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LF active friendly guild.

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Posted by: jjujju.7630

jjujju.7630

Hello Chris

I’ve PM’d you regarding Remnants of Hope (http://www.remnantsofhope.com). Please feel free to check us out and contact me for more information if you wish.

LF PvE Guild, any server (mature).

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Posted by: jjujju.7630

jjujju.7630

Hello! I’ve sent you a PM about Remnants of Hope (http://www.remnantsofhope.com). Hope to hear from you soon!

Returning New! LF Guild Any Server see post

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Posted by: jjujju.7630

jjujju.7630

Hello! I’ve just sent you a PM regarding Remnants of Hope [HOPE]. (http://www.remnantsofhope.com) Please feel free to check us out and contact me for more information if you like!

High Damage Staff Ele (PvE / Dungeons)

in Elementalist

Posted by: jjujju.7630

jjujju.7630

I still don’t see your build. Interesting ideas. Might give that a shot after running what I’m doing for a bit. Can you fix the link though?

High Damage Staff Ele (PvE / Dungeons)

in Elementalist

Posted by: jjujju.7630

jjujju.7630

Fair enough, might consider changing those traits.

I don’t find condition removal to be much of a problem personally, I get combos with a guildie guardian for that, but if he’s not there it’s something to think about.

What would you recommend doing about a stunbreaker?

High Damage Staff Ele (PvE / Dungeons)

in Elementalist

Posted by: jjujju.7630

jjujju.7630

I was browsing around available posted builds tonight and ultimately decided to make something I didn’t find elsewhere. Thought I’d share, for opinions.

The Traits:
Fire – 30 – VI, VII, XII
Earth – 30 – VI, II, XII
Water – 10 – VI

30 Points in Fire for the benefit of ALL that POWER and the boosts to fire skill damage, recharge rate, and might.

30 Points in Earth for toughness. Eles are fragile, but this should help. VI provides some extra damage at close range. While you don’t HOPE to be at close range as a staff Elementalist, sometimes in dungeons you are in close quarters or can’t help mobs being all up in your face. Get them down faster with this trait. Since we are using all Signet utilities, II is handy to help them come up faster, and XII allows us to keep the extra movement speed, crit chance and toughness those signets give us, even when we use them.

10 Points in Water, mostly to boost the HP a little. My gear is all damage focused, so I needed some extra HP. VI gives extra damage when your health is above 90%, but there is probably some flexibility in the choice here.

The Slot Skills:

Signet of Restoration: Grants you health every time you cast and provides a significant heal when activated. IMO it’s the best of the healing options.

Signet of Air: 25% increase in movement speed and upon activation blinds target and nearby enemies.

Signet of Fire: Improves critical chance and upon activation burns your enemy (a loooooong burning effect of 11 3/4 seconds).

Signet of Earth: Improves toughness and upon activation immobilizes your enemy. I like to use this just before laying down Lava Font to make sure the mob stays in my fire field just that much longer.

Elite: Your choice. I have been using Glyph of Elementals but am just now finding that Conjure Fiery Greatsword is a heck of a lot of fun, for YOU and someone nearby! Who wouldn’t want a huge flaming sword? xD

The Gear:

Power/Prec/Condition Damage with Superior Runes of the Elementalist (Exotics in my case.)

Weapon – Ghastly Staff of Corruption, from the AC vendor. I need to upgrade my sigil, which right now is Major Sigil of Corruption. I’ll be looking into that soon.

Jewelry – Beryl Orichalcum Amulet, Earrings, Rings of the Valkyrie (Power/Crit/Vitality). Without this, my HP was still a bit too low for my taste so the extra vitality (320 with these pieces) is expected to be very useful. Power isn’t ever bad for an ele, and some extra crit can’t hurt either.

I have a Rampagers Spineguard of the Rampager (Power/Prec/Condition Damage) at the moment, not the best probably but hey, it’s what we’ve got.

The Stats:

(Standing still, at level 80, not casting. (First number is what comes from traits/signets.)

Power: 2222
Precision: 1543 / 1453
Toughness: 1306 / 1216
Vitality: 1331
Attack: 3333
Critical Chance: 34% / 30%
Armor: 2226 / 2136
Health: 14995

While casting in fire attunement, power goes up to around 2502 and attack to 3613 due to might stacks from Fire XII.

Playstyle:

Although you will primarily be using fire attunement, since that’s where you’re getting the most bonuses, an Elementalist should never be narrow minded and avoid other attunements. Make use of your own combo fields with finishers from Earth, or take advantage of combo fields from group members using the Earth finishers. Fire will deal the most damage, but with this build damage from the other attunements is better than it was with other builds I have tried, and all attunements should be used as needed by the situation. There are plenty of guides out there on this so I won’t go into more detail than that here.

Anyway, I hope some of you out there will try this and let me know what you think. Please excuse the hasty post as it’s spontaneous and done at a late hour! Enjoy!

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