a few questions + build

a few questions + build

in Elementalist

Posted by: Baest.4061

Baest.4061

Hi all

I ve a few questions but first, let me introduce myself
I love to play S/D ele and i only play wvw (not zerking, not solo-ing , playing in groups of 2-5 (mostly a power warr, power/healing engi or power mesmer))
My gamestyle: agressive, high dmg, i prefer kick and rush before wait and see… (so semi fresh air S/D ele)

I am using this build atm:
http://gw2skills.net/editor/?fFAQJArYhUM6cW5wkBf0AUAGxaQJQcCIAEBLuE+BA-TFTDwA9UKga/BYqUEUJ3hHAgATCBMDkQJ4L1VqcCA+pMAgpOSBYuyI-w

this build is in my opinion good for high dps (in fights i have mostly around 15 stacks of might) and a bit survivability
oh, this build is also builded on having the 2 wvw buffs (100 power + 2500 extra health)

so my questions:
1) what do u find about my build for this gameplay, what can be better (stats), suggestions or discussion
2) for this playstyle if i want more survivability: more vit or toughness?
3) little offtopic maybe but related to my build: what is better: More crit chance and less crit dmg OR more crit dmg and less crit chance to do MORE dps

thank you
greetings

Member of OTAN, roaming guild of WSR server

a few questions + build

in Elementalist

Posted by: Baest.4061

Baest.4061

PS:
before entering battle i heal myself in fire (getting stacks of might) or in air (speed) and during battle i use my heal to get regen (thats why the healing power but i am not sure if it helps me alot) (same reason for the food (omnomberry ghost) to get a kind of autoregen they cannot take off me)

Member of OTAN, roaming guild of WSR server

a few questions + build

in Elementalist

Posted by: Baest.4061

Baest.4061

Member of OTAN, roaming guild of WSR server

a few questions + build

in Elementalist

Posted by: Sheppy.9306

Sheppy.9306

well based on the equations in the wiki the healing power from your build (400) only gives you 50 hp a second more from regeneration and 400 hp more from your healing ripple (minor trait under the master tier in water). So the choice is yours there but i think generally think you need around 600-700 healing power to justify having any at all otherwise the dps sacrifice seems a little wasted.

I have done wvw in the past a little and know that it works a little differently to spvp however i think mist form is only really used as a safe stomp and is generally useless as anything else. In a 1 vs 1 i would only waste the cd if it meant my dodge roll in water attunement (with evasive arcana) would heal me enough to win the fight. However i think the stomping nature in wvw is not as vital in the sense that if you miss it you could lose. So for survivability i prefer arcane shield to mist form as it gives you the 3 blocks and the guaranteed crit at the end of it which is enough for you get the edge over a thief for instance. (basically use this skill offensively at melee range). Oh and its also a stun breaker so you get 3 of the best mechanics in one skill :p. But that depends on what you use mist form for. If you did take arcane shield you could swap out cantrip mastery for soothing wave.

the only reason i use inscription is for doing my world completion for perma swiftness however in a fight you will have perma swiftness without the heal glyph or inscription due to the elemental attunement combined with fresh air. i would consider IX or X in air as a trade off.

in terms of crit chance and crit damage i would try and keep your base crit chance at the 43% mark but increase your crit damage for more dps considering your most powerful attacks will be under the effects of arcane fury. If you took air training (X, air magic) instead of inscription then i think sacrificing some crit damage for vitality would be a decent trade off or even healing power. I think you will be better off with vitality rather than toughness as this gives you a longer time to cleanse conditions before they kill you and i suspect you are vulnerable to them with that build.

Have you tried signet of restoration? Its my preferred heal myself and you could substitute the might with runes of strength.

If you took the signet and 600 healing power this gives 262 (signet) + 205 (regeneration) + 110 (soothing mist)( pretty much permanent with lingering elements) = 577 hp a second, potentially.

When i was deciding my wvw build i used this site http://gw2buildcraft.com/calculator/ as it allows you to manually enter changes in stats to see the effects to regeneration for example as well as gives you your ‘effective hp’ which i can only assume is hp after armour is taken into account.

(edited by Sheppy.9306)

a few questions + build

in Elementalist

Posted by: Baest.4061

Baest.4061

hey Sheppy, thank u very much for the explanation! it helps me alot

only this part i don’t get:
If you took the signet and 600 healing power this gives 262 (signet) + 205 (regeneration) + 110 (soothing mist)( pretty much permanent with lingering elements) = 577 hp a second, potentially.

what u mean with 600 healing power? from gear?
205 (regeneration): soothing wave?

trying the signet atm and the things u said, not very easy

the mistform is for stomping indeed, only screwed when they get stealthed

Member of OTAN, roaming guild of WSR server

a few questions + build

in Elementalist

Posted by: Sheppy.9306

Sheppy.9306

soothing mist is the first minor trait in water attunement. if you sit in water and curse over the soothing mist buff on you you will see it continually refresh. When you switch out of water it will stop refreshing. if you switch out of water attunement with lingering elements traited (arcana 3 points) you will see it refresh up to 10 seconds until lingering elements is finished hence why i said pretty much permanent.

the numbers are the amount of hp you receive at 600 healing power. So its up to you if ypu want to substitute some dps for survivability with healing power rather than vitality/toughness. like i said taking the 10% extra dps in air could minimise the dps reduction.

a few questions + build

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Posted by: Sheppy.9306

Sheppy.9306

also the healing signet works on spells even if they dont hit so spam skill one endlessly.