Tequatl Elementalist build

Tequatl Elementalist build

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Posted by: Antediluvian.5169

Antediluvian.5169

Don’t know if this has been made already, since I couldn’t find a thread about it in elementalists.

This is by no means a perfect build yet, nor is it the best for general pve, but seeing as how elementalists and their conjures are so useful during teq skirmishes, if someone wants to spec up, they should follow these basic changes:

1) First of all, gear: Well this should be apparent, Soldier’s armor (Power, Toughness, Vitality) offers us all we’d want during this boss fight. For those who didn’t know already, criticals are of no use on tequatl, so no use in bringing zerk gear unless you’re on turret defense, cutting up minions.
But elementalists truly shine amidst the zerg, not on turret defense, so that’s where they should be.

2)Weapon & skills: Of course, we’ll be using the staff for this, as fire’s Meteor Storm is absolutely devastating during world bosses. With that big a hitbox, most of our meteors will hit spot on. The aoe heals from water are also extremely useful.

For your skills I suggest:
-Glyph of Elemental Harmony for a fast and strong heal.
-Glyph of Renewal is pretty sweet to have. While attuned to Earth, you can revive up to 3 downed allies at once! And seeing how often someone gets downed in the zerg, there’s never a shortage of skills like this.
-I also find Armor of Earth pretty sweet, the stability it gives allows me to revive allies without being hit from a wave myself. Glyph of renewal takes 3 seconds, after all, and can easily be interrupted by a wave if your timing is bad or if you have lag (which is not uncommon)

And last but not least, our conjured weapons. Frost bow and Fiery greatsword is the reason everybody loves us, since their damage output is just huge.

3) Traits:
You might want to derive a bit from your usual trait setup. I personally use 20/10/10/20/10, I’ll explain why:

-Fire VI is a nice damage boost for our Meteors and general fire skills, but Fire VIII which gives our conjured weapons 10 more charges is too good to ignore.

-Air III. Now, I know the added precision and critical damage is pretty much a waste, but having glyph of elemental harmony and glyph of renewal’s cooldown reduced allows us to stay up more and revive allies almost twice as fast as the warrior’s battle standard can. If you feel you don’t have to spec into air, you could always add the 10 points to Earth VIII and grant your allies a nice 2 second stability just before the wave hits you.

Earth III. Stability is always nice, especially if you’re in a pinch. Added toughness also helps you survive more and help your teammates more often with your heals and whatnot.

Water I allows you to deploy your water fields more often, while Water V is basically a free ‘shake it off!’ for when tequatl uses his fear. You and at least 5-6 others can jump back into the fray as soon as you can.

Arcana is mostly personal upgrades, but Arcane Resurrection is pretty handy to have. Remember, we res the downed, it’s the dead we leave behind in a zerg.

Well I think this covers the basics. If you have any suggestions please share them.

I can outrun a centaur.

Tequatl Elementalist build

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Posted by: Wiz.1543

Wiz.1543

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

Tequatl Elementalist build

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Posted by: spalt.6938

spalt.6938

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.

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Posted by: Windwalker.2047

Windwalker.2047

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.

Tequatl Elementalist build

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Posted by: Wiz.1543

Wiz.1543

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.

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Posted by: Solo.9027

Solo.9027

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:

http://gw2skills.net/editor/?fEAQFAWhIm0bux0wjEAEFpgS4xBDwwoQHiCWA-jwxAofAqAQ2rIasF3ioxqXw0lER1ejioVLFwFLjA-e

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).

Tequatl Elementalist build

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Posted by: KazNaka.4718

KazNaka.4718

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:

http://gw2skills.net/editor/?fEAQFAWhIm0bux0wjEAEFpgS4xBDwwoQHiCWA-jwxAofAqAQ2rIasF3ioxqXw0lER1ejioVLFwFLjA-e

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).

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Posted by: BlackBeard.2873

BlackBeard.2873

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).

http://gw2skills.net/editor/?fEEQJArdhImkbuR9wjDAEFmkyQRIjUeMDO2A-jwCBoLCh0HAkIIUBgZPFRjtMMsVXRr8KI6FY6SER1eAFRrWKABVGB-e

Tequatl Elementalist build

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Posted by: Solo.9027

Solo.9027

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.