http://gw2skills.net/editor/?fEAQFAWhImYbzxygjEAEFtkSkxBCMK0R9QMA-jwxAYfAiCQ6rIasl1ioxqrxUxER127ioVLFQELjA-e 25/0/10/20/15 with valkyrie armor and full ascended cavalier accessories except for backpiece(zerkers) and ascended zerker staff
k, I put this together cuz staff DOES do the most damage over dagger,scepter,focus.. (though the dps on it hardly comes close to what any other burst spec with ele puts out with) either for when open world dueling comes out, or wvw roaming…
BUT, this does do insane damage if you look over the runes, traits, skills and setup.
(im not sure if rune of the thief 6th bonus is better, or having +12% more crit damage from Divinity runes or any +2% crit dmg gemstone/crest is better…)
So far, this is what i got for the setup to burst:
1. start in earth attunement(using staff of course )
2. use shockwave then signet of fire right after it (signet of fire will inflict vulnerability, which is crucial for burst in a few secs)
3. by the time you lay down signet of fire, the immob from shockwave will just about be halfway done (assuming it hits.) Quickly lay down Eruption behind your target (not too far) and immediately go into air and use Gust right away to push your enemy within the radius of Eruption before it goes off! (if you can)
4. Have Lightning Flash ready once you’re in air, then hop into water attunement, teleport @ target and lay down Arcane Wave (if you land a successful hit)
If you don’t want to read by all that again, here’s what you should do:
Earth attune: Use Shockwave, Signet of Fire, and Eruption behind target (do not delay between casts)
Air: Gust immediately following eruption
Water: Teleport to foe and use Arcane Wave right after Gust.
Let me explain why i’m using these traits and specifically Signet of Fire.
By using S.o.F, the target not only is burning for 11secs, but also will have 3stax of vulnerability on them for 6 seconds (which is plenty of time to get the burst off).
Burning Rage+embers might is very nice (10%dmg to burning foes)
Stone Splinters is another great damage boost, along with Piercing Shards.
Both of those traits, while in water attunement, along with Burning RageEmber’s Might gives you +43% more damage if you’re within 600units of your target.
Why signet of fire?
I use signet of fire for the decently long burning duration, though I could swap it out for Signet of Earth instead and start out in fire attunement using Flame Burst and go to earth attunement, use Signet of earth, lay eruption on target right there and forget about air then go from earth to water for burst…(though I prefer air for the knockback, that’s kinda nice) and Spell Slinger adds up well + vulnerability. Any might and vulnerability situation gives you a good amount of damage.
Comments? Other ideas/suggestions to it?