This is my first attempt at making a guide. I do not claim to be the greatest player, I just want to suggest the build I use and how I play it.
I have been running this build for awhile now in PvE and Dungeons. Its a very dangerous build because you are not traited in Water or Earth at all, which provide Toughness, Healing Power and Vitality. Survival while using this build comes down to how well you dodge, use your control and healing skills. Overall the build is built for massive AoE and great Single target nuking but because the natural mechanics of the class and the use of the Staff you can provide support through healing, defensive/offensive boons and control.
Traits Explained
I built this mainly to help clean out packs of mobs in Dungeons and to tag a ton of mobs in PvE for looting. I wont discuss the minor traits because they are obvious and pretty much given.
Going with 30 points in Fire provides a bonus of 300 Power and a 30% increase to Condition Duration. Internal Fire is an obvious choice dealing 10% more damage while attuned to fire; Pyromancer’s Alacrity recharges all Fire skills 20% faster which in turn supports Pyromancer’s Puissance because the faster i can use fire spells the quicker I gain might stacks!
Going with 30 points in Air provides a bonus of 300 Precision and a 30% increase to Critical Damage. I choose Quick Glyphs because the faster recharge allows me to bring down instant AoE with Glyph of Storms every 48 seconds and summon Elementals with Glyph of Elementals every 96 seconds. Bolt to the Heart and Air Training are obvious damage increasing traits. Although it is a minor trait, its worth mentioning Weak Spot brings consistent Vulnerability stacking because of my gear and traits, especially when I AoE.
Going 10 points into Arcana I gain 10% Boon Duration and a 20% Attunement Recharge rate. Swapping through Attunements puts a 12 second cooldown on the previous Attunement. I choose Elemental Attunement for the bonuses provided when swapping attunements, namely the fact I have (almost) permanent Swiftness using this trait because I switch to Air and use Staff #4 in Air when it runs out. The options for Major traits in Arcana are all pretty good but for a damage option you will want Arcane Retribution or Arcane Master (to support the Arcane Blast utility skill); for more survival you may want to choose Final Shielding or Renewing Stamina.
If you want bigger AoE you can go with only 20 in Air and go up to 20 in Arcana. Choose Blasting Staff for a huge increase in AoE coverage while gaining another 10% in Boon Duration, 20% Attunement Recharge rate and attunement bonuses last 5 seconds longer.
Skill Slots Explained
- This is a damage focused build so for utility slots I choose Arcane Blast for a hard hitting, instant cast Nuke. This and all Arcane Skills are guaranteed to crit and can be used even if you’ve been knocked down.
- Signets were buffed back in the April 28th update, Signet of Fire provides a passive 10% crit chance and you can activate it to do do direct damage and burn foes from 1200 range.
- Glyph of Storms is an instant cast AoE, and the AoE is based off of what attunement you are in. Because of traits its only on a 48 second cooldown
- Glyph of Elementals is an amazing Elite skill because an Elemental is summoned depending on your attunement. For pure damage I will summon a fire one; the water elemental will heal you and your party; the air elemental will control your target; and the Earth can tank like a BOSS, I am looking at you Lupicus! Also because of traits this is only on a 96 second cooldown.
- The heal skill can be extremely situational but I prefer Ether Renewal for the pulsing condition removal and burst heal. It is a channel skill which is its only downfall but since I am not traited into water I dont have many condition removal options. For more damage and other boons the Glyph of Elemental Harmony is a fantastic option because its reduced to 20 seconds because of your traits.
Diemos Ki – Elementalist – Tempest Gaming Community [TGC] http://tempestguild.us