With close to 1000 hours on ele, I’ll do my best to think back to my leveling days and answer your questions accordingly
Question #1:
Is there a cookie-cutter (most default) build for an aspiring PvE elementalist? If yes, what is it?
- Yes, I would focus on Water Trait Line primarily, as ele does require a lot of attunement dancing and boons to remain viable, and you wont have enough trait points or understanding of the class until you reach 80 and beyond. Even there you’ll probably almost always have 20-30pts in Water. We are a squishy light armor class, we become tanky by learning how to maintain boons and dancing around like a ninja. The 0/10/0/30/30 trait lines are very common with many weapon sets for ele. Toughness is just a stupid concept in the game, imo, I’d rather have more vitality. As a jack of all trades class, there’s no reason to max out a glass cannon build in precision/power and just stick to nuking in fire attunement, that’s just stupid. A balanced approach between healing and power/precision is best. I have run multiple builds that do not require 30 in arcane, and they work just fine, especially for early levels and a lot of pve content… but the more time you spend in dungeons and WvW/PvP the more you will need that extra cooldown, and equally if not more important, boon duration. Boons and combo fields/finishers are your lifeblood as an ele.
Question #2:
I’ve seen a lot of threads talking about the support ele, providing auras, boons and regeneration. What is that?
Aura’s are basically a shield you provide yourself that give different benefits to you and problems to your enemies. Aura’s can be enhanced through traits to add boons when Aura’s are applied and both the aura’s benefits as well as the boons associated with them can be shared AoE with 30 points in water, trait 11. A d/d ele can perma swift a 5 man team, you can perma fury yourself and a 5 man team through aura’s and attunement swaps and a little bit of boon duration.
Question #3:
Arcana Trait Line. Since I am a stance-dancer, doesn’t that mean that I have to max this line? To benefit from the attunement recharge rate?
Not necessarily. However it’s not just the lower cooldown on attunement, but also the boon duration to consider. Also, the best ele’s out there understand there is a reason we are given the best access to combo fields and finishers, and having 30 in arcane does give you one extra blast finisher. If you’re not playing a style heaving on combo’s and boon stacking, you’re severely limiting yourself as an ele and might as well go play warrior or ranger
Question #4:
The last trait in the Water line talks about transferring auras to other allies (Powerful Auras).
Hopefully I’ve already answered that, as well as some of the other responders to your questions Just basically a shield you put on yourself, fire aura burns foes, frost aura chills them, shock aura dazes them, all when they hit you. And with 10 pts in air for Trait 1 each time you apply an aura to yourself you gain swiftness and fury. With 30 pts in water each time you apply an aura to yourself it gives it to anyone in range. That means each time you apply that aura to yourself, you teammates get it also, AS WELL AS swiftness AND fury. This is why in group play the auramancer build is extremely popular
Question #5:
I am thinking of going an all-out asset to the party, being the support elementalist. Is the Water trait line necessary?
For one of two reasons yes. Either a staff ele with regen and condition removal support (splash healing using 6 runes of water), or a d/d or scepter/dagger ele for aurashare and AoE might stacking (boon duration runes including two runes of the monk, two runes of water, and two runes giving might duration). I have a different armor set with different runes depending on what wep set I want to use, but primarily just run P/T/V with the runes I listed for aurashare (boon duration).