I wanted to discuss how pigeon-holed eles are when trying to make a build, due for the most part, due a wide swath of terrible traits and skills. I will start by going over which traits are actually viable in PvP to help make the dilemma more clear.
Great traits in bold, merely usable traits in regular script, non-existent traits (or trap-traits that look good but actually suck) not listed.
Fire: Pretty Bad Adept and GM options – not for pvp
Minors: Empowering Flame, Sunspot, Burning Rage
Adept: Burning precision, Burning Fire
Master: Pyromancer’s training
GM: Persisting Flames
Air: Pretty great Major traits, 1 great minor
Minors: Electric Discharge, Weak Spot
Adept: Zephyr’s Boon, One with Air (FA only), Ferocious Winds
Master: Aeromancer’s training, Tempest Defense
GM: Fresh Air, Lightning Rod (staff only)
Earth: Decent minors, no great GM’s
Minors: Stone Flesh, Earthen Blast, Geomancer’s Defense
Adept: Earth’s Embrace, Elemental Shielding
Master: Geomancer’s Training
GM: Written in Stone (most signets bad though), Stone Heart
Water: Pretty great all around
Minors: Soothing Mist, Healing Ripple, Aquatic Benevolence
Adept: Soothing Ice, Stop Drop and Roll
Master: Soothing Disruption, Cleansing Wave, Aquamancer’s training
GM: Cleansing Water, Powerful Aura
Arcana: pretty great all around
Minors: Arcane Fury, Elemental Attunement, Elemental Enchantment
Adept: Renewing Stamina
Master: Elemental Contingency, Final Shielding
GM: Evasive Arcana
Tempest: Basically just elemental bastion + shouts
Minors: Hardy Conduit (only b/c it improves prot)
Adept: Unstable Conduit (great with Harmonius Conduit, pretty bad otherwise)
Master: Invigorating Torrents, Harmonius Conduit
GM: Elemental Bastion
So now the analysis:
When building ele, you CANNOT get enough hard defense to play a glass-cannon build. If you try, you just get spawn-camped by a competent thief, mesmer, or rev and lack the damage to take out scappers, druids, and reapers. So you are forced to play a bruiser or bunker.
In order to fill either of these roles, you need:
- Cleanse
- Lots of protection
- Lots of heals
Thus, every build automatically slots water b/c that is the only way to get enough cleanse. Next, you take either:
- Arcana to get prot
- Tempest + Earth for prot (not enough auras on base ele to get enough prot w/o tempest)
That means your ONLY build options are:
- Water/Arcana/X
- Water/Tempest/Earth
Water/Tempest/Earth gets dragged down by not having a great GM trait in earth. Stone heart is good on a sturdy-body that has high toughness, vit, AND healing power, but that is undoable, so it is only decent.
So that leaves you with Water/Arcana/X to TRULY make a good build. You don’t really want that X to be earth, b/c earth is selfish and lacks a great GM. Air COULD be doable (it has some great traits), but that still leaves you quite vulnerable defensively.
Thus, the best ele build in terms of strength should probably be water/arcana/tempest, as these are the only ones that all mesh together to give group support, self-survival, and good synergy.
(edited by BlackBeard.2873)