Where should I go from here? (Staff build)

Where should I go from here? (Staff build)

in Elementalist

Posted by: Sol Solus.3167

Sol Solus.3167

After getting splatted a lot in fractals, I came to my current Knight’s build:

http://gw2skills.net/editor/?fEEQFAWhEmSbyR3wjEAkHm4CLjChIKMRRBO7A-jwCBYLBhEBIBqIasVhMas1hAKLYqSAaTQ6VJVFD2IGGA-e

It survives pretty well, in fact I usually outlive my team in bad situations.

I’d like to up vitality, ditch magic find, and fit Pyromancer’s Puissance while retaining good durability and support.

I was considering carrion armor, that was my first set that I later salvaged and I remember doing surprisingly well in it. Must have been the vitality.

Rainmeter overlays:
World Boss Timer | WvW Map

(edited by Sol Solus.3167)

Where should I go from here? (Staff build)

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Posted by: Jason.9643

Jason.9643

assuming getting splattered is the issue…

you might want to use air1 trait which works nicely w earth shield and arcane fury (2s fury). i havent seen anyone use air2 though -

you may wish to use arcane5 trait for 5 diff bonuses instead of arcane shield which sometimes doesnt proc if you go down too fast.

eles have so much swiftness, you might wish to dump signet of air for anything else
with more leverage – lightning flash? or glyph of ele?

if you use many glyphs, consider air3 trait? i find ice storm very good for slowing mobs/bosses.

also, go shop for other runes! if you must have magic find, pirate set is nice, comes wif ‘yarr!’ and a parrot that hits for 1k dmg – enough to take out a regular mob without you doing anything. else if you like cc, rune of elementalist is nice. lots to choose.

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Posted by: Sabull.5670

Sabull.5670

I’m not a big fan of knight, especially many ele builds that have high fury uptime. Making power and crit damage more effective. And Carrion is a definite no go.

Thats why using mix, with base of PVT and Berserker in some of the (depending on how much survivability u need) the stat effective pieces (ruby orb ~ ascended back > rings ~ earrings > amulet > ruby jewel > shoulders/boots/gloves > dont bother with other ) is probably the best way to go about things.

Those all stat ascended are super good aswell. Especially for pvp, pretty much a D/D dream. But I dunno how they fit to fractal meta.

Unless you are actively using Signet of Air for blinds, there is no need for it. Lacking swiftness should not be a problem.

[TA]

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Posted by: Razor.6392

Razor.6392

I usually outlive my team in full berserker’s as well, it has little to do with how you build.

Level 60 pvp
Ele & thief main (full ascended)
Down with the braindead faceroll classes.

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Posted by: Sol Solus.3167

Sol Solus.3167

Sorry about Signet of Air, that’s just for running around. I always swap it out in a dungeon. I do run Air 3 often, formerly exclusively when I used elemental summons a lot.

My current build improves a lot from PVT+Berserker. But after retraiting for Pyromancer Puissance, I’m left with excess power that I’m trying to trade for precision and vitality. Here’s a draft:
http://gw2skills.net/editor/?fEEQFAWhEmSbyR3wjEAkCmEeQADJMKESRBO7A-jQyAYrgQiAyeRMBOk1KXYLdBpCGNlNm2lIqGA-e

Rainmeter overlays:
World Boss Timer | WvW Map

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Posted by: Thrashbarg.9820

Thrashbarg.9820

I’m not a big fan of pyromancer’s puissance, but that looks like a pretty decent build using it. I also don’t do fractals, so I have no idea how practical it is to stay in fire attunement all the time.

I would recommend switching the sigil in your staff though. For a build based around staying in fire to stack might, an on-swap sigil won’t do anything really. Try perception or accuracy to shore up your crit rate.

This is sort of what I run for a damage staff build.

The idea is to drop meteor shower>eruption on the same spot, then pop magnetic aura for fury and swap to water for the +20% damage to vulnerable foes (they’ll have vulnerability from the 25 air trait by then). Not a build for hanging in fire and lobbing fireballs, but I find it does more to maximize damage from meteor shower while giving team support through attunement swap effects. A sigil of battle would work well with this build and provide about as much might (maybe more) as pyromancer’s puissance.

I find the fire line lacking compared to air, mostly because there are so many sources of might, and so few sources of crit damage. Point for point, the crit damage you get from traits is “cheaper” than anything else beside jewels. 10 stacks of might is more power than 30 points into fire. Air has more synergy with water and arcane also, fire seems designed for a hybrid condition build, which is generally considered sub-par in dungeons.

Hats off to all the ones who stood before me, and taught a fool to ride.