Staff/fire almost 100% of the time
At 80 it’s pretty questionable in PVE, mainly because your damage just isn’t able to blow things up as quickly as you’d like with how squishy you are. Mob hps increase more than your damage does.
It’s fun in WvWvW though, since you can run with the zerg for protection. Glass cannon elementalists do some massive damage with meteor shower. Even if it’s just a matter of sneaking in range of a tower to cast meteor then dodge rolling your way to safety before you get killed, you can make a big impact.
Fire staff skills scale very well with power/crit, much better than most people realize. Especially the 2nd skill scales extremely well. Auto attack is also decent.
I’ll be honest, I can’t imagine running around Orr with a staff/fire build. Way too squishy. The mobs there, with their CC, will simply eat you alive. But it will be interesting to see. Maybe I’m wrong.
So here’s the deal with Staff/Fire – it’s overtly stronger than Staff/Water, Staff/Air, and Staff/Earth. Why is that?
If you look, you’ll see that Fire #1 is supposed to have a 1 sec. cast while Water/Air/Earth #1 has a 3/4 sec. cast. However, despite that, they all fire at pretty much exactly the same rate.
This basically means that Fire outperforms the others because the others are gimped by some weird animation/cooldown bug that also affects several other #1s on non-chain weapons like the Ranger/Warrior Longbow and Thief/Engineer Pistol
I seriously, seriously hope it’s something that’s addressed this week.