Standard staff build

Standard staff build

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Posted by: Mystogan.4157

Mystogan.4157

Whats a standard stafff build look like im small group/ zerging in wvw

Thy Shall Fear The Reaper (FxRe)

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Posted by: Undi.5689

Undi.5689

The standard staff build is something like x.×.2.6.6. with most likely power/vitality/toughness gear….I think (since I dont really use it myself) or a mix between that + something else.

And the standard traits on the Arcane line is usually Renewing Stamina, Elemental Attunement, and Evasive Arcana. Sometimes one of those get switched out for Blasting Staff.

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Posted by: Mystogan.4157

Mystogan.4157

so wheres the dmg coming fmor? I’m used to high dmg from s/d

Thy Shall Fear The Reaper (FxRe)

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Posted by: Nabuko Darayon.9645

Nabuko Darayon.9645

http://www.guildwars2guru.com/topic/85625-king-arians-staffomancer-collection-of-wvw-builds/

Some build recommendations. There are plenty of other links and usage on youtube.

~ King Arian and Isabella of [EG] ~

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Posted by: nearlight.3064

nearlight.3064

For WvW, I know a lot of eles try to run tempest defense of lightning rod if they can. They basically sacrifice cleansing wave/evasive arcana for it, but it gives them a nice bit of extra damage, and the shocking aura from tempest defense is useful. And you also get to take Aeromancer/Aquamancer recharge traits for more frequent shocking auras and water fields too.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: Eucalyptus.9784

Eucalyptus.9784

I’ve been rocking this out for WvW/PvE lately:

http://gw2skills.net/editor/?fFAQFAWnMIShD25AuMArEGgAQImsY4ARWUM9XA-TlCEwAp2fYnSOpKFYp+TTlBSeAAAuAAHUC6WHQYTeCAaB-w

It’s got pretty awesome damage potential for free casting in WvW, but enough survivability still that you won’t get absolutely stomped if you get jumped and sort of know what you’re doing. It’s technically more glass than it is tanky but, I find I don’t have that hard of a time staying alive in WvW. I usually roam with 3-5, or travel with zerg.

Hybrid PU Clone Spam Build – Chaos Clones

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Posted by: Mattmatt.4962

Mattmatt.4962

Plz don’t link kittening pve build when the OP ask for WVW ones.
And even for pve, it’s very bad … pyromancer’s puissance is one of the worst ele trait.

As said Nearlight, having 20 in air and in water for alatracies is very important. You’ll want to get 20arcana for attunement and survivability, the 10 remaining can go either in air for dps, either in water for support. If you think your level is pretty low, you can first put the 10remaining in arcana the time you improve.

PS:
research fonction is awesome in this forum, i’m answering this kind of topic like one per week ^^

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)

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Posted by: Thaddeus.4891

Thaddeus.4891

so wheres the dmg coming fmor? I’m used to high dmg from s/d

Well the standard x/x/x/6/6 build with PVT gear is not really about dmg. You do decent range pressure with Meteor Shower and Lava Front, but you aren’t that powerful. Still, you have enough survivability to stay alive near your frontlines, ready to use a water field to keep them alive or static field to stun the enemy. Its more a support build. Its also a good learning build for people new to organized zerg bursting or pug zerging. Once you are more comfortable you can change build (a lot of options). If the strenght of your group is the melee train, you may want to stay tanky to give them support fast, you could go with zerker gear to keep the defense ability of a x/x/x/6/6 build with the dmg to make the difference in fights, or you could stick with PVT gear and go for some damage modifier in your build for high risk/high reward gameplay. Or you could be a crazy person going full DPS and pray to good lol (that’s crazy but full as Hell ). But x/x/x/6/6 with PVT gear is a good starting point. You will have a lot to learn about positioning so have a lot of defensive option is good at the beginning.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Hamster.4861

Hamster.4861

Rock Solid support:
http://en.gw2skills.net/editor/?vEAQFAWhMM6cW5wwBr0AA5hLmwyQRIjUUszMA-zkCBYLA0HApqJM9ZQrlhFRjVtATVKp6TCyeDMa1+EAECY0YA-w

This build traits into Earth for shared stability and extra toughness, (armor of earth 50% health) and boon duration
excellent if you are really struggling to survive, your groups are not staying together, are frequently bouncing off of barriers and wardings, or have a lot of trouble manipulating Evasive Arcana.


http://en.gw2skills.net/editor/?vEAQFAWhMM6cW5wwBrEBA5hLmwyQRIjIKgRpwOA-zkCBYLA0HApqJM9ZQrlhFRjVtATVKp6TCyeDMa1+EAECY0YA-w

This build is similar to the Rock Solid support above, but with increased healing stats.

Commander Bunker Ele:
http://gw2skills.net/editor/?fFAQFAWhMM6cW5wwBr0APAC5fv2JKQ5qZfC-TlSDABPcBAyZ/hoU61o6PdpMAONEgoDAATQKoEUiHAQAgDAGe4hHe4kCYJhRA-w

This is the traditional bunker build, I’ve tweaked the traits to better utilize Evasive Arcana (gain vigor on critical).
In WvW I frequently switch my weapons (travel between targets with D/D, switch to staff as we approach a tower) so the Aura swiftness and fury is very useful. Running Melandru runes so that I can tank it with the best of the Hammers.

Support Damage:
http://en.gw2skills.net/editor/?vEAQFAWhMM6cW5wwBrEBA5hLmwSQBBKIKYRpwOA-zECBYfI5mFRjtMqIasqaA6FYKXS1qXIeDYBAQAsclrclrclzNv5NDZAWGDA-w

This build is intended to maximize damage without compromising the support functionality of the water trait tree.
However, the gearing on this is still centered around survivability. Melandru runes FTW.

I settled on Valk gear because the vitality stat will scale with whatever utility nourishment that you choose.

You could also substitute the “spell slinger” trait for “pyromancers Alacrity” which could arguably be a better choice

When I was first starting, I ran an ele build that was a stereotypical bunker staff. That is GREAT to learn on. After you get used to the profession though, you’ll realize that 80% of your survivability comes from:

Really high mobility
High number of escapes
Every skill is 1.2k range
Knowing where to be in group fights (red circles = really bad)
Tons of condition removal"

(edited by Hamster.4861)

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Posted by: cheese.4739

cheese.4739

Would you mind resposting your links, Hamster? They’ve all been shortened and, um, don’t work.

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Posted by: Hamster.4861

Hamster.4861

Ooops. I re-linked them all in my original post.

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Posted by: Mattmatt.4962

Mattmatt.4962

Sorry hamster, but most of your build are either bad, either not suited for what you say.

Well the first one is probably the exeption. But cleansing water when you can only give ONCE regen to your allies …. Evasive arcana does exactly the same team cleanse and give you a lot more (heal, blind, combo finisher)

For the second:
Trait that give X% from stat to another is often crap. Especially here since you aren’t maxing precision. You gain 103healing power.
Just swap one or two zerker piece to zealot and take a real trait.

For the third:
Yes its tanky, but in no way its for commander
Only ONE stab ? And it’s armor of earth, probably the worst stab in the game.
At least 0/0/10/30/30 grant you 2 (even if i dislike this build cause: )
Real commander build are 0/0/20/20/30 set up

For the 4th:

Spell slinger is crap.
Melandru for a staff ele playing distance and having ether renewal ?
I can’t really say much since you don’t say the purpose of this build. But if its blob, it needs rework.

Tempest seems made careful not to make ele better in any way, since that would be bad

It does the job well :-)