Showing Posts For Jarek.2430:
The #1 biggest issue for ele’s as a whole is being chained to arcana to reduce attune cool down.
Fresh air provides a 2nd avenue for Ele’s except Staff.
The #1 biggest issue for staff ele’s specifically behind that is being chained to 20 arcana for blasting staff.
I need Arcana to reduce the attune cool down for staff not for the blasting staff trait. Staff is all about team play. Nowadays in a coordinated Zerg revival is key. Glyph of Renewal and arcane resurrection are needed.
the biggest issues for staff elementalist is attunement recharge, un-nerf ride the lightning, and lightning surge needs to be instant cast with xxxxx damage (>‘-’)> kirby
Staff doesn’t have ride the lightning – that is offhand dagger. I agree Lightning surge needs a faster cast time.
Staff needs another combo finisher blast or two; add it to flameburst and/or Gust.
So Crit chance > Crit damage?
Shows me to keep Crit dmg and Crit chance within 5% of each other for best results. Or am I looking at it wrong?
Eye balling it they, mercy and Arcane resurrection, were quicker than just one.
Aura from revive shared for me with allies when I specced for it. Even shared from Glyph of Renewal.
I love my Ele!!!
From an only WvW Ele, my Ele ‘role’ is not static but changes depending on situation; solo, party, party composition, guild, location, attacking or defending; thus my weapons, utilities and a few traits (within the current build) change accordingly
If I am running with guild or alongside a zerg; I am usually staff.
If I am running with a party; I am usually scepter/focus.
If I am running solo; I am usually dagger/focus.
My utilities thus change; Signet of air (when moving), armor of earth, ligthning flash, mist, Radiation field (asura here), Glyph of storms, Conjure Axe, hammer or shield.
My weapons are mixture of bloodlust, accuracy, renewal, leeching and hydromancy.
Yes, I die. Yes, I mess up sometimes thinking have one weapons set but actually have another. Or thinking I am hitting one utility and forget I changed it out for another.
The rest of you can stick with your static roles; myself I like the fluidness of the Ele. I am Jack of all rather then a master of one. I enjoy it.
As a Staff Ele I always have this as part of my utilities; however I mainly use water storm and sand storm.
When in staff I will normally drop Geo Freedom for Rock Solid due to staff having air windborne speed.
Looking at 0/15/20/15/20 this is what the build looks like with S/F
http://gw2buildcraft.com/calculator/elementalist/?1.1|b.1g.h1.d.1p.h2|0.0.0.0.0.0|1c.7r.1n.7r.1c.7r.1n.7r.1c.7r.1n.7r|4s.d1d.2u.d1d.1c.67.2s.d1d.1c.67.1c.67|0.f6.k39.f6.k54|15.7|1l.2.24.1v.29|e
Here is what it looks like with Staff:
http://gw2buildcraft.com/calculator/elementalist/?1.1|6.1g.h1|0.0.0.0.0.0|1c.7r.1n.7r.1c.7r.1n.7r.1c.7r.1n.7r|4s.d1d.2u.d1d.1c.67.2s.d1d.1c.67.1c.67|0.f6.k39.f5.k58|15.7|1m.2.24.23.2a|e
Is there anyone else who rotates between S/F and Staff in WvW?
My equipment:
Armor – Soldier/knight w/Melandru
Trinkets – mixture of Beserker and soldier
Buffs – lemongrass and maintenance
Weapons:
Staff (bloodlust and accuracy) Beserker
Scepter (bloodlust and accuracy) Beserker
Focus (Force) Valkyrie
Skills (S/F)
Ether Renewal
Radiation field (Asura racial) – combo field poison
signet of air
Mist form
Fiery Greatsword/Glyph of Elementals (Air pet)
Skills (Staff)
Glyph of Harmony
Radiation field (Asura racial) – combo field poison
Signet of Air (movement)/ Arcane wave – combo finisher blast
Glyph Storms (Water/Earth)
Tornado
The builds I am testing are:
0/0/25/15/30
0/15/20/15/20
0/10/25/15/20
Air:
Bolt to the heart
Earth:
Earths Embrace
Geo Freedom
Water:
Vital Strike (s/f) Cleansing wave (staff)
Arcana:
Elemental Attunment
Final Shielding (s/f) blasting staff(staff)
Evasive Arcana
As a staff I use Air as much as any other attunement:
Chain lightning – large fights, bounces of siege equipment also (problem is that it will bring in mobs in 1v1 fights)
Lightning surge – single target damage, but aoe blind (to slow for small fights but zerg vs zerg I always use it)
Gust – I use on ramps, in tunnels, through archways and along side cliffs
Windborne speed – I am always using this – roaming; swiftness – battles; removing C,C, I on allies
Static field – A great CC spell.
Staff has static field and its the only reason anyone wants to see an Elem in WvW. Everything else can be done better by other professions.
Frozen ground is the better CC. Static field gets skipped by Stability.
I play only WvW.
All my characters have Melandru + Lemongrass soup = -65% condition duration. Now add in condition removals. I see no problems so agree with Kodiak "I disapprove of this thread’.
Staff ele works yes…
i’ll quote a dev:
“Is it fun?”
Same for conjured hammer pve ele….5 skills on a hammer….don t think is what ELEMENTALIST players wanted when choosed their profession.
I started leveling my Elementalist as a D/D, around level 20 switched to S/D. Hit world via world at lvl 50 and switched to Staff. I have been staff ever since.
Staff for me is more fun then any of the other weapon sets.
interesting use of staff, I enjoyed the video
imho ‘tho that’s viable in sPvP only: in WvWvW you’d get roflsteamed
thanks for sharing
There are many viable builds for Staff in WvW; we all have the same weapon skills. In WvW he would be with 5 or more so no he wouldnt be ‘roflsteamed’.
Priorities first: Race – Asura.
Per you post it comes down to if you want range or melee. Guardian Melee or Ele Range.
I havent seen you play so can not give you insight on your build/equipment. I can point out the differences between our builds.
My build 0/10/30/10/20
Your build 0/20/0/30/20
Arcana 20 vs Arcana 20 same
Air 10/water 10 vs Air 20 We both have Bolt to the Heart. You added Quick Glyphs for faster heal cooldown.
Water 10 – we both have vital Striking
Earth 30 vs Water 30 You went 30 for better condition removals and heals. I use my equipment and earth 20 to combat conditions. Melandru superior runes, Earth Geomancer Freedom and Lemongrass soup provide me with -64% condition duration (-98% cripple, chill and immoblize) and -25% stun duration. You get + 1% damage per boon vs my +10% damage at full endurance. You provide better healing and conditioning to those around you. I went with the damage route with 10% more damage while attune to earth (I did this because earth is our main combo finishers so I am in earth more then the other attunements). 5% more damage to foes who are bleeding (my teammates cause the bleeding here).
Heal – we both have Glyph
Utility
glyph of storms = We both use this.
Arcane Wave vs Armor of Earth This was mention in another thread. Another combo finisher needed outside of Earth which provides offense and heals with blast finisher.
Radiation field vs Mist form (Radiation field is a racial utility which provides 15s AoE that is a combo field – acts as another CC since its a deterrent for folks to enter thus separating up the enemies). However I do switch this out while on the move with mist form.
Elite
Tornado vs Elementals (Tornado provides another finisher. Also provides stability and is great on ramps, edges or in confined spaces.) However, I switch this out depending on situation. Small groups I go air elemental pet or conjure GS.
Equpment:
Armor (soldier/knight) vs (knight)
Melandru vs Divinity
Trinkets
Soldier/Bersker/Valkrie vs Valkrie, Celesitial, Cavalier
Ruby vs Ruby
Attributes:
Power/toughness vs Power/precision both 1875ish
Precision/Vitality vs Toughness/Vitality both 1450ish
Crit chance/dmg
35%/39% vs 50%/78%
Possible bonus damage via traits
+45% vs +30%
damage reduction
36% vs 21%
Health
17k vs 17k
(edited by Jarek.2430)
My build is:
0/10/30/10/20
Air: Bolt to the Heart
Earth: Earths Embrace, Strength of Stone, Geomancers Freedom
Water: Vital Striking
Arcane: Elemental Attunement, Blasting Staff
+20% damage from (Enduring damage and Vital Striking)
+10% damage while in Earth ( I find that I am in earth attunement more then the others. )
+20% damage if opponent health < 33%
Utilities:
glyph of Elemental Harmony (switch to earth and cast to get about 10secs (includes elemental attunement) of protection)
Arcane Wave (combo finisher Blast)
glyph of Storms (Water (cc) and Earth (AoE blind))
Radiation Field (Asura racial – combo field poison that lasts 15 secs)
Tornado (combo finisher Whirl)
Most important thing is learn what combo fields and finishers you are capable of doing.
You need to provide more information about your play style. Do you want damage, survival or CC? What race?
Great Vid!!! Nice to see a staff ele in pvp.
For me, Geomancers Freedom is a must have. I have soldier/knight gear with Superior Melandru.
My damage build 0/10/30/10/20:
Air: Bolt to the heart (20% dmg opponent less then 33%)
Earth (25); Enduring Damage (10% dmg endurance 100%), Serrated Stones (5% dmg foe bleeding)
Water: Vital Striking (10% dmg health > 90%)
Arcane: Blasting Staff (increase aoe size)
- i can see dropping 20 from Arcane and adding to Air and going more crit chance/dmg with trinkets. bolt to the heart, arcane lightning, Fresh Air.
- I have no clue why the underlines appear above
My CC build 0/0/30/10/30:
Earth: Earths embrace, Geomancers Freedom, Geomancers Alacrity
Water: Aquamancers Alacrity
Arcane: Ele attune, blasting staff, evasive arcane.
I did this last night and having access to Frozen Ground and Unsteady ground quicker was a great benefit. Also, Ice Spike and Eruption. I rarely used evasive arcane but I can see no benefit in adding 10 points in another location.
(edited by Jarek.2430)
I see no issues with it.
As stated in my previous post this is a class base game. In class base games you have one class who is better in a specific situation then other classes. In this case, in a downed state, Elementalists have the better ‘skill’.
Thank you.. come again.
Please visit us in the Thief’s forum as we talk about a specific situation where thieves over excel and need to be adjusted.
I wear Melandru armor, geo freedom and use lemongrass soup for buff giving me Condition duration -64% (chill, cripple and immobilize -98%).. Warriors can do the same. How do fair against folks who can just ignore conditions?
I am going to test a more CC build with the up and coming patch:
0/0/30/10/30
Earth: Embrace Earth, Geomancers Freedom, Geormancers Alacrity
Water: Aquamancers Alacrity
Arcane: Elemental Attunement, Blasting staff, Evasive Arcana
Etheral Renewal
Open (Signet of air ‘travel’, Armor of Earth, Arcane Wave)
Mistform
Radiation Field
tornado
Yes, vapor form in a downed state allows us to get into a keeps portal. Yes, no other class can do this.
What is being asked is equality for a class base game in which there can be no equality. In certain situations some class will be better then other classes. If you dont want that go play Darkfall.
Elementalist are kings of the downed state. Someone has to be!
Dear Arenanet Developers, I’m truly trying to understand a few things:
a) why would you create a class like the elementalist and then nerf it into the ground so much that the class becomes not only a burden to play but a useless addition to any wvw setting?
Staff Ele here and, even though I understand your frustration, I have to argue against the above statement. We are very important to WvW and I am seeing more staff ele’s every day.
Same reason why I use this build as well but with the upcoming trait changes I’ll probably move out of water and into air or something.
0/30/0/20/20 maybe.
10% more crit dmg+trait that gives +10% crit damage plus food that gives +10% crit damage…. already running around with 50% crit chance so that’d be an instant 15% damage boost. Similar to the 30 in water.also the 20th in water I use for the regen on mistform, signet of water and icebow. The downed mist form does damage that way too which is a pretty neat trick. Otherwise there’s the 20% damage to vulnerable foes, vulnerability on signet/arcane, equip signet of air (new stunbreaker and perma speedboost+blind) I wonder if that’d work with lingering elements and then swapping to air making the lightning strikes hit for 20% more too….?
After the changes I’m going to do something completely different from everyone else:
I’ve been testing it lately, it’s pretty insane. If they give me a Stun Breaker on signets (they said they will regardless of the leaked notes) it’ll become pretty great. If the leaked notes are accurate, it’ll become fantastic.
^ Not a staff elem. Interesting build just not sure why you have ignored signet of Fire as part of you utilities. With such high condition damage you could hit for alot per sec and only hope they are unable to remove the condition.
(edited by Jarek.2430)
My WvW build
0/10/30/10/20
air: bolt of heart
earth: Stone splinters(if new patch notes correct – otherwise earths embrace), Geomancers Freedom, rock solid
Water: vital Striking
Arcane: elemental attunement, blasting staff
Armor (helm,coat,leg) soldier – superior Meandru
Armor (shoulders, gloves, boots) knight – superior meandru
Trinkets Soldier/knight (2pieces) – Beryl and ruby
Staff – beserker of accuracy
Utilities
Ether Renewal
Open (signet of air, lightning flash, arcane wave, mistform)
Pain Inverter (asura racial – retailation and confusion)
Armor of Earth – prot/stability plus stun break
Elite: Tornado/Fiery Greatsword (depends on conditions)
condition damage = duration reduced by 61-64%
chilled, cripple and immobilized = duration reduced by 94-98%
Stun = Duration reduced by 25%
CC: we have 4 Crowd Control with frozen ground being the best (some will say static field but stability ignores it)
Survival: 1900 toughness, Armor 2700ish, 17k health, pain inverter, magnetic aura, CC, armor of earth
Damage:
+10% health above 90 (we are range fighters)
+10% endurance at 100 (we are range fighters)
+20% opponents health <33%
+5% damage if opponent is bleeding (if new patch is true)
Crit chance/crit damage = 34/39%
Let me see, lightning flash no longer breaking stun = useless as a survivability tool.
Cleansing fire no longer breaking stun = no reason to ever slot it.
The staff improvements are nice, but they come at a cost of losing a huge survivability tool for ele’s actually running staff…. and staff ele’s are the ones that need to tool the most.
I, a Staff Ele, survive find without either of these two utilities now. So this change is all benefit for me.
Good change for us Staff folks but it wont change my build:
WvW Staff Ele 0/10/30/10/20
However I will adjust one trait in earth to take stone splinters over Earths Embrace. Rock Solid still better, with my equipment, then the new trait and written in stone.
Signet of Air
I have rotation utility slot and signet of Air falls in it. Get stunned, hit this to get out of stun and blind opponent at same time. Whats not to like.
Tornado
150 instead of 180. Great situation utility and can use it a bit more.
CC:
Great news on Frozen Ground and Unsteady Ground changes.
(edited by Jarek.2430)
Use it on downed players.
I am male and my Ele is male (well for an Asura).
It comes down to your play style and location (WvW, PvE or PvP).
WvW perspective here (pve and pvp not considered when doing this build)
Staff Ele – Survival, CC and Damage
Equipment is very important; it determines what traits and utilities to take.
Power/toughness – I try to keep these around the same
Precison/Vitality – I try to keep these around the same
Critical damage/Critical chance – I try to keep within 5% of each other
Armor – Soldier/Knight and Superior Rune of Melandru
Trinkets – Soldier/Knight upgrades mixture of Beryl and Ruby
Weapon – Beserker of Accuracy
Food – Bowl of Lemongrass Poultry Soup (-40% Condition duration)/Bowl of Poultry and Leek Soup (-36% – less but a lot cheaper)
Oil – Quality/Master Maintenance Oil – precision equal % of toughness and vitality
What does above equipment provide me:
Condition duration -61 to 65%
Stun duration -25%
Unfortunately still in rare trinkets; my gear is exotic:
Power/toughness = 1800ish
Precision/Vitality = 1400ish
Health = 17k
Armor = 2750ish
Crit dmg/Crit chance = 39%/34%
Race = Asura
Smaller the better for me. Allows me to hide within other larger teammates at various times.
Build
0/10/30/10/20
Air: Bolt to the Heart
Earth*: Earths Embrace, Geomancers Freedom, Rock Solid
Water: Vital Striking
Arcane: Elemental Attunement, Blasting Staff
*25 earth – Enduring Damage = 10% more damage when endurance full
Geomancers Freedom = Crippled, Chilled, Immoblized now -94% to 98% duration (just a blip that appears and disappears)
Staff are range thus should have full health and endurance a large % of time:
+20% damage from Vital Striking and Enduring damage
+40% if opponet has health <33% – Down folks here; killing off down folks very vital in WvW
Utilities (need to be flexible here):
Ether Renewal (heal plus condition removal – those that still hanging on)
Open*: See below
Pain Inverter (Asura Racial ) retaliation and confusion 6secs 30 CD
Armor of Earth
Tornado /Greatsword
*Open (Here depends on whats happening)
Arcane Wave (need another combo finish blast outside of Earth)
Signet of Air (perm swiftness)
Mistform – get through enemies to get into keep
Lightning flash – multiple uses
!!!!!! Summary !!!!!!
CC: is used to separate our enemy allowing easier fighting:
Our best is Frozen Ground
Static field is ignored by stability.
Unsteady Ground
Shock wave
Survival:
Conditions are reduced by 60%
Toughness provides 36% less damage
Pain Inverter, Earth Embrace, armor of earth, Magnetic Aura provide extra protection
Swithing to Earth Attunement; Protection and Stability to self and allies
Damage:
+20% health/endurance full
+20% opponent health <33%
Downed
Ice Spike ‘Water skill 2’ learn to use it.. Great damage, 4secCD, large radius, since down 40% extra damage.
(edited by Jarek.2430)
Nice build, guide and videos.
Here is my newish build – going on for about 2 weeks
Jarek’s WvW Asura Staff Build
0/10/25/15/20
Air: Bolt to the Heart
Earth*: Earths Embrace, Geomancers Freedom
Water: Vital Striking
Arcane: Elemental Attunement, Blasting Staff
*Enduring Damage ’25 points in earth’ 10% more damage when endurance full
+20% damage from vital striking and enduring damage
+40% if opponent has health <33%
Utilities:
Ether Renewal
Pain Inverter (Asura racial – retaliation and confusion)
Armor of Earth
Arcane Wave (needed another ‘combo finisher blast’ outside of earth)
Tornado
Equipment (Armor = exotic, Trinkets = rare ‘I dont do pve only wvw so money is slow going’)
Armor soldier (helm, coat, legs)
Armor knight (shoulders, gloves, boots)
Runes = Melandru
Trinket Soldier (Amulet, Ring, Accessory, back)
Trinket Knight (Ring, Accessory)
Trinket upgrades Beryl and Ruby
Berserker staff of accuracy
Conditions:
Condition Duration: -61 to 65%
Chilled, Crippled, Immoblized: -94 to 98%
Melandru, Soup and Earth trait (geomancer freedom):
Buff: Bowl of Lemongrass Poultry Soup (-40%)/Bowl of Poultry and Leek Soup (-36% – less but a lot cheaper)
Trait – Geomancers Freedom: Chilled, Crippled, Immoblized -33%
Melandru: -25% condition duration
Stun:
Melandru: -25% stun duration
Armor of Earth: removes stun
Attributes:
Quality/Master Maintenance Oil – precision equal % of toughness and vitality
I keep Power and toughness around the same – within 100 points of each other 1850ish + or – 50
I keep Precision and Vitality around the same – within 100 points of each other
1475ish + or – 50
Health is in the 16.5k range
Armor in the 2750 ish range
Power|toughness > Precision|Vitality
Critical Damage and Critical Chance 34% | 36%
(edited by Jarek.2430)
I like it. Because:
You play with your team in mind.
You put offensive dps in.
You built synergy.
You are survivable.
You didn’t use and don’t need the utility skills many elementalists think they must have.
This. I don’t really understand why everyone thinks they need 3 stun breakers at all times. On D/D I can kinda understand it, since you’re in melee basically all the time. On Staff? I run with 0-1 stunbreaker and get by just fine. Even in non-zergy WvW I make do with using terrain, range, LOS, and coordinating with team members. And if I need a stun breaker I’m probably going to die 5 seconds later anyway.
With Staff I sometimes take the Asura racial that lets you drop an AoE poison cloud. Nothing quite like limiting the heals of the enemy zerg in WvW.
Asura racial is called Radiation field – listed above. Combo field; poison. More importantly 15sec duration combo field. Which I use in conjunction with Staff – Earth combo finishers Skill 1, 2 and 5.
Edit: Baladir Thanks. I still need to play around with Trinkets – reduce vitality about 100 points and add in more precision.
(edited by Jarek.2430)
I enjoy playing Staff Ele in WvW.
Playing staff I maintain two targets (individual and specific areas). Say I am in Fire I would be targeting an individual with Fire 1 or 3 and then cast Fire 2 or 4 in a specific area whether on the same individual or front-line, flank and etc.
However, you are only as good as you team is around your party/guild need to be aware of the look of your combo fields to get the best benefit.
We have 6 combo fields + 1 more depending on race.
Example: Prior to battle, stack, cast lava font, guild-mates and yourself now cast combo finishers (Eruption) to get might. If done together you can easily hit 25 might stacks prior to fight.
My Newest Build 0/20/20/0/30
Air: quick glyphs, inscription
Earth: Earths Embrace, Geomancers Freedom
Arcana: Ele Attune, Blasting Staff, Evasive Arcana
Utilities:
Glyph of Elemental Harmony
Glyph of Elemental Power
Armor of Earth
Radiation Field
Tornado
Soldier/Knight armor with Melandru
Beserker Staff with Accuracy
Soldier trinkets with ruby/beryl
Conditions (I have no condition removal skills or traits (well dodge in water) instead I use the following):
Melandru, Soup and Earth trait (geo free)
Buff – Bowl of Lemongrass Poultry Soup (-40%)/Bowl of Poultry and Leek Soup (-36% – less but a lot cheaper)
Condition Duration: -61-65%
Trait: Geomancers Freedom (Chilled, Crippled, Immoblized -33% (total -94-98%)
Stun Duration: -33%
Glyph, Air Traits and Boons:
Swiftness – Add in Winborne (air 4) allow for near constant swiftness
Regeneration – Add in Healing rain and other combo fields for near constant regeneration
Might – As stated above
Protection – switching to Earth and timing with Glyphs up to 16secs.
When attacking a keep or against large numbers I switch to staff and quickly adjust my traits/utilities/armor.
While using staff in an engagement I maintain two fields of fire; an individual and a specific area.
Specific Area:
Rotate between attunements to cast quick cooldown AOEs Fire 2, Earth 2, and Water 2.
While rotating between above I cast Fire 5, Air 5, Earth 4 and Water 4 when available.
I will also throw in my two utilities: Glyphs of Storm and Radiation Field.
Glyphs of storm has medium range so I move up, cast, and if needed retreat with Fire 4.
While in Water:
I will cast water 3, 5 on my front line for heal and regeneration.
Specific Individual:
Target individual to either side of AoEs and cast
Fire 1 , 3, Air 1, 2, 3, Earth 1, 5, Water 1
Tornado:
I use tornados on Portal jumps, up or down congested ramps, alongside of cliffs, within tunnels or any confined area. Prior to casting tornado I switch to earth and I cast two out of the 3 Glyphs giving me about 15seconds of protection. Adding that to 15s of Stability from Tornado allows me to cause havoc in the specific area with knockbacks and damage. Tornado also provides a bonus to vitality and power thus giving me about 4500ish power and 28-30kish of health during these times.
This build fits my play style allowing me to switch weapons groups.
0/20/10/10/30
Air: I rotate between Quick Glyphs and Inscription (staff) with bolt to the heart and air training.
Earth: I rotate between Earths Embrace (staff) and Stone Splinters
Water: I rotate between Cleansing Wave, Vital Striking (staff) and Soothing Disruption.
Arcane: Elemental Attunement, Evasive Arcana and switch between Blasting Staff and Final Shielding
Utilities:
Staff:
Glyph of Elemental Harmony
Glyph of Elemental Power
Glyph of Storms
Radiation Field (Asura Racial)
Tornado
Non-staff:
Glyph of Elemental Harmony
Glyph of Elemental Power
Mist form
Lightning Flash
Glyph of Elementals / Fiery Greatsword
Armor/trinkets
Rotate between:
Soldiers assorted + boon durations
Knight w/ melendru and berserker
Weapon:
Staff: Berserker w force
Sceptor/Dagger: Beserker w accuracy
Dagger/Focus: Berserker w Air
I am still in the process of trying to determine what path with S/D I am going to take so I have been switching between builds every 3 or so nights. I have run multiple signets and/or cantrip builds. Now I am working on glyphs w/ cantrips.
For the last couple of nights I have run a 0/30/0/10/30:
Air: quick glyphs, inscription, bolt
Water: Soothing Disruption
Arcane: Elemental Attunement, Renewing Stamina, Evasive Arcana
glyph of elemental harmony, Glyph of elemental power, cleansing flame, lightning flash, glyph of elementals (unless portal bomb then I go tornado)
As stated still new so I have been running with knight/soldier gear with a bit of beserker (rare or lower).
So far this has been one of my favorite builds.
Here is a Signet Build for you.
Sceptor/Dagger
Depends on coin however if new you are poor so:
Weapon = beserker w/ sigil of leeching and force
Armor = knight + rune of Vampirism (mist at 10% health)
Jewels = soldier with ruby (add a few pieces of beserker for more burst dmg)
Fire 20; Fire Embrace
Air 20; Boon and bolt to the heart
Earth 30; Elemental Shielding, Earths Embrace (signet mastery) and Written in stone
200 power, precision
300 toughness and condition damage
+20% condition duration
Cantrip? Bah Vampirism provide the mist and earth embrace provides the shield of earth. If you feel you dont need Earth Embrace sub it out for signet mastery.
Switch between signets almost every 5 seconds gets 3 secs of fire shield (provides might), 5-6 secs of fury, 5-6 secs of swiftness ( i believe there is a cap so not needed), and 3 secs of protection.
Conditions: Signet of water, sceptor fire 3 (phoenix) and dagger water 5 (cleansing wave) removes them.
Can get off a blind every 5 seconds from your 3 Blinds via Sceptor 3 (blind flash), earth 3( dust devil) and signet of air.
Signet of fire provides a nice little burst every 16 seconds at distance.
Signet of restoration – unlike most Ele’s you can now cast this every 20 secs for the 3k heal.
Damage: Constant fury, +% from might gain from fire aura, +10% from Earth, +20% Health > 33% from bolt, +10 % when in fire.
I use zxcv for attunements also.
2,3,4,5,6 for heal, utility slots and elite
s = strafe left
d = forward
f = strafe right
h = move backwards
a = nearest target
g = dodge
mouse 5 = skill 1
mouse 4 = skill 2
w = skill 3
e = skill 4
r = skill 5
t = assist
thought I am thinking about changing:
mouse 5 = skill 1
e = skill 2
r = skill 3
shift + e = skill 4
shift + r = skill 5
(edited by Jarek.2430)
Nice to see a Sceptor/Dagger video
I play a 0/20/30/10/10 S/D.
Air Vl, X
Earth ll, Vl, Xll
Water V
Arcane V
Fairly new to game and thus all blue equipment.. Someday I hope to upgrade:
Soldier Armor – Rune of the Warrior -1 sec weapon swap
Knight Jewels – Magi
Weapons – Beserker – Sigil of Energy and Leeching
(edited by Jarek.2430)
Honestly, I entirely ignored Water Trident in the Wiki because I assumed it was an underwater ability. lol. That was silly of me to overlook. At least now I see why some people use Scepter.
I am also admittedly a bit confused by how you are showing it. Sorry. D=
Ok let me try again.
Cleansing wave 1302 heal. Per the wiki 100 points into healing power provides an extra 100 health. So Elementalist with only 100 healing power casting cleansing wave would provide a 1402 heal; which is an increase of 7.68%
100 points into healing power provides an extra 100 health which is an increase of 7.68%
500 points into healing power provides an extra 500 health which is an increase of 38.4%.
800 points into healing power provides an extra 800 health which is an increase of 61.4%
Each 100 points provides 7.68% increase from the original heal total of 1302.
Water Trident provides a 1448 heal. Per the wiki 100 points into healing power provides an extra 100 health. So an elementalist with only 100 healing power casting water trident would provide a 1548 heal; which is an increase of 6.90%.
100 healing power
Note: I did 100 healing power and also added 972 healing power.
WEAPONS
Staff:
Water Blast: 270 heal > 280 heal = +3.7% 972 healing power total heal = 367.2
Geyser: 808 heal > 832 heal = +3.0% 972 healing power (hp) = 1051
Dagger (Main):
Cone of Cone: 740 heal > 772 = + 4.3% 972 hp = 1051
Dagger (Off):
Cleansing Wave = 1302 > 1402 = +7.68 972 hp = 2274
- nerf to dodge heal (from evasive arcana) providing only half heal actually may benefit healing power depending on when they do the calculation. If the addition of healing power comes after they subtract from the core heal then its a benefit. 651 heal and with a 1:1 from healing power +100 healing power would equal a 751 heal. Compared to if they take the heal and healing power 1402 and then subtract it would be a 702 heal.
Sceptor:
Water Trident = 1448 > 1548 = +6.9 972 hp = 2420
HEAL
Signet of Restoration = 3275 > 3325 = +1.5% 972 hp = 3761
heal bonus per cast = 202 > 212 = +5.0% 972 hp = 299.2
Glyph of Harmony = 4,894 > 4569 = +1.5% 972 hp = 5623
Regen (when in water) 1300 > 1312.5 = + 1.00% 972 hp = 1421.5
Ether Renewal = 5000 > 5120 = +2.4% 972 hp = 6166.4
Does Healing Ripple = cleansing wave?
(edited by Jarek.2430)
Allow each trait line 3 choices instead of two; Attunement Recharge rate being the third. If chosen in one trait line it is now not accessible in others.
If my interpretations of the formulas listed on wiki are correct
Cleansing wave 1302 heal.
100 points into healing power provides an extra 100 health which is an increase of 7.68%
500 points into healing power provides an extra 500 health which is an increase of 38.4%.
800 points into healing power provides an extra 800 health which is an increase of 61.4%
If above is correct then the % increase is different per weapon skill and heal since each has a different base heal and a different base multiplier to the total healing power.
100 healing power =
WEAPONS
Staff:
Water Blast = +3.7
Geyser = +3.0
Dagger (Main):
Cone of Cone = + 4.3
Dagger (Off):
Cleansing Wave = +7.68
Sceptor:
Water Trident = +6.9
HEAL
Signet of Restoration = +1.5
heal bonus per cast = +5.0
Glyph of Harmony = +1.5
Regen (when in water) = +7.7
Ether Renewal = +2.4
Benefits per healing points favors Sceptor/Dagger.
Due to heal per cast I would say benefit per healing point favors Signet of Restoration.
z,x,c,v = switch attunements
s,d,f = strafe left, move forward, strafe right
w = skill 1
e = skill 2
r = skill 3
a = skill 4
g = skill 5
2 = heal
3 – 5 = utilities
t = elite
mouse button 3 = move backwards
mouse button 4 = dodge
mouse button 5 = target
space = jump
left / right mouse button combined = autorun and manuever
(edited by Jarek.2430)
Signets passive unnoticeable and bad?
Elementalists take Signet of Restoration for its passive ability.
Movement speed is always important.
1 condition remove/10 secs is nice.
Now having the above at all times.
Yes the following passives for earth and fire are weak :
Minor +toughness and precision
Signets Active:
Signet of Restoration – nice heal every 20secs
Signet of Air – most under realized utility. Can be used when knockdown, stunned and etc. AoE Blind for 5s. They knock you down, you blind them.
Signet of Earth – 3s immoblize – many ways to use this.
Signet of Water – chill 4s – for escape or to catch up but take for passive.
Signet of Fire – Nice damage every 16 secs.
Now add to above 25% endurance for each cast.
Endurance is good for more dodges and Earths ‘Enduring Damage’ 10% more damage when endurance full.
Now add to above 3 stacks of vulnerability (not heal).
Now if you can add in the new fire shield upon activation into the mix upon each use.
Can it be used in pvp? Yes most builds can be used effectively in pvp. It the player not the character.