Showing Posts For Dolgaris.4386:
That’s what my problem with D/D ele’s, everyone that uses this weapon set usually follows a pattern with their rotations. That’s their main weakness.
I mainly use Melee weapons over ranged for the extra evasion, the combat is more fast paced, and I’m able to get in combat and out if things start to get heated.
So in regards to the weaponset above, I wanted to kind of get a discussion going on the viability and the possible usefulness of the Scepter/Focus.
Here’s my stat distribution and traits currently:
0/10/10/30/20
Air II
Earth III
Water III/IX/XI
Arcana V/VI
Slot Skills:
Ether Renewal
Mist Form
Cleansing Flame
Lightning Flash
My elite has been somewhat of a bounce between GoE and Tornado, but I’m not sure which one has been useful yet. So further experimentation will dictate, as well as situation.
Runes
Weapon: Sigil of Hydromancy
Note: I have really decided on what weapon sigils I’ve wanted to use.
Armor Runes
(x2 of each): Rune of Earth/Rune of Dwayna/Rune of the Citadel
So this is what I came up with, in sPvP mind you, but I’m looking for more use out of it in WvW as a support build. I’m not 80 yet, so i wont really be able to theorycraft much with it until then
Basically I know what strengths and weaknesses this build has, and some of the weaknesses of this set really hurt though. But it’s tough to play, and I don’t have an issue with that.
So what say you? What do you think about the S/F and what possibilities as far as viability does it offer?
Engi’s have a knockdown that pulls the target to them, their second ability is an aoe knockback. Just pop stability of you’re alone and finish them off.
Purpose: To provide tanky healing support and node defense.
The armor is equipped with a full set of Dwayna runes to boost healing capabilities while toughness is used to mitigate damage. You possibly have up to 5 healing abilities, Regeneration boons, and passive regen from Signet of Restoration and Soothing Mist. You have up to 4 condition removal abilities from Water #5 skill and your cantrips. Earth #2 skill provides extra toughness to mitigate even more damage while you can apply your conditions to your opponent via bleeds. Fire allows you to give Area Might with Fire #4 combo’d with Fire #3 and either Earth #4 or #5.
If you folks happen to try this build out, tell me what you think. It’s been my personal favorite so far.