Bad Elementalist
d/d trait variations
Usually dd build is boon based, so 25 water is required or you will lose too much damage, only viable variation is 0 15 0 25 30, sry man :S
I disagree. Its more than just damage output
Bad Elementalist
Are we talking about DD bunkers?
0/10/0/30/30 is usually the best. With 3 auras available, zephyr’s boon will offer you a good damage boost, plus 2 boons (one that is hard to get for an elementalist) to boost water’s 25. You’ll want 30 in water either for powerful auras, to give those auras to your allies, or for excellent condition removal, but you can scrap it if using ether renewal. 30 in arcane is a must for many reasons.
If you decide to go for a bunker build without MH dagger, 10 earth for the armor of earth cantrip trait is pretty good. Well, it also is for MH dagger, it just happens that scepter or staff can’t make take much advantage of zephyr’s boon. You might even go for shaman’s amulet instead of cleric’s here. Another alternative is 10 in fire for 3 stacks of might per cantrip, a +20% might-stacking rune, with S/D, for some good might-stacking, especially now that the healing glyph offers 3 might too.
(edited by DiogoSilva.7089)
30 in water and 20 in water didnt make a diifference in condition removal imo.
Bad Elementalist
Aura share is useful but I find it unreliable because of how close allies need to be vs your mobility
Bad Elementalist
30 in water and 20 in water didnt make a diifference in condition removal imo.
It removes a condition for each cantrip, one when using the healing glyph in water, and one when switching to water attunement if you have the arcana’s trait that gives boons on attunement. That’s five condition removals, one of them that works the exact same way as the other water’s condition removal trait. And if we add this last trait, and with OH Dagger’s 5th water skill, and with Evasive Arcane’s dodge rolling on water, you’ll get 8 means to remove conditions, 5 of which come from that grandmaster trait alone. You don’t even need to use the cantrip that removes conditions, but if you do, you can scrap the adept water one for the cantrip cooldown reduction, or something.
Of course, using ether renewal over the healing glyph, and having the lost swiftness be gotten from the auras with zephyr’s boon is also an alternative option for D/D, although not as good for other weapon sets due to the lack of auras.
Aura sharing is strong in crowded hotjoin or in well-coordenated tourneys. Stun aura + protection (optional) + swiftness + fury on 2 or 3 party members is a pretty big deal. :P It pretty much makes your glass cannon allies burst harder and have higher protection against burst. It can turn the tide of battles.
(edited by DiogoSilva.7089)
0 10 10 30 20
More protection for allies when using aura share
0 10 10 30 20
More protection for allies when using aura share
This is what I use too. A variation would be 10-10-0-30-20 for might on cantrip usage or 0-20-0-30-20 for the lightning strike on air atune and bolt to the heart or something.
I use..
0/20/10/30/10
0/30/0/30/10, or..
0/20/0/30/20, when using D/D.
0/20/10/30/10 is what I use
-Zephyr’s Boon
-20% Cooldown on Air
-Aura Shielding
-Water Traits I just change depending on the mood
No matter how many times I change my build, I always come back to 0-10-20-30-10. With full Cantrips and all the Aura buffs.
I run with 2-3 people as a roaming WvW and love being the guy rushing into a fight and chasing runners.
0/30/0/20/20
Best I’ve found.
Maguuma
Give 0-30-0-30-10 a try, or 0-25-10-25-10, or 0-25-0-25-20……
Basically anything with at least 15 water and 10 arcane, but there is some pretty awesome synergy in the top ends of air and water.