Ele PVE Build
Either staff or daggers you will be running 30 in water. You will take Cantrips grant regen and vigor, cantrips recharge 20% faster, and regen removes a condition. When you go daggers, you can change the grandmaster trait to auras are applied to allies, but you will have to change the master trait to remove a condition on attuning to water. As D/D you will want at least 10 in air for auras grant fury+swiftness. In either build you want at least 10 in arcana for boons on attunement.
After this it’s up to personal preference. On staff I run 20 in air for glyphs recharge 20% faster and glyphs grant boons, then i take healing glyph and glyph of storms. 20 in arcana for larger aoes with staff.
With D/D most people go 30 in arcana for evasive arcana. Also as D/D ele you will want signet of restoration for healing.
With staff you can go full berserker armor and accessories, for D/D you will want considerably more survivability. I would go either power/vitality/toughness or power/toughness/precision armor with either clerics accessories or power/toughness/crit damage accessories. If you want to build more crit damage into your build do so only on your accessories, since on armor you are sacrificing a lot of stats for the cd%
Hope this helps
Spirit of Faith [HOPE] – RIP
You can try a 0/25/0/25/20 build for staff – I feel it gives a good mix of damage and utility. Just build berserker on everything!
Yeah Iv been using 10/0/0/30/30 And its good But I’v been hearing its Only for PvP And Its not for PVE and then others say it is for Pve Its all very confusing lol
30/30/x/x/x/ with berserker gear. Stick to fire attunement and spam spells dont bother swapping attunements as its a DPS loss, you save that if you need CC/Healing ect not damage. 10 Earth gives you 5% more melee damage, 10 water gives you 10% more damage if you are at 90%+ health or 10 arcana for Vigor on crits.
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
30/30/x/x/x/ with berserker gear. Stick to fire attunement and spam spells dont bother swapping attunements as its a DPS loss, you save that if you need CC/Healing ect not damage. 10 Earth gives you 5% more melee damage, 10 water gives you 10% more damage if you are at 90%+ health or 10 arcana for Vigor on crits.
Dont listen to this guy lol
Spirit of Faith [HOPE] – RIP
Hey there. I have tried a Zerker/staff build on my ele, but after a day I went back to my d/d bunker build. Very hard to kill, on the DPS output I’d say it’s moderate. To be effective and get the most the build has to offer you have to keep your attunements in constant rotation and get the most out of your condition damage skills by laying them down on your enemy accurately : EG Burning Speed should go right through your enemy and drop Ring of Fire not around them but where they are standing on the outer ring, and dance around in this circle until it’s gone to increase chances of your opponent to land in the fire. Space them out so that if they use a condition removal you can drop another on them, and make sure you use Fire Grab when they are burning. On Earth you can use earthquake to knock em down and start Churning Earth, which they will often try to get out of range, so you’ll want to use Lightning flash to bring it to them at the last second (you can switch attunements while channeling this skill, btw). Anyways, There are skill chains for each attunement and some that span diff attunements.
I use Apothecary gear except on trinkets which are cleric because the passiflora set is expensive. Ideally my primary stats are Toughness, Healing, and Condition Damage, trading the CD for Power on the trinkets.
Healing skill should be Signet of Restoration, and if your healing stat is sufficient, you should only activate it if defeat is otherwise certain; if you are constantly spamming skills, switching attunement and using your Auras, the passive should keep you going.
Skills 7/8/9 are Lightning Flash, Mist Form, and Armor of Earth (all Cantrips). For Elite skill Tornado is good if you’re in a group and and you need to do some CC on the bad guys (you can dodge in this form to evade), but when you are feeling vulnerable or in a more 1v1 format you might want to go for Glyph of Elemental with Air being my fav for the stuns, water when you are feeling vulnerable.
Traits are 0/0/20/30/20. For Earth you definitely want Elemental Shielding and you want to be using your auras effectively (Frost and Shocking) and regularly in a duel. For the second Earth trait Earths Embrace is an obvious choice for bunker but I actually like Geomancer’s Alacrity (Earth Skills are some of your most potent). For water you definitely want Soothing Disruption, Cantrip Mastery, and I like Powerful Aura because I’m a team player (also that 25 healing mark gets you 2% dmg for each boon, and you can usually have at least 2-3 at any given time). For Arcana I like Final Shielding and Elemental Attunement, with the latter being especially critical in this build.
OH, Runes and Signets. I like Runes of the Undead for the armor for more Condition Dmg and toughness, and for Weapons I have a Sup Sigil of Corruption and Superior Sigil of Battle. With those you can back some of the damage you sacrifice for your traits.
Sidenote: I did some data collecting on the dummies in Mists and condition damage kills faster, but they don’t move of course so it’s easy to hit every time with your condition skills. Make sure you are being smart about placing your skills and not just dropping them haphazardly otherwise investing in condition damage is a waste.
With a build like this you won’t worry about getting cornered on your own, you should be coming out of 1v1 with ease (unless they are really tanky and then you could just be wasting time), 1v2 with some smart usage of skills, and at 1v3 play it by ear. I’d say thieves are the only class that should make you worry, because unlike other classes that try to get out of your personal space when they realize you’re a bunker, thieves will get right up in it when you can’t see them…but that’s nothing new :P.
(edited by Mandar.9813)
30/30/x/x/x/ with berserker gear. Stick to fire attunement and spam spells dont bother swapping attunements as its a DPS loss, you save that if you need CC/Healing ect not damage. 10 Earth gives you 5% more melee damage, 10 water gives you 10% more damage if you are at 90%+ health or 10 arcana for Vigor on crits.
Dont listen to this guy lol
You could actually post reasons you know, if you actually have some.
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
Staff – 30 fire, mainly for the power boost and augments to fire recharge and damage,
A bit in water for the easy to get recharge boost.
~20 in Arcane for faster attunement swapping and the glyph recharge boost
Utilities – the healing glyph, which doubles as a speed boost with air out of combat
glyph of storms, best with earth to blind enemies while you stack up multiple nukes on them
Call worm, if you’re norn, lesser elemental if youre not, to draw fire.
signet of fire, for more crits – swap with others if need be, but I never touch it
Elite – elemental glyph – again it draws fire
Generic engagements involve summoning minions as attacking, using glyph of storms with earth to blind the enemies youve clustered up, then nuking them with earth and fire – spam the water skills too if your health is low. All together, you shouldn’t take too many hits, and the enemy should be dead.
Leet dodging skills not required, simply remember to cast the right skills to protect yourself and draw away fire.
-snip-
Since when mobs try to get out of churning earth?
i do 0/20/30/0/20 with max condi damage and duration and glyphs. it Works quite well for me. if you have a Lot of condition damage in your Team you might want to Switch Characters though.
before the Boss i swap to s/d for max might and Single Target bleed and cripple
-snip-
Since when mobs try to get out of churning earth?
I didn’t say “mobs”, I said “they” and by “they” I mean other players. I was speaking from a PvP perspective, not PvE.
On that note, if a player isn’t trying to get out of churning earth range then they aren’t paying attention or are confident (justified or not) that they will be fine….which is probably not a good idea with a skilled d/d ele.
(edited by Mandar.9813)
Yet this thread is named “Ele PVE Build”. Do you have same opinion as me that zvz is pve?
I main Elementalist and have found that if you are looking at difficult dungeon PvE then i would suggest S/F as it gives great survivability. If you get a hang of it there should be no situation that you cannot get out of. The build requires 0/10/0/0/30 traiting into dodge and the most important trait being Zypher’s Focus. With the auto-attack in air on S/F being a channel, this means that you have double endurance regeneration at all times. This, along with the defensive skills that come with focus off-hand allow you to be more creative in your choice of utilities. This build has allowed me to survive in situation that would prove difficult otherwise such as Lupicus from Arah.