I run the FA build with D/Wh. I think WH is quite good unlike most other people. Earth is awesome with reflects and blinds, water has a great water field and also regen, fire has a very long duration fire field and extra might stacks + sharing fury aswell. Only thing that is a bit meh = air. But when you’re in air you are either auto-attacking or using OLA. Now that we have acces to party wide magnetic aura with Aftershock I don’t really see the added value of Swirling Winds anymore, water and fire are quite abysmal too on a focus and earth is about the same. Although I prefer blinds over an invulnerable that doesn’t really do much for your party. Dagger offhand is still great but I don’t think it has a place in PvE when you have WH and Focus. For gear, I was using full Zerk at first but later switched to a more defensive set-up.
I do completely oppose all this ‘soldier gear’ crap I see everyone blabbering about. I’m pretty sure the way I’ve set up my gear is alot better. I run with cavalier’s armor and scrapper runes, knight’s weapons and zerk trinkets. I run an aura set-up with Air/Earth/Tempest. Giving me high uptime on Vigor/Fury/Might/Protection/Regen/Swiftness. I went with extra boon duration from Fried Golden Dumplings (which stack extra might in combat along with sigil of strength to keep your might stacks high) and Bountiful Maintenance Oil, for extra precision and more boon duration. 50% total. Which is more than Fire/Air/Arcane builds had using strength runes. Mandatory for this build is either Sigil of Accuracy or Fire signet. If you don’t need the 3rd utility skill than obviously signet is better as it will allow you to run with Sigil of Force.
This build can easily be adapted into a more support type build by switching air to water and being a bunker/healer role or you can switch out earth for fire in standard old content like fractals for more damage multipliers and easier to maintain fury in groups(permantent fury in this build requires good timing of shocking aura, sand squall, your sand squal proc from trait, whichever shouts you have slotted and possibly rebound. E.g. a good way is to, after might stacking, start with shocking aura > glyph of storms > OLA > switch earth and use sand squall as fury is about to drop off and get 7,5 seconds again + the extended duration squall gives. Then usually Shocking Aura is back up. If it’s not you might want to use the 1 aura you slot. E.g. if you were using Arcane Wave before I’d say Aftershock is better now as it does more than just damage and blast finisher. But Feel the Burn is also good. Alternatively you can time rebound to coincide with the rest by using it 5 seconds before your boons are gonna fall off.
My stats with his build are, unbuffed (off the top of my head, as I’m not in game right now):
~2400 power
~55% Crit chance
~205% Crit Damage
~2900 Armor
50% Boon Duration
17% extra baseline damage reduction
100% fury/regen/swiftness/might/vigor uptime
~85% protection uptime with which you take another 40% less damage.
Added side-bonus: On conditions when health is above 90%. Very useful for running around the jungle.
I suppose at the end of the day, a Zerker build can achieve better results provided you are able to stay alive. And this build could very well do that too with Zerker gear. I chose this build as it feel it is a very minimal DPS loss. It allows me to have 25 might, 25 vuln and 100% fury in a solo situation with very minimal effort and able to upkeep during combat. Something my staff build couldn’t do. So I hardly notice a damage difference. In fact, I’d say OLA spam is much better at dealing with all those highly mobile creatures than Lava Font is. I’m also very positive I deal both more damage and have more survivability than Zerk/Soldier builds. I mean who needs vitality anyway when it’s so easy to cleanse conditions in PvE situations. It’s not like you’re going to get hit with 30 burn stacks. It isn’t PvP/WvW. Vitality also makes regen less strong and makes it harder to keep bonuses like Scholar/Water/Diamond skin active. I think it’s a bad stat for PvE. Toughness isn’t great either unless you stack alot of it, which I’ve done. Switching to earth puts me over 3k armor and at that level of toughness your really start to notice. Smokescales hardly put a dent in me and instead of getting oneshot by pocket raptors they now need to hit me as a group 3 or 4 times. By that time they’re all dead already. This build also made it alot easier to solo groups of vets and do hero points with champs by myself. If I never die I can keep doing high sustained DPS and they drop like flies. When the raids come I’ll see how I’ll change this. It all depends on what role ele’s will have in raids, if they are even brought at all (something i’m not sure of). But for now, for high level Fractals and Jungle roaming I use this build and it works great. For everything else I still have my trusty zerk staff build.
Only regrettable thing about this build and tempest in general is that Warhorn (while being better than focus imo) needs some major fine tuning. Air skills are awful and Fire skills are good but just not impressive. They could use a bit more oomph. Another annoying thing is that while I think charge up time for Fire and Air Overload is totally fair and appropriate (especially considering Fresh Air spam), I feel it kinda defeats the purpose of Water and Earth overload. No one is going to stay in those attunements for 6 seconds to use those skills. It’s just bad. They are both great overloads but are never used because Air is default for D/x and Fire for Staff. I don’t see why we can’t just split it up. Why do all overloads need charge ups, for Lore/consistency? That’s just bull. Balance should come first. I’d say nerf Fire’s OL damage and make it focus more on Burns and Might stacking and remove the charge up . Keep OLA the same and simply remove Water and Earth Overload’s charge up and leave the skills as is. For both staff and d/x builds this means they are simply two skills on a 20 second cooldown, but that can now be used on demand. For Fire this means a DPS loss for staff but give something to staff it never had before and that is the ability to keep 25 might up solo. Right now OLF is better than Fireball. So make it about equal then. For Fresh air builds nothing changes as they still have to wait 6 seconds (which I feel is fair since it’s really really powerful). All specs gain access to good Water ad Earth Overloads. I imagine this will not change anything in PvP either as you still have to choose between ingivorating torrents and stab on overload. I don’t play sPvP as much as most so I wouldn’t know how OP it would be to give stab to overloads baseline along with this new change but hey, I’m just looking at it from a PvE perspective.