http://tinyurl.com/oaxdkgt
(edited by Asurmir.7956)
0/0/20/20/30
D/D (because it fits my flow)
Taking “Earth’s Embrace” and “Geomancer’s Freedom” in Earth, and “Cleansing Wave” and “Stop Drop and Roll” in Water.
Standard Arcane Traits- V, VI, and XI
5 Ogre’s and 1 Divinity
Hydromancy and Accuracy Sigil
Valkyrie Amulet with a Berserker’s eye shoved into the middle of it.
Signet of Restoration
Cleansing Flame
Arcane Wave (edit 6/4/13)
Mist form
Glyph of Elementals
What are your thoughts?
(edited by Asurmir.7956)
1. Stop drop and roll is worthless, go VI or IX (vital striking / cantrip mastery)
2. Same thing about Geomancer’s freedom, I’d much rather get elemental shielding
3. I prefer battle over hydromancy, but both are decent.
4. arcane wave is better than blast, because it’s a combo finisher (blast).
5. cleansing flame seems to be overkill, I’d take lightning flash instead.
6. I would never have 0 points in the air trait line
basically what’s your goal with this build? tanky damage dealer? undying ele? focusing on survivability over damage?
with your current build, you neglect might stacks BIG time, while having extremely low crit chance and damage. bunker eles can at least pull off some numbers because they have like 10+ might stacks up at all times.
I would be surprised if your lightning whip hits more than 800 (400 x2) damage each cast…
1. You’ll have to clarify what you mean by worthless. Vital Striking while adding dmg (as I have used it before) is easily lost during the course of a fight. I don’t rely on my cantrips (as I haven’t traited them for boons of any sort) so the cd reduction wouldn’t be as beneficial to me.
2. Again, you will need to clarify what you mean by worthless. Elemental shielding is good and I have used it before, but I find I have enough protection duration between attunement swaps and earth’s embrace.
3. personal preference on my part
4. Tired typing. I meant Wave not Blast. Will edit.
5. Cleansing is there because I solo tpvp. I use LF only when I am rolling with my guild mates.
6. Not the end of the world. I still have 25 % crit damage and enough fury to crit when I need (and don’t really need) too.
Goal: Tanky damage dealer? I suppose. I find that with this build, I am less reliant on burst and more a sustain damage dealer who likes to stay in the opponents face. The condition damage (from the 210 I get normally + the minimum of 5 stacks of might), cripple/chill combo, and normal cc makes it easy to stick to a target.
I believe I’ve already addressed this, but I’ll say it again for clarity’s sake. Since might has a good enough duration as is, I didn’t feel the need to grab battle. I’m still have access to might stacks from the normal Fire 2 + Arcane blast and Fire 4 + Earth 4+ Earth 5 (“get the kitten off my point” skill). I have my might when I need it, and can get it back over the course of the fight when necessary. Read as "I’ve not been caught with my pants down, even when focused.
The thinking behind this is being able to stay in the fight longer and still put out the necessary offense (whether 1 v 1 or in teamfights—especially in teamfights). I use to play 0/20/0/20/30, so I know that my damage has taken a slight hit. However, the hit I took to damage was in favor of increasing my ability to survive as well as provide some extra cc—there is something magical about crippling and chilling an opponent in 1 attunement swap—and condition dmg.
It feels…sturdier than the burstier 0/20/0/20/30 build.
Give it a try and tell me what you think afterwards. Not on the NPCs, please. You could kill them while going 0/0/0/0/0.
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