Ele Build with Healing Power
A lot of people will tell you healing power is terrible for Elementalists and I can’t personally disprove them. If healing is your primary concern, Scepter and Staff are both probably better choices than dagger mainhand. However, if you’re doing an Aura Share build (which is what it looks like from here), then you probably needn’t even concern yourself with healing power, and you should continue D/D.
Still, the thread’s up, so let’s talk about heals. Staff gives you the iconic Healing Rain and Geyser, combined with blast finishers in your water fields for tons of AoE healing. Scepter’s Water Trident has a better heal to cooldown ratio than Dagger’s Cone of Cold, and you don’t even need to channel it; this isn’t even to mention its range which can lead to more surgical placement of heals. Using Scepter also allows you to offhand Dagger for the wonderful Cleansing Wave.
Either way, if you really wanna heal, I’d say Evasive Arcana is a must-have. Having Cleansing Wave on Water Attunement rolls with only a 10s internal cooldown is amazing, and for staff you can utilize the blast finisher on Earth’s Evasive Arcana for more Water field blasting awesomeness.
Regardless what you choose, I hope this helps.
Hiya, so I am perfecting my D/D healing+boon elementalist. Am one rune short of perfection.
I run a cantrip based build 10/0/10/30/20 since you’ll be speccing alot into healing power your damage output will be lower thus you need might to do more damage. With 10 in fire and choosing the cantrip thing you can stack up about 15 might easy which doubles my damage and more than quadruples my condition damage.
I sacrificed the air atunement thing because the D/D already has great mobility and I was willing to sacrifice it for the ability to spike people without losing survivability.
You’ll also be needing alot of toughness, protection buff and healing signet. These three things keep your health between 90 and 100% through most battles. Only glass cannon spikes and a group of 6 experienced players can bring me down.
May I also not that you’ll be running with 5-7 different boons on you which with one of the trait things in water will give you 10-14% more damage. I then also run with sigil of force which gives me 10% more dmg.
For runes I’m trying to get 2 major runes of the sanctuary, I already have 2 superior runes of the monk and 2 superior runes of water for max boonduration since it is mostly the boons that will keep you alive and not just the 900 healing power.
You can take out the thaumanova reactor fire elemental with this build. Just stay in the water atunement and the auto attack will keep you alive. Can also take down champions and groups of veterans solo without health dropping below 95%.
I hope this will give you enough hope to spec into healing because most of the healing you do will also be shared with all your nearby allies…..
Imagine what it’d be like if multiple elementalists all with boon-sharring, aura-sharing and healing each other would be able to run through…
armor:
cleric 4/6
Magi 2/6 <- you need some vitality; I found out the hard way.
cleric exotic daggers ofcourse.
I run PVT weapons and armor with only healing power on trinkets. 30 points in water and arcana is important as well.
Combined, I can burst heal from 10% to 100% in just a few seconds, which is quite handy for getting back up after a thief burst in WvWvW.
If you really really want to just heal, scepter/dagger seems the way to go. But I’ve done just fine with d/d which situationally is better than scepter because of the close proximity of heals. Melee teammates benefit from your multiple heals more, as you can do this at the same time you’re DPSing, so that’s a plus. Like the above post stated, scepter can control one good ranged AOE heal, so that’d be good with most parties.
Everyone needs a little optimism!
yea I must say that my build has two major weaknesses, low vitality and low spike heals.
I use a 0/0/10/30/30 build and staff as my weapon choice.
III earth trait
V, III, XI water traits
V, VIII, XI Arcane Traits.
The XI water trait gives condition removal every time you give yourself and your party Regen. So that gives u 3 conditions removed from swapping to water attunement and Healing Rain is Pulse Condition removal. Evasive arcana gives you a heal from rolling in water attunement as well. (can trade the III water trait with the I water trait for faster healing rain CD)
I use 6 Superior Runes of Dwayna on cleric armor and Sigil of Superior energy on my staff for more dodges from swapping attunments.
This is a great supportive build for PvP and I even use it in dungeons which help make runs smoother.
(creator of this build is Frozire on Gw2db)
(edited by monkeyjoe.8725)
I use a 0/0/10/30/30 build and staff as my weapon choice.
III earth trait
V, III, XI water traits
V, VIII, XI Arcane Traits.The XI water trait gives condition removal every time you give yourself and your party Regen. So that gives u 2 conditions removed from swapping to water attunement and Healing Rain is Pulse Condition removal. Evasive arcana gives you a heal from rolling in water attunement as well. (can trade the III water trait with the I water trait for faster healing rain CD)
I use 6 Superior Runes of Dwayna on cleric armor and Sigil of Superior energy on my staff for more dodges from swapping attunments.
This is a great supportive build for PvP and I even use it in dungeons which help make runs smoother.
(creator of this build is Frozire on Gw2db)
Isn’t Water V negated because of the Water 15 point talent? Or does it stack and remove an extra condition?
it stacks and removes an extra condition so u actually get 3 condtions removed from swapping to water attunment with this setup i counted wrong sorry
1 from the V Arcane Trait from swapping to water u get regen
2 from the V water trait from swapping to water
3 from the 5 points into water regen also gets rid of a condtion
For your heal i like to use Signet of Restoration personally but glyph of elemental harmony can get u another regen proc in water attunment if u choose.
Utilities would be Mist Form, Arcane Wave and Lightning Flash but can be changed in PvE for just about anything. For my Elite i use Glyph of Elementals only because its our only elite that doesn’t change our spells on our skill bar and the Water Elemental also has a AOE heal which can help.
(edited by monkeyjoe.8725)
it stacks and removes an extra condition so u actually get 3 condtions removed from swapping to water attunment with this setup i counted wrong sorry
1 from the V Arcane Trait from swapping to water u get regen
2 from the V water trait from swapping to water
3 from the 5 points into water regen also gets rid of a condtionFor your heal i like to use Signet of Restoration personally but glyph of elemental harmony can get u another regen proc in water attunment if u choose.
Utilities would be Mist Form, Arcane Wave and Lightning Flash but can be changed in PvE for just about anything. For my Elite i use Glyph of Elementals only because its our only elite that doesn’t change our spells on our skill bar and the Water Elemental also has a AOE heal which can help.
Interesting. I thought I read they did not stack, so I never messed with it. I’ll try that out tonight.
Also, I’m curious how much + Heal do you have? I read posts like this occasionally, but no one ever seems to mention how much they have
I dont have my full setup for gears on my toon yet I’m still trying to gather it all together which will be cleric everything. But on this skill builder it gives about 1263 healing
I dont have my full setup for gears on my toon yet I’m still trying to gather it all together which will be cleric everything. But on this skill builder it gives about 1263 healing
Thanks Monkey. I am running with +1254 healing and trident heals for 2891, which is nice. This is in all yellows except my green cleric rings/accessory (have an exotic cleric neck and accessory from the Crab event). So it can only go up from there! LOL
Your welcome Ruiner. Geyser actually heals for more than trident if the person stays in the field for the full duration and thats on my ele with only half her gears set up correctly XD once this stupid update finishes i will let u know how much healing power my ele actually has
Sounds good. I’ll check back. I have been trying S/D for a change from D/D. I do play staff when needed, but the way we run in WvW, the shorter cool downs help me a bit more.
Hiya, so I am perfecting my D/D healing+boon elementalist. Am one rune short of perfection.
I run a cantrip based build 10/0/10/30/20 since you’ll be speccing alot into healing power your damage output will be lower thus you need might to do more damage. With 10 in fire and choosing the cantrip thing you can stack up about 15 might easy which doubles my damage and more than quadruples my condition damage.
I sacrificed the air atunement thing because the D/D already has great mobility and I was willing to sacrifice it for the ability to spike people without losing survivability.You’ll also be needing alot of toughness, protection buff and healing signet. These three things keep your health between 90 and 100% through most battles. Only glass cannon spikes and a group of 6 experienced players can bring me down
.
May I also not that you’ll be running with 5-7 different boons on you which with one of the trait things in water will give you 10-14% more damage. I then also run with sigil of force which gives me 10% more dmg.
For runes I’m trying to get 2 major runes of the sanctuary, I already have 2 superior runes of the monk and 2 superior runes of water for max boonduration since it is mostly the boons that will keep you alive and not just the 900 healing power.
You can take out the thaumanova reactor fire elemental with this build. Just stay in the water atunement and the auto attack will keep you alive. Can also take down champions and groups of veterans solo without health dropping below 95%.
I hope this will give you enough hope to spec into healing because most of the healing you do will also be shared with all your nearby allies…..
Imagine what it’d be like if multiple elementalists all with boon-sharring, aura-sharing and healing each other would be able to run through…
What were all your trait and skill choices that you went with? (do you have a link for your build?)
I use PTV armor and weapons, with Cleric accessories. I also run D/D Aura Sharing 0/10/0/30/30 build with Boon Duration runes (and Glyph of Elemental Harmony). I feel the extra Healing Power gives me some extra survivability (and a bit more group healing), without sacrificing much because it still has Power and Toughness on it. Sure, I could have a bit more Vitality, and a higher maximum health, but I wouldn’t be able to top myself off quite as easily when I take damage, (and I’m constantly topping myself off). I still have ~17k max health, so I can take a heavy hit without getting one-shot. Personally, I wouldn’t go all vitality or all healing power; I prefer to go for a mix in order to maximize long-term survivability.
Hiya, so I am perfecting my D/D healing+boon elementalist. Am one rune short of perfection.
I run a cantrip based build 10/0/10/30/20 since you’ll be speccing alot into healing power your damage output will be lower thus you need might to do more damage. With 10 in fire and choosing the cantrip thing you can stack up about 15 might easy which doubles my damage and more than quadruples my condition damage.
I sacrificed the air atunement thing because the D/D already has great mobility and I was willing to sacrifice it for the ability to spike people without losing survivability.You’ll also be needing alot of toughness, protection buff and healing signet. These three things keep your health between 90 and 100% through most battles. Only glass cannon spikes and a group of 6 experienced players can bring me down
.
May I also not that you’ll be running with 5-7 different boons on you which with one of the trait things in water will give you 10-14% more damage. I then also run with sigil of force which gives me 10% more dmg.
For runes I’m trying to get 2 major runes of the sanctuary, I already have 2 superior runes of the monk and 2 superior runes of water for max boonduration since it is mostly the boons that will keep you alive and not just the 900 healing power.
You can take out the thaumanova reactor fire elemental with this build. Just stay in the water atunement and the auto attack will keep you alive. Can also take down champions and groups of veterans solo without health dropping below 95%.
I hope this will give you enough hope to spec into healing because most of the healing you do will also be shared with all your nearby allies…..
Imagine what it’d be like if multiple elementalists all with boon-sharring, aura-sharing and healing each other would be able to run through…
What were all your trait and skill choices that you went with? (do you have a link for your build?)
http://gw2skills.net/editor/?fEEQJAoYlMGCOWcw5AhNBA5xJuwSogCjCiUUMDOA;TsAgzCmo8y0loLbQOvkBNa4UwcDA
except for the superior runes of hoelbrak I use two major runes of the sanctuary with cleric armor and magi supplements for vitality. This’ll give you around 1000 healing power which will up the healing of signet of healing to around 300-400 per skill use not to mention all the other stuff going on like perma regen and such.
I often just flip on all my cantrips for the might when I use churning earth giving me around 50 seconds of regen and a stack of 15ish might after I use the combo blast finishers in the firefield.
Elementalists are probably the strongest users when it comes to Healing power due to their potential for AoE healing, but even then the healing comes at a huge price (another stat slot), and the better healing skills are in a very tiny aoe.
So is healing power bad for elementalist? no
Its efficiency is entirely dependent on if you are in a coordinated team or not.
lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.
Elementalists are probably the strongest users when it comes to Healing power due to their potential for AoE healing, but even then the healing comes at a huge price (another stat slot), and the better healing skills are in a very tiny aoe.
So is healing power bad for elementalist? no
Its efficiency is entirely dependent on if you are in a coordinated team or not.
as a d/d user you’ll be close to the opponent so the melee characters will benefit the most from your heals and guess what? they are the ones that need the heals the most