WvW Support Staff

WvW Support Staff

in Elementalist

Posted by: Forzani.2584

Forzani.2584

Working on a few different builds for Staff support in WvW. Both in ZvZ, GvG and havoc.

Came up with this. Would welcome any advice.

http://gw2skills.net/editor/?fEAQFAWhImmbyxzwjEAkHwYyJjChIKURRxOzA-jUCBoLAkIAZPFRjtIMsVXRr8KI6FYKVER1uEFRrWKALWGB-w

Thank you

When someone uses the word ‘Meta’, a kitten dies. Don’t do it.

WvW Support Staff

in Elementalist

Posted by: coolmanx.5726

coolmanx.5726

hmmmm… Ok, lets see what we can do to make this better. First off you are building some healing power. Don’t. Unless you focus with it, it’s not going to be that useful. For that 861 you sacrifice much more useful stats. Don’t get me wrong it does add some hp, just not worth it if you don’t focus. Let’s start with Skills. You have a Glyph as your heal spell, yet that’s your only glyph and you went with the cooldown trait (we will get into that later). Plus unless I am mistaken that heal spell doesn’t transfer the boon to another player. You are better off taking Arcane Brilliance for the Blast Finisher so you can give might or heals on demand. Now the other skills, the elem doesn’t have that many useful support skills (well not in a sense of giving people boons and removing conditions like a guardian can) so your cantrip’s are fine (I would prefer to go with Armor of Earth then lightning flash as I prefer Stability more then a quick flash). Replace Arcane Shield with Arcane Wave for more blast finisher abilities (it’s a ranged target instead of directly on the ground around the elem so make use of it from a distance). You could also go with Frost Bow. That 4 can thin a zerg pretty easily (just make sure you use mist form if you are getting hit with retaliation). For the Elite skill, FGS can be useful, but I prefer Tornado. Fire 5 + Tornado will thin zergs out quite nicely.

Moving on to your traits I would change to 0/10/0/30/30. Air V (it will make sense soon), Water first one doesn’t matter (I choose III so I can cast my cantrips faster), X, XI (Every 45 seconds (or change the middle heal to VIII to lower water cooldowns by 20%,with this specific skill being 36 seconds after the change) you will cure a condition every time you grant regeneration to an ally. Water 5 does that and in WvW mass removal of conditions is amazing for the zerg). For Arcane I go V, VIII, XI.

For your Weapon I would go with either Zerker or Knights. Unless you want to go full support in which case Cleric. You do want Power and Precision in your build. Precision to make use of your Air V (I would go with bolt to the heart, but you want support not just damage). You won’t have as much power as a soldier, but with the extra precision from Knights you will be critting almost every other hit. Armor should be Knights. With full Knights armor and trinkets I get 2742 Armor (2921 if you went with a knights weapon) while still having 1859 power and 1848 precision (with sharpening stone and precision food respectively) While still having about 14k health (14.5 health with the food used in the example) Keep in mind you get more health thanks to WvW bonuses so with this build you could reach 15k health which is more then enough for support. You will also end up having 500 healing power thanks to Air V alone (which adds some boost to your healing spells).

Almost forgot, your runes are fine. I would change your sigil from Might on swap (Again, from my understanding only you get the might) to maybe heal on swap

I’m more focused on a damage/support build then a support build. Your support spells tend to be on higher cooldowns and your damage is meh with just power alone.

Edit: changed/added a few things

(edited by coolmanx.5726)