This is, in a sense, a bunker build. But before you reject it on that basis, realize how much damage and control you will be outputting. This build is meant for front line combat in small group fighting(5~20). Staff just isn’t good for roaming, but the traits do still work decently well with s/d or d/d should you need to run somewhere alone. And in a big zerg as a staff ele.. it doesn’t super matter what your build is. Pewpew and collect all the loot.
0/10/30/0/30 or 0/10/20/10/30.
Air: Quick Glyphs (III)
Earth: Armor of Earth (III), Geomancer’s Freedom, Stability on Earth Attunment
Water (if taken): Cleanse on Water Attunement
Arcana: Vigor on Crit, Blasting Staff, Evasive Arcana
Armor: PVT
Accessories: PVT (ascended all stat if available)
Runes:
If in prefered build: Use melandru runes with lemograss poultry. On top of geomancer’s freedom, this means that all slows will fall of you nearly instnatly while bleeds and burns are nearly irrelevant.
If 10 points in water: 2 major water, 2 superior water, 2 superior monk and what ever food you feel helps you with your H20 fettish.
Consumeables: Lemongrass Poultry + Master Maintenance oil to maximize the vigor on crit trait while getting a nice damage boost considering the quantity of V and T you have.
Utilities:
Glyph Heal, Glyph of Power, Glyph of Storms, Mistform, elite of your choice (I use human racial avatar of grenth).
Staff: Knights or Soliders (I have knights) with Superior Sigil of Energy. Evades keep you alive in mele, and in this build you will alomst never lack one.
But Jester! You’re a staff ele with no water points lolusobad!
But naysayer! What’s the piont of water now that the clense trait is pretty heavily nerfed? 1 condition per use of water 5 is a drop in the bucket. Yes the trait is now on a five second internal cd, but the actual field is on a long cool down and only lasts so long.
What you’re doing isntead: This build is not about standing in the back and pewing, because that’s for baddies and you’re not a baddie. The durability of this build is huge with access to endless snares and heals, as well as a strong passive defensive buffing from the free armor of earth and toughness from 30 points in earth. With quick glyphs you are able to use glyph of power and storms over and over, laying down huge volumes of damage and keeping chill on the ball. Stay up in the fray laying down fields and dishing out damage. Constant AOE will help pressure more and more of the team into disengagments and recoveries rather than leaving most enemies at high health. It also will provide a bit of breathing room for your team as the area immediatly around you is constantly quite dangerous to the enemy.
Soon you will have the atention of the enemy group and find that you are more than able to tank them effectively while your group picks them off. I frequently battleheal in earth for the protection rather than the regen, or even swiftness since I am virtually immune to snare. Despite your tankiness, you can lay down large sums of damage. With all your toughness it really is no issue to stop dead and cast a meteor shower right on top of yourself, and glyph of storms can be cast on the move. Blasting staff means your Fire2’s will always find targets, and Air5 becomes a major mele lockdown. That said, a well placed earth 5 can ensure enemy deaths and Air 2 will still pack a punch in full power gear.
While not a 15second cd rtl, the build is also pretty solid at escape (not amazing, but you stand a chance). Immune-ish to snare/immobilize, you can jsut keep swifting yourself and head for the nearest body of water (remember that most classes cannot grant swiftness underwater and you still can).
Air 4 + Glyph is enough for perma swiftness even with no +duration other than the 30 points in arcana for those wondering.
Thoughts and suggestions? This is for the ele that misses the front lines and wants to feel like iron god, because you will when you are the last one up every single time.
(edited by Jester.1546)