Hi all !
Thanks for having a look at this thread.
I would like to present a build I camed up with that I really enjoy playing in both PvE and dungeons/FOTM. This build relies on the conjured Lightning Hammer and makes it a very usable “switch” weapon for the elementalist, to complement a more traditional ranged-based staff or scepter gameplay.
This build also leaves a few opened options, for people to personalise their gameplay.
OVERVIEW
This build focuses on damage via critical hits for very high closed ranged dps with the hammer, but lets you provide some support and stay at the back to cast AOEs with a more traditional staff or scepter weapon.
Being able to switch between these two positions during combat makes your elementalist extremely versatile and flexible.
The build :
http://en.gw2codex.com/build/23357-hammer-switch
GEAR
Armor > focus on Power and Precision, we want to be doing decent damage and a lot of critics. Pick a 3rd attribute to match your gameplay (Critical Damage for improved damage, Toughness or Vitality for better survivability)
Trinkets > balance with your armor stats to ensure decent survivability while maximising damage
Sigil > whatever you like that triggers on criticals or kills usually works reasonnably well. Superior Sigil of Fire is great for maximising area damage, but you can choose to have some support or utilities instead. Pick what you fancy as a “flavour” for this build.
I personally tend to go for Power/Precision/Critical Damage (Berserker / Ruby) armor with some Emerald or Beryl type trinkets and a Superior Sigil of Fire.
SKILLS
Utility 7
There’s an empty utility slot in the build linked at the top of the thread ; that’s for you to decide, depending on your game style or dungeon. I would recommend:
Cleansing Fire or Signet of Water > additional anti-conditions, great to combine with Ehter Renewal in condition heavy areas. Make sure you don’t pack too many though, that would be a waste
Lightning Flash > improved mobility on the battle field. Hammer 2 and Staff 4 do already provide very good movement abilities though, to get in and out of enemy groups smoothly
Arcane Power > guaranteed criticals, for max damage
Mist Form > improved survavibility, especially if you swap Earth VI for Water III in the traits
Elite
Again, that one too is for you to choose. Some racials can be nice (Take Roots as Sylvari, for example), otherwise the Glyph of Elementals can be quite versatile. Up to you, they all work as long as they’re timed properly
TRAITS
Fire and Air lines are mandatory for the build to work, but feel free to swap Stone Splinters for a Water trait (regen on cantrips if using one, condition removal on attunement) or an Arcane one (vigor on criticals). Small impact, but another way to add some “flavour” to this build, and customise it to your needs
USAGE
Keep your distance with your staff or scepter for a more supportive or ranged-AOEs based role.
Switch to the Lighting Hammer to jump in the action and deliver powerful blows. Watch your health, but the hammer offers decent controls ; using it properly will ensure maximum survavibility.
In particular, use a Hammer 5 + 3 combo to trigger Air XII and gain superior control and damage.
Switch back to you main weapon when/if necessary ; if you can stay at close range, you should be able to maintain the Lightning Hammer all the time if other players don’t pick up the one you drop.
WHAT ABOUT PvE ?
For PvE you can drop the survivability to a minimum and maximise critical damage, condition damage (lots of burning going on), or magic find.
In Orr, base mobs (“trash”) tend to die in just 4-5 hammer swings ; I am registering 5500+ critical hits, and I’m not even using exotic gear. Vitality or toughness won’t be an issue for traditional PvE. Also be aware that with just a trait or utility carefully selected, you have much more survivability than a “pure” glass cannon.
Well, that’s about it ! Thanks for reading, I hope you’ll find this build enjoyable