Post by Raelin on Nov 14, 2012 18:30:17 GMT -5
www.gw2build.com/builds/simulator.php#1.1.7.0.0.0.27.0.0.0.2.13.9.14.24.1.1.45.6.9.0.0.0.0.35.0.0.50.51.0.65.68.0.20.0.10.20.20
All right so I finally got enough time and gathered myself to write on this build. Prepare to be amazed, ore potentially underwhelmed. It's actually a fairly simple build as far as they go, however it's usually the simple ones that work better.
So, if anyone here has looked at my prior build that I have up on the forums you'd have noticed I've sacrificed a few traits from my fire and air trees and maneuvered them instead into earth and arcane. I have actually since changed my build again to go further away from pure power but I'll talk about that in another thread.
The basic build comprises of 20 point in fire 10 in earth, 20 in water and 20 in arcane. The most notable thing about this build I suppose is that I went away from what I had seen as the standard practice of building a 30,20,20 build. Power is awesome don't get me wrong however I felt that moving 10 points from power and 10 points from wind (which isn't quite as awesome for how I play) would be particularly helpful for dungeons. The 10 points in earth gives 100 toughness alone, which is a nice jump, and also adds to the damage my condition spells do. So in the end I didn't lose a whole lot of actual strength I just changed how the damage was happening. The 10 points from air to arcane was a little bit more important because of my secondary trait choices.
I switched from using lesser elemental glyph and arcane shield to instead use signet of air and signet of earth. I mostly picked these up to do two things. A. signet of air replaces the move speed i lost for not having 5 points in air and B. I gained more toughness. Elementalists need toughness to survive effectively. We are all sorts of squishy if you build pure glass cannon. Being a more support elementalist I needed to be able to survive on my own as well as help other people. However the signets aren't the only thing i changed up. I kept the extra 10% damage while in fire trait but my second tier trait in fire is now Fire's Embrace which gives me a fire shield, (more defensivey stuff) whenever i activate a signet. In the earth tree I chose elemental shielding over signet mastery because I'm constantly apply boons to my team and handing out protection is far more important than a 20% faster signet recharge. I kept cleansing wave in the water tree because it's awesome for the condition control but i changed out the mist form skill I had previously for an extra 10% damage boost when I'm above 90% (which is generally the case).
However, despite all the fun signet changes and reworks of damage and power etc etc, the most important change I probably made was to add 10 more points into arcane for this trait. Blasting staff: area attacks made with the staff are larger. By the way it's considerably larger. There is only one skill that does not benefit from this which is healing rain, and lets be honest If I couldn't already hit people with healing rain, I probably shouldn't be supporting. This skill makes lava font, static field, eruption, unsteady ground, frozen ground and, most importantly, geyser a larger field, better for hitting more targets with damaging attacks and easier to keep people inside your healing fields. Prior to getting this trait I almost exclusively reserved geyser for healing myself because it had such a small target area and it's hard to tell people to stop moving to get healed when they're jumping around at 60 mph (looking at you Leet, General) with Blasting staff you can actually hit multiple targets and gauge people on the run much better making it a second viable team heal. Oh I also changed out arcane shield for elemental attunement as my first arcane trait because of the team buffs as well water, air and earth are extremely useful there, fire not as much however.
As far as gear goes I still run full Clerics exotics with runes of dwayna because the increased regeneratiuon duration and extra healing power scales extremely well with Elementalist water fields. Clerics armor having toughness and power also make it one of the ideal armors for just about any elementalist regardless of whether or not they'll be supporting. the only thing I'd have to do if I chose to run a full fire build again would be switch the dwayna runes out for a power build. My trinkets and back piece are also clerics armor with extra healing power as well, so is my weapon.
Last note, the guild wars build generator I used shows stats that I should have due to armor weapons runes, etc however it's actually wrong for a few reasons, for one I put the wrong runes in on it and I'm too lazy to change it. Two it's just wrong, my actual stats are different but since I've already moved on from this build I'm unable to tell you what they were now. However I'm actually going to move on and make my build that I currently use so I'll make sure it's all good on the site for comparison this time.
Thanks for reading, congratulations on making it to the end and we appreciate all the votes for quaggan.
All right so I finally got enough time and gathered myself to write on this build. Prepare to be amazed, ore potentially underwhelmed. It's actually a fairly simple build as far as they go, however it's usually the simple ones that work better.
So, if anyone here has looked at my prior build that I have up on the forums you'd have noticed I've sacrificed a few traits from my fire and air trees and maneuvered them instead into earth and arcane. I have actually since changed my build again to go further away from pure power but I'll talk about that in another thread.
The basic build comprises of 20 point in fire 10 in earth, 20 in water and 20 in arcane. The most notable thing about this build I suppose is that I went away from what I had seen as the standard practice of building a 30,20,20 build. Power is awesome don't get me wrong however I felt that moving 10 points from power and 10 points from wind (which isn't quite as awesome for how I play) would be particularly helpful for dungeons. The 10 points in earth gives 100 toughness alone, which is a nice jump, and also adds to the damage my condition spells do. So in the end I didn't lose a whole lot of actual strength I just changed how the damage was happening. The 10 points from air to arcane was a little bit more important because of my secondary trait choices.
I switched from using lesser elemental glyph and arcane shield to instead use signet of air and signet of earth. I mostly picked these up to do two things. A. signet of air replaces the move speed i lost for not having 5 points in air and B. I gained more toughness. Elementalists need toughness to survive effectively. We are all sorts of squishy if you build pure glass cannon. Being a more support elementalist I needed to be able to survive on my own as well as help other people. However the signets aren't the only thing i changed up. I kept the extra 10% damage while in fire trait but my second tier trait in fire is now Fire's Embrace which gives me a fire shield, (more defensivey stuff) whenever i activate a signet. In the earth tree I chose elemental shielding over signet mastery because I'm constantly apply boons to my team and handing out protection is far more important than a 20% faster signet recharge. I kept cleansing wave in the water tree because it's awesome for the condition control but i changed out the mist form skill I had previously for an extra 10% damage boost when I'm above 90% (which is generally the case).
However, despite all the fun signet changes and reworks of damage and power etc etc, the most important change I probably made was to add 10 more points into arcane for this trait. Blasting staff: area attacks made with the staff are larger. By the way it's considerably larger. There is only one skill that does not benefit from this which is healing rain, and lets be honest If I couldn't already hit people with healing rain, I probably shouldn't be supporting. This skill makes lava font, static field, eruption, unsteady ground, frozen ground and, most importantly, geyser a larger field, better for hitting more targets with damaging attacks and easier to keep people inside your healing fields. Prior to getting this trait I almost exclusively reserved geyser for healing myself because it had such a small target area and it's hard to tell people to stop moving to get healed when they're jumping around at 60 mph (looking at you Leet, General) with Blasting staff you can actually hit multiple targets and gauge people on the run much better making it a second viable team heal. Oh I also changed out arcane shield for elemental attunement as my first arcane trait because of the team buffs as well water, air and earth are extremely useful there, fire not as much however.
As far as gear goes I still run full Clerics exotics with runes of dwayna because the increased regeneratiuon duration and extra healing power scales extremely well with Elementalist water fields. Clerics armor having toughness and power also make it one of the ideal armors for just about any elementalist regardless of whether or not they'll be supporting. the only thing I'd have to do if I chose to run a full fire build again would be switch the dwayna runes out for a power build. My trinkets and back piece are also clerics armor with extra healing power as well, so is my weapon.
Last note, the guild wars build generator I used shows stats that I should have due to armor weapons runes, etc however it's actually wrong for a few reasons, for one I put the wrong runes in on it and I'm too lazy to change it. Two it's just wrong, my actual stats are different but since I've already moved on from this build I'm unable to tell you what they were now. However I'm actually going to move on and make my build that I currently use so I'll make sure it's all good on the site for comparison this time.
Thanks for reading, congratulations on making it to the end and we appreciate all the votes for quaggan.