Q: Glyph of storms
Honestly, It depends what attunement you were in to set up that storm. The only thing different between all the storms is the duration, But each storm comes with something unique, like Fire burns, Water chills, Air inflicts vulnerability stacks, Earth bleeds and blinds. I use this glyph in pve, creating and setting up storms. But i tend to use the air storm (Since I’m a fresh air ele, it makes more sense to use the air storm too with certain traits), because it deals increasing damage the more vulnerability stacks you can achieve. But then again that doesn’t mean the other 3 storms are useless, i use earth to blind a huge area of mobs, easier for your party and you to attack them, if they are blinded.
With that being said, all the attunements for each storm have the same base damage for each storm.
http://wiki.guildwars2.com/wiki/Glyph_of_Storms
Apex Prime [ApeX] , BlackGate
The 2 you’ll use the most are Air for Vuln stacking and Earth for Blinds.
You don’t take Glyph for the dmg, but for the Utility.
I realty wish they would just brake down and make this make a field of the element type frost field for ice storm lighting field for lighting storm fire for fire storm not sure what to do for earth (one day earth field i hope hehe.) 1 min cd and a some what long cast time is too much for what it dose.
From what i understand the air or lighting storm is the best for dmg for cc its earth something about how ice storm apply chill makes it not work right i never did understand what odd about it.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
Honestly, It depends what attunement you were in to set up that storm. The only thing different between all the storms is the duration, But each storm comes with something unique, like Fire burns, Water chills, Air inflicts vulnerability stacks, Earth bleeds and blinds. I use this glyph in pve, creating and setting up storms. But i tend to use the air storm (Since I’m a fresh air ele, it makes more sense to use the air storm too with certain traits), because it deals increasing damage the more vulnerability stacks you can achieve. But then again that doesn’t mean the other 3 storms are useless, i use earth to blind a huge area of mobs, easier for your party and you to attack them, if they are blinded.
With that being said, all the attunements for each storm have the same base damage for each storm.
http://wiki.guildwars2.com/wiki/Glyph_of_Storms
Yeah when I said element, I meant attunement. And I assumed that because the air and water attunement varieties were damage per impact, not per pulse, that they had the potential to deliver higher damage per second. Also I was curious as to which was the highest damage without traits included. Obviously if you are traited to deal 10% more damage while in fire, youre probably going to do more damage with the fire version (if you dont switch out while its up… you get what i mean).
My personal preference on its use
Air / Lightning Storm
Drop on large PvE foes because you can easily get Vulnerability up to max or almost maxed stat cap. If you team up with classes that apply Vulnerability easily, you might waste some potential if you don’t coordinate. Use a big damage spike while the foe takes more damage.
In PvP you can soften up groups standing on capture points, in WvW if a commander orders you focus kill someone. Better for Eles with lower Condi damage stats
Fire / Firestorm
Should be more damaging in PvE mob balls if you run Celestial stats. In WvW or PvP you can force people to “waste” condi clean skills, as nobody likes the being set on fire. Combines very well with GoEP activated in Fire and Meteor Shower + Lava Font. The large danger area of being set on fire again and again can drive people away from capture points and break up zergs.
Water / Ice Storm
The necessity to CC PvE mobs is not that great and since only a few have active “skill use”, prolonging the skill cool down is not really an issue. in PvP, having slowed foes is often a tactical buff to your team. in WvW you can trap enemy groups at choke points, so a large group of foes slowed might be the key to crush them with AoE attacks.
Earth / Sandstorm
The limited Ai in PvE makes this an excellent choice (well, not with Dredge though), because after balling them up, you are relatively safe from interrupts to e.g. MS or Churning Earth. In PvP its great to capture or defend a capture point, especially against melee ranged enemies. I like Sandstorm to take supply camps in WvW, due to the AI letting NPCs run close to you.
PS: I use Quick Glyphs, so I get a shorter recharge time, which makes the Glyph better over time. Just compare 48 to 60 seconds.
Still keeps a volume of Kurzick poems ;)