And this is a quote from myself, based from my experience in Fractals
I already have a night and force daggers, and you havent said WHY its “too good imho”
:/Hey Sarah,
This is an ideal setup of my ele when using 30/30/10/0/0 build.
With D/F as a ‘close quarter cleave’ weapons, it benefits the most from three traits Burning Precision, Burning Rage and Persisting Flame; and a nice 300-point boost in power. In a long fight like with Bloomhunger, I’d like to have Persisting FLame to keep up fury and boosts my crit chance to above 90%. Now with this trait setup, when we crit more, we proc more burning and deal more damage in Air Attunement. Burning Speed is a personal favorite, which I use as a mini FGS to clear a clutter of trash rapidly (e.g. the chanter blob in Cliffside).
- Staff variant:
http://gw2skills.net/editor/?fEAQJArdnEEVZYpByGwjYAI8gAGKYUoDxDLooCA-jQCBYfJk8DkKAJzUZNPVQs4qIas6aYKXER1GcFRrWGg8tA-eI use staff as a ‘blob nuking’ weapon. For staff, the two most essential traits would be Pyromancer’s Alacrity and Internal Fire, which boosts your main DPS power. Then we have Bolt to the Heart, Stone Splinters and Arcane Lightning as your extra damage modifiers. I use staff most of the time in the Urban Battleground and Molten Boss duo fights.
In my conclusion, with the same trait setup, I gain access to two variants of play style, equally powerful and incredibly effective in fractals and general dungeons. So 30 points in Fire is just too good to me. However, if I am in an optimized party with another ele, I will have to switch traits for a better group damage. Or, switch to 30/30/0/0/10 in Arah.
Strangely enough, I find my survivability has improved significantly after weaning myself from Vigor on Crit (with the exception on Lupi fight). Arcana is nice to have but not the ‘be all, end all’ trait line for eles in PvE. Furthermore, EA only deals half of the damage of the normal skills. Let’s say even if I can dodge all the attacks during the Grawl boss fight, it doesn’t help my party at all. For example, if I want to heal by dodging into my water field, that means I have to dodge out of all the pre-set reflection field. Then I’ll be the only one who get healed!
Please allow me to quote master Zelyhn’s Mantra:
Hey Mikhail, I am going to try to give you a detailed answer as to why fire is much more desirable than arcana.
First let’s take a look at what arcana gives you:
- Fury on swap (very desirable)
- Vigor (very desirable)
- Lingering Elements (public enemy number 1)
- Elemental attunement (desirable for the most part)
- Arcane precision (public enemy number 2)
- Evasive Arcana (cleanse and blast are desirable)
- Boon duration (somewhat desirable)
- Attunement recharge (insignificant due to fresh air and relevant skills’ cooldown)Then let’s look at the advantages of fire:
- Flame Barrier (public enemy number 3)
- Burning precision, internal fire, or Conjurer (all desirable)
- Sunspot (desirable)
- Pyromancer’s alacrity (very desirable: aligns the cooldown of our important fire spells with the rotation pattern of a build with little arcana points)
- Burning Rage (desirable)
- Persisting flames (very desirable)
- Power (very desirable)
- Condition duration (desirable)Now let’s analyse the contributions:
- First, Evasive Arcana. This trait is actually detrimental. This is because you are going to use your dodges for something else than dodging. Therefore you are actually more likely to take damage and conditions. So either you use this trait strategically and the outcome is paradoxical, or you don’t and then it is simply useless.
- I am going to assume that you are using EA strategically, and therefore that you are not dodging as efficiently as you could. This means that you need more sustain. Therefore boons like protection and regeneration are relevant for you. But you could do without them if you used dodges for dodging. Therefore only the might from Elemental attunement is relevant. This is a nice group contribution, but it is very weak compared to what you could get in fire for the same amount of points.
- Boon duration is nice. If we disregard unnecessary boons then the best we can get from it is the following: say you can maintain 19 stacks of might on average then boon duration will bring this to 25 (rounding a bit), this is a contribution of 6, and that is 210 power. Fire gives you 300. Granted, there is also a group effect to take into account.
- I personally use 10 in arcana to maintain perma vigor and ensure my fury uptime. This is because I tend to play in non-optimised groups. However it can be argued that persisting flames nullifies the contribution of fury on swap if you can realise a proper rotation.In comparison, fire gives you the following:
- Offensive defense via the use of defensive conditions (chill, cripple, etc)
- Much greater group effect: fury for the group (equivalent to a 420 precision boost for the group), increased vulnerability stacks from Weak Spot = more damage for the group.
- Synergy everywhere.
- Damage, damage, damage. And well, the “Zerker Paradigm” dictates that the faster you kill your foes the less likely you are to get hit before they die. Therefore damage is defense, somehowTo conclude:
Once you are confident in your ability to rely on dodges to survive, then the defensive contribution from arcana becomes irrelevant and paradoxical. In contrast fire brings much more to the table.
In the future, burning speed and frozen burst will be buffed. This implies that pyromancer’s alacrity and persisting flames will be even more desirable.
My advice to you is to start playing with less arcana progressively. Keep vigor but start putting points elsewhere (water is a safe choice to start with). Then gradually increase your investment in fire. Also, you should grab a focus. In the end the most efficient build is 30/30/x/0/x (+10 in either arcana for vigor or earth for damage).
R.I.P the less casual Iris :’(
On the side note, I just started to do more touring today. So tiring!