Elementalist basics?
At your level, a very powerful trait combination is 15 water and 20 arcana, with the traits Cleansing Wave (Water V), Elemental Attunement (Arcana V) and either Blasting Staff if you use staff(Arcana VIII) or Renewing Stamina (Arcana VI).
This will give you a tremendous combination of defensive abilties:
- When attuning to water, you heal yourself and nearby allies for around 10-15% of the base ele max hp
- When attuning to water, you cleanse a condition off yourself and nearby allies
- When attuning to water, you grant 6 seconds of regen to yourself and nearby allies
- While attuned to water, you grant Soothing Mists to yourself and nearby allies. This is reapplied every 3 seconds or so for up to 5 seconds after you leave water attunement
- You gain 2.4 seconds of fury every time you switch attunements
- You gain 6 seconds of vigor whenever you crit
- You also gain a stack of might when attuning to fire, 6 seconds of swiftness when attuning to air, and 6 seconds of protection when attuning to earth
In other words, when in trouble, swap to water attunement, and then to, say, earth attunement, and you’ll gain the following:
- Around 10-15% hp healed
- 6 seconds of regen, 6-9 seconds of soothing mists
- 1 condition cured
- around 5 seconds of fury
- 6 seconds of protection
On top of that, if you’re running Renewing Stamina you gain 6 seconds of vigor if you manage to crit. because you can manage a semi-decent amount of fury, this might happen even without precision gear.
This gives a lot of survivability regardless of your gear set-up. Gear with toughness and/or healing power will improve the value of all that healing. Gear with precision will give better uptime on that vigor boon, letting you dodge more often.
That actually helps a lot, Dingle, any thoughts on combining weapon skills? i know staffs earth #2 is a blast finisher, but which field to use it with, things like that?
(edited by Shikron.1243)
Anyone else have anything to add?
Combo fields
Combo finishers
Combo projectiles
look for those in your weapon skills and see what combos come off of that.
Helps alot.
Besides that you gotta remember what every skill does and when they work best.
After that is getting up all y’r boons.
Try Scepter-Dagger fire trait (20% reduced CD) and Air glyph traits that give you boons and reduce glyph cool-down.
Scepter Dagger does major damage in fire atunement. (not the auto-attack). Glyphs give good support and they do different things based on your atunement. Would be good to check up on that as well.
Another thing you could check up on is dodging. Dodging is the single most useful mechanic in all of gw2 since it allows for complete dmg nullification. The elementalists has several traits that enhance the endurance recharge which allows you to dodge more. For example the trait that gives vigor on crit, enhances endurance recharge when having a scepter equiped and the one that enhanced endurance recharge when channeling skills.
The vigor, however you get it, is important for the endurance, which is the dodging. That is the number one defensive move we have as. Just repeating for emphasis. The ele is best when mobile. This is not a class which can stand in one place for long. Dodging makes us invulverable and helps to shed deadly agro.