Tequatl Elementalist build
I am using this build: https://forum-en.gw2archive.eu/forum/professions/elementalist/Aquamancer-1/first#post2897551
A dedicated healer/ condition+ conjurer of bows and great swords cleanser works well in the front DPS groups.
Bringing glyph of renewal to the TEQ fight is a really good idea, i am going to change that to my build with arcane wave since its hard to do blast-finishers with all those fields. TY for the idea .
On topic:
I think you have a overall good build there.
+
Good DPS since you can’t crit and the extra conjure charges are a nice touch. In terms of survivability you do a really good job in neglecting direct damage.
- You have not much condition cleanse options
IMO, it’s better to have 30 in Fire as it not only gives you more power for harder hitting skills but also access to XII which grants might on attack. Note that you still gain might stacks even when attacking with conjured weapons as long as you are in Fire Attunement. I’ve found that in large zergs, I don’t always get the 25 stacks I’d like even when stacked up. XII allows you to more or less maintain around 10 stacks of might by yourself as long as you are attacking. Even if you do have a consistent source of 25 stacks of might, I’d prefer the 100 power over the toughness you might get from Earth.
Ok build,but whyyyyyyyyyy would you take conjurer????
Is anyone going to spam the auto-attack with the frost bow?
For FGS you barely have time to spend all the 25 charges before it runs out,making the trait pointless for anything but the hammer.
Ok build,but whyyyyyyyyyy would you take conjurer????
Is anyone going to spam the auto-attack with the frost bow?
For FGS you barely have time to spend all the 25 charges before it runs out,making the trait pointless for anything but the hammer.
Nope frost bow’s aoe ( number 4 skill) does a lot of damage to big bosses, try it and you’lll see.
Fiery Greatsword is nice even tough you auto attack it improves your power a lot. Best thing to do its number 4 laying a fire field then spin back hitting him most with number 3 then aoe him with 5 and then auto attack repeat when cd is over.
I was going to make a post about this but got lazy. Basically you want to take all your flat +damage% traits that can stack. Also Grab as much +power as you can and use skills like meteor shower/lava font, glyph of storms, ice bow #4, fiery greatsword 2,3,4(w/o a target),&5, etc..
With a big bag of hp that tequatl is bolt to the heart is mandatory imo. With this build you can swap between fire/water and just dump meteor shower on cooldown and use everything else while attuned to water for piercing shards to enhance it. I just picked the optimal gear but I personally don’t run those runes/jewels on my soldier’s set:
I am personally against the revive glyph because it casts almost as slowly as it would take to just revive someone and the 3 person revive never happens because of the confusion of a zerg and the inability to see if someone is downed or dead while in the water and it wastes an attunement to the useless staff earth(for this fight).
I was going to make a post about this but got lazy. Basically you want to take all your flat +damage% traits that can stack. Also Grab as much +power as you can and use skills like meteor shower/lava font, glyph of storms, ice bow #4, fiery greatsword 2,3,4(w/o a target),&5, etc..
With a big bag of hp that tequatl is bolt to the heart is mandatory imo. With this build you can swap between fire/water and just dump meteor shower on cooldown and use everything else while attuned to water for piercing shards to enhance it. I just picked the optimal gear but I personally don’t run those runes/jewels on my soldier’s set:
I am personally against the revive glyph because it casts almost as slowly as it would take to just revive someone and the 3 person revive never happens because of the confusion of a zerg and the inability to see if someone is downed or dead while in the water and it wastes an attunement to the useless staff earth(for this fight).
It’s not the best build imo. In order to take advantage of Piercing Shards, you’d have to switch to water. Then what will you do while waiting for attunement cooldown? If you really want Piercing Shards, I’d suggest relying on Lightning Hammer instead of Meteor Shower.
Otherwise, if you’re sticking with Meteor Shower, I’d drop Conjurer and get Pyromancer’s Puissance (you can spawn frost bow, use skill 4, and drop it). The extra 10 points could go to earth’s Serrated Stones for 5% dmg. And since you will be on fire all day, I’d drop Ember’s Might for Internal Fire (10% dmg while in fire).
SWIRLING WINDS!!!
A lot of eles don’t realize it, but S/F is way more powerful for the group than staff here. Staff meteor shower and water fields are nice, but swirling winds blocks all poison in a very large area for 6 seconds. That damage mitigation means less dead people, which more than makes up for your lost individual dps. Plus the reflect in earth is pretty nice, as is the invuln. Also, you want rock-solid, so that when waves come you can swap to earth and give people stab – they won’t take as much damage if they miss the dodge. The stab also works really well if you accidently start channeling frost bow skills when he is going to wave. Finally, you absolutely want at least 15 in water so you can cleanse on swap (to break people out of the fear) and heal on swap to help keep people up.
I agree that the glyph heal is best as is quickest. I prefer to take signet of air to pick myself up quickly whenever the wave hit, as the stun-break on short cooldown is helpful. Glyph of renewal might be good, but I have found mistform allows me to pick up as many people or just keep myself alive.
Here is my optimized build (only change is take the powerful potion of undead slaying instead of the sharpening stones).
It’s not the best build imo. In order to take advantage of Piercing Shards, you’d have to switch to water. Then what will you do while waiting for attunement cooldown? If you really want Piercing Shards, I’d suggest relying on Lightning Hammer instead of Meteor Shower.
Otherwise, if you’re sticking with Meteor Shower, I’d drop Conjurer and get Pyromancer’s Puissance (you can spawn frost bow, use skill 4, and drop it). The extra 10 points could go to earth’s Serrated Stones for 5% dmg. And since you will be on fire all day, I’d drop Ember’s Might for Internal Fire (10% dmg while in fire).
I do agree the hammer is a better idea and acutally run it when not doing tequatl but tried to show a general build for this type of encounter. I would probably switch signet of air for it in this build though since the glyph is very nice to have for this encounter and because there are usually enough aoe boons and stability that it isnt too important, once you learn the mechanics you should never get cc’d.
I dont really like puissance at all, at most you can get like 7-8 stacks of might and you have to play a certain way to maintain it. Conjurer carries its own weight entirely when you cast fiery greatsword. Being able to use those skills even more is more damaging than practically any ele trait can give alone.
Piercing shards water attunement build works best because of the tanky gear matching up well with regeneration, i’d use the signet of restoration too but the extra might every time I am about to cast meteor shower is more useful. If you add up all the +dmg…
my build: +50% just by sitting in water, and it goes up to 70% in the final 2 stages of the battle.
puissance build: +40% sitting in fire, up to 60% with bolt to the heart with the variable extra few stacks of might which you may or may not be already getting from the zerg anyway.
It all comes down to whether or not you can maximize your time spent in water between meteor shower cooldowns. If you find yourself waiting for cooldowns the puissance build is probably better for you.