I’m a huge ele fan. Played it in GW1 for 4-5 years and since the beta of GW2. Him being my main and actually only played character i always try to use him as effective as i can.
In PvE i used to start with D/D, since i hated scepter at the start, and encountered just a few problems, mainly survivability. Tryed to mess a little with my traits but i figuered afterwards i’d go for for D/F. Reason being i loved to support of focus. Whirling Winds is an awesome safety skill often saving many of my team mates (in pugs).
Comet is a good ranged and fast CC and obsidian flesh + mist form is the best way to rezz anyone since you get 7sec invul + arcane shield or w/e. Everything else is inferior to D/D.
I decided to go for Meteorlogicus too about 4-5 months ago, so i decided to train with S/F. At first it was annoying and troublesome (even in PvE). Since my dragons tooth always missed and my other skills were either too slow or had not enough dmg.
But eventually i learned to play with it. It took me a great amount of time to sync combos and to know when to use what. But i mastered it (yes i even dare to say it). My conclusion: S/F is incredibly strong at single-target damage and at being able to hit without geting into dangerous zones.
As for PvP, i suppose it’s not on par with a bunker D/D but at least it’s something new. I use Soldiers amulet (Power, toug, vit) and my points are 0/30(25)/0/10(15)/30 depending on the playstyle. The reason i go for air is because of the 25 trait. You have a 60% chance to inflict vulnerability on crit. What this does now is that you basically always have vulnerability on your target.
It sounds weak but the scepter allows me to outrange my enemy quickly and keep him off me while i constantly do a fair amount of damage. The usual combo starts in Air: 2-3-5 f1: 2-3-4 f4: 4 in combo field 1-1-1 f2: 2-3…. That works for most players. You probably can’t finish them off but you are able to inflict dmg without getting hurt too much. Switching to water is situational if you need heal and or want to snare the enemy. I suggest to not use skill 2 since it can’t keep up with the speed or usability of the other skills.
The main traits i use are:
Arcane: creating an attunement based spell on dodge, boon at switching attunement, arcane shield at 25%/scepter endurance.
Lightning: zephyrs boon, 5% prec —> healing and the last is optional
Water: remove con on switch.
Those traits are granting me a fast endurance reggen, combined with sigil of energy, which allows me to dodge really often and evade further dmg.
So what do you think of it? As i said it worked quite well for me especially in 1on1 situations. True it never touches to mobility of D/D or the dmg output but played right it can be deadly. I tend to use rather defensive utilitys like mist form and arcane shield to even survive in 2vs1 scenarios. Depending in their playstyle ofc^^
So what do you think about it? Would love to hear your opinions