I use more cantrips or swap attunements again, and by the time I use my second Ring of Fire, I still have 18+ stacks left. It’s very easy to hit between 2k and 4k without critical, especially 4k+ with Bolt to the Heart.
- I usually down 2 or 3 enemies at the same at the middle of a zerg, and in few seconds. I feel like I’m 2-3 thieves in one body, each hitting a different target.

Now for the downsides, which are the same as they have always been:
- I have no stealth and/ or illusions. Anything can kill me. I have cantrips, regen, vigor, and an amulet that gives nice vitality and toughness, which allows me to do my burst before I get downed, so it’s all about dowing them first before they down me.
- Dragon’s Tooth. It works in zergs, but it doesn’t works against strong foes in duels.

My solution for 1v1:
- Fiery Great Sword. Although the Glyph might be excellent for some extra burst damage, and might be worth it more (haven’t tried it in this build yet), the FGS is good. First, it’s decent damage by itself, with some nice boosts. Second, it’s affected by your fire traits if you’re in fire, so I deal an extra +10% damage and gain might every time I use a skill (that means up to 15 stacks if you can use it the whole time). Your whirl is your evade, your firestorm and your 2nd skill will bring you sustained damage, while your rush and auto-attack will be spammed. The opponents’ HP go down fast, and by 33% and less, you’re dealing 30% more damage.
- It’s usually better to spend most of your time alongside with people of your team, because their CC, stuns, etc, will all indirectly protect you, make sure you hit your targets, and you’ll have somebody to spread might to (and more combo sources too), so if you make sure you’re not alone often, the FGS’s recharge is not too bad, and you can still put a fight without it.

It’s certainly satisfying, but it’s still a rough attempt at building around this. I wonder how much damage this build would do with high precision (berzerker amulet, 0 arcane for 20 air), surely you would hit for 5k+? And I wonder if I can not take one or two sources of might for more defense, like the healing glyph for ether renewal, maybe, and/ or 0 arcana for more points in earth or water? Or even cleric’s amulet for stronger regeneration, and only slightly less power.

(edited by DiogoSilva.7089)

Discussing the two improved fire/ air traits

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Posted by: Mogar.9216

Mogar.9216

I tested the same thing. 30 0 0 10 30. all clerics . I didn’t see too much drop in how I survive so far the added burst is more than worth it. I haven’t had any good 1 v 1 yet but I have soloed sup camps with it pretty easy and taken down 1 v 2 pretty easy vs bad players.

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Posted by: Mogar.9216

Mogar.9216

ok I ran 30 0 0 10 30 all day in WvW and some Spvp S/D. Damn I love it. Granted I still yet to test it in high end play in tpvp and vs a real good soloer but so far vs avg players and bad player it’s freaking awesome .

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Posted by: DiogoSilva.7089

DiogoSilva.7089

Can you post your build in more detail? It would be interesting for me to check it too.

My build with berzerk amulet would be – I think – crazy powerful in offense, but the defense is needed if you want to do anything more than burst and die right after. I’m still thinking about using Cleric over Soldier, to take advantage of all the regeneration and still have decent passive defense.

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Posted by: AltNimeni.4268

AltNimeni.4268

I would like to see ur build with more details too , tyvm

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Posted by: Mogar.9216

Mogar.9216

30 0 0 10 30
Fire: XII,VII,IV(Cantrip for might)
Water: V
Arcane: XI,VI,V

I use water,monk and grove Runes . I might switch out grove for more might Dur. I have cleric gear but I may need to swap out a few pieces to get a bit more vit. I’ll know if I need to in the next few days, It’s freaking awesome so far.

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Posted by: AltNimeni.4268

AltNimeni.4268

S/D or D/D ? And for a wvw build wich stats on items would u use ? Tyvm.

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Posted by: Mogar.9216

Mogar.9216

S/D . I’m not sure what you mean by stats on items so I’ll try to answer in a general way. For WvW it’s tough call. Depends if you roam or zerg and what mix you play. Since you can also use food and sharpening stones in WvW it will take a while to get the right mix. For now I’m starting with all defensive stats and slowly work my way up the damage curve until I get to a sweet spot. So healing power, toughess, vit then power.

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Posted by: Gallrvaghn.4921

Gallrvaghn.4921

curios question. why S/D particularly for going 30 fire? will staff and other weapon sets be equally viable with this new and improved traits or..?

“The boss you just killed respawns ten minutes
later. It doesn’t care that I’m there.”

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Posted by: Comaetilico.3645

Comaetilico.3645

curios question. why S/D particularly for going 30 fire? will staff and other weapon sets be equally viable with this new and improved traits or..?

probably MORE viable… since fire s1 is the slowest fire autoattack… so the slowest weapon to build might with this impreved trait…

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Posted by: MrQuizzles.6823

MrQuizzles.6823

I tried a 30/20/0/0/20 boon duration, sigil of battle, full-berserker’s build last night in hot-join sPvP using the new and improved Bolt to the Heart and Pyromancer’s Puissance. I switched between D/D and S/D as my weapons.

One thing PP doesn’t mention is that you have to be in combat to get the buffs.

D/D can make insane use of Pyromancer’s Puissance. The auto-attack fires off very quickly. You can get into combat very easily, and you’ll basically remain in combat until the other player is dead. If they run away, then you can easily get yourself 15-16 stacks of might from just the trait, never mind Spell Slinger, sigils, or combo fields.

S/D doesn’t make as good a use of it, but it’s still very beneficial. You can have many stacks of might on you at all times.

Any half-decent build is going to work well in hot-join, but this build did rather well despite its extreme squishiness. I was very happy to churning-earth bomb people for some 7k damage, then drop another 7k on them with cleansing fire and fire grab. Heck, I could launch myself into small groups of people like that and drop a few in just a couple of seconds. It almost guarantees a victory if I have backup. This almost certainly couldn’t happen in tPvP, but it’s still a fun time.

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Posted by: DiogoSilva.7089

DiogoSilva.7089

It might have the slowest auto-attack, but S/D has by far the best combo to get stacks of might through your Ring of Fire + 4 blast finishers. If you’re going to use this trait and make the best possible build with it, chances are, you’ll want to use runes that improve might duration or make you stronger while you have might. This will allow you to easily acchieve the 25 stacks cap, and S/D is also a good burst weapon to make use of that.

But if you want to go in a different direction, the DD or Staff will probably be better.

(edited by DiogoSilva.7089)

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Posted by: MasterDeere.3417

MasterDeere.3417

pyromancer puissance would be great if we had another trait that reduce fire attunement cooldown so we can go back in fire attunement whenever we want :-P

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Posted by: DiogoSilva.7089

DiogoSilva.7089

I’m going to try a D/D build now. Here’s my sketch for it:

+20/ +20/ +20% might duration from three different runes.
Sigil of Battle and Sigil of Bloodlust.
Berzerker Amulet.
30/20/0/10/10
Spellslinger, PP, Zephyr’s Boon, Bolt to the Heart, Soothing Disruption, Renewing Stamina.

What do people recommend for fire’s major trait? I always have trouble with that one. EDIT: Maybe I should take out the points in water for something else?

(edited by DiogoSilva.7089)

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Posted by: MrQuizzles.6823

MrQuizzles.6823

I’m going to try a D/D build now. Here’s my sketch for it:

+20/ +20/ +20% might duration from three different runes.
Sigil of Battle and Sigil of Bloodlust.
Berzerker Amulet.
30/20/0/10/10
Spellslinger, PP, Zephyr’s Boon, Bolt to the Heart, Soothing Disruption, Renewing Stamina.

What do people recommend for fire’s major trait? I always have trouble with that one. EDIT: Maybe I should take out the points in water for something else?

For the other Fire Major trait, get Internal Fire. Many of your most damaging attacks are in fire (Dragon’s Tooth, Phoenix, Fire Grab, Burning Speed), so having them do 10% more damage is a good thing. My build put 20 points in arcana for the boon duration and also for Arcane Retribution, which is actually quite good if you’re going full glass cannon.