Making an Ele Soley for WvW
Depends on what you want to do. For roaming or if you want to be in the heat of the action as a front line ele, use this → http://asphyxia.tv/elementalist/
For back line, you can go as zerky as you feel comfortable with and run staff with fire/water/tempest.
Depends on what you want to do. For roaming or if you want to be in the heat of the action as a front line ele, use this -> http://asphyxia.tv/elementalist/
For back line, you can go as zerky as you feel comfortable with and run staff with fire/water/tempest.
This helps out, thank you. Would you say staff is good in WvW?
Staff is great for larger group play, just not too great for smaller groups or roaming in my opinion.
What if one switches dagger for scepter?
And in roaming build, what skill can i switch for Signet of Air (constant 25% speed… addicted…)
Traveler rune for the win ;-). Fits cele ele well with boon and condi duration.
In roaming i always have one of the following:
Traited air, traveler rune or Signet of Air…
I prefer scepter and it should work fine.
36 to all stats… is little :/
15% boon duration and 10% condition duration and 25% speed increase is good.
But those 36… SNIFF
And those numbers are assuming i have to count all the given bonuses per all levels. if its actually 16 to all stats than its just sad.
https://wiki.guildwars2.com/wiki/Rune_of_the_Traveler
does this rune work in pvp? i know that in pvp many runes are taken out.
It is 36 to all stats and thats fine for cele elementslist. Yes its also in PvP but in PvP i don´t use it. If i need speed to reach a point faster i overload something i don´t need fast (like water). Or i get group swiftness annyway at start.
In PvP i run soldier rune and four shouts (rebound included).
Thanks
I notice that my staff elementalist is nice support, but it cant really kill people if they move around fast and knows wtf they are doing. I mean staff is not good 1vs1 if enemy is all over the place
(edited by kilim.5093)
You can have permanent swiftness by using your over loads and blasting your air over load.
Rotation: Start in air, Air over load, switch to water, use Aftershock, hit water 3, switch to earth, use earth 4 (3 blasts on your air over load), use earth overload (will give swiftness), switch to fire, use fire overload, switch to air and start over.
You don’t need traveler runes or air signet to move faster.
Also, Scepter can work and is good in 1v1s, but you’ll have less auras which means less heals, less protection and no more shocking aura from dagger 3 (which I find incredibly useful in fights.)
(edited by Josh XT.6053)
its correct that you canhave permaswiftness wit OL but very anoying to constantly klick/press buttons …
OP, I would suggest having a standard set of armor that you feel most comfortable with (zerk, marauder, cele, valk, ect.) Any of those stats / combinations will generally work both in zerg and roaming depending on skill level. Obviously, zerk would probably require a bit more skill.
Make sure to carry around at least two weapon sets – staff as one, and another for roaming. It shouldn’t be an either/or situation. Depending on your server you’ll likely be switching between the two frequently.
Core ele is perfectly viable for both roaming and zergs, particularly as a damage spec.
Fire/air/arcane core ele with staff is very much fun. It also can roam. In duels its not so good but as soo as you have a partner it should work. I suggest valkyr armor and substitute with trinkets as you are comftable(I would prefer captains but knights or celestial is OK. Assassin staff fits this to get the precision but zerker is fine too.
Cele trinkets because its something all eles have or should have in their account :-).
You can go zerker trinkets. But you will be much squishier and roaming thiefs might rip you apart.
The build is for advanced players but i guess you will handle it :-).
I like arcane blast because its a hard long range hit on 16s CD that gives 150 ferocity. It fits the build well. I would always run precision oil in this build!
This build should work as all around WvW build just hard to play in duels.
For easyier play not using air much pick bolt to the heart and use acuracy sigil.. Then its more or less fire camping. I suggest this one for new/casual ele players.
Fire focused variant for camping fire:
(edited by Wolfric.9380)
Thanks for all the feed back I have been switching up the builds seeing what I like, I normally play Thief and Mesmer so it’s a playstyle shock for loss of mobility/ active defenses which I’m not used to so I have a learning curve. Right now I have the Soldiers exotics from the 80 booster due to being broke in game I’m trying to switch over to Marauders possibly.
Don’t roam with a staff unless you have 4 other people in your party. You’re better off with a dagger + focus , dagger+ warhorn, or dagger +dagger and a staff to swap to only for AoEing walls.
Scepter has always been underwhelming and nothing has changed overall.
Latest changes include:
Flamestrike: The cast point of this skill has been reduced by 0.2 seconds. The aftercast delay of this ability has been reduced by 0.38 seconds.
Ice Shards: The damage applied by this skill has been increased by 33%.
Shatterstone: The damage of this skill has been increased by 22%.
Water Trident: The healing contribution per level of this skill has been increased by 27%.
Arc Lightning: The damage of this skill at all levels has been increased by 33%.
Rock Barrier— Hurl: This skill now applies 1 stack of bleeding for 8 seconds when striking an enemy.
Dust Devil: The cast point of this skill has been reduced by 0.15 seconds. The aftercast delay of this ability has been reduced by 0.3 seconds.
In your backline: Elementalist+Mesmer+Necromancer
(edited by Infusion.7149)