Q:
(edited by Pepsi.8907)
Q:
I played a bit with dulfy new trait line calculator and noticed a nice synergy in between trait line for auras… http://dulfy.net/2015/05/02/gw2-specialization-calculator-that_shaman/#profession=elementalist&traits=“Fire Magic”,2,5,8-“Water Magic”,1,5,8-“Earth Magic”,3,5,8
It’s probably far from perfect… But I can see it working especially since stats are now separate from traits…
Or I’m too tired to see clearly and should go to sleep xP
Just modify the trait with number in link if it doesn’t work…
(edited by Pepsi.8907)
looks good, but I like air/earth/water aura build more I think we’ll see how they work later
I’m thinking Fire/Earth/Water as you will already be generating a fair amount of fury from blasting fire fields.
2 Signet
Arcane Brilliance
Arcane Wave
FGS for mobility/aura
Staff for sharing E3 and blasting your fire/water fields with E2 and your arcanes.
Not perfect but it could be decent in small group wvw, possibly even SPVP if protection uptime is substantial enough from auras.
While I initially thought the same thing, your auramancer is going to be forced into d/f for 2 reasons:
1. Dagger has shocking aura, while scepter has no auras. Staff has only 1 aura as well.
2. Focus has the condi-cleanse from Earth 4, and same amount of aura-uptime from Fire 5 vs. Water 4.
Now that is all well and good, but this build is going to be a short-range build without major burst, forcing you to be a brawler. This is even more apparent when you realize that most of your aura uptime comes from fire auras, which require you to take a beating to work. In fact, because it has high burning uptime you are basically forced into a condi role. So…a tanky condi build, making fury all but worthless to you, and the fire field from focus is a really bad reason to take persisting flames. Blinding ashes actually works quite nicely here to support your tankiness with RNG blinds, but that is a trait that says “I’m want to 1v1 only”.
Thus, this build ends up looking a lot like current signet-aura builds – you get high uptime of burns and passive condi output, but melt to condis and outnumbered situations quite quickly. You are basically forced into a 1v1 role b/c you are a melee build without access to big-time heals and condi clears, making powerful aura kind of a waste (and cleansing wave isn’t much better b/c you aren’t getting regen from water-swaps). Further, the only aura really worth sharing is shocking aura, as loading your team up with fire auras is…not really great. In fact, giving up all those traits to end up with pretty much no truly defensive utilities all to get a bunch of crappy fire auras, when you really mostly just want the protection…why not just go arcana.
In the end, I think you are better off just playing d/d ele with water/earth/arcana (or even water/air/arcana for more offense). You will still support better, have access to greater mobility, and survive better to condis. The truth is, with such low inherent access to auras, Anet trying to make “aura builds” a thing is honestly just foolish. You give up way too much to get too little.
(edited by BlackBeard.2873)
[url]http://dulfy.net/2015/05/02/gw2-specialization-calculator-that_shaman/#profession=elementalist&traits=“Fire Magic”,2,5,8-“Earth Magic”,3,5,8-“Water Magic”,1,5,8[/url]
This is what I was thinking for an aura share build, which of course runs into the problem of conditions but written in stone could be swapped with Diamond skin as I’d only be running 2 Signets with arcane brilliance and wave for extra blast finishers, FGS as elite. Staff would be the weapon despite only having one aura.
It may be decent in small group with high personal protection uptime and decent group protection/might stacking with high fury uptime. It’s not perfect by any means, but with so much protection, might, and fury being handed out you are bringing something to the group while not being completely paper.
I’ll test it out in WvW when the expansion drops, and it may just not do well at all, but I’m going to give it a chance.
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