My Support Ele build, opinions?
Maybe you should add a link to or a description of your build.
lol sorry I thought I linked it
Hmm…to me, it seems a bit…random. You seem to be torn between a signet build and a water focused build, but you end up not fully utilizing either. I can understand Arcane Blast somewhat, but why not use Signet of Restoration? The way you traited for water can be useful support (though mainly against very condition heavy foes), but I’d replace the earth traits and signets by something that’d hit a bit harder.
Also, I presume you know Cleansing Water has an internal cooldown now?
the build works better just doing 0 0 10 30 30, utilizing the earth evasive arcana as a blast finisher for your water field. You don’t need signets. Just go 2 cantrips and then arcane blast for another blast finisher. You will get more heals off the more you attune to water. I have played it in spvp and it is super bunker with nice healing. Only downside is the long cooldown of your water heals so try to use them sparingly.
Bad Elementalist
No I don’t know about that, it doesn’t say anything about a cooldown, also I thought using Glyph of Elemental Harmony was good since I have the trait for removing conditions
No I don’t know about that, it doesn’t say anything about a cooldown, also I thought using Glyph of Elemental Harmony was good since I have the trait for removing conditions
The cooldown was added in a patch to adress bunkers. Also, you have more condition removal than you’ll need. I’ve got about half that, and I never feel like I need more.
A head’s up: Superior Runes of the Water #6 doesn’t work. As in, it literally doesn’t do anything.
Here’s what I would recommend for a support build.
Yeah, I know it’s the standard 0/10/0/30/30 but that’s really just what makes the most sense for this build.
Why I changed what I changed:
1) Mist Form is much too strong of a support spell to let go of. In addition to saving your bacon if you get in trouble, you can also use it after starting a res to continue the res freely regardless of what’s happening. If you’re fighting Lupi and someone goes down at his feet, start the res and you can keep him alive by popping Mist Form if Lupi starts blasting you both with everything he’s got without falling yourself.
2) Glyph of Storms applies AoE pulsing Blinds in Earth and chills in Water, both of which are really strong debuffing. You can also use Glyph of Elemental Power (use it in Air to give your spells a chance to proc Weakness or in Water to proc Chill) or even Glyph of Renewal if you’re fighting a boss (like Lupi) where debuffs aren’t as useful because of Defiant but party members are likely to fall where you can’t easily get to them.
3) Earth doesn’t do much for your support capabilities, but Evasive Arcana gives you an AoE blind in Air, AoE healing and condition removal in Water, and a blast finisher in Earth (so dodge into a Water field for more AoE healing). Blasting Staff is also just a solid trait for Staff builds. And of course, the extra 20% boon duration.
Additionally, Elemental Attunement is a stupidly powerful trait. Supporting your team actually means spending as little time as possible in Water because then you get to proc Elemental Attunement and Healing Ripple often. AoE Protection on Earth (very strong defense), AoE Might on Fire (“support” doesn’t just mean healing!), and of course more AoE Regen from Water are all great in a fight. If the boss throws out a lot of red circles, the AoE Swiftness from Air can make those much easier to dodge as well. Arcane Fury is a really strong support trait as well and this setup allows you to give more Fury uptime to your group.
This also gives you better access to cross-attunement combos.
4) You had a critically low amount of health, so I swapped in Magi trinkets. You have a lot of healing so you don’t need a boatload of health, but 13k can be very tricky to play. A lot of things could just up and one-shot you. 17k is a bit sturdier.
5) I used to run Superior Runes of the Water as well until I noticed they didn’t work (and then tested them in the Mists to confirm). So I switched to Altruism runes and am loving it. Remember, support isn’t just healing. With these runes and trait allocations, your party’s going to get about 60-70% uptime of the extra 3 stacks of might and the extra 7 seconds of Fury from your Heal will help bridge the gap between Arcane Fury procs. You can also run 2 Runes of Altruism, 2 Runes of the Monk, and 2 Runes of Dwayna (or 2 MINOR Runes of Sanctuary) for heavier boon duration but I’ve never personally been a fan of that.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
No I don’t know about that, it doesn’t say anything about a cooldown, also I thought using Glyph of Elemental Harmony was good since I have the trait for removing conditions
The cooldown was added in a patch to adress bunkers. Also, you have more condition removal than you’ll need. I’ve got about half that, and I never feel like I need more.
On the wiki it only says that there is a cooldown in spvp only.
Didn’t know that. Still, you won’t need it in PvE.
the build works better just doing 0 0 10 30 30, utilizing the earth evasive arcana as a blast finisher for your water field. You don’t need signets. Just go 2 cantrips and then arcane blast for another blast finisher. You will get more heals off the more you attune to water. I have played it in spvp and it is super bunker with nice healing. Only downside is the long cooldown of your water heals so try to use them sparingly.
Erruption → Water → Healing Rain / Gyser
That is Earth → Water, can’t get back to earth again.
Although, it is good for a backup blast finisher (if earth is already on cd).
The air dodge is also really usefull.
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
I do this. Healing rain, switch to earth, use earth 2 immedietly (it will proc a blast at the last second) then dodge roll for another blast. gg
Bad Elementalist