Optimal damage build for speed dungeons
Wow, I didn’t know warriors were THAT OP.
Quickblade Vince – Thief
The Asurnator – Elementalist
Yeah, the bit where he hit a 42k 100 blades and thought fairly little of it was a bit disheartening lol
Also, I know people must be sick of cof p1 farming topics in gw2, but like it or not it’s a small part of the game and is preferable to the laggy, overrepresented world events in terms of loot imo.
Also, I know people must be sick of cof p1 farming topics in gw2, but like it or not it’s a small part of the game and is preferable to the laggy, overrepresented world events in terms of loot imo.
Yep. And the more it’s discussed in the forums, the higher the chances it gets a major revamp sooner like what they did with AC. Even worse. XD
For the record, I’ve never set foot in CoF and other higher dungeons since I started playing. And I was part of the headstart last August. I just don’t like how dungeons are now. But that’s a different topic.
Anyways, a full GC ele will basically hit hard but also have a hard time trying to survive compared to other GC builds of other classes, in which case, you might be losing out on potential DPS in the long run. Unless you’re really really good at evading, kiting, and all.
later. It doesn’t care that I’m there.”
Hey guys.
Based on this thread, and a very weird, vivid dream I had, I ended up making a very similar build that is both durable, supporty, and probably the highest damage any profession in an ideal group. Here is the full build on Guru
Its focused on using damage amplification, crit damage, self-healing over time, and lastly a little bit of toughness. Obviously if you went pure zerker on the jewelry it would pump out more damage, but I don’t feel like I’m missing much with Cavalier’s exotics with ex. Ruby jewels.
In an ideal scenario, you get either 55% or 60% bonus damage, and up to 80% once foe goes bellow <33% HP, while having around 70% or more crit chance with fury and food up.
I’d love some critiques of the build So far its run amazingly in dungeons.
Wow, sweet build, gonna try it.
Hey guys.
Based on this thread, and a very weird, vivid dream I had, I ended up making a very similar build that is both durable, supporty, and probably the highest damage any profession in an ideal group. Here is the full build on Guru
Its focused on using damage amplification, crit damage, self-healing over time, and lastly a little bit of toughness. Obviously if you went pure zerker on the jewelry it would pump out more damage, but I don’t feel like I’m missing much with Cavalier’s exotics with ex. Ruby jewels.
In an ideal scenario, you get either 55% or 60% bonus damage, and up to 80% once foe goes bellow <33% HP, while having around 70% or more crit chance with fury and food up.
I’d love some critiques of the build So far its run amazingly in dungeons.
You should swap 10 earth for 25 water + 5air. More damage bonus, you’ll have more than 3 boons in a dungeon.
Also I think you’ll be happy to hear your “60% Damage increase at virtually all times” is 78% bonus. And 113% when everything is rocking. (i used 3 boons, with 25 water version – 6%, and assumed force working, havent tested.)
Damage bonuses are multiplied, not added.
doesn’t “piercing shards” work when you are attuned to water only?
go try it at the mists.
Ele & thief main (full ascended)
Down with the braindead faceroll classes.
doesn’t “piercing shards” work when you are attuned to water only?
go try it at the mists.
Yes, but you are still attuned to water while wielding the lightning hammer. You stay in water the entire time, giving party regeneration while simultaneously having a rocking damage bonus.
Hey guys.
Based on this thread, and a very weird, vivid dream I had, I ended up making a very similar build that is both durable, supporty, and probably the highest damage any profession in an ideal group. Here is the full build on Guru
Its focused on using damage amplification, crit damage, self-healing over time, and lastly a little bit of toughness. Obviously if you went pure zerker on the jewelry it would pump out more damage, but I don’t feel like I’m missing much with Cavalier’s exotics with ex. Ruby jewels.
In an ideal scenario, you get either 55% or 60% bonus damage, and up to 80% once foe goes bellow <33% HP, while having around 70% or more crit chance with fury and food up.
I’d love some critiques of the build So far its run amazingly in dungeons.
You should swap 10 earth for 25 water + 5air. More damage bonus, you’ll have more than 3 boons in a dungeon.
Also I think you’ll be happy to hear your “60% Damage increase at virtually all times” is 78% bonus. And 113% when everything is rocking. (i used 3 boons, with 25 water version – 6%, and assumed force working, havent tested.)
Damage bonuses are multiplied, not added.
Interesting!
Will the boon damage increase more than make up for the 5% damage buff and toughness losses from earth along with losing the crit chance/damage from air?
Or just run bunker specced s/d and stack 25 might on your entire team. You’ll heal their bars more than their own healing skills and they’ll simply melt everything for you. Your own damage will be great too once you get your stacks going.
Stacking mights requires bunker spec?
Stacking mights requires bunker spec?
No, but you heal the crap out of your team and you don’t die, plus your entire team melts things because of might. Berserker stats are almost redundant when you have 25 might.
Oh, really? I thought otherwise.
Hey guys.
Based on this thread, and a very weird, vivid dream I had, I ended up making a very similar build that is both durable, supporty, and probably the highest damage any profession in an ideal group. Here is the full build on Guru
Its focused on using damage amplification, crit damage, self-healing over time, and lastly a little bit of toughness. Obviously if you went pure zerker on the jewelry it would pump out more damage, but I don’t feel like I’m missing much with Cavalier’s exotics with ex. Ruby jewels.
In an ideal scenario, you get either 55% or 60% bonus damage, and up to 80% once foe goes bellow <33% HP, while having around 70% or more crit chance with fury and food up.
I’d love some critiques of the build So far its run amazingly in dungeons.
You should swap 10 earth for 25 water + 5air. More damage bonus, you’ll have more than 3 boons in a dungeon.
Also I think you’ll be happy to hear your “60% Damage increase at virtually all times” is 78% bonus. And 113% when everything is rocking. (i used 3 boons, with 25 water version – 6%, and assumed force working, havent tested.)
Damage bonuses are multiplied, not added.Interesting!
Will the boon damage increase more than make up for the 5% damage buff and toughness losses from earth along with losing the crit chance/damage from air?
Spec would be 25/20/0/25/0. So you would gain 5 points in air = dmg boost. And swap earth 5% boost for 6-10% from water. So all positive.
And someone was saying about the 20% dmg boost. Yeah only in water, but that’s the point, you stay in water attunument with conjured weapons.
Hey guys.
Based on this thread, and a very weird, vivid dream I had, I ended up making a very similar build that is both durable, supporty, and probably the highest damage any profession in an ideal group. Here is the full build on Guru
Its focused on using damage amplification, crit damage, self-healing over time, and lastly a little bit of toughness. Obviously if you went pure zerker on the jewelry it would pump out more damage, but I don’t feel like I’m missing much with Cavalier’s exotics with ex. Ruby jewels.
In an ideal scenario, you get either 55% or 60% bonus damage, and up to 80% once foe goes bellow <33% HP, while having around 70% or more crit chance with fury and food up.
I’d love some critiques of the build So far its run amazingly in dungeons.
You should swap 10 earth for 25 water + 5air. More damage bonus, you’ll have more than 3 boons in a dungeon.
Also I think you’ll be happy to hear your “60% Damage increase at virtually all times” is 78% bonus. And 113% when everything is rocking. (i used 3 boons, with 25 water version – 6%, and assumed force working, havent tested.)
Damage bonuses are multiplied, not added.Interesting!
Will the boon damage increase more than make up for the 5% damage buff and toughness losses from earth along with losing the crit chance/damage from air?
Spec would be 25/20/0/25/0. So you would gain 5 points in air = dmg boost. And swap earth 5% boost for 6-10% from water. So all positive.
And someone was saying about the 20% dmg boost. Yeah only in water, but that’s the point, you stay in water attunument with conjured weapons.
Nice, ill give this a try, although the extra bit of toughness is useful from earth, the health and healing gained from water should more than make up for it since im using Cavalier’s in my accessories.
Or just run bunker specced s/d and stack 25 might on your entire team. You’ll heal their bars more than their own healing skills and they’ll simply melt everything for you. Your own damage will be great too once you get your stacks going.
ANNND thats not what this is about
If you have external sources of might, burning, and vulnerability, this will be the highest damage you can personally ever put out in gw2 (likely i believe but I’d need comparisons).
That is to say, while you could be the groups might stacker, nothing wrong with another ele or other profession fulfilling that role. Additionally, this spec can STILL reach 25 might stacks for the group by itself if others provide fire fields.
Or just run bunker specced s/d and stack 25 might on your entire team. You’ll heal their bars more than their own healing skills and they’ll simply melt everything for you. Your own damage will be great too once you get your stacks going.
I’d be interested in seeing a detailed breakdown of that build, with gear. Is there a quick link to it, or can you post it here?
Or just run bunker specced s/d and stack 25 might on your entire team. You’ll heal their bars more than their own healing skills and they’ll simply melt everything for you. Your own damage will be great too once you get your stacks going.
ANNND thats not what this is about
If you have external sources of might, burning, and vulnerability, this will be the highest damage you can personally ever put out in gw2 (likely i believe but I’d need comparisons).
That is to say, while you could be the groups might stacker, nothing wrong with another ele or other profession fulfilling that role. Additionally, this spec can STILL reach 25 might stacks for the group by itself if others provide fire fields.
Of course this is what it’s about. He’s doing a LOT of damage with huge might stacks on constant uptime, and healing the crap out of his team. That sounds pretty optimal compared to some one trick pony build that attempts to blow things up but dies if it gets blinked at. He said he wanted optimal; the fact is that ele traits aren’t great in Fire Magic, and mediocre once you get to grandmaster Air traits, leaving him with the ability to stack lots of boons and get a damage increase per boon while increasing his survivability by a crap-ton.
Or just run bunker specced s/d and stack 25 might on your entire team. You’ll heal their bars more than their own healing skills and they’ll simply melt everything for you. Your own damage will be great too once you get your stacks going.
I’d be interested in seeing a detailed breakdown of that build, with gear. Is there a quick link to it, or can you post it here?
At least 25 in Water Magic and 30 in Arcana and you’re pretty much set. I put knight’s stats on my ele for more critical hits+toughness since healing is already crazy good on s/d. Scepter of Bloodlust and Dagger of either Energy or Battle; your preference.
Cool!
I had a thought like this a little while back, but then I got distracted from leveling my elementalist to 80.
I have been theory crafting a 20/25/0/10/15 build using quick glyphs, inscription, the +20% to vulnerable enemies in water attunement, and the +10 conjured weapon charges. The arcane points could go into earth for the free earth armor at 50% hp or be used for arcane shield at 25% if you wanted to move them around.
My thought was to might stack with the scepter/fire field combo, summon a lightning hammer, then switch to water and get regen from inscription/elemental harmony, vulnerability from crits, chilled from glyph of elemental power, +20% dmg from the vulnerability (I’m not sure that it works for summoned weapons, but I hope so), and whack away at things. My elite is an elemental and I have the glyph of lesser elementals as well – 2 ice elementals help with healing and drop ice fields for the hammer’s 3rd chain blast finisher/blind to give you an aura.
The build so far at lvl 44 is pretty squishy though. It is totally balanced out for me with the fun of just smashing things with a hammer. The auto attack damage is pretty high all by itself. I would say it’s a pve only build.
At least 25 in Water Magic and 30 in Arcana and you’re pretty much set. I put knight’s stats on my ele for more critical hits+toughness since healing is already crazy good on s/d. Scepter of Bloodlust and Dagger of either Energy or Battle; your preference.
Not exactly ‘detailed’, but I think I get the general idea. Thanks!
At least 25 in Water Magic and 30 in Arcana and you’re pretty much set. I put knight’s stats on my ele for more critical hits+toughness since healing is already crazy good on s/d. Scepter of Bloodlust and Dagger of either Energy or Battle; your preference.
Not exactly ‘detailed’, but I think I get the general idea. Thanks!
It doesn’t need to be super detailed; as long as your toughness/power are relatively high, the healing will take care of itself because of your traits. I just like knight’s stats because it gets decent precision. You can opt to use Soldier, Cleric, etc.