Showing Posts For WitchOfEndor.1427:

Full Heal/Support Build

in Elementalist

Posted by: WitchOfEndor.1427

WitchOfEndor.1427

SET
Giver’s Set (Toughness, Healing Power, Boon Duration)

RUNE
Rune of Dwayna
this rune increases healing power and and regeneration duration by 30% and also adds +5s regen when you use a heal skill so its a nice combo rune with my build

Weapon
(Toughness, Healing Power, Condition Damage)

SIGILS
sigil of renewal : when you change attunement you and your allies are healed (a nice combo with elemental attunement) and basically allows you to heal allies every 9s whenever you attune to a different element

Sigil of Purity (so so rune, im still thinking of a better rune, but for now this will do. the 60% chance to remove a condition every 10s seemed too weak, but in combination with the other traits and skills, it could be a potential life saver)

Accessories
(Toughness, Healing Power, Boon Duration)

my traits
0/2/6/6

EARTH
III Earth’s Embrace – activates auto when my health goes below 50% granting me 8s of -33% protection from damage, 100% vigor regen, 3k regen heal, and stability (since i have the talent: cleansing water, this activation would also remove a condition

WATER
V Soothing Wave -whenever im crit i gain regen, which would also remove a condition, and because of the rune of dwayna the regen duration is much much longer than usual that most of the time never loses regen the entire battle

IX Soothing Disruption- this gives my cantrips additional abilities: vigor regen, and regen (which would also remove a condition)

XI Cleansing Water – this is the fundamental trait of the build, whenever regen is grated a condition is removed

conditions are very important in PvP, they could easily spell the difference between survival and being downed, so as a support, you need to have a way to deal with this, and cleansing water is the solution, with your skills and traits providing you with the ability to gai and grant regen, comes the ability to suppress the prevalence of conditions, which could really make a big impact in your and your team’s survivability; thus in your gameplay as well.

ARCANA
III final shielding (not really that important but i add it for survivability, sometimes you just need a few more seconds before you could use your healing skills again to survive and cotinue fighting)

VIII elemental attunement (also the one of the core traits of the build. without this you will just rely o your 2 heal skills which isnt really that good because of their o
long cooldowns. elemental attunement + sigil of renewal will provide burst heal on par with your “geyser” and only for 9s

XI Evasive Arcana, this is a nice addition to the build, aside from having the condition cleanser when you attuned to water and perform a dodge, it also improves your bleeds when you are attuned to earth and fire, as part of your rotation

HEAL SKILL:
Signet of Restoration – the heal is weak, but it gives you 300-400 heal per attack, which could help mitigate damage (in combination with mango pies; which resotes 90 health per second and improves vitality)

so the three utility skills i have are all cantrips because i have the IX soothing disruption trait

cleansing flame (removes condition, grants regen;which then removes another condition, gives 100% vigot regen, would help you perform a dodge: cleansing wave when attuned to water, to remove a condition)

armor of earth and lightning flash, both gives regen and vigor regens aside from the usual effects of their abilities.

:D

Full Heal/Support Build

in Elementalist

Posted by: WitchOfEndor.1427

WitchOfEndor.1427

i did not read the wall of text but this is the build i have atm for full water elementalist healer/support WvW / PvP

i build it solely based on trial and error, and with this current build i can say im happy, there may still be some adjustments minor though to make it more viable, but i can say i am happy with the gameplay of this build.

at the moment my gears are still exotic

SUPPORT DAMAGE DEALER / SUPPORT HEALER

GW2 do not need a full healer, because each class has the ability to heal itself, so water ele builds can only really be support healers, but still have damage dealing capabilities so this should not be ignored.

when engaging enemies i usually start with earth skills , followed by fire skills to start the ticks of my DoTs on the enemies, sometimes im even bold enough to rush to the enemies (which often encourages my allies to rush as well), knowing that i could easily survive and walk out of from the red circles of hell unscathed. I need to time my attunement to water cause it has aoe heal effect and regen, which could help my allies go on and fight.

if there is intensive damage, i attune to water (and then perform a dodge to activate the cleansing wave wave effect) attuning to water would heal you and nearby allies, and grant them regen, and removing a condition. If the heals still was not able to mitigate the damage, i would use healing rain (and geyser) then attune to earth to blast it, to add x3 regen which would also remove conditions (healing could remove 2 conditions by itself)

i also try to stay on water (esp when earth and fire are still on cooldown) because your first water skill heals your allies within the blast range

SURVIVABILTY
as a support damage dealer and support healer, you must survive! as such stay on the fringes of the fights, away from red circles, if pursued by enemies, there are a lot of things you can do, each element has a skill allowing you to “get away” so use them wisely!