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Post by Raelin on Sept 26, 2012 17:23:29 GMT -5
en.gw2codex.com/build/18798This is a link to my build on the site the others were using. I will go more in depth into why I chose this build and what is good/bad about it at another time. Off to the game =D
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Post by Raelin on Oct 1, 2012 19:13:15 GMT -5
So the reason for my build, I know exactly where to start =3. I went with this type of build because I wanted functionality in a PvE environment. Maxing out fire definitely gives me the biggest boom for my buck thanks to the massive power boost and condition duration (Balthazar bless burning), while the 20 points in the water tree gives me a decent amount of healing and boon duration. The boon duration is particularly useful thanks to the fact that my water fields grant regeneration as well. I for went using earth, though it has some cool stuff in there, because my armor, which I'll get to later already grants a lot of toughness and it doesn't bring as much to a team comp in pve as the others do. I threw 10 points into air for the extra 20% damage at 25% health, which is nice because of all the aoe-ness I do with staffs hitting everything. Conversely I went 10 points into the arcane tree for the extra shield I get for protecting my butt at low health.
Now, back to my fire and water traits. For fire, the pure power i get from the 10% boost while attuned to fire, gaining might every time i use a fire spell and another 5% damage to burning foes is worth going deep into the field. The 20% recharge on my skills is also incredibly useful because it lets me spam 1,2,3,5,2,3 without stopping. Oh by the way those skills go boom(aoe), target(bigger aoe), aoe with higher burn chance, massive aoe channel, you get the idea. My water traits are mostly for the extra healyness on the group so on switching to the water element I heal everyone near me as well as remove conditions, and I maintain constant regen. My second trait skill is useful to me as an escape tool because not only am I invulnerable but the people i ram into while I'm in mist form are chilled.
I prefer using Staff because of the range and power I receive from it. I also particularly like the water fields for keeping myself alive while I use channel skills, or in dungeons for constantly keeping my team with more health than just their heals can do. Aside from that it has considerable kiting capabilities in pve, pvp, and explorables when I happen to need it.
My gear at the moment is exotic Clerics gear =3 (fresh off the press). this puts me at 1862 power, 1016 precision, 1424 toughness, 1254 vitality, 2972 attack, 2344 armor, 9%crit (lul), and 14,185 health. (at level 80) I have 1088 healing power which is definitely noticeable while standing in the water fields.
And that is all for now, comments, concerns etc- I plan on trying out the water trait for an extra 10% damage at 90% health instead of the mist form for better damage and I'm also considering trying out an earth/water toughness and healing variant build just to be really annoying and durable in pvp.
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Post by Zooey on Oct 2, 2012 7:43:53 GMT -5
Boom... indeed!
I like how you split out the trait line to include 10 in air/arcane.
Have you tried the dagger/dagger or dagger/xxx build? Just wondering what your thoughts are on it as I remember everyone loving it in beta.
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Post by Vecuu on Oct 2, 2012 12:15:22 GMT -5
Still haven't read this~ I'll do it after class, and after I go glasses shopping. I do know that mainhand dagger has a lot of really cool skills, Vapor Blade being the coolest of them all, but it puts a squishy clothy in a situation where he's pretty close to enemies. This is particularly bad for the Elementalist, who doesn't have the option to change to a ranged set. If you use main-hand dagger, you're stuck with close-ish range spells in all four attunements.
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Post by Vecuu on Oct 2, 2012 14:40:24 GMT -5
Yeah, I got nothing. The build looks like a reasonable jack-of-all-trades builds to me.
My only criticism is whether or not it would be better to split the build's focus two-fold. One for your Clerics set and one for your Rampager's.
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Post by Raelin on Oct 2, 2012 16:39:50 GMT -5
I've played around with scepter dagger actually because it has some considerable healing capabilities of its own while being far more mobile. It does lose some power, range and healing capabilities compared to the staff but it's more fluid overall with slightly faster cooldowns. I haven't done a lot of testing with this because I don't have a high level scepter/dagger to compare to my staff but it's something I'm looking forward to doing. Dagger/X isn't as good of a choice for me because unless i go off hand dagger I won't be able to heal and i'm also much more in the middle of the fight rather than having a rear view. The rear view helps me A. stay alive =3 and B. see who needs healing/condition removal, CC help.
As far as changing the build to work better with a rampagers set that is on my list of things to do, i'll probably end up dropping some of the fire power into air and maybe going with a 20fire/air/water 10arcane build. But like I mentioned I also want to play with earth for the condition damage. If there was a build swap option like they had in WoW I would absolutely love it because I'd have a secondary build with no water power in it
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Post by Vecuu on Oct 2, 2012 19:39:05 GMT -5
Well I wasn't just saying to change it for Rampagers, but to optimize it for healing at the moment. There are certainly strong damaging aspects to your current build which would work great in a condition-based Rampager build.
But you could potentially do even better defensive team support. Since you already have both sets of armor, I figure it's a good time to engineer two trait pages.
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Post by Raelin on Oct 2, 2012 23:33:58 GMT -5
Yeah but until they establish a way to switch easily between builds I probably won't do it, too much work and finding an ele trainer to swap on the go is impossible
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Post by duhgeneral on Oct 3, 2012 7:57:32 GMT -5
I like your build thats how i would build my ele you have massive power while still having some strong support very nice.
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