Scepter/warhorn Cele

Scepter/warhorn Cele

in Elementalist

Posted by: Egorum.9506

Egorum.9506

http://gw2skills.net/editor/?vFAQJBLhFywgGHW4ALHQHxyJg5OWTrrViDQAYBUUCGgfAA-TJRGABAcCAOf/BDeAALVGAA

Pros:
-High self sustain
-High Boon uptime
-High condi removal
-Great team support

Cons:
-Can’t kill a bunker or force them off point

Been tooling with this build a bit, its damage isn’t bad because of the high might uptime combined with a quick swap to air 2/3/5 and overload. wrecks thieves, just utterly destroys them in air.

The condi removal is fantastic, really screws up the condi builds that keep giving tempest all its trouble. ether renewal gives us some great condi removal, blast healing in water 5 can shoot you right back up to full hp like a boss.

against classes with poor condi removal earth and fire, against everyone else air. just keep maintaining the rotations.

The only time i have trouble is against assassin/mal revs.

Risen Howl etc?

Scepter/warhorn Cele

in Elementalist

Posted by: MadRabbit.3179

MadRabbit.3179

All the pros you list you can acheive more efficiently with a traditional Water/Earth/Arcane cantrip build or Warth/Earth/Tempest shout build.

There is a lot of wasted trait choices that don’t take full advantage of the synergy available and the build isn’t designed to burst, so Scepter is a sub par choice to Dagger or Staff.

Rehabilitated Elementalist. Now, trolling the Thief forums with my math.

Scepter/warhorn Cele

in Elementalist

Posted by: PowerBottom.5796

PowerBottom.5796

I’ve been toying around with S/W as well, here are my comments to your build:

- Currently, I don’t think you’ll get around using auras and heavy support with condi-cleanse, reg/vigor and prot for the team, since Ele is nowhere near as strong in 1v1’s anymore and the main focus of the build is to be strong in teamfights and only be used in 1v1’s if absolutely necessary.
- You are not gonna get around using earth either, especially not on S/W, which is just way too easy to burst down without stoneheart. Also, if you are planning on using the build as a 1v1-build, using diamond skin is also very helpful.

Here’s how I would play the build with a heavy focus on teamfights and strong support and on-point pressure:

http://gw2skills.net/editor/?vFAQJBLhdSfJ05A2fJYhJwhJW2AM396fdwSsCSBjghHQA4CC-TJBGABK8AAA4EAk++DMVGAA

The runes are pretty much a personal preference and depending on your and the opposing team’s composition. You can go durability, leadership, hoelbrak, strength, surging, even monk, water or grove are cool options!

The benefits of the build compared to other Ele’s like D/F or Staff are:

- Absolutely insane protection-uptimes and high uptime of other boons.
- better on-point pressure
- high amount of shared mightstacks

It is worse against spiked dmg than D/F and worse in peeling and relieving pressure than both D/F and Staff though (since no schocking aura, static fields etc.) I don’t quite know how well it does in 1v1’s, but it sure is worse against Nec and viper mallyx with their boonremoval.
It’s not as good on open terrain either, cuz the most DMG from scepter and Warhorn can simply be evaded, that’s one main reason why I think the build is most suited for teamfight around small nodes.