Please comment on my build

Please comment on my build

in Elementalist

Posted by: Doopslayer.2304

Doopslayer.2304

So my plan is for a supportive auramancer who can apply 100% uptime protection to the party.

http://gw2skills.net/editor/?fEEQFAWhMmYbux3gjDAkHmoSJBFHgwQhIgA-jQCBoLAEEAZPFRjtoMs1ORrAKI6FY6SER1ecFRrOEATA-e

copy + paste into bar*

using food from my cooking profession, runes of the grove, and major+superior runes of the earth, I have 70% boon duration for protection. Due to rounding that means 5 seconds per aura, for the entire party.

i use signets on their cd to keep a flame aura on allies, granting protection, a 33% reduction in incoming damage to that person. I also have weakness from earth/staff 1, which over the course of a fight is a 25% reduction in damage dealt by a boss.

so with that alone people are taking 58% less damage, a higher reduction uif you count their toughness.

I use soldier armor for my own survivability, and due to a lack of crit.
Staff is for staff earth 1, staff earth 3 (reflect aura), and staff earth 2 blast combo with water 4 for ice aura.

would this be helpful? against a boss this would equal 15% reduction from my armor for myself, 33% reduction from protection, 25% reduction from weakness

so i receive 73% damage reduction!
Allies receive at the very least 58%

so would you take someone like this with you in a dungeon, would it be viable?
please post suggestions

and I have considered changing to daggers for more auras, but this is already about 100% upkeep of prot, and i really like weakness and auras from staff, also the range of it.

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Posted by: Strang.8170

Strang.8170

Drop 10 points from earth and put it into arcane for elemental attunement, 9 seconds of protection on about 13 seconds cd + other buffs when swapping and extra 10% boon duration.
With elemental attunement you can drop one of your signets for cantrip so you can keep yourself alive a lot better.

Also monk/water runes give 15% boon duration, so maybe consider swapping your 15% prot duration runes for those.

Spamming earth 1 won´t be feasible, as even a support needs to do damage to be viable.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

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Posted by: Doopslayer.2304

Doopslayer.2304

dropping the 10 earth points leaves me with no reduced cds, and putting it in attunement encourages leaving earth as soon as i get in, which removes the 25% reduction in enemy damage advantage of earth. The cantrip may provide burst survivability, but at the sacrifice of long term group wide survivability?

using grove and earth gives me toughness and increases the duration on my only boon, protection.

This is sacrificing group ability for solo ability, and weakening the core of my build.
while I am thankful of the feedback, i dont think this is really fitting for my build

I am considering replacing soldiers trinkets, rings, amulets with condition damage ones though, as earth 2 is a great source of bleeds.

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Posted by: Frostedblaze.9017

Frostedblaze.9017

In my opinion, mist form is required if you want to be utility. If a player gets downed in a long term aoe field, mist form rez is one of the only ways to keep them alive.

Aiden Frost
Check out my S/D Ele tPvP guide: http://intothemists.com/guides/202-aiden_frosts_sd_sustain_burst

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Posted by: Strang.8170

Strang.8170

dropping the 10 earth points leaves me with no reduced cds, and putting it in attunement encourages leaving earth as soon as i get in, which removes the 25% reduction in enemy damage advantage of earth. The cantrip may provide burst survivability, but at the sacrifice of long term group wide survivability?

using grove and earth gives me toughness and increases the duration on my only boon, protection.

This is sacrificing group ability for solo ability, and weakening the core of my build.
while I am thankful of the feedback, i dont think this is really fitting for my build

I am considering replacing soldiers trinkets, rings, amulets with condition damage ones though, as earth 2 is a great source of bleeds.

In my opinion, supports in this game are there only to create more room for error.
Every player should be avoiding all the damage they can while dishing out as much damage as they can and in most cases the best scenario is to avoid it all. That´s not feasible to achieve everytime, and that´s when damage reduction and healing come into play.
Your build seems to focus solely on reducing damage, an event which all players should be avoiding as best as they can. So in essence you are only useful a small amount of time when people do take damage.

However, if you grab that elemental attunement and scrap the idea that you´re just going to stick to earth and spam 1, you´ll be buffing your allies with a lot more than protection, healing them, preventing damage by throwing cc around, and most improtantly dealing some actual damage. With that you can still maintain 100% protection uptime even without the cd reduction on signets and you´ll do a lot more for the group. If you don´t like cantrips, another good candidate would be glyph of storms, that pusling blind will prevent more damage than all the damage reduction you could ever muster from a signet. Swap it around for conjures in specific encounters, or arcane blast for extra combo.

Ofcourse it´s all up to you, so just use both and compare the results.

Also, the rune of grove has healing for stats, and you´d be losing only 15 toughness from major earth rune.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

(edited by Strang.8170)

Please comment on my build

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Posted by: Doopslayer.2304

Doopslayer.2304

thank you for the responses.

seeing as im relatively new to dungeons, and you all are saying that I lack damage, I think I will use my build first, with monk/grove/water

then as i get more comfortable, move over to the attunement swapping and maybe leave auramancer all together for more risk v. reward builds,

thank you

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Posted by: InFluEnZa.6908

InFluEnZa.6908

Things I would do different is take 10 points off earth and put that into air and get air I. This way you can keep perma swiftness/fury/protection on yourself and your team if they stay close to you. Sup Monk and Sup water runes, and 2 major water runes. Use the 10% boon duration food; throw in d/d so you get access to 2 instant auras instead of trying to combo finisher them. You can also stack might with fire 4 then earth 4, 5. I’m pretty sure the swiftness and fury is perm, but protection may be off for 1-2 seconds.

[DnT]Adi