Hello everyone
Im a elementalist asura and i play in seafarer rest server! I need some help with stat options for Staff elementalist.
My build: http://gw2skills.net/editor/?vFAQFAWhMMozhVOwwB8RMQAYRBIAsAomwRIKITyJwQE-TFCEABRpMIR1f2SJITK9yZ/h20BAwFA4hHAApAiYrF-w
Prepare for long post
(Persisting flames over Pyromancer puissance trait in GvG.)
(Strenght runes in GvG also preferable.)
( Airomancer trait over Tempest defence in GvG)
(Strenght rune over Bloolust in GvG)
(i play with air trait line instead of arcana because high damage)
Many of my fellow elemetalist friends tell me you should go fully celestial (or at least celestial trinkets) because of healing power , toughness , condi damage, vitality work really good with ele.
Lets talk about condi damage.
In ele staff condi damage appliers are staff 3 fire, staff earth 2 and trait from fire [Burning precision].
Skill 3 fire = 2 stacks of burn (6 second). If fully celestial with 25 stack of might u will deal 4,1k damage in your enemy. However the enemy melee train will have 40% reduce condi duration so it will be about 2,46k dmg (if of course they dont instant cleanse it, wich they will probably). Enemy eles will get cleanse by healing skill, guard shouts.
Skill 2 earth= 6 bleed (12second). If fully celestial with 25 stacks of might u will deal 7,5k damage. The enemy melee train will have 40% condi duration so it will be about 4,6k damage. Seems a lot right? However it will be 4,6k damage for 12 seconds. Wich means 380 damage per second. This means in 3 ; 4 seconds enemy melee train will already clear it for sure. The enemy eles will get the full 7,5k damage but again enemy eles have amazing ability to clean conditions (if u are an ele u will know) and they can also get clean by enemy guard shouts. ALSO, this skill from the second u click till the second it blast will be AROUND 3,4 SECONDS. This means this skill is easy to be avoided and should be use for BLAST!!!!
Burning Precision Trait. This trait will increase your burning duration. If u pick this trait u are stupid (im sorry). First of all [Burning Fire] trait is SO much better because it gives u 3 might for every cantrip u use (your healing skills and 2-3 of your utilities are cantrip) AND when u have 3 conditions on u it will INSTANTLY pop Cleansing fire removing 3 condition from u and your allies and will also give u 6 second of vigor and regeneration (wich means 1 more condi removed because of traits) and 3 might stacks because it is a cantrip (By this part u should know this trait is much better that [Burning Precision] trait but keep reading!!). Going back to [Burning Precision] trait first of all it applies 2,5 second burn (700 damage if fully celestial with 25might) SINGLETARGET TRAIT with 5 SECOND COOLDOWN. Really this trait is so worst compared to the other….
Enemy necros have so many remove conditions (including sending them back to you) like their signets, staff 4, dagger 4 , healing skill , traits, shouts from guards, waters from eles that they will be the ones suffering less from your conditions.
Like this i finish the part where condition damage is good on ele because IT IS NOT.
Healing power
If u take fully celestial this means u will have ~639 healing power. (keep in mind healing power on ele focus on healing yourself but your party too!)
Skills that heal from ele are Healing skill (Ether Renewal), Healing Ripple, Regeneration Boon, Smoothing mist, Geyser (i will not consider arcane traits for heal because i dont use them, i use air line trait).
_Healing skill _
with 0 healing power = 625*8 = 5000
with 639 healing power = 721*8 = 5768
Difference is 768 heal (every 14,5 seconds). Do u guys think sacrificing power, precision,ferocity for 768 heal (every 14,5) ASSUMING u will use it every 14,5seconds (wich u wont, and btw many ele players know by experience u will dodge while using these skill for avoid damage wich will decrease even more the 768 heal u get by healing power) is worth? I dont i am sorry. Maybe i am wrong.
Healing Ripple (Trait).
When u switch to water u will heal youself and your party by:
0 healing power —-> 1,302 heal
639 healing power —--> 1,622 heal
Diference is 320 heal. This heal is small but u will heal 5 people around u by 300 more heal. (Considerable difference)
Geyser staff water 3 heals by:
0 healing power —-> 2,424
639 healing power —> 2,903
Difference is 479. Considering this is a heal that will heal 479 heal in a total duration of 2 second its also a considerable difference.
Regeneration will heal per second:
with 0 healing power —-> 130
with 639 healing power —-> 210
Diference is 80. This is a very nice difference but 210 heal per second will not save u in any situation in my opinion. It might help but if in zerg fighint if u caught by melee train or get focused by melee party it definetly wont save you.
_Smoothing Mist. _
0 healling power —-> 80 heal per second
639 healing power —->112 heal per second
32 heal per second diference. Completly useless and will not make diference in zerg fightings.
After u read this u must be saying to yourself " well definetly taking some healing power is worth in wvw because its a lot of heal if i consider my allies too"
I must admit its a personal choice but hear my opinion. I dont take vitality in my build so i have (with stacks) 14,3 (around) health. By taking 0 healing power u have enough heals to heal u 20k health+ but ofcourse i think about my allies too.
“Best defence is a good offense” —- > pretty much i choose to take this 639 stats and switch them to damage stats so i will deal more damage to enemy killing them faster and, by this mean, try to kill them before they deal serious damage to my allies.
HOWEVER i understand why people take some healing power in their builds as it is very supportive and helpfull.
Toughness
Toughness in my build i have 2,25k armour. Fully celestial as 2,6k armour. If u feal u need to u can switch 1-2 piece to knight and get 2,6k armour. I just by experience dont feel i need more because beeing an ele is all about maximum damage with having a good sense to AVOID COMPLETLY enemy burst with lightning flash and mistform and normal positioning.
Vitality
I dont take any vitality for the same reasons i dont take more than 2,4k armour. Because if your positioning in fights and good use of lightning flash and mist form u simply wont need it and u will be wasting stats.
Lets talk about retaliation.
Many eles complain that if u go full berserker (or close) u will suffer a lot by retalitation.
Many elemetalist dont know how to avoid retaliation damage (especially by frostbow 4 and meteor shower) but i will explain u here.
Every time u are preparing yourself to use your meteor shower, frostbow 4 u should click your tab key very quicky and see if the enemy has retaliation. Of course they can get retaliation after they use this skills and, in this case, if u drop below3-4k health and still getting a lot of retaliation u should switch to water and heal yourself by geyser and healing skill this will save u 100% of the time and both of this skill are LOW couldown so u can do it a lot. U can also use mistform to completly avoid the damage.
ALSO many ele complain about retaliation damage because they focus all their damage on enemy melee train… Remember that u should always focus enemy ranged classes AND downed players.
14,2 k health and 2,2k armour is more than enough to be able to escape a thief , mesmer burst by healing yourself, protecting yourself near your friends by using lightning flash and poping mistform.
Dont complain about ranger phew phew. Remenber u can reflect all its burst easy by earth staff 5.
In the end i totally accept people take some toughness and vitality in their builds.
But why wasting stats on condi damage and healing power when u could deal much more damage… i dont understand please, explain to me!!!!
Pls if u want give me opinion explain why u like this better than tha tu know? or i will discard it im sorry :/
SORRY FOR LONGPOST AND BAD ENLGISH!!!!
GO GET SOME POTATOES XD