Elementalists are probably the strongest users when it comes to Healing power due to their potential for AoE healing, but even then the healing comes at a huge price (another stat slot), and the better healing skills are in a very tiny aoe.
So is healing power bad for elementalist? no
Its efficiency is entirely dependent on if you are in a coordinated team or not.
as a d/d user you’ll be close to the opponent so the melee characters will benefit the most from your heals and guess what? they are the ones that need the heals the most
I’m a D/D ele and I do leroy style too simply because I play the game for fun. Don’t know why ya’ll are being so serious bout it… its a game ya know… a way to get away from life’s worries and feel free for once.
Jump in and join the fight leroy style. Heal and buff each other, block attacks and remove conditions! That’s what its all about. Don’t care what class you are as long as you’re fun to play with.
I don’t know what you talking about; be the change you seek in the world, I’ve been a lvl 80 for couple of months and all I do is roam around in the world… ‘course I try to do the daily achievements and such but I’m an explorer at heart and I know that there are hidden mini dungeons and jumping puzzles all over the place which I need to find to show to my guildies
. Found the skritt burglar over 10 times already >_<
Hiya, so I am perfecting my D/D healing+boon elementalist. Am one rune short of perfection.
I run a cantrip based build 10/0/10/30/20 since you’ll be speccing alot into healing power your damage output will be lower thus you need might to do more damage. With 10 in fire and choosing the cantrip thing you can stack up about 15 might easy which doubles my damage and more than quadruples my condition damage.
I sacrificed the air atunement thing because the D/D already has great mobility and I was willing to sacrifice it for the ability to spike people without losing survivability.You’ll also be needing alot of toughness, protection buff and healing signet. These three things keep your health between 90 and 100% through most battles. Only glass cannon spikes and a group of 6 experienced players can bring me down
.
May I also not that you’ll be running with 5-7 different boons on you which with one of the trait things in water will give you 10-14% more damage. I then also run with sigil of force which gives me 10% more dmg.
For runes I’m trying to get 2 major runes of the sanctuary, I already have 2 superior runes of the monk and 2 superior runes of water for max boonduration since it is mostly the boons that will keep you alive and not just the 900 healing power.
You can take out the thaumanova reactor fire elemental with this build. Just stay in the water atunement and the auto attack will keep you alive. Can also take down champions and groups of veterans solo without health dropping below 95%.
I hope this will give you enough hope to spec into healing because most of the healing you do will also be shared with all your nearby allies…..
Imagine what it’d be like if multiple elementalists all with boon-sharring, aura-sharing and healing each other would be able to run through…
What were all your trait and skill choices that you went with? (do you have a link for your build?)
http://gw2skills.net/editor/?fEEQJAoYlMGCOWcw5AhNBA5xJuwSogCjCiUUMDOA;TsAgzCmo8y0loLbQOvkBNa4UwcDA
except for the superior runes of hoelbrak I use two major runes of the sanctuary with cleric armor and magi supplements for vitality. This’ll give you around 1000 healing power which will up the healing of signet of healing to around 300-400 per skill use not to mention all the other stuff going on like perma regen and such.
I often just flip on all my cantrips for the might when I use churning earth giving me around 50 seconds of regen and a stack of 15ish might after I use the combo blast finishers in the firefield.
So I listed all the stuff that can give necromancer boons:
Traits:
Spite:
25th = gain might when hit under 25% health (maybe an idea when you use DS while you’re under 25% health?
V gain 3 sec. of retaliation when entering DS
VI 15s of might when using DS no. 1 skill
VIII 10 sec of 3 might on signet use.
Curses:
15th Fury 5s upon entering DS
Death Magic: (+boon duration)
VI Wells give 3 sec. protection.
VII 5 sec retaliation when you heal (there is a heal that is a well, might be usefull)
Blood magic:
5th Regeneration for 5 sec when health at 90% (30 sec. cooldown)
Soul Reaping:
15th gain spectral armor at 50% aka 6 seconds of protection.
XI gain 3 seconds of stability upon entering DS
Weaponskills:
Staff:
2 – 6 sec regen upon activation
Axe:
3- gain 3 seconds of retaliation for each foe you strike (max 5 foes so 15 sec)
Focus:
4- 3 sec regen to allies (5 bounces)
Warhorn:
5- Swiftness for 10 seconds
Spear:
3- swiftness 6 seconds.
Utility skills that give boons:
Blood is power; 30 second CD, 10 might for 12 seconds.
Spectral armor; 90 second CD, Protection 6 seconds
Spectral walk; 60 second CD, swiftness 30 seconds
Spectral wall; 40 second CD, protection 5 seconds when you or ally walks through it.
Well of power converts conditions to boons:
bleeding-> vigor
blind-> fury
burning-> aegis
chilled-> vigor
confusion-> retaliation
crippled-> swiftness
fear-> stability
immobilized-> swiftness
poison-> regeneration
vulnerability-> protection
weakness-> might
CD 60 seconds, duration 5 seconds.
Why would Well of power be interesting/semi-usefull?
Because of the corruption skills that inflict conditions upon yourself.
Blood is Power->bleed yourself->vigor
Corrossive poison cloud->weaken yourself-> might
Corrupt boon-> poison yourself-> regeneration
Epidemic-> vulnerability yourself-> protection.
There are also still the combo-fields+blast and such but necro’s have too few blasts so…
I guess what we’re looking for is a build that does well in long fights and not just a burst damage build.
What we need is:
consistent heals <- depends on how much toughness you have.
average damage output <- enough to eventually wittle down your enemy.
Gotta find a way to make the necromancer more about survivability. I got a necro sylvari and one of its skills heals and gives regen… maybe that’d be an idea?
So I’m a mightstacking healer. I don’t have the evasive arcana though. It just felt odd. Instead I gain might when I use cantrips and gain protection which works like the armor does (increase the usefullness of healing power). protection and regen are both way better with longer boonduration too. So I have the 2 runes of water and monk but also two major runes of the sanctuary to compensate for the shorter boonduration of not having 30 in arcana.
result: perma might and regen with decent toughness and low-average vitality.
No perma swiftness no huge spike heals and no perma fury.
this is what I’ve come up with so far. Its not perfect so please give pointers
It heals for about 120, the range is similar to mark of blood.
with 5sec cd on DS that’s 24 HP/s (assuming you cancel DS imediately)
there’s a trait that grants retaliation when you heal does that count for this heal also?
You can theory craft a class into godhood, but the reality ain’t so. If you want boons and mobility this isn’t the class for you. In fact, as you state in your first post this isn’t the class for most people.
The best and most skilled Necromancers are able to etch out a character capable of competing with Elementalists, Guardians, and Warriors. The rest of us just roll something else, thus “why there aren’t more necro’s in gw2.”
yea I’m still theory-crafting and we won’t know if it works till we’ve tried it for real. Also isn’t their a trait that heals you when you come out of DS? Anyone know for how much it heals?
Best u can get for boons id say is doing a DS build which involves you going in then immediately out for the 5sec fury 3sec retal(more with +boon duration stuff) and if possible, idk if ud have enough trait points, getting the prot from wells. suppose you could use bip too if u want to count that.
I read up on your build and I like y’r weapon choice.
with 5 sec cooldown on DS and speccing into boonduration you can get perma retaliation, fury and swiftness. I must say thought that the elementalist and wariors have minor traits that increase their damage based on how many boons they have and the necromancer lacks that. All you can really spec into would be a combo of boonduration, condition duration and get sigils that do conditions on crit. Then get armor that increase crit, condit. dmg and vit/toughness.
The mobility of the necro is most definately tricky and it’ll feel clunky for sure but I think its worth a try.
’course you can also try and do a thief like build with the dagger and go all power heavy with it inflicting weakness which prevents them from dodging away etc….
Its still a work in progress but I’m sure we’ll find a way.
I like this
, also do you use the f1-2-f1 trick to get close with the dagger?
there’s a life siphon build on youtube that seems to work very well. If I weren’t trying to come up with a D/D build I’d go for the life-siphon build.
Good points of Elementalist:
- Amazing mobility for the most popular specs (and perma-Swiftness for all specs).
- Amazing sustainability through a large amount of near-passive heals (Water attunement, Water dodge with EA, multiple forms of Regeneration)
- Strong damage even when defensively traited if played correctly.
- Excellent group support from a large variety of means.
The Elementalist is fairly hard to play to its full potential, that may be why you are confused.
Yes, the elementalist has really amazing synergy with their skills and traits that allow us to fullfill multiple tasks at the same time.
I was more so meaning its base stats being low forcing us into either the 0/10/0/30/30 build or a bunker build or a staff glass cannon build.
I just want to see more variety and just so ya know I’m not mad or anything I just hope elementalist will still be fun to play when its nerfed because in gw1 I got stuck in pve because all the skills I used were nerfed… Just hope the same doesn’t happen here also.
Maybe I should try out the scepter? It lacks alot of mobility but it has quite alot of defensive strengths that might cover those weaknesses.
The forums are raving with stuff about a possible nerf on the AoE.
As a D/D elementalist main I was very sad when I read about it but then someone in one of the threads posted a suggestion that I thought should also be posted here
Radial fall off of AoE damage.
It’d thus be more skillbased on how you place your AoE fields or where you’re positioned for PBAoE. It’d add to the game instead of take-away.
I want a kodan guild hall
I’d love to see gauntlets
Also I really thing the focus should get some kind of overhaul for the elementalist because nobody is using it.
So I just wanna get everything on one character before I get heavily invested in any other character. Right now its a lvl 80 elementalist and with the conjure weapons its a fun play everytime.
live in europe and used to play overnight on american servers, was pretty neat but now I went back to european servers and I love the empty wvw where you can do all three jumping puzzles without being bothered or having to worry about a zerg jumping you.
So I’ve been server hopping for a while till I found this guild and I was wondering if anyone else is looking for a nice guild.
Guild is still pretty small but we have 9+ people who are active daily. Very close-knit group and we just started doing fractals together but we ended up needing to invite 1-2 people from outside of our guild since not everyone is lvl 80 yet.
Sound like what you’re looking for? message me in-game and I’ll send you an invite.
guilds name: NFS
bad points of ele:
low health
low base damage
low armor
good points:
aoe damage
…. Anet; lets nerf aoe damage
What are your thoughts?
a radial fall off in aoe damage would be nice I think. Would make combat even more engaging and active since people will avoid standing in the middle of an AoE field and it’d make AoE damage over-all more single target and more realistic.
But if it were a nerf to the elementalist aoe making elementalists something thats only there for decoration and not an actual viable class I’ll quit gw2 since the bunker build, staff build and S/D builds all rely on AoE and those three are currently the only viable builds in the class. Maybe you’d do better by buffing the focus since nobody seems to be using it.
(edited by Swimsasa Stoon.8936)
D/D boonbuild healer ele. I’m supposed to be a combat healer kinda thing but I can hold my own against a thief just by swapping atunements and doing a ton of PBAOE’s since the thieves often go for close-combat make sure you make them not want to get close.
Glyph of storms in earth atunement is an aoe perma blind, stand in that and you should be safe while in earth atunement, water atunement the freeze and healing stuff- arcane wave combo field heal, air atunement the shocking field, not sure what to do in fire atunement except for laying down the hurt.
Attleast that is what I’d do…
so the traits in arcana changed, 5 and 15 swapped places and you really need the atunement bonuses to linger and the extra boonduration and shorter atunement swap recharge is awesome. Sure no perma swiftness and stuff but I find that making less boons but having all your boons for 10% longer is way better.
uhm…. you also have the skill on the warhorn, combine it with spectral walk and you get permanent swiftness….
skill 2 in DS is a teleport/grab… wasn’t there also the spectral grab and an immobilize spell… The Necromancer has a ton of tools to use its just really hard to do, gotta practice for a couple weeks.
4 runes of Altruism might work as well since at 4 it has more boon duration and at 2 its got something nice too.
may I not that the necromancer has chill (66% longer skill recharge and movemet), Weakness( 50% less damage output) and retaliation which returns some damage.
Add in the DS and you got boons stacked on yourself with decent damage output too.
I truly can’t understand why there are people saying that the necromancer is the worst class. I see the same thing happening in the guardian and elementalist threads…
I’m gonna try and make a necromancer build similar to the D/D ele.
Still exploring the possibilities though.
I prefer the mystic dagger skin, it costs a bit but it still looks decent and I like the electricity coming off of it.
Also does the necromancer not have any good healing skills? I just find ’m all to be so weak…
I just like the fact that you can run around with auras, cantrips 5 boons, 10+ might while keeping your health above 90% while beating a champ. Playing the elementalist is just fun and I play the game for fun, I’ve tried all the other classes but they feel so static compared to the elementalist. You can do sooo many things at the same time as an elementalist. for the first 4-5 seconds of my burst I don’t really receive any damage and I stack 10 bleeding and several k damage while giving myself 7 boons and in the process of doing so you can teleport, gain stability, remove conditions and all the knockdowns and attacks are aoe…
The thing that makes elementalists strong is the huge amount of aoe skills. Does a mesmer or a ranger have as many aoe skills as an elementalist? I don’t think so.
uhm I just thought of this but don’t we have a trait that allows us to give rezzed players an aura so if we atune ourselves in earth, and happen to rez 3 players they all and you yourself get one of those earth auras… wouldn’t that make it worth it? The huge skill-casting time is painful though and if you need to bring mistform for it too you basically aren’t able to run any other build with it… Would still be worth a try though.
that’s awesome
Cool screenshot 8/10
are there any other benefits to this spell? I thought the casting time was pretty long so thought it wasn’t worth it.
Why mako?; I like scarlet though 7/10
My name is Swimsasa Stoon its a name I came up with for a pokemon I designed back in elementary school some 10 years ago. It was a swimming venusaur with a campfire on its back instead of a flower. AKA master of elements and since I play D/D elementalist I thought it to be appropriate even if it sounds odd.
that trait 25 is amazing! I’m an ele healer and I heal allies about 1-3 times a second! So that’s why we ran through CoF so quickly… Had two wariors in my team and I kept healing them which means both of ‘m were doing around 25% more dmg plus I gave ’m 6 extra might while one of ’m already had 20ish might XD Add in a thief and y’r an unstoppable freight-train…
Was wondering why, now I know. Thanks!!!
I’m just wondering how well the signet of health upkeeps your health when you fight a veteran giant in orr.
I’d say get cleric armor and do either magi or berserker for the other stuff. Get runes that give boon duration if you wanna spec into that. Sigil of water give some extra healing as well but not sure if its as good as sigil of force.
Are the online build calculators out of date or is it wikipedia? Some of the traits aren’t the same anymore are they?
I tried guardian but don’t like its mobility and there are so many of them out there. Warior is fun when I feel like going leeroy jenkins with my 80% crit, Mesmer feels way too squishy.
So there are no boonbuilds? I guess I’ll have to do some research then.
So I’m a D/D auramancer/cantrip/max healing power using elementalist but I have very low health and get instantly killed by most thieves then when I looked at the possibilities of tanking for a necromancer and I was wondering why there aren’t more necro’s in gw2.
Has anyone made a boonbuild for necromancers yet? If so I’d really wanna take a look at it. Maybe its worth 700 gems :p
yea I must say that my build has two major weaknesses, low vitality and low spike heals.
armor:
cleric 4/6
Magi 2/6 <- you need some vitality; I found out the hard way.
cleric exotic daggers ofcourse.
Hiya, so I am perfecting my D/D healing+boon elementalist. Am one rune short of perfection.
I run a cantrip based build 10/0/10/30/20 since you’ll be speccing alot into healing power your damage output will be lower thus you need might to do more damage. With 10 in fire and choosing the cantrip thing you can stack up about 15 might easy which doubles my damage and more than quadruples my condition damage.
I sacrificed the air atunement thing because the D/D already has great mobility and I was willing to sacrifice it for the ability to spike people without losing survivability.
You’ll also be needing alot of toughness, protection buff and healing signet. These three things keep your health between 90 and 100% through most battles. Only glass cannon spikes and a group of 6 experienced players can bring me down
.
May I also not that you’ll be running with 5-7 different boons on you which with one of the trait things in water will give you 10-14% more damage. I then also run with sigil of force which gives me 10% more dmg.
For runes I’m trying to get 2 major runes of the sanctuary, I already have 2 superior runes of the monk and 2 superior runes of water for max boonduration since it is mostly the boons that will keep you alive and not just the 900 healing power.
You can take out the thaumanova reactor fire elemental with this build. Just stay in the water atunement and the auto attack will keep you alive. Can also take down champions and groups of veterans solo without health dropping below 95%.
I hope this will give you enough hope to spec into healing because most of the healing you do will also be shared with all your nearby allies…..
Imagine what it’d be like if multiple elementalists all with boon-sharring, aura-sharing and healing each other would be able to run through…
I’ve been running something similar, especially in WvW and dungeons… I sacrifice the extra 10 in arcane for the might i get from power when I’m in a party, I carry full zerkers jewelry (although I’m working on my fotm rings and stuff) and AC exotic armor, power/vit/tough with 2 runes of monk, 2 runes of water and 2 runes of (I think rage) whatever give fury duration.
even with less in arcane, with the runes I’m able to maintain perma swiftness and fury, keep at least 15 stacks of might on myself and allies, crit chance at 60% after fury, crit dmg at 63%.
Here’s mine: http://www.gw2builds.org/create/bwe_1/elementalist#1.0-2.12.9.10.3-10.10.10.30.10-13.11.2.9.2.7.6
Yup that’s what I’m using now too
. Just need to get some more runes for even longer boon duration. I wish there was a sigil for boon duration…
I slightly edited the build and added what I have for armor, runes and sigils. I still need to get 4 of the runes to make it complete but am a little low on money. Afterwards I’m gonna try and get the legendary daggers
I do agree with all of you with the perma swiftness the 15% dagger boost is useless plus we really do need those 5 more traitpoints and I wish they had an elite cantrip…
So thanks to woodenpotatoes I was able to get the basis of a boonbuild and I built it into a boonsharing build sacrificing some might but gaining soooo much more and I thought that if everyone was running this build it’d be so awesome!
You can literally build swiftness, I’ve had up to 1 minute of swiftness with this build before while battling. It requires alot of skill but it gives you soooo much!
Anyways here is the build:
http://www.gw2builds.org/view/1012001/boonbuild_for_dummies
You get like 5+ boons when you atune swap and use cantrip which because of one of your minor traits give you 2% more dmg per boon and you share your boons with your allies it is a good support, heal and dps build.
I use support runes that give me a total of +30% boon duration.
Please try it out and tell me what you think.