Need a WvW zerg build!
D/D is a frontline type weapon so you should spec tanky something like 0-0-30-30-10, 0-0-20-30-20, or 0-10-0-30-30. Any water/arcane/earth build will work for a D/D frontline. Support staff build were you are stay on the command will use the same builds are a frontline D/D. Back line staff should not be getting hit much so you should spec more for dps than defense something like 0-30-0-20-20 or 30-0-0-20-20.
“Quoth the raven nevermore”
Platinum Scout: 300% MF
As a staff ele, you will never want to ignore your defense. If you think you can always stay in the “back” you have it very wrong. If you’ve ran in wvw with zergs (small or big) before you know it’s important to hug your commander in order to benefit from the water fields he asks for that gets blasted on him (water fields also you should help provide as staff ele). Of course it’s a matter of knowing how to position yourself, and knowing where to be in any situation.
I’m currently comfortable with:
http://gw2skills.net/editor/?fEEQFAWhEmKbyR4QlDAkHvcCLjChUeMzO2A-jkCBoiBh+AgIAJ5rIaslhFRjVVTpWbDTFLQmzDRzgO1SB0vwI-w
d/d is fun, and a good weapon set. But the limit you put on yourself is your range. With staff you can do stuff at any range which is great. Of course both weapon sets have it’s up and downs. Staff is in general more wanted in zerg fights because of it’s supportive type of skills.
(edited by Retsuko.2035)
As a staff ele, you will never want to ignore your defense. If you think you can always stay in the “back” you have it very wrong. If you’ve ran in wvw with zergs (small or big) before you know it’s important to hug your commander in order to benefit from the water fields he asks for that gets blasted on him (water fields also you should help provide as staff ele). Of course it’s a matter of knowing how to position yourself, and knowing where to be in any situation.
Staff has 1200 rng, while it is important to be close to your commander you do not have to always be stacked on him. Far enough away to avoid the hammer train and most AE field but close enough to stack for water fields. It is hard to use meteor shower when the commander is always moving. A backline staff build should orbit the commander which enables enough time to set-up for meteor showers. Your frontline should be inbetween you and the enemy in open field fights. Support staff builds stack on the command instead of orbiting them like a backline build. That was why support staff builds use the same specs as a frontline buld.
“Quoth the raven nevermore”
Platinum Scout: 300% MF
(edited by Ulion.5476)
Go staff and use 0/10/0/30/30 while in a Zerg and when doing havoc you can swap to d/d. However, as an ele in a Zerg fight never stay on the pin or you will die! Run around the outside stomping and AOEing the enemy blob. Usually a commander will say in TS to drop water fields on them or to focus AOE on them. Just remember to avoid the enemy melee mob or you will die very fast…
Thanks for all the help! But shouldnt you take “area attacks with staff are larger” when youre running staff? Also is there a cheaper option than traveler/divinity runes? THey are way to expensive imo.
i run this in zerg en dungeons and pve : http://gw2skills.net/editor/?fEEQFAWhEmmbyR4QlDAkHm4CLjCZUeMzO2A-j0CBYjAEJAJfFRjtMMsVXBp8KaqaER1abY2bJykL12cYCBobMA-w
pretty happy with that n.n
Here is a link to a great staff build with detailed description on how to play it:
http://intothemists.com/guides/1514-staff_bunker_cleric_nuker
Very nice, I liked that one. Think ill be running that! Although i dont understand how lightening flash is better than earth armor for stab.
(edited by Zariuss.2357)
Thanks for all the help! But shouldnt you take “area attacks with staff are larger” when youre running staff? Also is there a cheaper option than traveler/divinity runes? THey are way to expensive imo.
You can use scholar runes since in large zerg fights you shouldn’t be taking a lot of damage, I usually just get hit by retaliation unless I get focused or the zerg wipes…
Build a balance build that tilts a little towards damage and use a staff (though D/D aura share is VERY good too). 0/0/20/20/30 or 0/0/20/30/20 will be optimal for large group play. 20 in Earth is key for Rock Solid. Gear should be a mix of soldiers, knights, cav and zerker to get over 1600 tough, over 16k hp and decent crit + crit dmg. Run ER for heal, Arcane wave and 2 cantrips of your choice (or 3 cantrips). I like boon duration runes just because it increases the stability on Rock Solid… let alone all the other boons.
Build a balance build that tilts a little towards damage and use a staff (though D/D aura share is VERY good too). 0/0/20/20/30 or 0/0/20/30/20 will be optimal for large group play. 20 in Earth is key for Rock Solid. Gear should be a mix of soldiers, knights, cav and zerker to get over 1600 tough, over 16k hp and decent crit + crit dmg. Run ER for heal, Arcane wave and 2 cantrips of your choice (or 3 cantrips). I like boon duration runes just because it increases the stability on Rock Solid… let alone all the other boons.
You know…I knew I liked [GLOB], I just couldn’t put my finger on why…
Here is my large group fight Support build. I also use the boon duration runes and I switch sigils to gain endurance on kill when my traits are 0/0/20/20/30.
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes
Zariuss.2357,
Arcana > Blasting Staff is usually used for combo finishers in WvW. There are a couple downsides. Meteor Shower spreads the same number of meteors over a larger circle without an increase in the splash damage radius for each meteor. Static Field becomes so large that the enemy can avoid the stun effect. Although players within the field are sitting ducks for aoe, they are also in a perfect position to spam their own combos, coming out of the static field buffed and healed. Those two downsides are huge in WvW. The psychological downside to the trait is that it is part of the Buff Bot build. Are you a buff bot?