post nerfbat build, the bruiser ele

post nerfbat build, the bruiser ele

in Elementalist

Posted by: foste.3098

foste.3098

This is a build that i made and tested ages ago and it was always good but since no one wanted to play ele outside of the healbot role it saw no use, but since that role is now shifted to guardians and rangers ppl might reconsider so here we go.

There are 2 versions of it, the first with arcane (which imo is better) and the second with tempest (keep in mind that the editor is not yet updated to reflect the new patch).

http://gw2skills.net/editor/?vFAQJAoYhcMozhNOwwBsSM0AYVW4KMFojQN4HIByAwHE-TJBGABAcCAU4BAsfZgb2fAA
basically fresh air melee redux, do your rotation stack might as much as you can and wear a target down before going for a meaty fire grab. You have ample defensive stats, and good personal condi clense so you will not get killed fast and can participate in team fights. Play it like ye old d/d but with more weapon swapping to air, you have to be consistently using skills (spamming) to keep healing and your actual ‘healing’ skill is the cone of cold in conjuration with a dodge in water.
Keep in mind that if you do rotations well you will have a good uptime on the extra 250 ferocity (+16% crit, not shown in the editor, which puts you at 190.33% crit dmg which is not bad considering your other stats)

http://gw2skills.net/editor/?vFAQJBIhdSfJ05A24AY4AwKBWaAM3Jbn9zKEIDAfQijQN4HA-TJRIAByXGwl9HC4BAAwJAAA
For ppl who rally rally want to use the elite spec in every single build even tho it does not synergyse.
You give up dagger and thus your burst potential of rotating to air -> fire -> fire grab and mobility and sustain(? it is similar) but gain more team support through the nerfed healing skill (still ok) and boon sharing (also more boons, especially protection from sand squall x 2).
The big reason why not to run this version is it has negative synergy with fresh air: you want to swap as much as possible but overloading discourages that. The (nerfed) air overload is very good for defending a point or team fighting in general (as is the rest of this version), but i would still prefer the one with more synergy within its traits aka arcane. This version offers more consistent aoe pressure but lacks the burst and can be countered by ranged opponents and in general builds that can deal dmg to you while avoiding the air overload, or interrupt it.

Whatever your choice it will net you a working build. Feel free to post your experiences and modifications to the builds, as nothing is really set in stone as of this point in the meta (or lack there of)

see no evil ,until i stab you