Staff in PvP - Need a few tips
That build is not good. You go very deep in fire for like 2 extra seconds of lava font. Arcane mastery and the 10% damage trait are bad too.
Basically a good staff ele is 00266. Kinda similar to d/d but you take earth’s embrace instead of the aura thingy. In last line you can go either blasting staff or the vigor trait. Blasting staff is better obviously but if you feel you need vigor then go for that.
I would go with hoelbrak instead of strength but they both fine. Utility is usually lightning flash, armor of earth and 3rd is choice between cleansing fire, mist form etc.
Cleansing fire is very strong so I suggest that.
1)Ranger. Staff ele is kinda clunky so it’s annoying to deal with rangers but you should be able to line of sight/reflect/dodge twice their rapid fire. Remember it’s about capping nodes not winning 1v1s.
2)Thief. They can’t really melee you if you spam lava fonts and other aoes at your feet. They will steal your stability so don’t waste it on them. They can pewpew you with shortbow but just like ranger that’s a waste of time for them. You basically have the node ticking for you. In team fights(which you should do as staff) your group should peel the bursts like mesmer,thief,longbow ranger etc. for you. If they let them freecast it’s not your fault.
3)Mesmer. Same as the other 2. Just don’t eat shatter too much. Dodge mirror blade, gs phantasm and the shatter. Then they have no dps for like 10s, time in which you can heal or counter-pressure. Mesmers can’t stalemate unless they run some stupid crap like PU. That’s a bad build and it’s only good to troll 1v1 but even there it lacks because they get decapped.
Oh and having high score doesn’t mean kitten.
As robertul said, it’s not a good build – lokks like someone wanted to carry his PvE build over to PvP and made some minor adjustments based on what he heard.
Against thieves, Pirate rune might help because it’s not easy to hit a good thief with your slow, mostly aoe skills so that parrot carries. Downside is, shortbow attacks bounce so if the parrot is close to you it’ll hurt.
Your role is not to carry the DPS, but to support your allies with heal/condi cleanse/boons/and peeling with CC. It’s also good for 1v1s on sidenodes, but it’s not about bursting them fast, more like outsustaining them.
Use this one: http://metabattle.com/wiki/Build:Elementalist_-_Celestial_Staff
Usage guide will be added soon.
I also agree that this build is rubbish.
Based on your build I suppose you want to play a glassy staff-ele so here are some tips:
Utilities:
Arcane Brilliance may seem good, however as glassy staff-ele you try to stay away from the enemy so you’ll never really benefit from the additional heal. It’s a blast-finisher, I know – but the heal itself without the bonus from enemies nearby is weaker compared to other heals so the blast-finisher heal makes it (at best) on par with other heals. This may just be me personal opinion but I never made good experience when running this heal on staff (or in general).
Arcane Blast – nice in theory again for blasting water fields but kinda useless besides that and therefore a wasted utilityslot. It’s viable, but there are better choices.
Arcane Shield is a viable choice, however with this build it’s your only stunbreak – with a 75s (60s) CD – you’ll get eaten alive by some classes/builds.
Cleansing flame – once again a kinda weak choice. I’d prefer ER as heal – then you have another free utility slot (for example for lightning flash which is almost a must-have on ele).
Traits:
Internal Fire: Good choice. (You may also want to try lava tomb – it’s very underrated)
Burning Fire: once again – use ER as heal and you’ll get a free trait-slot. Viable Choices: Pyromancers Alacrity, Internal Fire, Burning Precision (free 400-500 damage on each crit!)
Persisting Flames: Best GM-choice with staff, but still not worth it. You may want to drop those last point in fire (or maybe the last two points).
Vital striking: Requires and organized team that keeps enemies away from you to make this trait worth picking. However (especially in 1v1 situations) you’ll basically never benefit from the bonus damage.
Soothing disruption with only one cantrip? Nope.
Arcane Mastery: Imho compared to blasting stuff (even with two arcane utilities) extremely weak. First trait here should always be blasting staff.
Elemental Attunement: Obviously one of the best traits on ele – however once again: you’ll try to stay away from the enemy and therefore also away from your allies, which extremely lowers the benefits of this trait.
Gear:
Celestial is fine, though others are also viable.
Runes of strength: Rubbish on Staff-Ele. Once again: you usually try to stay away from the enemy and harass them with your fields. Your fire-fields will often be too far away for you to benefit from possible blast-finishers. Additionally you only have one blast-finisher wich is kinda clumsy to use (or 2 with arcane blast) and should be safed for blasting water-fields – therefore: Staff-Ele doesn’t really rely on might and also isn’t as efficient as D/D as far is might-stacking is concerned.
Sigil of Energy: good choice
Sigil of Battle: viable, but once again not as good as on D/D – there are better choices here
I usually run something like this: http://gw2skills.net/editor/?fFAQFAWhMMqe25wuBdEBBACttRDcQ2qS1B-TJRHwAr2fQwFAAwDA4YZAA
(try conjure-frostbow! Best CC in the game and insane damage)
Something more defensive:
http://gw2skills.net/editor/?fFAQFAWhMMqe25wwBdEBEACtqhCMc3viv/C-TJRHwAr2fQwFAAwDA4YZAA