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#6756372 Sep 23, 2012 at 02:00 PM
Guild Master
624 Posts
Ok Ladies and Gentlevarmints, let's talk about Elementalists.

[This section reserved for future basic class info]
"The man who never alters his opinion is like standing water, and breeds reptiles of the mind."

-William Blake
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#6756516 Sep 23, 2012 at 02:33 PM · Edited 4 years ago
Guild Master
624 Posts
Staff Fire/Support

Alright, I'm revamping this to reflect the build I'm running now for our pve, and the gear that I'm shooting for (and almost finished collecting). Click the above link for the full build.

This is an all-around build, giving good damage, defense, and support. It is not the best at anything, but it is strong in all areas of PvE.

Traits
30/0/0/20/20
30 Fire - VI (+10% dmg in Fire), VII (-20% Fire CD), XII (Fire spells add Might)
20 Water - V (Group -Cond on water attune), VI (+10% dam over 90% health)
20 Arcane - V (boons on attunement), VIII Blasting Staff (AoE radius)

The second trait in Water can be swapped to either I (-20% Water CD) for extra group support, or III (Cantrips grant regen/vigor) or IX (-20% Cantrip CD) for extra personal survivability.

Slot Skills should be Cantrips for most situations - Armor of Earth, Cleansing Fire, Lightning Flash or Mist Form. Arcane Shield is on my toolbar quite a bit also; 3 blocked attacks in boss fights is a huge amount of damage mitigation.

For Runes, take:
2 'of Fire' (+20% Might duration)
2 'of Water' (+15% Boon duration)
2 'of the Monk' (+15% Boon duration)

Including the +20% duration from the Arcane tree, this will give you +70% duration on Might, and +50% duration on all other boons.

For Sigil, I take Sigil of Battle (+3 Might stacks for 20s on Attune swap, 9s CD). Combined with the runes above, this is actually buffed up to 34s of might. Swapping out of fire will trigger it once, then it will trigger again once you swap back into fire.

Stats
In team fights, you generally have around 15 might stacks in a standard fight. This can sometimes go up to the 25 cap, but its probably around 15 on average. A 15 stack, combined with the gear listed in the link above, gives you the following stats:

Power: 2761
Crit Chance: 24%
Crit Damage: +36%
Condition Damage: 698
Direct Damage: +27%

This works out to an Effective Power of 4238 when you are above 90% health, or 3853 when below 90%. Also, you have almost 700 condition damage. This is a lot of fucking damage, given that you also have:

Toughness: 1480
Vitality: 1467
Healing Power: 558

This is quite a bit of personal defense, and a good amount of group heals also. Combined with personal defense actives on Slot Skills, and the Water traits and passives, you have a lot of flexible survivability.
"The man who never alters his opinion is like standing water, and breeds reptiles of the mind."

-William Blake
+0
#6756575 Sep 23, 2012 at 02:48 PM · Edited 5 years ago
Member
62 Posts
nice. gonna try this. way less gimmicky than what I was trying to playing with yesterday
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#7745578 Apr 28, 2013 at 10:48 AM
Guild Master
624 Posts
Updated
"The man who never alters his opinion is like standing water, and breeds reptiles of the mind."

-William Blake
+0
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