WvW build for average players?
I have played every class, every elite spec on pretty much every build variation you can imagine and the only ele I can play decently is full cleric healbot when zerging because it consist pretty much only of 70/30 water/fire. Works fine for capping camps at any tier but take a while and its poor as kitten when dueling (well, maybe one can down glass thieves or something if lucky)
Unless you have the hands of a squid and the memory of an elephant you’re gonna fail half the skills in the heat of battle. On a dps oriented ele, thats… not good. Average players and eles is a poor mix.
I once made a staff signet build in the past for a casual friend. If you did´t learn to paly your class, then many will destroy you quite fast. But this staff build could support quite well and is easy to play by camping fire. You learn to swap a bit more and more as you play.
Run araund in air, pur static field when somone runs to you, swap fire and kite.
If my oponent focuses on me when i dash forward this works fine for my friend :-).
Condi defence is full automatic. This eases play. Just nuke :-). Use signets when available ….
Go earth when preasured …
An adsvanced it lay down water fields XD.
Trinkets are bought by with karma from the temple merchant. But you can play araound as you have laurel or want soemthin else. I woudl target 50% crit chance.
Knight staff if you want more armor, assasin for precision. Zerker is the one you usually keep- If you can get marauder armor do it!
I now run staff ele with the given traits. Trait which maintains signet’s passive effect is very useful.
Two utils are important: lightning flash and fiery greatsword. In WvW, they are life-savers; I don’t use them to move around, I use them only to escape.
Staff and trinkets are cavalier/knight. Two armors which can be swapped:
(1) Cavalier armor with traveler runes. I use signet of earth for extra toughness.
(2) Zerk armor with strength runes. I use signet of air for +25% speed.
Full cavalier tolerate damage bursts. Typical case is that I use meteor shower back at our zerg and enemy thief attacks. Instead of waypointing, I’m able to escape to our zerg, and beyond.
Zerk armor + strength runes gives 17+ stack of might. Bloodlust sigil gives extra damage too. This is what I played hours today and it was ok damagewise. Some random 1v1 when defending our keep were ok until I escaped (lightning flash + fiery gs). Full zerk is too squishy; this is good balance.
yes cavalier is one of the choices. I personaly prefer a bit mor life and 2500-2600 Armor is my sweet spot. Also valkyr gets more power. I also would maintain about the 50% crit rate. This is why i use some precision based pieces. Strength rune is much better in PvE but hoelbrak is very solid wvw with – condi food. The build was made to let condi defence passive.
Firy greatsword is the go to tool for WvW but i you are norn the cat also runs fast and can cloak.
If you trait air you don´t need traveller. But i used traveller very long when stating to play. It´s a good alround one. Bloodlust is also top piece for PvE and good in WvW.
Lighning flash is top skill. All the signets are for their low CD to be fired as much as posible and stack might.
(edited by Wolfric.9380)
It’s a lot harder to play without H0T, and if you want to be more useful in wvw then HoT is the way to go, like most professions.
Build a staff ele and remember that water is the best element you have in a zerg situation- spamming 1 can keep people alive, and water fields are there to be thrown down and blasted by you and others.
Playing ele badly is what I see a lot of people do- staying in fire doing some damage whilst half your zerg dies for lack of a water field isn’t smart play, so make sure you are in the zerg group as it helps watching hP bars and helps time your switches. Water 2 is also fun to throw around (and a lot more use than most fire spells). MS is good for finishing off multiple downed players:-)
I built my staff HoT ele quite tanky with boon duration runes but it still has good damage and can happily run with the front of the zerg.
My pre HoT ele relies more on armor of earth and lightening flash and mist form to escape, along with ether renewal for the heal to help remove those pesky condis, but I can really notice a huge difference between it and my decked out HoT ele.
As for duelling, not a thing for me on a staff ele, but you can bore people to death with decent rotations/healing.
Don’t make the mistake of going full zerk unless you’re running with a guild group and that’s what they want.
Traveller runes aren’t bad for pre HoT staff ele.
What runes and gear would you suggest for post HOT. I feel very squishy in WvW. I am thinking it’s my zerk gear I am using.
Dependign on build my prefered runes are: durability (very powerful, especially arcane ele), Traveller (top allrounder if you don´t trait air), scavenging (for condi builds, i like the drains).
Its a bit grinding in auric basin to get durability, but this one just pays off if you feel to squishy. See my answer in your other tread.
Dependign on build my prefered runes are: durability (very powerful, especially arcane ele), Traveller (top allrounder if you don´t trait air), scavenging (for condi builds, i like the drains).
Its a bit grinding in auric basin to get durability, but this one just pays off if you feel to squishy. See my answer in your other tread.
You can also get Durability runs using the Provisioner in WvW (assuming you’ve maxed the ranks). See https://wiki.guildwars2.com/wiki/Heroics_Notary
Trooper is good alternative to Durabilty if you run shouts on Tempest.