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(edited by Luvpie.8350)
I want some help clarifying couple items for support ele.
http://gw2skills.net/editor/?fEAQFAWhEmUbnR5gjDAkHvYCLiCVUeMzO2A-jECBoNBh2AILqIasFhFRjV1ATriIq2jTZ1lQQWIgvjBA-w
Looking at the above link and with GvG in mind. Does the elementalist from elite/glph still rally opponent?
Which abilities on Ele are helped with healing power?
In your experience does the healing power help or should people stick with PTV/Beserker gear for dps instead of Cleric/Magi gear for healing output?
Anyone have any other suggestions/alternate builds you use for support ele.
(edited by Luvpie.8350)
Assuming that you’re talking about 20v20/15v15: http://gw2skills.net/editor/?fEAQFAWhEmmbwR5QlDAkHv4CLiCWUeMzO2A-jUCBofAoNIkFAZPFRjtNoIas6aYKXER1mzCqW0KzSB80YA-w
If you feel fine with lower HP you can swap out some soldier pieces for berserker/knight.
Most of the healing stuff scales pretty badly. Regen and small heals really aren’t a big deal without huge amounts of protection/armor.
Drop Meteor Shower→Tornado. Going into a water field with Tornado also causes multiple healing bolt finishers which is useful.
Also the build might work with vigor+regen in the 10-point water trait slot.
This is what I use:
1. More defensive build designed for a purely support Ele role. I’ve found in WvW battles Toughness really is the King and a huge reason why you will live or die in most cases such as when a high dmg burst Rogue gets on you. Even without food you are sitting at 1700 Tough/16k HP and means you can swap in the Saffron Mango Ice Cream if you wanted for more (160) healing.
2. You still have decent power (1900 with Stone) so your spells aren’t completely neutered when you throw some Fire spells into the mix. You do end up giving up Crit/Crit Dmg for Healing Power however so don’t expect anything super amazing to occur damage wise but there are other spec’s for that.
3. I prefer Sigil of Energy since the on swap of attunements means an extra dodge roll for Evasive Arcana.
4. Healing Power is a complicated topic. Healing Power in general is regarded as bad for two primary reasons. First, because of it’s bad performance in SPvP (due to all SPvP specific nerfs). Second, because Guardians have more access to repeatable blast finishers and whomever does the blast Finisher does the healing.
However this is not to say we don’t actually benefit pretty greatly from Healing Power. Evasive Arcana, Healing Ripple, Area Healing Blast Finisher all benefit 100% from +Healing. In addition our wide availability of Regeneration (Healing Rain, Cantrips, Elemental Attunement) which greatly benefits from Healing Power makes it not really a huge waste of a stat that people make it out to be. Also with Arcane Wave we potentially get 2-3 Blast Finishers depending on how much you want to micro Evasive Arcana and attunement swapping.
However I wouldn’t go and do what you did and bank everything into Healing Power with Cleric/Magi because it basically wrecks any chance you have at any kind of measure of an offensive stat (such as Power). You will find times where you will drop Lava Fonts and Meteor Showers and every bit here helps.
5. Following that I also went with addition duration on Boons with my Runes including making Regen last pretty kitten ed long (at +80% duration) since our Regen will likely overwrite many other sources of Regen (with stacking duration buffs like Regen the most powerful effect is the active one) on other players since it will be stronger with the healing power we are offering.
Honestly tho most GvG groups all have a set build that they expect you to follow and works for them so I’d check with your guild first and see what they want you to run.
Thanks for the responses guys.
When I am in support mode (Weekends) I go with the following:
http://gw2skills.net/editor/?fEQQFAWhEmSbnR4QlDAEFvYyQRIjUeMzO2A-jEEBYfAYLIE1AkIIZPFRjtMKIVXht8Ka6FYqSw6SRV5CQ9CxiOIeDRzfI1yAwMGA-w
Rock Solid – 3s stability every 9 seconds can be handy.
(edited by Jarek.2430)
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