It’s a very bad idea to add unblockable to basilisk venom. How do you stop the steal + basilisk venom opening? Predict an instant cast with a dodge roll?
Did you never heard about Fresh Air eles?
They frequently use berserker.The meta is changed, the damage and condi spam is a problem, but with a diamondskin reworked (1 condition removed every 1 sec while over the 75%hp is barely a buff, not a nerf) and the changed on the air (and with a lot of things like the rework on scepter and some traits and skills), there will be a big way for eles to inflict damage. Actually a good cele ele can inflict a insane AoE damage, what do you think a tempest can do with increased damage and ferocity?
I will not be playing a dps class while you will active your staff AoE or Overcharges on the enemy team.Removing Cele is only a way to make a class unable to do the same damage of a direct damage class and the same damage of a condition class, with still the defence of a full bunker build.
There’s a large amount of amulets that can fit different roles and playstyles. Don’t cry, you will find yours.
Removing Celestial Amulet will force classes to focus on different builds and make new builds for different situations.
4 classes on 8 use celestial, then 4 classes will be forced to make new builds.
There will be a large amount of build diversity! Finally!
And there’s other classes with a low hp pool, or with low defensive ability.
Try to do an AoE on a thief, or to focus a necromancer. Thiefs have your hp pool and just a little more toughness, but only a little, with a low healing ability and forced to melee to deal good damage (there’s a reason why no one used them in the actual meta). Necromancer have a big Hp pool but not a single defensive skill. CC or focus them and you will kill them really easy (there’s a reason why the necro is the First enemy to Focus and take down into a fight: is the easiest to kill as a team).There will be a large amount of builds for you and the actual amulets can already make you survive enough still without the cele.
Just wayt and see.
You won’t be able to use the 250 ferocity on air swap with Air Overload due to the duration of 5 seconds on the buff. (A change that I like)
What happens to Functioning Gyro rezzes?
What fire needs is a power scaling trait on burn.
Scepter complaining when they got a whooping 250 ferocity on swapping to air attunement. Seriously guys?
You’re being ignorance at best and dishonest at worst.
That buff helps Staff and Dagger too.
Not helping staff until lighting surge cooldown is reduced; maybe a air dagger core ele build.
Gokil, I am hoping with the disappearance of celestial amulet means the Elementalist can now receive the love it deserves.
Yes. With celestial amulet removal, we will finally be able to adjust the problems concerning elementalists specifically instead on relying on a general amulet. It’s good news.
The Air Grandmaster trait usability improvement is the two massive bug fixes on Lighting Rod. It was confirmed to be fixed by Grouch.
Scepter complaining when they got a whooping 250 ferocity on swapping to air attunement. Seriously guys?
Earth Overload’s dust cyclone released at the end only applies protection in the area. The damage is actually around the elementalist.
Video: http://www.twitch.tv/aleriedespins/v/35660466
An unintended mechanics from Earth Overload. The damaging aoe is around the elementalist instead of being at the location of the final impact of the Overload. The protection pulse remains on the area, though. Additionnally, this unintended mechanic is also fun to play around and could be considered on fire overload, where it is an area around the elementalist that burns.
Too bad there is not a settler amulet split.
1050 thoughness 1050 condition 560 precision 560 healing
Add the Lightning Rod bug fixes that were confirmed by Grouch.
How is it going to be done now? Massive buffs on corrupt boon, extra random condition (from boon corruption) on scepter auto-attack on the final chain.
What’s the plan without Diamond Skin to scare them away?
(edited by Alekt.5803)
Nevermind. Grouch confirmed it was fixed!
It’s a preview, doesn’t have everything that they are going to do, just a couple of things
It takes 5 seconds to say “Oh yeah, Lightning Rod is going to be bug fixed.” , just like they did to blinding power having its aftercast removed. Moreover, it was highlighted: air GMs are getting usability improved.
Lightning Rod: “Disabling an enemy causes them to be struck by a lightning bolt.”
Tempest Defense: “Surround yourself with a Shocking Aura when disabled (stun, daze, knockback, pull, knockdown, sink, float, fear, or launch). *Deal more damage to stunned or knocked-down foes.”
Lightning Rod procs before the disables. It causes many issues.
1. Lightning Rod is blocked or evaded even though the crowd control using to disable is unblockable or undodgeable.
http://www.twitch.tv/aleriedespins/v/30181709 In this video, we have a chronomancer using Echo of Memory. The mesmer moves toward the unblockable Static Field gets interrupted and receives the damage of Static Field. What happened with the Lightning Rod?
The Lightning Rod was blocked before the disable as shown on the combat log. Additionnally, because it was blocked, it also refreshed the mesmer skill, allowing him to use Déjà Vu.
2. Lightning Rod does not benefit from the damage increase of Tempest Defense despite requiring to disable a target for it to be casted.
http://www.twitch.tv/aleriedespins/v/30182400 As seen on the video. The elementalist initially casts Gust on five golems. The damage range is 2000 to 2200 for a critical strike while using Tempest Defense. After that, the elementalist removes Tempest Defense and does the same experiment; the damage stays the same. As a result, Tempest Defense does not increase the damage of Lightning Rod. But is it because the target is not “stunned” or “knocked-down” as stated on the trait? Well, no. The elementalist used Static Field to double check and the damage on Lightning Rod remained the same. Though, the damage of the Static Field was increased, so the source of the disable gets a damage increase. Note that Tempest Defense also works on Daze, so Gust should do the same.
Top revival? Is it because you could not find good kills in the current meta?
i think he means the revival of the TOP 5 Plays thing
Haha yeah, I meant I’m bring back the Top 5 Plays series!
Lol. I read that so wrongly.
Top revival? Is it because you could not find good kills in the current meta?
But checked the video, and will keep recording on while playing.
To be honest, how do you balance elite spec at the same time of balancing core specs? Seems like a promise that was very hard to keep. If Arcana would be buffed to be able to compete with Tempest, how do you keep this buff on Arcana from affecting Tempest at the same time?
I think the way is to buff, or add stuff to old abilities; it can’t be power creeping because those abilities lacked power before anyway. Diamond Skin should be oriented toward something a glyph or arcane skill could benefit from…
Or they could just do what they promised and not make elites completely superior to vanilla builds~ But per usual it was all a lie, just like promise to reset mmr at begin of the season.
Maybe withdraw will actually get the 10% buff this time.
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
I am so tired to hear about this 10% heal value. Fix this already. And don’t forget about Lightning Rod too.
Nerf Frost Aura’s range of the chill application to 600 or 450 radius instead of unlimited range as it is.
Reduce Aftershock radius to 360, down from 600.
Reduce Air Overload radius to 300, down from 360.
Increase Fire Overload radius to 240, up from 180, increasing up to 300 upon completion.
Reduce healing to allies by 50% from Wash the Pain Away. But, increase first and second pulse to 240 and 360 radius, from 180 and 240, respectively.
Something like that, OP?
Did you count Jade Wind, Dragon Breath, Eye for an Eye, Temporal Rift, Surge of the Mists for the revenant CC?
I believe that one core issue about those crowd controls are the wide ridius they were given. I am looking at Jade Wind stunning for 3 seconds, deals a respectable amount of damage and is 600 radius. Same thing goes for Chill to the Bone from Reaper. Same thing goes to the Tempests shout (though feel the burn feels alright with the range, but not Aftershock). Also, I think frost aura’s radius is too much with chill dealing so much damage nowadays: if you deal damage to the enemies at 1200 range, and there was a necro + tempest, you’ll get chilled all the time for a long duration.
Bonus: “… and it would be disingenuous to count that the same as Gust…” I saw what you did there.
So you all cried about diamond skin enough to have it nerfed good job! Next you will cry about druid. The gliders will be op in pvp.
Diamond skin had to go, no class should be able to ruin every condi build out there with one trait! If you think it was balanced, then you need to lay of the ego for a bit and try see things from others point of view.
Druid has been op since it came, so nothing new here!
/thread
But we might see some of the worst iterations of condition builds unleashed from the lack of diamond skin. Diamond skin were the heroes of this meta. As a Tempest not running it, I loved when necro used daggers or celestial to break an hypothetical diamond skin. Now it’s going to be OP scepter all the times.
Can we stop these hidden self back patting posts about hitting legendary this sooper hard way or that (hello eleeto). Most people don’t care. Can’t say all because there is always some idiot that will claim they do.
Yea! Stop clogging the forums with this stuff! Make room for the QQ about pip loss and blaming of matchmaking!
/end sarcasm
@ OP: Why runes of Scrapper over Durability? Is there a big difference for you?
You can even go scholar. Scrapper over Durability because scrapper gives 175 power and offers a proper source of defensive: Durability’s active grants boon that you already have ( Regen and Protection). To be honest, sometimes, survivability comes from counter-pressure.
What does the Tempest line offer that you find is of particular importance to a glass staff build?
Staff has the highest base damage on weapon. Overloads offer a reliable source of damage unlike garbage Eruption, Ice Spike, and Lava Font. Rest of staff are mostly quickly casted, or lingering source of CC and support, so it synergize with a conjured weapon and overloads.
Tempest also allows to have condition clear without the need of cantrips, and also gives a reasonable amount of sustain thanks to Wash the Pain Away and Elemental Bastion. This is the most important thing.
Sounds reasonable. How do you safely get in/out of range to use your overloads though (assuming you stay at long-range as is typical of normal glass staff eles)?
I try to avoid doing fire overload, but one trick would be to wait until it is nearly done before heading to the point. Try to hit at the very end of the AoE, go back and forth in an attempt to hit the tick then leave to come back after 1 second for the next tick.
Where are you from?
Canada, Montréal.
Show us proof ( like achievements. if you are locked to tier 1 i can trust you ).
Theres no way to prove it, he could have hit legen with cele staff and then screenshot whatever, you just have to trust him
I’ve been queued with and against OP quite a few times — he was playing marauder staff each time. And yes, the build has all the weaknesses you guys are pointing out — it’s highly reliant on teammates who can hold point (since he mostly stays back and bombs), and it also has a hard matchup vs. a lot of the meta specs 1v1. So in some matchups it just doesn’t work at all, and in other matchups it can wipe teamfights pretty quickly. But he makes the build work for him, just like the people who’ve hit legendary with warrior.
Most of the burst damage seemed to come from chain-dazing with lightning rod and from using air overload, but I’m sure OP can give more specific feedback.
Pretty much it. For burst damage, there is some comboes you can do. But hopefully, it’s getting buffed with the Air Grandmaster supports announced.
What does the Tempest line offer that you find is of particular importance to a glass staff build?
Staff has the highest base damage on weapon. Overloads offer a reliable source of damage unlike garbage Eruption, Ice Spike, and Lava Font. Rest of staff are mostly quickly casted, or lingering source of CC and support, so it synergize with a conjured weapon and overloads.
Tempest also allows to have condition clear without the need of cantrips, and also gives a reasonable amount of sustain thanks to Wash the Pain Away and Elemental Bastion. This is the most important thing.
(edited by Alekt.5803)
How do you actually do your damage? Overloads and earth shield auto?
Also…
It also secure an auto-attack chain dealing the highest dps (it’s bigger than Lightning Hammer with 2225 power due to attack speed and base values)
What do you mean by this? Last I checked, shield’s full chain is actually slightly slower than hammer’s. and then of course each hit is weaker, bleed aside
Tooltip on lightning hammer read 1/2 sec x3 for 1 1/2 sec full cast. But, with aftercast, it takes 2.82 seconds to complete the full chain. Earth Shield takes approximatively 2.20 seconds. Now, considering attack speed, base damage and ratios, you have a higher dps with 2225 power (marauder + 175 power rune) (without counting bleed stacks).
You deal damage with Lightning Rod, overloads, staff skills, earth shield and FGS.
Alekt, I’d like staff to have a better option for 1v1 potential and therefore I think since you should share some of your ideas on how to improve this weapon with us. I had a lot of fun playing a staff marauder build on duel servers, probably one of the more interesting weapons to duel on a tempest with actually since the tempest playstyle when considering overloads seems to synergies with staff oh so well, unfortunately I ran into some popular builds which put the staff weapon to shame due to its clunky nature. If elementalist sustain is taking a dive I’m afraid a staff marauder build is going to fall deeper into the pit of builds to play for fun and not for relevance.
Which staff skills do you find lack luster and think should be improved upon and why?
I find every auto attack except the air one lack-luster: they simply never hit at range, again except air. Even on air, I fail to understand why this attack is a projectile.
Shockwave is very lackluster. The cooldown, the power ratios, and the accuracy are completely off. Moreover, 1 bleeding stack over 20 seconds (same for evasive arcana) is an artifact that should be put out: it only inflates perceived numbers (wow! 2k bleeding damage?! Hell no).
Magnetic Aura used to be in that list before auras were better supported by traits. Focus 4 was just better in every ways, deals dmg, blast finisher, reflect, lower cooldown, best condi clear on ele. When I read Focus QoL changes in the balance patch, I just can’t see how they can add more QoL to this broken weapon.
Gust is a joke. It deals no damage, needs to be casted only in melee to hit, and can be jumped over to avoid CC (press jump key at the right moment). If the target is moving to sides, it will never hit.
Healing Rain’s long cast time killed me many times against condition reapers because I would be interrupted all the time. The 45 sec cooldown is odd.
Fire attunement is unrealiable to deal dmg. Lava Font first tick could be immediate, but I hear that is was the case in beta of gw2, but was changed (because it was too strong).
The whole fire trait line is garbage for marauder staff. Nearly every trait points needs you to be on fire attunement to do anything: extra damage on burn, cooldown reduction of fire skill + dmg increase when on fire attunement, blind on burn (but you need fire attunement to burn usually), might when casting on fire attunement, longer fire fields.
They are relevant to both forums. Elementalist is to explain build in detail; PvP is to talk about build “viability”.
Is Arcane Shield a flex utility spot or required for the build and playstyle? I may try this, but I’d go conservative and keep using Lightning Flash there at first.
Grimreaper answered it pretty much. At first, I thought it was a flexible spot, then I thought no. I am not a fan of lighting flash, that’s a personnal thing. I tried armor of earth, but it gets stripped, corrupted, or stolen. Arcane shield protects from many good things and can add some burst damage at the same time. And it’s pretty useful against hammer revenants, dragon hunters, big hitters.
What build did you use?
I struggle to much with pressure on a marauder amulet. How did you survive pressure?
http://gw2skills.net/editor/?vFAQFAWn0XC9XiFRA+MA8RglHAzdyeZ/sCBgDQLkYIEE2BA-TJRBABR8AAua/BAuAAxXGAA
Conjure Earth Shield is the secret. You can swap attunement when using conjure without worrying about dealing with new skills, it means you can recharge overloads with a good skill set, and even have a chance to recharge those cooldown due to the 4 sec channel of overloads (2x FGS spin for instance)
Elemental Shielding is one trait that would need an extra utility if it’s to be nerfed drammatically (33% duration reduction is quite rough, especially for core ele). Also, people running earth are probably going to head for Armor of Earth at 50% health. It means a trait put to dumbster.
Tempest currently provides the highest uptime of protection boon in the game, which is actually a ridiculously strong boon. To give you some perspective, some other game with similar levels of damage to mitigation ratio to GW2 have skills with 2min CDs and higher that only provide -20% damage reduction.
Not only that, but Tempests/Eles have among the highest passive mitigation in the game. And we’re talking about what’s supposed to be a flexible caster class with lots of active defenses, something seriously went wrong down the line. Also, a little less protection uptime (which it would still be 100% uptime for the elementalist) and 7% less damage mitigation from protection would not butcher anything much less puts such a trait into a dumbster.You wish to nerf Hardy Conduit, yet, without it, Tempest would have been very close to Berserker tier. Historically, Tempest was extremely low in rating before the last minute changes. I know you wish to see something else replacing it, but I don’t see the dev team having so many ideas for Tempest when looking at the Grandmasters. Hardy Conduit is a nice trait and I heard it’s only the protection on the elementalist.
How is removing 7% damage mitigation from a boon that otherwise still gives 33% being very close to Berserker tier?
If you remove 7% damage mitigation, Tempest ends up with a trait line without minor traits, again. You ask it to be replaced by something else, but what could it be? I am usually the sort of guy with a ton of idea for elementalist, but for this one, I simply don’t see. I read some people wanting to remove stability of Earth Overload too, sure, let’s make that overload worthless.
About Elemental Shielding, reducing the duration would be something I agree with, then I thought about how it could hurt certain core elementalist builds; because lets face it, 2 seconds of protection with the vanilla aura applications is pretty weak.
Yw for helping you get there on your last game
. No but really, gz
I know he didn’t get there soloq but with the help of a team. What I was wondering is how to survive if your team isn’t all godlike. There are too many counter like Rev and Thief you need a good teammate around to insta-rez you.
It was 90% solo Q, 9% duo, 1% 3+. I don’t rely that much on teamates, instead, I try to support them when in need. For instance, that low hp thief could like that geyser + wash the pain a way on passage. Or this Dragonhunter would like it if you pulled three people back into the dragonmaw with earth shield.
Yep, respect. I played glass staff up until Ruby but after that Power Rev just eats me for breakfast with their 5s teleport.
For your +1 play style, you need to have reliable teammates to cover the capture point. Do you think without teammates, it is possible?
Any nerf/buff for Glass Staff Ele?
Well, I posted a load of QoL changes for elementalist. Traits and utility reworks.
Such as:
-Lava Font : First instance of the damage occurs immediately after the cast. (Instant First tick).
-Lighning Surge : Reduce cooldown to 5 seconds from 10 to better match cooldown with Fresh Air.
-Shockwave : Improve power ratio to 1.0 from 0.5. Increase bleeding stacks to 3 from 1, reduce duration to 8 from 20. Reduce cooldown to 20 from 30.
-Healing Rain: Reduce cast time to 1 seconds from 1 1/2 seconds.
Traits:
-Weak Spot: Increase the Vulnerability Stacks on critical strike to 2 from 1.
-Lightning Strike : Increase range to 1200 from 900.
-Conjurer : Combine One with Fire and Conjurer together as a single trait.
-New trait to replace One with Fire: Element of Purification : Applying Fire Aura cleanse 1 damaging condition and increases damage dealt by condition by 5% and damage by 5 % for the duration of the Aura.
-Pyromancer’s Puissance : Bonus (Minor and Major traits) from Fire Attunement now lingers for 5 seconds after swapping from Fire Attunement.
Conjure Ice Bow:
-Auto Attack : Completely rework the auto-attack. Fire a shard of ice that shatters on impact, Bleeding and dealing extra damage to enemies behind the impact. 1 stack of bleed for 3 seconds, 320 (0,6) damage ; 2 stacks of bleeding for 5 seconds, 384 (0.72) damage to target behind. 900 range.
-Frost Fan : Increase chill duration to 2 seconds from 1 seconds (to compensate the chill stack limit). Struck enemies and allies now leave a regenerative mist on impact that pulse heal every seconds for 204 (0,2) over 3 seconds.
-Ice Storm : Do an evasive leap away from target area while shooting a volatile shard of ice. Detonate midair for multiple explosions of ice. Detonates into 5 shards that cripple and bleeds.
For Nerfs, we’ll see what’s up with the planned Air GM buffs.
-“Wash the Pain Away!” Reduce the heal amount to allies by 50%. As compensation, increase the area of effect to the first and second pulse to 240 radius and 360 radius respectively, up from 180 and 240 radius.
-Frost Aura Applies the chill only if the target is within 600 range.
-Overload Earth Protection applied to allies is now the same as the one applied to yourself. 1 second of protection pulsing while channeling and up to 3 seconds upon completing the overload.
-Shocking Aura cooldown to 30 seconds, up from 25.
I play Marauder Staff Tempest, and I am not sure how you plan that I play this class with Elemental Bastion nerfed, no more 40% protection, no more stuns on shocking aura (RIP Tempest Defense, RIP Lighting Rod).
Then, I don’t know how you plan to have elementalist survive the lack of celestial amulet after butchering an interesting non-meta build from collateral damage.
Elemental Shielding is one trait that would need an extra utility if it’s to be nerfed drammatically (33% duration reduction is quite rough, especially for core ele). Also, people running earth are probably going to head for Armor of Earth at 50% health. It means a trait put to dumbster.
You wish to nerf Hardy Conduit, yet, without it, Tempest would have been very close to Berserker tier. Historically, Tempest was extremely low in rating before the last minute changes. I know you wish to see something else replacing it, but I don’t see the dev team having so many ideas for Tempest when looking at the Grandmasters. Hardy Conduit is a nice trait and I heard it’s only the protection on the elementalist.
And as much as I hate Revenants, your list of nerf will make them worthless, and I don’t like that.
Gain 3 seconds of resistance when hit with a condition above 90% health. 10 sec ICD.
Calling it.
It’s not going to be condition avoidance; it’s going to be removal. And forget about health threshold.
If you are new to Ele, I suggest you invest your time else where, like Engi/Druid. Ele is about to get nerfed. And if it’s anything like the history of 3 years, we will be nerfed to the bottom class, and it will take at least 6 months for Ele to be viable again.
Lets wait to see new Diamond Skin.
I would love to see dimaond skin be the trait that makes it possible to ditch the water line when considering condition removal, would also really like to see a rune set that removes conditions upon an aura being granted, further making the water line less relevant. If Diamond skin removed conditions upon an aura being granted that would be okay with me too.
Well this cleanse on aura should be when One with Fire and Conjurer are combined in one, and the trait replacing One with Fire makes Fire Aura cleanse 1 damaging condition.
With your title, it just seems more about advertisement than anything, I would have just made a guide explanation for the ele forum and have it titled as such. But whatever floats your boat. I went against you. you hurt a lot. Congrats, I guess?
Nothing is wrong with that, I hope.
How will you survive if a Rev targets you? Or do you rely on teammates for that?
Do you hold point, or just go roam +1? If roam, how do you survive against CC?
Thanks!
As for Revenant, it depends on the type of Revenant and the quality of the Revenant player. For them, I check for their stability buff and use damage fields more defensively. If it’s hammer Revenant, you can hunt them, just hope you don’t get double-hit by coalescence of ruin. Retribution Revenant with non-stop stability is ridiculous. Earth Shield equipped will negate relentless assault. But really, it’s about the Revenant player’s ability, and you can play very dirty with Earth Shield since it is so hard to predict, especially the one left on the floor that is picked quicker than it is casted. When it’s heated, I use FGS against them: a 6.5k fiery rush can happen.
I roam +1, defend points in +1. For Crowd Control, burning retreat can be used between 2nd and 3rd tick of Gravity Well, otherwise, you have Arcane Shield, and overload prepared soon hopefully, thanks to conjured weapons + preemptive overload rotations.
(edited by Alekt.5803)
Stronghold?
Only for fun in Sapphire and less, then junk meta was set on that map. It was just solo queue, and duo with occasionnal friends in conquest.
just one question. Why did you post this both here and in the pvp forums?
They are relevant to both forums. Elementalist is to explain build in detail; PvP is to talk about build “viability”.
ok
what do you do with the shield?
Use it while Overloading, it means you have can Fortify after air overloading near the enemies. It also secure an auto-attack chain dealing the highest dps (it’s bigger than Lightning Hammer with 2225 power due to attack speed and base values) while waiting for overloads. The delay before overloading becomes filled with better cooldowns other than just mediocre auto-attacks.
There is also a few sets of wtf bursts comboes. Hint: the first tick of damage from Earth Overload is absolute instant and can used for stability + protection. Another hint, the Fire Overload first tick takes about less than 0.2 seconds.
Congrats! I’ve always been a fan of your shieldsmanship
What are your hardest, and conversely, easiest match ups individual profession wise and “team comp” wise?
Bunker Staff Tempest on small point is easy. But, most match-ups are fair, though thieves generally get caught by Earth Shield pull or comboes.
Hard 1v1 is Retribution (stability spamming) zerker Revenant. Viper Revenant are painful too, but possible with the nerfs they got (yes, resistance was affecting a power build: no more chill, cripple, immob, weakness, blind= rip). Mostly, it’s the stability spam that gives trouble like the Reaper shroud 3. Scepter Reapers must not be given any chance, don’t try to 1v1 this one.
For team-match-ups, it’s very favorable when enemy team does not have quickness rezzes since the cleaving level is obscene (if burst is pre-casted).
Nota Bene. I forgot that you can pressure bunker mesmers heavily and kill them unless they go Sentinel amulet.
how many games?
who/what did you queue with?
Alone, solo queue. Diamond took 4 days to climb. I did not count the number of games, under 250 perhaps… But I did not play much between mid December and late December.
Favorite caffeinated beverage?
Tea. I don’t drink coffee, but I don’t drink much tea either.
How do you deal with Protection/Regeneration/Retaliation?
Are you fire/air/tempest, air/arcane/tempest, or air/water/tempest?
Do you do triple arcane?
Good for now.
If I run into anything else I’ll say.
I use Air Water Tempest, and the air grandmaster buffs will directly affect my build.
http://gw2skills.net/editor/?vFAQFAWn0XC9XiFRA+MA8RglHAzdyeZ/sEDhgwOQIAcAahA-TJBFABiXGggHAw97PAwFAAA
Utilities are Wash the Pain, Feel the Burn, Conjure Earth Shield and Arcane shield. Elite; FGS.
There is not too much retaliation, and for protection, let the revenants or necro remove them.
I got to Legendary using exclusively Marauder Amulet, Staff Tempest with Conjure Earth Shield. Ask me anything.
I got to Legendary using only Marauder (or Zerker) Staff Tempest. Ask me anything.