Full Earth Signet Build

Full Earth Signet Build

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Posted by: LordSlack.4685

LordSlack.4685

Hi all,

Looking for opinions on getting an earth based build to work for the sole reason that nobody seems to ever use it. I was able to come up with some decent synergies but was wondering what more experienced players thought, and if it is something that could be successful in wvw/pvp. To make this even weirder, I think S/D seems to fit best with this type of build since there are multiple blinds and 2 immobilizes with Signet of Earth to help land everyone’s favorite skill ever, dragon’s tooth.

0/0/30/20/20

http://gw2skills.net/editor/?fEUQJArYlEGyN2bw2Ae+AARRLwMeASIkUUMTOA

I’m trying to cover all the bases. Condition removal is handled through Ether Renewal and Signet of Water since we have perma signets. Signet of Water is also another source of health regen without relying on cantrips again. More damage is coming from vulnerability whenever signets are cast, which have shorter cooldowns and can be cast much more frequently. We also have 10% damage when endurance is full from earth 25, which is why we have vigor on crit, useful even without the free bonus damage from going earth.

Looking forward to some opinions from my forum pals.

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Posted by: Jornophelanthas.1475

Jornophelanthas.1475

Here is my build:

http://gw2skills.net/editor/?fEUQJArYlMGSOWbw3Ae+AA5RLwwy4BIhQSpwMA

It’s not too different from yours, but here is a rundown of significant differences:

- Signet of Restoration instead of Ether Renewal.
If you’re going to use Written in Stone (Earth XII), you might as well equip the signet in the heal slot. Use it as often as you like, the passive heal never stops.

- Mist Form instead of Signet of Air.
Mist Form is a defensive skill that can help you if you get in a tight spot. It has a synergy with a trait choice (see below) for condition removal, and it benefits from the Soothing Wave (Water X). Doubly so, because you also deal out vulnerability and damage while transformed. Also, it breaks stun.
Arcane Shield is also a potentially good skill in this slot, because it is an Arcane spell and benefits from the Shard of Ice (water II) trait and serves mostly the same purpose. Downsides are that it may end early and has a longer cooldown than Mist Form.

- 10 less trait points in Arcana, 10 more in Water Magic.
At the cost of 5 seconds attunement bonuses and Vigor on criticals, you get +2% damage per active boon, and the Cleansing Water (water XI) trait, which removes a condition whenever I gain Regeneration. Mist Form and Signet of Water each give me Regeneration thanks to the Soothing Wave (water X) trait.

I can play this setup with all weapon sets. Dagger/dagger has the benefit of fast-activating skills (synergy with Signet of Restoration), while Staff benefits from keeping enemies inside your AoE circles with Water and Earth signets.

For armor, I emphasize primarily on Power (to compensate for no traits in Fire Magic) and Toughness (to max out the advantage of the traitpoints), with secondary attention to Condition Damage and Healing Power (about 50/50 each). Any Precision or Critical Damage % is wasted, while any Vitality is a nice bonus.
In the end my gear is about 50% Cleric’s (power/toughness/healing power) and 50% Carrion (power/vitality/condition damage), and I use a full set of Melandru runes. Soldier’s stats (power/toughness/vitality) can fill in in a pinch if I don’t have suitable Cleric/Carrion gear.

One last benefit from this build is that I can very simply change to a Cantrip build (which I find better in WvW due to the many stunbreaks):

http://gw2skills.net/editor/?fEUQJAoYhMmkbxR3gjDAkHn4SJjHgECJlCzA

As you can see, all I changed was the skillbar and the Water Magic traits. (While I only equip 2 Cantrip skills, the trait Earth’s Embrace (earth III) will also cast Armor of Earth right around the time I would need it. Signet of Air is there primarily for the passive speed boost, but it can also be swapped out for a third Cantrip.
(Lightning Flash springs to mind, due to its synergy with Churning Earth.)

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Posted by: LordSlack.4685

LordSlack.4685

Ahhhh, very cool! I like your tweaks to handle condition removal. I was back and forth on Signet of Restoration because it is a signet build after all, but with the way I had it set up, I couldn’t clear conditions any other way besides signet of water passive. I was also bouncing back and forth on Mist Form since it is already traited in this build, so your advice really helps fine tune it. Also being able to flip to cantrips with the same build doesn’t hurt either.

I just really wish we had an elite signet of some kind to synergize with this type of build.

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Posted by: Jornophelanthas.1475

Jornophelanthas.1475

I actually hardly use the elite skill in my build. I prefer Glyph of Elementals because of its flexibility, but tend to only activate it when I am struggling in an encounter, but not outmanned enough to give up and flee.

Condition removal is actually one of the strongest points in my build, as it has 5 ways to do so:
- Signet of Water passive effect
- Cleansing Wave (water 5 weapon skill)
- Entering water attunement with Cleansing Water (water XI) and Elemental Attunement (arcana V)
- Activating Signet of Water with Cleansing Water (water XI) and Soothing Wave (water X)
- Activating Mist Form with Cleansing Water (water XI) and Soothing Wave (water X)

(Additionally, my set of Melandru runes also reduces condition and stun durations by 25%.)

I’m actually a little worried I may be overdoing it.

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Posted by: Caffeine.6724

Caffeine.6724

Oddly enough im in the same boat as you both are. Lately returning to GW2 i’ve decided to focus my sole attention on WvW and a bit of dungeons and what not as side things when im bored. Tough you both have chosen different weapon sets than i, i too am trying to make a rather earth heavy build. Though im considering running some sort of high condi dmg build. My biggest issue is not knowing if its worth grabbing signet of air for the passive speed buff, especially for when i am in WvW, i almost wish Scepter/Focus has some sort of speed buff, and then i could free up that slot for something a bit more useful. Though when i look at a rough draft of a s/f condi build, i imagine i could use signet of fire (with like 700 condi dmg it does over 6k burn dmg) not to mention its only on a 20 sec cooldown. Iunno, food for thought i suppose.

Frocusd 80 Engineer

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Posted by: Razor.6392

Razor.6392

Ok, you get to keep the signets up even after you use them, the thing is that both the passives AND actives are largely underwhelming, so there is no reason to:

a) keep the passives, because they’re almost unnoticeable, and bad.
b) be encouraged to use the actives mindlessly, because they’re also subpar.
c) spend 30 points in earth just to benefit your signets.

not only you’re screwing yourself over by choosing to run signets, you’re DOUBLE screwing yourself over because of the pointless 30-earth investment.

Sorry to be so blunt, but that build will have no success in pve or pvp. (Seriously, the only useful signet active is the earth one, and that’s only at the dredge fractal).

Level 60 pvp
Ele & thief main (full ascended)
Down with the braindead faceroll classes.

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Posted by: Jornophelanthas.1475

Jornophelanthas.1475

Some misconceptions I see in the posts above:

1. I do not exclusively use any specific weaponset (or attunement for that matter). I use my build on dagger/dagger, staff and (occasionally) scepter/dagger. I adjust my play style accordingly.

2. I don’t care about being “par” or “subpar”. I care about being able to beat the PvE content (including dungeons/fractals), which I am so far. I do not play sPvP or tPvP, and I adapt the build for WvW to a more Cantrip-focused one. This latter build has a reasonable resemblance to the omnipresent 0/10/0/30/30 D/D elementalist build.

3. I think the passive abilities of the signets outweigh the passive abilities of other skills. Because non-signet skills HAVE no passive abilities. Regarding active signet abilities, I find it quite useful to activating Signet of Water to gain regeneration, remove a condition, deal a little damage, chill an enemy and apply 3 stacks of vulnerability, on a short cooldown as well. Signet of Earth AND Water can both keep an enemy where you want it, which is useful against a number of fractal bosses as well as any creatures with stealth abilities. Signet of Fire works great against the Jade Maw’s tentacles (which is when I slot it). And Signet of Air has a passive ability that is so valuable in WvW that there is no need for an active ability at all.

4. 30 points in Earth are not wasted. 300 Toughness and 300 Condition Damage are hardly a waste. (Especially considering that the core of this build is to optimize Toughness.) Also, the 25-point minor trait “enduring damage” is nothing to sneeze at.

Having said all this, I welcome any buffs to the elementalist signets’ activated abilities. There is certainly room for improvement here, and it may invite more people to try out unorthodox builds.
After all, ArenaNet has stated that their intent on balancing and rebalancing skills and traits is for players to be able to field many different builds in all parts of the game, without having one specific build be superior to all the others.

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Posted by: Razor.6392

Razor.6392

If I ran around with no armor on and still managed to beat the pve content, would that mean that my strat is viable, or reasonable?

Level 60 pvp
Ele & thief main (full ascended)
Down with the braindead faceroll classes.

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Posted by: Jornophelanthas.1475

Jornophelanthas.1475

If I ran around with no armor on and still managed to beat the pve content, would that mean that my strat is viable, or reasonable?

That depends on whether you were enjoying this playstyle while doing that. If so, then yes. (Not that I believe you or anyone else could pull this off. PvE content includes dungeons.)

The main question in this thread is: “How can I make this Earth Magic build better?” Your advice comes down to: “Stop using Earth Magic.” Honestly, you’re missing the point. The OP wants to improve the Earth Magic build, not abandon it. The point is to work with what you have.

Apparently, you believe that the best way to become a better fencer is to learn how to fire a gun.

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Posted by: Razor.6392

Razor.6392

you can use the earth magic build, as you call it, but you won’t be nearly as effective as a player using a decent build, and by decent I don’t mean spamming 0/10/0/30/30.

the signets and their passives are pretty bad. they’re better in pvp (active-wise) but still outclassed horribly.

Level 60 pvp
Ele & thief main (full ascended)
Down with the braindead faceroll classes.

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Posted by: Jornophelanthas.1475

Jornophelanthas.1475

Everyone defines “good enough” or “decent” differently. Signets are good enough for me, and I like tweaking them for more effectiveness. Plus, they fit my Toughness-centric build.

Apparently, signets are not good enough for you. To each their own.

We shall see what is good enough for LordSlack (the threadstarter).

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Posted by: ThiBash.5634

ThiBash.5634

Have you considered making use of the Fire trait that makes all signets cast Fire Aura too?

http://gw2skills.net/editor/?fEUQJArYlEGyN2bw2AeOBQQxBIMeAiIkIK8QpQOA

With the recent change to Fire Aura, it may be worth trying.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Durzlla.6295

Durzlla.6295

I don’t understand how Razor dislikes signet builds… i think it’s probably because he’s not a staff ele…. i know that i freaking love the signet build i was playing around with in sPvP a few days ago, i’d need to play around with a skill calculator again to make sure i have all the stuff down though.

@OP: Ok, i’m confused as to why you’re taking the vigor on crit instead of just taking the “Everytime you activate a signet or an arcane skill you regain 25% of your endurance.” trait, i feel like that’d be much better and could even give you an on demand dodge when needed, where vigor can only slowly replenish your bar.

secondly, i don’t understand why you’re taking ether renewal over the signet heal which gets all the benefits the other signets get, including the vuln applications, i just feel as if that’d be a better way to go and simply just heal through the conditions. And if your defensive stat is vitality, that would be a non issue, if it were toughness it -could- work depending on how quickly you throw spells out at the enemy, but those are just variables.

and lastly, why the elite? I know the 4s of invuln are pretty nice, but the turrets don’t really do much of, well, anything, they don’t really draw agro, they don’t really do much damage, it’s not a very good skill, and it’s because it’s a racial and you’re supposed to be using it for the invuln. I’d take Tornado instead because the amount of CC it has is freaking fantastic, and in dungeons you can pretty much keep a boss CCed the entire duration if you make sure to pick up debri as a tornado, that thing will tear through defiance so fast…

hope this helps!

PS: Don’t listen to Razor or anyone else under the mind set of “D/D or gtfo” they’re brainwashed.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: LordSlack.4685

LordSlack.4685

Been playing around a bit more thinking about a signet/aura version of this as well since Fiery Shield got a recent buff:

20/10/30/10/0

http://gw2skills.net/editor/?fEUQJAoYlMGSOWbw3AeOBApgJBFEgw4BIiQiowDA

You might be a bit more glassy because you’re cutting some condition removal (still have 3 ways) and some regeneration. The tradeoff is Fire’s Embrace (Fire IX) is considered an aura and would trigger every time you used a signet. Air I and Earth V would give you loads of fury, swiftness, and maybe most importantly, Protection.

Going D/D gives you 5 Auras if you have 3 signets equipped which is 15 seconds of protection, and plenty of fury and swiftness piled up. Low cooldowns on signets means you get a lot of uptime on protection. The recent buff to Fiery Shield granting might each time you are hit means if you are getting hit (with 33% damage reduction) you also are stacking might. Nobody Wants to get hit, but when it’s coming and you pop an aura, it also protects you as well as increases your damage with might and fury. I am hoping it is enough to negate some of the regen you lose, but you should still be OK on conditions.

If you are feeling especially glassy, swap Water V with Water II and signets apply vulnerability as well. 1 Less condition removal but you are still spamming protection. I guess you could also go Arcane V here since it is just so useful.

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Posted by: LordSlack.4685

LordSlack.4685

Have you considered making use of the Fire trait that makes all signets cast Fire Aura too?

http://gw2skills.net/editor/?fEUQJArYlEGyN2bw2AeOBQQxBIMeAiIkIK8QpQOA

With the recent change to Fire Aura, it may be worth trying.

Yup there you go. I wonder if we see more of this type of build if 0/10/0/30/30 takes any more nerfs.

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Posted by: Razor.6392

Razor.6392

I didn’t say D/D or gtfo. I use all 3 different weapons and to me signets are simply outclassed in pvp, and even worse at pve.

Just my opinion.

Level 60 pvp
Ele & thief main (full ascended)
Down with the braindead faceroll classes.

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Posted by: Durzlla.6295

Durzlla.6295

I didn’t say D/D or gtfo. I use all 3 different weapons and to me signets are simply outclassed in pvp, and even worse at pve.

Just my opinion.

Not gonna lie, i thought the same thing until i was bored and playing around with signets, i was surprised how amazing they were once you find out when to use their actives and the such, but then again i use a different build from the OP and go for 20/0/30/20/0 with shamans armor and undead (sometimes nightmare) runes and S/F or Staff. It’s kinda bunker, but at the same time it really isn’t bunker, so idk where i’d put it in the normal s/tPvP classification.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Quick Mouse.7635

Quick Mouse.7635

IMO, the only signet worth anything is signet of restoration. Otherwise, cantrips >>> signets.

Tactical Fury [TF] – Late NA/early OCX driver (SoS)
Spirit of Faith [HOPE] – RIP

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Posted by: LordSlack.4685

LordSlack.4685

IMO, the only signet worth anything is signet of restoration. Otherwise, cantrips >>> signets.

Why are cantrips so much greater than signets? Is it purely because you can trait them for regen? Is regen so important that it is irreplaceable in most pvp builds? If you can trait auras for protection, and signet of water for regen (which also affects mist form which I have slotted), what are you really missing from the other cantrips? If you’re using a traited mistform anyways in a signet build, what are the other cantrips doing for you in pvp? There are other ways to remove conditions besides cleansing fire, lightning flash seems situational and not worth a slot. Is Armor of Earth’s stability that much of a deal breaker to negate any other build besides cantrip?

I guess I’m wondering why spammable 33% damage reduction and perma signets would be worse than having 1-2 extra regens. Nobody is gearing heavily into healing power anyways.

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Posted by: Jornophelanthas.1475

Jornophelanthas.1475

The big advantage of Cantrips is that all them are stunbreakers with no activation time. In my experience, this makes Cantrips far more valuable than Signets in WvW at least. Which is why I have a separate Cantrip-based build that I can swap to for WvW.

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Posted by: Jarek.2430

Jarek.2430

Signets passive unnoticeable and bad?
Elementalists take Signet of Restoration for its passive ability.
Movement speed is always important.
1 condition remove/10 secs is nice.

Now having the above at all times.

Yes the following passives for earth and fire are weak :
Minor +toughness and precision

Signets Active:
Signet of Restoration – nice heal every 20secs
Signet of Air – most under realized utility. Can be used when knockdown, stunned and etc. AoE Blind for 5s. They knock you down, you blind them.
Signet of Earth – 3s immoblize – many ways to use this.
Signet of Water – chill 4s – for escape or to catch up but take for passive.
Signet of Fire – Nice damage every 16 secs.

Now add to above 25% endurance for each cast.
Endurance is good for more dodges and Earths ‘Enduring Damage’ 10% more damage when endurance full.

Now add to above 3 stacks of vulnerability (not heal).

Now if you can add in the new fire shield upon activation into the mix upon each use.

Can it be used in pvp? Yes most builds can be used effectively in pvp. It the player not the character.

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Posted by: Razor.6392

Razor.6392

Cantrips and even arcane skills are invaluable. No skill in this game is 100% useless so of course even Focus/fire4 will seem like a good skill if you want to make it sound that way.

A lame passive with an unreliable activation will never find its way into my utility bar, or anyone’s with a tiny bit of common sense :|

Level 60 pvp
Ele & thief main (full ascended)
Down with the braindead faceroll classes.

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Posted by: Swimsasa Stoon.8936

Swimsasa Stoon.8936

20/10/30/0/10
Equip all signets, equip S/F and enjoy the perma swiftness, fury, fire aura etc.
30th in water allows you to share the auras and thus also the boons associated with it.
Get boon duration runes. As you’ll get alot of might with this build I’d go for PVT gear for the bit more defense.
All of this will make you very much tanky and hard to kill while you’re able to give your allies a ton of might.

Cantrips and arcana is awesome because they’re instant-casts so if you are to run a S/F+signet build you’ll have to realize that all those skills have actual casting time resulting in you being more of a caster than a close combat D/D that we’ve all come to love.

(edited by Swimsasa Stoon.8936)

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Posted by: Razor.6392

Razor.6392

I’d go for PVT gear

I chuckle everytime I read that.

Level 60 pvp
Ele & thief main (full ascended)
Down with the braindead faceroll classes.

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Posted by: Dingle.2743

Dingle.2743

20/10/30/0/10
Equip all signets, equip S/F and enjoy the perma swiftness, fury, fire aura etc.
30th in water allows you to share the auras and thus also the boons associated with it.
Get boon duration runes. As you’ll get alot of might with this build I’d go for PVT gear for the bit more defense.
All of this will make you very much tanky and hard to kill while you’re able to give your allies a ton of might.

Cantrips and arcana is awesome because they’re instant-casts so if you are to run a S/F+signet build you’ll have to realize that all those skills have actual casting time resulting in you being more of a caster than a close combat D/D that we’ve all come to love.

Air Signet is instant cast, AoE Blindness + small damage. That’s on top of the passive being a good substitute for perma-swiftness when travelling. Recharge time’s pretty good with 20% CD reduction, too. I’d be quite fond of Fire Signet if I had ‘zerker gear, too – the passive for Fire Signet is a flat 10% crit, not 90 precision (~4.25%) like other classes’ +precision signets.

Earth Signet’s passive is a mere 90 toughness, which isn’t even 5% damage reduction with full ‘zerker gear, and gets worse as you add toughness-based gear to your character. Immobilize might be useful at times, but is dependent on baiting out another player’s condition removal.

Water Signet’s condition removal is very unreliable – 1 condition every 10 seconds. Which condition? Will it trigger when we actually have a condition we want to cleanse, or will it proc on a single stack of bleeding and not help us against the large quantity of immobilizes we’re about to get hit with? It’s better to use the water traits that revolve around cleansing than to use this, imo (though if you go 30 into water you could get the “Water Signet grants regen on cast” and “Cleanse 1 condition when gaining regen” traits… but then both of those also apply to Mist Form, which is more likely to save your life, as it’s also a stun breaker)

So ultimately if I was using a signet build my 3rd utility would probably be a cantrip – I’d get cleansing from water traits (at the very least Water V) and stun breaks from a cantrip.

That’d put my build at… 20/10/30/10/0 if I wanted to abuse zephyr’s boon, elemental shielding and fire’s embrace, and probably 0/0/30/30/10 (or 20 water/20 arcane for Arcane Energy… or 10 Water/30 Arcane for Evasive Arcana…) if I wanted more long-term survivability instead of aura hijinks. Speaking of Aura Hijinks, 90 trait points would make for insane support – Zephyr’s Boon, Elemental Shielding, Fire’s Embrace AND Powerful Auras? Near permanent protection, fury and swiftness for an entire party. No idea if, or when, the level/trait point cap will go up high enough to make that happen, though. It’d break many things.

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Posted by: ThiBash.5634

ThiBash.5634

Water Signet’s condition removal is very unreliable – 1 condition every 10 seconds. Which condition? Will it trigger when we actually have a condition we want to cleanse, or will it proc on a single stack of bleeding and not help us against the large quantity of immobilizes we’re about to get hit with?

Supposedly it activates as soon as you’re hit with a condition, and then removes a condition every 10 seconds. Which makes it a bit more useful I’d say.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Caffeine.6724

Caffeine.6724

I’ve been playing a S/F build for the last 3-4 days in WvW and had pretty good results. What i find about Earth signet is that while maybe 70% of the time people use a stun break for the root, it then leaves them open to air5 dt + pheonix combo. What i REALLY wish i could somehow get is speed, without using air signet. Reason is, id much rather be able to toss an Arcane skill in that slot for added timed burst. I do however like a signet build, because with signet time reduction, i can burst for a pretty solid amount every 10-12 secs, and yet still retain a bit of beefyness.

Problem I’m facing atm is what Dingle was talking about.. I almost exclusivly do WvW, with a side of dungeons and fractals, and i dont feel i do my team any justice running a 0/0/30/20/20 build. Whereas if i run a 20/10/30/10 build, i pretty much will ALWAYS have people around me up with fury,swiftness,prot. Dunno. Gunna try and figure out a way to get a decent S/F aura build with some points in arcane (possibly loose the 30 earth) So that the boons last a bit longer.

Frocusd 80 Engineer

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Posted by: ThiBash.5634

ThiBash.5634

There’s a number of ways to get permanent swiftness…is there no way for you to achieve it? Maybe through the aura combination mentioned above?

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: SwickHobo.5096

SwickHobo.5096

Any signet build should dump at least 20 in fire, 10 in air, and 10 in earth for perma fury, swiftness, and protection. The other 30 points are up to you however. Going 30 in Water gives u some much needed condition removal as well as Aura share allowing u to share the afformentioned boons which can greatly improve your teams DPS and survivability. Or you can go 30 earth 10 arcane to maintain the passives which are all terrible minus the heal and to get reduced Cd on signets allowing yourself some rune flexibility as boon duration wont be needed.

If i was gonna run signets in dungeons i would run

http://gw2skills.net/editor/?fEUQJArdhMmcbsx3gjEAkHm0SJBFCgwogIiCPA;ToAg2Cro6y4lwL7Ouuk7MqY+B

Your main source of damage would come from Scepter Earth 1 and you’d pretty much stay in earth 4/5th of the time popping only into water to remove a condition, and into fire only for might stacks, usually at the begining of the fight as the near perma firey auras will give plenty of might to your entire team, air will be the least used popping only into it for a on demand blind or knockdown, and of course swirling winds.

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Posted by: Caffeine.6724

Caffeine.6724

Solid build Swickhobo, ill give it a shot when i get on tomorrow and see how i like it in dungeons. Atm ive been running 20/10/0/30/10 – Spending a majority of my time in WvW and then dungeons on the side. Would you modifiy your build at all if it was to be geared towards WvW a bit? Any advice i look forward to hearing. managed to land a signet of earth – dt – pheonix on a dude today and he went from 100 to around 30% health, felt amazing.

Frocusd 80 Engineer

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Posted by: SwickHobo.5096

SwickHobo.5096

never thought about it as a wvw build the 900 range and mostly single target dps would hinder its usefulness in wvw, but if u were set on running it it would do ok, try running with a good necro as you can easily stack 25 bleeds on someone faster then anyone in the game, let them epidemic it and watch the zerg bleed out. Other than that i wouldnt recommend this as a solo wvw player.

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Posted by: Swimsasa Stoon.8936

Swimsasa Stoon.8936

20/10/30/0/10
Equip all signets, equip S/F and enjoy the perma swiftness, fury, fire aura etc.
30th in water allows you to share the auras and thus also the boons associated with it.
Get boon duration runes. As you’ll get alot of might with this build I’d go for PVT gear for the bit more defense.
All of this will make you very much tanky and hard to kill while you’re able to give your allies a ton of might.

Cantrips and arcana is awesome because they’re instant-casts so if you are to run a S/F+signet build you’ll have to realize that all those skills have actual casting time resulting in you being more of a caster than a close combat D/D that we’ve all come to love.

Air Signet is instant cast, AoE Blindness + small damage. That’s on top of the passive being a good substitute for perma-swiftness when travelling. Recharge time’s pretty good with 20% CD reduction, too. I’d be quite fond of Fire Signet if I had ‘zerker gear, too – the passive for Fire Signet is a flat 10% crit, not 90 precision (~4.25%) like other classes’ +precision signets.

Earth Signet’s passive is a mere 90 toughness, which isn’t even 5% damage reduction with full ‘zerker gear, and gets worse as you add toughness-based gear to your character. Immobilize might be useful at times, but is dependent on baiting out another player’s condition removal.

Water Signet’s condition removal is very unreliable – 1 condition every 10 seconds. Which condition? Will it trigger when we actually have a condition we want to cleanse, or will it proc on a single stack of bleeding and not help us against the large quantity of immobilizes we’re about to get hit with? It’s better to use the water traits that revolve around cleansing than to use this, imo (though if you go 30 into water you could get the “Water Signet grants regen on cast” and “Cleanse 1 condition when gaining regen” traits… but then both of those also apply to Mist Form, which is more likely to save your life, as it’s also a stun breaker)

So ultimately if I was using a signet build my 3rd utility would probably be a cantrip – I’d get cleansing from water traits (at the very least Water V) and stun breaks from a cantrip.

That’d put my build at… 20/10/30/10/0 if I wanted to abuse zephyr’s boon, elemental shielding and fire’s embrace, and probably 0/0/30/30/10 (or 20 water/20 arcane for Arcane Energy… or 10 Water/30 Arcane for Evasive Arcana…) if I wanted more long-term survivability instead of aura hijinks. Speaking of Aura Hijinks, 90 trait points would make for insane support – Zephyr’s Boon, Elemental Shielding, Fire’s Embrace AND Powerful Auras? Near permanent protection, fury and swiftness for an entire party. No idea if, or when, the level/trait point cap will go up high enough to make that happen, though. It’d break many things.

your third would be mistform since with one of the signet traits mistform will actually do damage and chill.

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Posted by: Swimsasa Stoon.8936

Swimsasa Stoon.8936

never thought about it as a wvw build the 900 range and mostly single target dps would hinder its usefulness in wvw, but if u were set on running it it would do ok, try running with a good necro as you can easily stack 25 bleeds on someone faster then anyone in the game, let them epidemic it and watch the zerg bleed out. Other than that i wouldnt recommend this as a solo wvw player.

Wariors are better at stacking 25 bleeds. Only requires 2 skills, 1 trait and 50% crit to pull it off too.

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Posted by: SwickHobo.5096

SwickHobo.5096

never thought about it as a wvw build the 900 range and mostly single target dps would hinder its usefulness in wvw, but if u were set on running it it would do ok, try running with a good necro as you can easily stack 25 bleeds on someone faster then anyone in the game, let them epidemic it and watch the zerg bleed out. Other than that i wouldnt recommend this as a solo wvw player.

Wariors are better at stacking 25 bleeds. Only requires 2 skills, 1 trait and 50% crit to pull it off too.

Warriors can do it faster, but eles can do it forever with only 1 skill and no traits and 30% crit, just food is needed. They also offer much better support and suvivability at the cost of AoE.

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Posted by: ThiBash.5634

ThiBash.5634

Wariors are better at stacking 25 bleeds. Only requires 2 skills, 1 trait and 50% crit to pull it off too.

And it would be melee, whereas this is ranged. Don’t compare apples to oranges.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Swimsasa Stoon.8936

Swimsasa Stoon.8936

Wariors are better at stacking 25 bleeds. Only requires 2 skills, 1 trait and 50% crit to pull it off too.

And it would be melee, whereas this is ranged. Don’t compare apples to oranges.

good point it is ranged.
Which ends up giving me an idea for a quickness rifle warior… But I think this is the wrong place to talk about that.

I do like the scepter earth skill one. It got me through all of Harathi hinterlands.

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Posted by: ThiBash.5634

ThiBash.5634

I like it too. Tried making a build around it, but so far, no luck.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.