Motivation:
Hello everyone,
First of all, just to be clear, this is for PvE and WvW. I don’t think this would play very well in a setting where sitting on a single point and just surviving is king.
I know we are getting hit hard with the nerf bat on our RtL mobility (so sad), but we are getting buffed signets! I was looking through our traits, and similar to the condition glyph build, I think we might have a chance to maintain a mobile play-style with a condition/signet build. I know the patch isn’t out, but I wanted to start a discussion and get feedback on these kinds of builds. The build is based on a few key synergies:
1.) Written In Stone (Earth XII) works really well with signet of restoration to keep the heals coming with periodic burst heals.
2.) Every signet applies conditions to foes.
3.) Going 30 into earth means +300 condition damage. So why not go with all-out conditions.
4.) Going 30 into earth means geomancer’s freedom is available, to keep up the speed.
5.) Allowing signet of restoration to passive to always be active, using runes that give an ability when using a heal ability give you more spells/effects to keep popping.
6.) Signet mastery (Earth II) seems obvious so that you can keep spamming conditions from your signets, and heal more frequently.
The build template/starting point:
If you are visual:
http://gw2skills.net/editor/?fEAQJAoYhMmYbvR3wjDAkCmMeAyGkUeMDP2A-jgCBYNCh0CAUHJMFaIa5Rht0qIasKZCpqaRWdDzUuIa1A-e
If you are into numbers:
http://gw2buildcraft.com/calculator/elementalist/?1.0|8.1m.h1i.8.1m.h5|0.0.0.0.0.0|1h.711.1h.711.1h.711.1h.711.1f.711.1f.711|3x.e17.211.d1d.311.d1d.2x.d1d.3x.e17.3w.e17|0.0.u29c.a5.u5ab|15.d|1n.26.25.24.28|e
The basic idea:
So the basic idea is to keep applying conditions and cover conditions as much as possible while surviving via high toughness, signet of restoration active, and popping the signet’s active as soon as available. The gear is mostly carrion, with a little bit of apothecary to keep healing power up (we should still have a good amount of regen). The trinkets are rabid for survivability + condition damage. The best choice for weapons are giver’s because of the increased condition duration.
Traits:
Earth
- Signet mastery: heal more often, gain more endurance, apply more conditions
-Geomancer’s freedom: avoid being stunned/locked down
-Written in stone: heal more, maintain signet passives
Water:
-Cleansing wave was chosen for needed condition removal. Our condi removal is then
1. switch to water
2. dodge-roll in water
3. cleansing wave (water 5)
Arcane:
- EA provides 4 more spells (some with conditions!), plus extra healing in water
- elemental attunement provides boons to survive
- Arcane energy – popping signets can become an endurance factory, plus crit chance is low.
Heal:
- signet of restoration: passive always works, pop active asap for rune ability + burst heal
Slot skills:
- signet of earth: the immobilize is awesome, extra toughness helps survive
- Signet of air: move faster, apply blinds
- signet of fire: burn a lot, and often. Plus more endurance for dodges!!
Alternatives:
- Cleansing fire: need a stun-break and condition cure. Cooldown is kind of long however. Using runes of melandru decreases the necessity for this some.
- signet of water: if the condition clearing is improved, this might be useful.
Sigils:
- Sigil of doom: apply poison (5s) on next attack after weapons swap. This is to slow down opponent curing and apply a cover-condition
- Sigil of corruption: gain +10 condition damage/kill, up to 25 stacks. Great b/c of the variety of conditions we will be spamming out. I like this more than condition duration runes b/c we have so many kinds of conditions (blinds, vulnerability, weakness, chill, bleeding, cripple, immobilize, burning, poison). By having this variety, cleansing the killers (bleeds, burning, a little poison) becomes much harder
Runes: see below for more analysis, but the adventurer’s runes are used for the +condition damage and the 50% extra endurance every 20s. (that is actually really powerful). By going this route, you get tons of endurance (up to 150% every 20s, meaning 5 dodges every 20s. With evasive arcana, just dodging a lot will get you some good conditions and damage. ALWAYS use a dodge before healing, as the healing ability will give you 75% endurance.
Pros:
- Good healing rate
- Fast paced and dodge like crazy
- Decent straight-line speed
- Spammy with conditions
Cons:
- Weak against tons of cleanse (although variety of conditions and cover conditions try to mitigate this)
- Poor base power
- No stunbreaks and little condition cleanse.
Input is appreciated!
(edited by BlackBeard.2873)