Some Staff Combo explanation?

Some Staff Combo explanation?

in Elementalist

Posted by: Antrasith.2187

Antrasith.2187

I recently started using a staff to get a bit the hang of it, in terms of “Muscle Memory”. I’m used to D/D and these combo’s are pretty much imprinted in my fingers in various kind of sequences.

Now, I’ve tried around with staff for a few days and I’m wondering how you pull off the right combinations. What annoys me on this part, is that you have to cast the finisher (earth-2) before you place a combo-field in order to get it to work, seem illogical to me. Anyway, they don’t seem to work the other way around for me..

Traits to enhance switching Attunement / Cantrips:
Fire : Spell Slinger (3 stacks of Might on Cantrip)
Arcane : Elemental Attunement (Boon based on Attunement)
Utilities :
2 cantrips (Mist form & Lightnign Flash)
Arcane Wave

I’ve figured out how to get 40 seconds of speedbuff:
———————————————————————————————————-
Earth-2 > Air 5 (Static Field) > Arcane Wave > Air-4
Is there a possibility to get more than 40 seconds without using a signet?

Might Boons:
—————————-
I read about a lot of people getting up to 25 stacks of Might boons in one combination, but so far, I haven’t found this combination. The one I use is already a hassle to pull off and it only leaves me with max 13 stacks of might.

Spell Slinger Trait in Fire -> Check
Earth-2 (again, finisher before Combo Field??) > Fire (1 Might) > Fire-2 (3 Might) > Arcane Wave (3 Might)

This brings my total to 7 Might, I could get 6 more if I blow all my cantrips, but I don’t really want to do that, do I? Occasionally, I blow the Lightning Flash CD, which gives me a total of 10 Might Stacks

What am I missing? This is still a long way from the 25 I hear people can pull off.

The Wheel turns as the Wheel Wills

(edited by Antrasith.2187)

Some Staff Combo explanation?

in Elementalist

Posted by: ThiBash.5634

ThiBash.5634

Is there a possibility to get more than 40 seconds of Swiftness without using a signet?

Elemental Attunement would add a bit as well, and so would Glyph of Elemental Harmony. Add Arcane, 2 Runes of Superior Water and 2 Runes of the Monk into the mix and you’ll have swiftness like nobody’s business.

However, would you really need that much more? You’re already well past the cooldown so you can just keep piling on to get permanent swiftness.

What am I missing? This is still a long way from the 25 might I hear people can pull off.

Well, from the top of my head, the first thing you should add is a Sigil of Battle. It works on our attunement swaps and since you’ll be swapping a lot, it’ll add 6 stacks of might constantly.

Also, many players use boon duration extensions like runes and Arcana. For might, this adds quite a lot since the duration is already pretty long to begin with. With the aforementioned sigil, the difference would be another 3 stacks. The same would go for all your other comboes and skills.

Also, Evasive Arcana would grant you another blast finisher to use, and then there’s of course Glyph of Elemental Harmony again…

Those are just the things I can think of from the top of my head.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

(edited by ThiBash.5634)

Some Staff Combo explanation?

in Elementalist

Posted by: Strang.8170

Strang.8170

Most might from a single combo.
fire 4, earth 2, ea dodge roll, arcane wave. You need rather good timing to pull that off in a battle, but that combined with might from sigils/traits i think is the most might you can get from single staff combo after ea nerf.

Oh, and better start getting used to that eearth 2, you´ll be doing lot of it.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]

Some Staff Combo explanation?

in Elementalist

Posted by: Naqaj.6219

Naqaj.6219

No joke! I was contemplating petitioning Anet to allow making staff earth 2 a seperate permanent keybind …