(edited by Zhala.5284)
Post you ENTIRE lvl 80 spec (WvWvW)
? who uses profession skills lol level 80s uses slege equipment becuase were better then low levels.
Can I just ask, where at any point did I mention profession skills?
This is to be a genuine thread and to stay on topic as already stated. Please if you have nothing constructive, why comment?
don’t you know eles can buff the dmg of slege equipment? with an rune that is what i do as an level 80. srry for confusion
Profession: Elementalist
Trait point allocation: 0/0/30/30/10
Armour stats/runes: Clerics / carrion mixed. Undead runes
Weapon stats/sigils: D/D.
Shaman(vita/healing/cond) geomancer rune
nightmare(prec/cond/tough) corruption rune
Amulet stats: Carrion
Accessories stats: Carrion
Rings stats: Shaman
Running a signet build with D/D. Pretty impossible to kite with all the gap closers (4 in total) Nice aoe and single target dmg. Really defensive. healing signet + fire and earth ones. 4th utility is swapped occasionally between water signet and lighnting flash.
WvWvW this build is very effective in small scale and large scale groups with buff sharing.
Tornado into a big zerg, send them all flying while the group picks them off is golden.
Survivability comes form Earth trait XII allowing my casts to heal me and attunement swapping. Cant get into game right now to see stats.
I carry a staff with me for seiges but its really not necessary. Soloing anything is pretty easy with this build.
As the title says, post your entire lvl 80 spec for WvWvW here…
Trait point allocation – 30/5/20/0/15
Armour stats/runes – Valkrie with Strength runes.
Weapon stats/sigils – 2x Berserker daggers with Superior Sigil of Battle on one and Superior Sigil of Bloodlust on the other. Berserker staff with Superior Sigil of Battle for when I need to nuke a wall or siege.
Amulet – Ruby Orichalcum Amulet of the Berserker
Accessories – 2x Ruby Orichalcum Earing of the Berserker
Rings – 2x Ruby Orichalcum Ring of the Berserker
Backslot – Guild Assassin Backpack + Exquisite Ruby Jewel
Attack – 3,363 (increases with Might)
Crit Chance – 29% (49% on Attunement with Fury)
Armor – 2,036
Health – 13,045
Utilites – Cleansing Fire, Mist Form, Arcane Wave
Elite – Tornado
I play a DD ele in WvW, focusing on speed and burst damage. I keep up a constant 10% passive speed increase with Zephyr’s Speed while in Air (which is whenever I am travelling and I open my attacks in Air + escape in Air if I need to).
Normally I play one of two ways while in my guild group. I either RTL right into the middle of a group of enemy players > updraft > ring of fire > arcane wave > fire grab > earthquake and then Mist Form the kitten out of there (tons of dodging and circle strafing and just being all over the place to confuse people while my guild are pounding on them).
Or I use my speed to circle around the edges of an enemy group, picking off the weak and the slow with RTL and locking them down with Updraft, Earthquake and Frozen Burst. If their buddies come to help, I Mist Form or RTL away.
Solo, I use my speed and burst to kill solo enemies and harrass yak supply lines. I also play scout and rear guard for my guild group when required.
How do I find it? I see a lot of DD eles in WvW that just don’t know how to play, they give up, blame the class, call it UP. But I love it. I can 1v1, 1v2 even 1v3 easily (heartseeker thieves are nasty though if they spot me before I spot them). I find that a lot of enemies are very slow to react to Burning Speed and RTL, also dodging backwards towards any enemy while you’re running away from them and passing through them really throws them, lol.
I carry a staff for sieges on walls and killing trebs etc but my guild has other staff eles, I’m more important doing what I prefer doing.
Blackgate
The key to having fun and performing well in WvW isn’t in what traits or even profession you use, but being part of an organized guild that works together to accomplish goals.
I just use a staff with a build that revolves around providing buffs to my allies, and generally fitting into a support role as I throw down tons of combo fields for people to take advantage of.
Crimson Imperium Reborn
Zane, I’ve played a good bit of D/D too and it’s great fun – was wondering why you would only have 5 pts in Air and not grab Zephyr’s Boon, though? Fury and Swiftness on demand with 2 Auras (3 if you include the Ring of Fire -> Earth Grab combo for Fire Shield). It’s really powerful as D/D, especially with the way your gear is set up (ie. high Crit Dmg).
It’s also much better to rely on actual Swiftness (33%) vs just the 10% passive bonus when roaming around.
http://www.youtube.com/user/IntigoGW2
Profession: Elementalist
Trait point allocation: 0/0/30/10/30
Armour stats/runes: Knight x3/ Carrion 3×. Undead runes 6/6
Weapon stats/sigils: D/D.
Main hand with Sigil of Energy (50% endurance on attunement swap, 9s cooldown)
Offhand with Sigil of Chilling (10% chilling duration, not definitive choice yet)
Amulet stats: Soldier
Accessories stats: Soldier
Rings stats: Soldier
Power: 1755
Crit chance : 9
Crit damage : 0
Condition Damage: 744
Toughness: 1848 / 1928 while attuned to earth (Armor 2768/2848)
Vitality: 1572 (17,365hp)
Healing power: 100
Major Traits:
Earth 10: Elemental Shielding (3sec protection when applying an aura on you/ally)
Earth 20: Signet Mastery (20% reduction in signets’ cooldown)
Earth 30: Written in Stone: (Signets maintain passive effects after being activated)
Water 10: Soothing Disruption (Cantrips grant regeneration and vigor)
Arcana 10: Elemental Attunement (Gain a boon when attuning to an element)
Arcana 20: Final Shielding (Procs Arcane Shield when health falls below 25%)
Arcana 30: Evasive Arcana (Procs an attunement-based spell when dodging in combat)
Utilities:
Healing: Signet of Restoration
Utility 1: Armor of Earth/Signet of Fire (depends if I feel more aggressive/defensive in that moment :P)
Utility 2: Lightning Flash
Utility 3: Mist Form
Elite: Tornado
Pretty tanky D/D ele, obviously focused on condition damage and heavy attunement swapping.
I use Signet of Restoration as a healing skill because with the Earth 30 “Written in Stone” trait it keeps you healing with every attack even if activated, plus with Signet Mastery its cooldown is decreased from 25s to 20s. Same thing for Signet of Fire (4% crit chance passive and a 4,600hp dot with my condition damage, 16s cooldown).
Other utilities are cantrips, so you get regeneration+vigor for each use of them thanks to the “Shooting Disruption” water trait. Signet of Energy on the main hand grants a big amount of endurance. This allows frequent dodges providing both survivability (D/D, always in melee range) and a big use of the “Evasive Arcana” Arcane trait.
You can also get a good amount of protection time with the “Elemental Shielding” Earth trait: Using the pattern “Shock Aura” in Air attunement, “Frost Aura” in Water attunement and then switching to Earth attunement (“Elemental Attunement” Arcane trait) grants around 12-13s of protection (-33% incoming damage), you can get around 20s if you cast Armor of Earth too. Of course, you also get all the relative boons of those auras and skills: Air’s aura stuns nearby enemies for 1s everytime they attack you, lasts 5s; Water’s aura applies 2s of chilling everytime you get attacked and stacks duration, lasts 7s. Armor of Earth grants 10s of stability (you are immune to most of the CC) and regeneration+vigor with the above stated trait.
All utilities can be used both for attacking and defending. I won’t list the defensive uses because they are obvious but you can use, for example, both Armor of Earth (stability) or Mist Form (Invulnerability) to finish off a downed enemy without being interrupted. Lightning Flash can be used to teleport next to the target right before finishing to cast Churning Earth without interrupting its cast, often resulting in a surprise attack. Also, all these 3 utilities are stun breakers (even if Armor of Earth’s stun break looks bugged for now).
The Tornado elite skill is awesome when used with lots of friendly aoe, casting all types of bolts with the whirl finisher while everyone gets chain-knocked-down. Best use in bottlenecks too.
I find this class, this weapon choice and this spec really funny.
My tactic? CHARGE THEM. Don’t worry, once you get used to the fast attunement swapping you’ll get a lot of survivability with this build. Also, for now, most of the enemies seems to be caught off guard when they see an ele charging in, especially when they find out that you are not a glass cannon but something you need to fight really hard before you can get the kill.
It’s very mobile and it can spread havoc in little groups of enemies with all its fast moving skills and high ability to dodge, leaving most enemies with the obvious behavior like “how the hell do I stop him?” while you keep jumping from an enemy to the other while your DoTs kill them and you keep them at bay with your AoEs/Auras/Direct Damage.
And to finish this remember: there are few specs (or ppl?) that can actually run away from a D/D ele
VII Guild
Elementalist
(edited by Melkiah.2496)
Zane, I’ve played a good bit of D/D too and it’s great fun – was wondering why you would only have 5 pts in Air and not grab Zephyr’s Boon, though? Fury and Swiftness on demand with 2 Auras (3 if you include the Ring of Fire -> Earth Grab combo for Fire Shield). It’s really powerful as D/D, especially with the way your gear is set up (ie. high Crit Dmg).
It’s also much better to rely on actual Swiftness (33%) vs just the 10% passive bonus when roaming around.
You’re talking about the chill and daze auras yeah? The main reason I didn’t take another 5 points in Air was to put it into Arcana for Lingering Elements, increasing boon duration and fury duration (though it appears that Arcane Fury isn’t currently being affected by Lingering Elements. Bug?).
Blackgate
Is it possible to gear up in Shaman like gear from SPvP for a tanky/condi dmg DD build or is that not available in WvW and you always need to have a power-based build?
The Patryns [TP]