Roaming in WvW as a D/D celestial ele...

Roaming in WvW as a D/D celestial ele...

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Posted by: warduke.1780

warduke.1780

I started an elementalist a long time ago. He was d/d and used a combination of zerker and soliders gear. This was before celestial. I switched him to scepter/dagger, and recently made a new elementalist with a mind to running d/d celestial as a roamer.

Now, I’m not sure if the d/d build has changed a lot since I used it last. This is what I came up with: http://gw2skills.net/editor/?fFAQJAoYhMM6cW5wuBf0AdAB5zpvRBlzbnB-TFSDAB5s/wmq/0lyP40DAgJIkittenxDAAiTAAA-w

To me, the numbers look very low. I’ve tested the sPvP equivalent, and while I didn’t die at all, I struggled to kill people quickly. I’ve had a look around and builds seem to have conflicting advice (some say take melandru runes, others say strength, some say full celestial, others say knights trinkets).

I have enough charged quartz to make a full set of exotic celestial, and I also have all the celestial ascended trinkets apart from the backpiece. Am I on the right tracks with the build, or way off? Would something else be better for d/d roaming (other than celestial?)

(edited by warduke.1780)

Roaming in WvW as a D/D celestial ele...

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Posted by: Sizer.5632

Sizer.5632

In pvp celestial builds do more of their damage from burning than anything else, that + the defense/healing is why theyre so good at holding points. In wvw youre facing people with entirely different specs and gear, so itll be harder to get kills. Someone else could give you more complete wvw builds, but i’ll at least say you shouldnt run both celestial accessories and armor, you just wont have enough offensive stats to take down the higher hp/armor people will have.

Also try running strength runes + battle sigil, melandru arent going to help you very much and the might stacks will help keep up your power to make up for the celestial.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

In pvp celestial builds do more of their damage from burning than anything else, that + the defense/healing is why theyre so good at holding points. In wvw youre facing people with entirely different specs and gear, so itll be harder to get kills. Someone else could give you more complete wvw builds, but i’ll at least say you shouldnt run both celestial accessories and armor, you just wont have enough offensive stats to take down the higher hp/armor people will have.

Also try running strength runes + battle sigil, melandru arent going to help you very much and the might stacks will help keep up your power to make up for the celestial.

This ^

And while D/D can work for solo roaming your lack of range will start to hurt badly.
If you plan to roll in a zerg I would suggest dropping D/D for either staff or scepter.
Also be sure to keep a focus handy. The reflect & projectile blocks can come in quite handy.

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Posted by: Gokil.2543

Gokil.2543

Try something like this:

http://gw2skills.net/editor/?fFAQJAoYhcM6cW5wwBf0APAC5hv2JKQ5qJfC-TlSDABss/QUKhoS5zmq/UxJAAOdAAYCSBlgS8AAiTLgAgWA-w

It doesn’t really matter where you put your celestial, but try to stay between 100-200 points of allstat. More than that and your damage will likely suffer. A good power rune is kind of mandatory to get your damage up to acceptable levels. Also, sharpening stones make a huge difference for a relatively cheap cost.

-Signet is more offensive than ether, and will allow you to keep up the pressure much more effectively. Especially great if combo’d with – condi duration food

- Perma swiftness is kind of a must so I moved 2 from earth to air, freeing up a utility in the process.

- Battle sigil is by far the best sigil for D/D. I replaced doom since it kind of falls off when fighting multiple opponents, but you can replace energy as well. If you stack it easily, bloodlust is also excellent.

- Cantrip mastery>cleansing wave imo.

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Posted by: Swimsasa Stoon.8936

Swimsasa Stoon.8936

strength runes, cleric trinkets, zerker armor, sigil of battle, sigil of your choice 6/0/0/2/6 with any weapon combo (except scepter).
I run it always and everywhere with trait changes depending on the weapon I am holding.
In WvW its often staff or D/D but as a D/F full on zerker blinding ashes build with the new snowball sigil I can survive plus do crazy damage. But it always feels like walking on a tightrope while holding expensive chinese vases in both hands.

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Posted by: PierPiero.9142

PierPiero.9142

i am not so sure if d/d is the best weapon set for roaming in wvw … i prefer usually s/f for having more range ….

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Posted by: Swimsasa Stoon.8936

Swimsasa Stoon.8936

i am not so sure if d/d is the best weapon set for roaming in wvw … i prefer usually s/f for having more range ….

Agreed if you can pull of the fresh air build then S/F or S/D is the way to go. Being able to burst down almost anything within seconds is a great deal for roaming.

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Posted by: Hamster.4861

Hamster.4861

Celestial builds typically don’t have the punch needed to drop people quickly- but i’ve seen Cele/Zerk hybrids work out very well. Celestial Chest and Leggings (biggest stats in your armor) – Zerker everything else, Knights Weapons, Strength Runes (or Hoelbrak if you want condi duration reduction like I do)

That Kind of Cele/Zerk hybrid would work out for you roaming on D/D, S/D S/F and would also work for you doing support-staff work for a zerg