Showing Posts For Jarek.2430:
axe/sword & sword/warhorn – One of my favorites for roaming.
I have 3 different weapons sets I run with;
axe/sword and longbow solo
axe/warhorn and longbow <15
sword/warhorn and hammer 15>
(edited by Jarek.2430)
Empower Allies:
Depends on the builds of other warriors in your guild/zerg. This trait does not stack.
Leg Specialist:
I prefer this over Lung Capacity (especially since I am not using a shout in this build – see below) – first contact between zergs most folks have stability up. Hammer #3 chill combine with immobilize works well.
In my mind SoS is one of the best utilities we have and with all the condition driven builds out there nowadays is needed. Shout “For greater Justice” has great benefits for the group and needs to be consider when building with guild in mind. However, Zerg vs Zerg winner is usually not the side which has the first downed character. Dont be that person. Comes down to mind set of guild/individual; beserker vs bunker.
Quick Breathing provides swiftness and vigor, both stack, to self and allies.
Builds below are almost identical; the slight difference with armor runes and 2nd buff – runes of melandru vs resistance and 2nd buff (precision vs power).
Axe/warhorn & Hammer, 0/0/30/20/20
Melandru (precision buff):
http://gw2skills.net/editor/?vIAQNBiODbkpjCPLDxxD6QDIoHaYVwFKF2xGmUIGsBA-z0yAYLBZKUgoCwJwioxWBLiGreBTVCoMTs+MquDhafiiGZAWWAA-w
Resistance (power buff)
http://gw2skills.net/editor/?vIAQNBiODbkpjCPLDxxD6QDIoHaYVwFKF2xGmUIGsBA-z0CBYLCyUIBiKAOBqIasF4FRjVvATVCQZKx6TR1dQo2nQRjUALpMC-w
Bring along a longbow for castle seige.
(edited by Jarek.2430)
Agree with OP very little diveristy.
At the moment, WvW (guild and solo) I am running 0/0/30/20/20 Axe/Warhorn & sword/shield, PVT and Cavalier mix with a few beserkers thrown in.
Fire on Hammer, Leeching on Axe and force on warhorn.
Death from above launches more than 5 but I will have to confirm tonight. We are constantly fighting from the high ground that launching from inner SM wall onto zergs. launching off the side of walls onto the bottom of stairs as the zerg is rushing up, and etc, is a beneficial tactic for warriors in my guild. The call for this on TeamSpeak is Warrior bombs.
I run 10/0/25/20/15
Hammer/axe & warhorn
I start with Soldier/Melandru until I get 5 stacks defense against guard, at which point, I switch to Knights/Hoelbrak.
Hammer/Axe I start with Soldier/Perception upon reaching 25 stacks I switch to Berserker/Leeching.
Warhorn is Beserker/Force.
As a Frontline Warrior elite should be war banner (battle Standard). As a guild (zerg) we need to get our downs up to keep enemy from rallying. One death can lead to many rallys and has changed the tide of many battles.
Due to our guild needing warriors I have switched my main from ele to warrior. I have tried an assortment of builds, posted a few, but have settled down with axe/warhorn & hammer. I don’t pvp or roam solo so it is built more for running with my guild. We typically take on double our numbers, especially now with edge of the mist, so I have focused more on survival and sustained damage than precision/burst.
When bloodlust stacks are maxed I switch to leeching.
I still need to pick up ascended gear.
I run the following when in a zerg
My goal; to Immobilize and interrupt the most heavily congregated area of the enemy. When zergs collide I go with cripple skills first; since most of the opposition have stability up. After the first 8ish secs, when most stability boons are gone I focus on interrupts; which also provides my meager damage from confusion.
I dodge into/behind/in front of the group, hit my skill and then move through them. Turn around, find the next area with the most enemy and rush in, hit an interrupt, with an interrupt or cripple/immobilize, before moving past.
Always make sure you hit a few downed enemies when moving since they can provide rally if you get downed.
If health low find your friendly eles and look for their water fields or hide among a group of your allies, guardians, as you heal up.
Also forgot to add I stack with perception before switching to fire and air. My offhand are hyrdo and energy.
If nothing else, I would suggest switching out offhand axe for a shield, which is the exact weapon set that I run.
I don’t know how effective that particular weapon set would be in a 20-25 group though. I run that weapon set in a 3 man party. I occasionally merge with the zerg and do fine, but that’s more with warrior in general rather than that particular weapon set.
Any other suggestion is going to be hard to specify because if it’s a 20ish group, it really depends on your group composition. You are most likely going to specialize more in large groups like that.
Thanks for reply. I have tried shield and if I ran with a smaller group I probably would take it but in a group of 20ish I prefer skills that the axe and mace provide.
Guild provides perma-swiftness with static fields/blasts and various other skills; usually have over a minute of swiftness not counting signet of rage. I run with 20-25 people with this setup; we close the cap as a guild not as individuals. However, sword 2, mace 2 and axe 3 help with closing the gap on individuals; but I really dont chase after individuals. No reason.
If I have need of speed, like blocking a keep from turning, I switch out axe/mace with greatsword.
Bad encounters; 3 stun breaks, 2 9sec bursts of stability, -96% condition duration versus immobilize, chill and cripple along with my own crippling abilities, and Sword 2 for short bursts. I have not had issues. I do have issues but is more with my age and cramping fingers than this weapon set.
(edited by Jarek.2430)
A typical warrior help thread:
My main, and only character, is a staff Ele but our guild was short on tank types so I decided to make a Warrior. I looked at guardian but that class didn’t really inspire me to choose it.
My warrior build is for running around with guild; about 20-25 on an average night. I started off geared towards survival but will be slowing switching out for more damage as I get use to the class. Also, I began with Hammer but not really my play style so I am now testing sword/axe and axe/mace.
I like the axe 2 and mace 4 combo while amongst a clump of enemies.
I like axe burst, axe 4, and sword 3 combo on individuals; axe 4 and sword 3 also works while amongst the enemy zerg.
Sword burst, sword 1 and axe 3 provide many opportunities to cripple/immobilize foes .
Mace 5, swap to sword/axe to follow up with Axe 5 is another combo I like.
I run with healing signet and Adrenal Health however tactics allows for me to use axe 2 on water fields to help and get some healing .
I take both dolyak signet and balance stance for stability and am always grouped with a guardian for extra stability and boons.
I run with Melendru, dogged march and poultry and leek soup and have cleansing ire for conditions. I like the synergy of cleansing ire and Strengths master tier Building Momentum.
My elite is signet of rage; however war banner is also used at times when in a more static fighting situation.
Finally Stomp is chosen for its versatility; my only blast finisher for static field/swiftness help, if water field up and many foes nearby, combo from blast finisher to get heals and blowout the enemy for a few seconds of peace, breaks stuns and a little bit of stability; I just like this utility.
Strength trait 1, death from above, is also another favorite, as I find myself and guild, in a variety of situations where this comes in handy.
Any advice would be welcome.
New to warrior also and running with banners. 10/0/15/30/15. I am built more for support for my guild.
I am running with hammer and greatsword at the moment. Hammer for the knockback, cripple and stun. Greatsword for skill 2 and the mobility. Fast hands (disc 15) to switch quickly between the 2.
I always run with banner of defense and begin each battle with skill 2 before switching weapons or hitting skill 5, plant banner, if field is up for the blast finisher.
PVT armor, melandru, trinkets a mixture of zerk and valk, and zerk weapons.
Solo – I run with greatsword and long bow. Switching my elite from battle banner to signet of rage.
10/20/25/10/5
Fire: Internal Fire
Air: Bolt to lightning, Arcane Lightning
Earth: Stone Splinters, Open
Water: Vital Striking
Scholars
Arcane power, arcane wave
I will probably run with 0/10/30/10/20.
Smart Guilds dodge through tank line and attack the dps line.
As a staff elem how do you define success? How is your play style? How does your play style fit with the guild you run with? How does it fit with your servers zerg?
Staff to slow? Are you focusing on one individual? As a staff elem I try to focus on a single target and specific areas. Sometimes they coincide.
What are the tendencies of your guild leader? Anticipate and throw aoes to funnel opposition or heals where needed.
What are the tendencies of your opponent? Do they dodge to the right, do they charge straight through, do they take a stand with dps in the back, or etc. Anticipate and cast.
All builds have their advantages and disadvantages depending on play style; find yours and adjust.
6 months straight as a staff elem, my only character, and I am still trying new builds. I found many successful ones but I am still trying to find that one the works best for me and my guild.
(edited by Jarek.2430)
^ is correct.
1 dodge roll and everyone is out of meteor storm.
Zerk gear provides rally to opposition when you die.
Focus your damage on those with lower health. Ours is not the first damage folks feel but the last.
Use your aoes to provide damage but also to funnel opposition.
@Jarek- I see your point, but u don’t consider the faster fire skills recharge the 30/20/10/10 build has. However, u still have a very strong point.
There are a lot of variables not considered. The build I provides twice the damage reduction thus a longer chance to stay above 90%.
Earth traits for master / grandmaster slots are open. Thus you can pickup Rock solid and/or Earth Embrace for protection and stability. (stability is very critical in WvW).
In the end… his build may have slightly better dps. Not one I would entertain in WvW.
You need to determine you play style in WvW. Once that is determined build your traits and equipment to support it.
(edited by Jarek.2430)
WvW < first words in my post. I dont care about pve or pvp.
@ Jarek: There are some problems with the builds you linked:
- You used exotic weapons for both builds; you ought to be using ascended
- Stuff
Equipment for both was identical. Ascended or exotic doesnt matter since the point was to show the difference in dps due to traits. Also not everyone has ascended equipment for every slot.
That 0/30/30/10/0 build is rubbish for 2 reasons:
- You put an extra 5 into Air at the end for a useless trait, Tempest Defense. You ought to have left it at 25
- You put an extra 5 into Earth at the end for a useless trait, Diamond Skin. You ought to have left it at 25.
Tempest defense provides 20% damage to stun or knocked back opponents.. You cant dismiss it. If you do you might as well dismiss vital striking and scholar due to the amount of time you are above 90% health. Diamond skin provides bonus to conditional damage and not rubbish; not sure why you would discount it? Also those extra 5 points in earth provide the extra small percent to power via buff.
So now we’re going to compare the following 2 builds:
30/20/10/10/0
10/25/25/10/0
In both builds, it is assumed you’re sitting in fire spamming 1, 2, and 3, within melee range of your target, and you’re above 90% health.
So, as I stated above, since we are ‘assuming’ above 90% health I can also assume they are knocked back or stunned. If played with your guild correctly you can get aoes off on stunned or knock back opponents frequently.
Now in WvW you are not always in Fire. There are times you need to switch to the others. When in an attunement other than fire my damage percentage stays the same. Yours drops.
For the additional modifiers from the second build, you also have to constantly have full endurance (meaning no dodging), and your target also has to be bleeding. You will rarely have full endurance, but for the sake of argument, I’ll assume you do.
100% endurance is easier than 90% health during a battle. Bleeding – ah Conditional damage thus diamond skin.
So in build 1, http://gw2buildcraft.com/calculator/elementalist/?1.3|6.5g.h2.d1e.0.0|0.0.0.0.0.0.0.0.0|1g.7e.1g.7e.1g.7e.1g.7e.1g.7e.1g.7e|4s.d1e.2s.d1e.3s.d1e.2s.d1e.3s.d1e.2s.d1e|u67b.k67.a6.a6.0|6f.1|1m.26.1o.1r.2a|e, it seems you have 8573 effective power.
In build 2, http://gw2buildcraft.com/calculator/elementalist/?1.3|6.5g.h2.d1e.0.0|0.0.0.0.0.0.0.0.0|1g.7e.1g.7e.1g.7e.1g.7e.1g.7e.1g.7e|4s.d1e.2s.d1e.3s.d1e.2s.d1e.3s.d1e.2s.d1e|a6.p67.p64.a6.0|6f.1|1m.26.1o.1r.2a|e, it seems you have 9063 effective power.
So you must be thinking your build is better…. it’s not. Here’s why:
- Post-Dec 10th
- In that first build, you get 10 secs of fury every 30 secs via Persisting Flames simply by using Arcane Wave on top of Lava Font. So that’s 33% Fury uptime. Adding that in, the first build is now at 9495 effective power.
- You get an extra 2 ticks of damage from Lava Font due to Persisting Flames, so 6 ticks (the Wiki says 5, but it’s wrong) instead of 4, and because of the shortened CD on Fire skills, you can maintain a perma-lava font. So in the first build, Lava Font is ticking once per sec. In the second build, due to the longer CD and shorter duration of the skill, it’s only ticking about once every 2 secs. So you’re getting double the damage from Lava Font in the first build. That is ENOURMOUS! I cannot over-emphasive the importance of this.
So you are casting Lava font and then arcane wave on top of it. How is lave font damaging anyone? PVE yes, WvW not so much. Or maybe you are talking about downs. Then yes this damage is large.
Not dec 10th yet. But when it does Diamond could be critical in keeping your health above 90% to maintain your 20% damage.
So are you saying on Dec 10th your build is better? and the one I posted is better now?
- That build calculator we’ve both been using is flawed; it does not take into account the Air VI trait, since it cannot calculate it properly.
- Just using zerk on everything is not the best thing to do; each build needs to be individually optimized via zerk/assassins and power/prec/crit dmg consumables. Once optimal effective power is achieved for each build via gear/utilities, you can compare the builds
I agree with you on using only Zerk. I dont use the equipment I posted, that was just for a comparison. In WvW those that use only zerk equipment die quickly if targeted and allowing the opponents to rally.
@ Gods: The max-DPS staff build is here:
https://forum-en.gw2archive.eu/forum/professions/elementalist/The-Ele-Meta-Dungeon-Speed-Runs/first#post3112688
I believe 0/30/30/10/0 is better than the 30/20/10/10/0 in DPS.
= Traits: =
- Fire Magic (0)
- Air Magic (30) (VI,VII,XI)
- Earth Magic (30) (VI,Free, Free)
- Water Magic (10) (VI)
- Arcana (0)
= Traits: =
- Fire Magic (30) (VI)(VII)(XI)
- Air Magic (20) (VII)
- Earth Magic (10) (VI)
- Water Magic (10) (VI)
- Arcana (0) ()
In the two links I matched up all the equipment so the only difference is the traits.
WvW
I am not the eagle but the vulture. I am not the lion but the Hyena. In a Zerg fight, I am not about the initial blow but about the finishing blow.
Outside of our CCs and water heals my target is the weak, the damaged. In large battles you do not want downed players being revived or rally. Finishing them is what I do best.
Eruption, by itself, is wonderful on a downed player; along with those trying to revive them; now add in a combo. Chain lightning allows you to target two down players at once who may not fall within any of your AOEs.
If you are a glass cannon stay away from my group. Yes, you may do damage but once you drop, and you will, you will rally a number of the enemy; which has changed the tide of multiple battles.
If the right situation comes along:
Arcane power > Meteor Shower > Magnetic Aura> Tornado (skill 2)
If targeted (after Aura drops):
Drop out > Dodge > Mist
Nice video.
Using tornado for meteor shower is for bads. Yeah it increases DPS but you can be doing other things then spinning in circles with a giant target on your forehead saying kill me kill me. Like using the rest of your skills
Yes and no.
I am fond of meteor shower/tornado combo in a few instances; mainly in confined spaces.
Tornado + its skill 2 along with moving along various combo fields can be a great benefit to those around you and detrimental to the opposition. Also, you dont have to be in tornado for the whole 15s. Its all about picking the right situation and applying.
Soldier/knight mix on armor
Valk/solder mix on Trinkets (upgrades Beryl)
I have been out of Arcane for a few months now.
0/30/25/15/0 build right now – switching between S/x and Staff in wvw.
I will try 0/30/30/10/0 after dec 10th.
Staff ele her:
My build now: 0/30/25/15/0
http://gw2buildcraft.com/calculator/elementalist/?1.1|6.1g.h2.0.0.0|0.0.0.0.0.0.0.0.0|1c.7e.1c.7e.1c.7e.1c.7e.1c.7e.1c.7e|1c.61.1p.61.1p.61.1c.61.1p.61.1c.61|0.u6ac.p68.f6.0|3l.7|1l.25.1s.1v.2a|e
My build after the patch 0/30/30/10/0
http://gw2buildcraft.com/calculator/elementalist/?1.1|6.1g.h2.0.0.0|0.0.0.0.0.0.0.0.0|1c.7e.1c.7e.1c.7e.1c.7e.1c.7e.1c.7e|1c.61.1p.61.1p.61.1c.61.1p.61.1c.61|0.u67b.u68b.a6.0|3l.7|1l.25.1p.1q.2a|e
Its an improvement. So for my ele patch is a positive.
0 Attunement CD
go high boon duration
15/15/20/15/15
No need for a weapon; be the attuning Ele and rotate through the attunements as quickly as possible.
Fire (15)
Sunspot – inflict damage at your location when you attuen to fireAir(15):
One with air: superspeed when attuning to air
Eletric Discharge: strike target bolt of lightning when attune to airEarth (20):
Stone Flesh: Gain tougness when attuned to earth
Earthen Balst – damage and cripple (3secs) when attuning to earth
Rock solid – grant stability to nearby allies when attuning to earthWater (15)
Soothing Mist – regenerate health
Healing Ripple – heal nearby allies when attuning to water
Cleansing wave – remove condition to yourselve and allie when attuning to waterArcane (15)
Arcane Fury – gain fury when you switch attunements
Lingering Elements – attunement bonues linger after leaving that attunement
Elemental Attunement – when attuning to an elmeent (might, regen, swiftness, protection)Constant – stability, might, regen, swiftness, protection, superspeed, fury, toughness to self
Continuous – stability, might, regent, swiftness, protection, condition removal, and heals to allies
Continuous PBAOE ( Fire and earth damage – with constant cripple) to enemies.Yes please.
See you at level 90!
Thanks for heads up.. Adjusted.
0 Attunement CD
go high boon duration
Be the attuning Ele and rotate through the attunements as quickly as possible.
0/15/20/15/15 (edit: due to poor math) (remaining 5 point depends on what weapons choice chosen)
Fire (0)
Air(15):
One with air: superspeed when attuning to air
Eletric Discharge: strike target bolt of lightning when attune to air
Earth (20):
Stone Flesh: Gain tougness when attuned to earth
Earthen Balst – damage and cripple (3secs) when attuning to earth
Rock solid – grant stability to nearby allies when attuning to earth
Water (15)
Soothing Mist – regenerate health
Healing Ripple – heal nearby allies when attuning to water
Cleansing wave – remove condition to yourselve and allie when attuning to water
Arcane (15)
Arcane Fury – gain fury when you switch attunements
Lingering Elements – attunement bonues linger after leaving that attunement
Elemental Attunement – when attuning to an elmeent (might, regen, swiftness, protection)
Constant – stability, might, regen, swiftness, protection, superspeed, fury, toughness to self
Continuous – stability, might, regent, swiftness, protection, condition removal, and heals to allies
Continuous – earth damage – with constant cripple) to enemies. bolt of lightning on target)
Yes please.
(edited by Jarek.2430)
(edited by Jarek.2430)
Drop Arcana, drop 5 from Earth and add to Air.
Switch between cleansing flame and signet of air.
AoE spells with a maximum number of targets will now count combatants that block or evade the attack towards that maximum. > Nerf
Evasive Arcana: Normalized the radius to 180 for each spell created. > Nerf
Elemental Attunement: Normalized this trait so that each boon can be applied to up to five allies within a 240 radius. > Nerf
Glyph of Storms > Nerf
Firestorm: Reduced the number of maximum targets per impact from 10 to 5. Added an AoE ring.
Ice Storm: Added an AoE ring.
Lightning Storm: Increased the impact radius from 60 to 90.
Sandstorm: Reduced the number of maximum targets per pulse from 10 to 5. Added an AoE ring.
Tactics depends on weapon choice and skills chosen. Have you determined that yet?
Yes, your stats will work but what synergy do you have going on? As Duran proposed in his build by taking Rune of Altruism on each heal skill (not sure of cooldown) you can provide to allies; health, might and Fury.
Now trying to match your stats above and using a variation of Durans build you can have:
http://en.gw2skills.net/editor/?fEEQFA2gEmKbsNAQUYyLDFhMS5xM7YDA-jUCBYgAE1AZRCqpRKjFhFRjV1ATXCQraR1uEFRrWIAsjBA-w
In this build I went 0/0/20/20/30 to get stability added into the mix via rock solid.
There are many paths you just have to determine which fits your play style better.
How did “Mixture of Dire and Soldier” get confused for “wearing Dire gear?”
You’re specced for direct DPS but you’re wearing soldier gear?
Yes I did and yes I am. However, 1 more wvw rank I will be switching out soldier pieces for Knight.
(edited by Jarek.2430)
How did “Mixture of Dire and Soldier” get confused for “wearing Dire gear?”
(edited by Jarek.2430)
Well we cant choose for you but here is what I am doing.
Build:
Fire/Air/Earth/Water/Arcana
20/10/25/15/0
Fire: Lava Tomb, Internal Fire
Air: Bolt to the Heart
Earth: Stones Splinters, Earth Embrace (May switch to Geomancers Alacrity after next patch)
Water: Vital Striking
Heal: Ether Renewal
Skills: Signet of Air, Mist Form, Cleansing fire (Armor of Earth)
Elite: Tornado
Weapon: Beserker of Bloodlust, Dire of Doom, Dire of Battle
Armor: Runes of Perplexity, Mixture of Dire and Soldier
Trinkets: Mixture of Dire and Soldier
Buff: Lemongrass/ Crystals (condition dmg)
Damage:
+10% damage (earth 25 – enduring dmg when endurance 100%)
+10% damage (vital striking)
+10% damage (Internal fire – when in fire attunement)
+10% damage (Stones Splinters – within 600 of opponent)
+20% damage (Bolt to the heart – when opponents health <33%)
+33% damage (Lava Tomb – when down)
1100-1300ish condition damage
Interrupts opponent – confusion 10secs (Rune of Perplexity)
1650 power without Bloodlust and Might.
Survivability:
I recently switched to dire (named) mixture and runes of perplexity so exotic armor.
1700ish toughness (2700 armor)
1700ish vitality (18k-20k health – 3 more wvw ranks and then 18k-22k health)
Condition removal – ether renewal and cleansing fire
Stun removal – signet of air, mist form
Lava tomb – provides rally
Movement – signet of air, Zephyrs speed
Healing:
Minimal (only +150 healing power)
Water 15
Only ‘buff’ for staff was Geyser. Water blast will only be beneficial if you have + healing power.
Evasive Aracana change is a debuff. Elemental Attunement change is a debuff.
The rest is fluff.
Conjured changes are not enough for me to use them. I will eventually test them out but see nothing to make me stay with it.
Why not have one skill slot called “Conjured weapons” and allow us to switch between the four (axe, bow, shield and hammer) as we do with our attunements with the same number of charges.
Overall this patch seems to weaken the elementalist even more.
This trait works for those staff eles who play style is staying in the back; keeping range.
0/10/25/15/20
When I am in support mode (Weekends) I go with the following:
http://gw2skills.net/editor/?fEQQFAWhEmSbnR4QlDAEFvYyQRIjUeMzO2A-jEEBYfAYLIE1AkIIZPFRjtMKIVXht8Ka6FYqSw6SRV5CQ9CxiOIeDRzfI1yAwMGA-w
Rock Solid – 3s stability every 9 seconds can be handy.
(edited by Jarek.2430)
Sadly yes the ele is a dead class in WvW and PvP.
WvW? Ele’s not a dead class here.
if you consider to be a mediocre buffbot for the blob than of course ele has a place in wvw, reroll ele for static field!
i’d rather buffbot/play support on my warrior or guard, or play a necro rather than a staff ele which just feels weak and kitten compared to other classesd/d ele is dead and was never as op as some made it out to be
besides d/d ele is now freeloot for my s/d thiefat least s/d fresh air ele is fun… till they give in to whines about lighning strike
as if it would be relevant, since for roaming there are much better alternativesso yes i consider ele dead for wvw
i rerolled and gave up on hoping anet could balance their game and now play ez mode, achieving more with less effort
0/30/0/10/30 I switch between staff and s/d depending on situation and numbers. I dont feel weak nor unwanted. I see you mentioned Static field. Why? Its not even our strongest CC.
I cant speak for pvp or pve but for WvW you are off the mark.
Supporting Ele?
Aura Stability DD Ele
0/0/20/30/20
Earth: Elemental Shielding, Rock solid
Water: Aguamancer Alacrity, Cleansing wave, Powerful aura
Arcana: Elemental Attunement, Open (optimal team support – arcane resurrection)
Switch in and out of Earth quickly; Provide Stability and Protection.
Sadly yes the ele is a dead class in WvW and PvP.
WvW? Ele’s not a dead class here.
2 Melandru, 2 Water and 2 Monk!
0/30/0/10/30
Armor = Soldier/Knight
Weapons = Beserker
Trinkets = Soldier/Beserker
Lemongrass/Stone
1900ish power, 1900ish precision, 1500ish toughness 1400 Vitality
50/50 crit chance/dmg
60% boon duration
50% – condition duration
WvW: switch between staff and S/D
I love tornado, though I wish we could change attunements while in Tornado form.