Elementalist WvW | Large Group Staff | Support Staff bunker cleric nuker

by Last Updated:
50% (0) Approval 8 Votes - 18214 Views

Summary

The bunker cleric nuker is an ideal starting point for any elementalist looking to use a staff build in medium to large scale organised WvW play.

 

Its purpose is to provide moderate regular healing and condition removal support for the group, as well as offering consistent damage levels and (most importantly) survivability.

 

This guide provides information and rationale for elements of the build, as well as an overview on its usage. This guide assumes players already have a basic understanding of the Elementalist class and engagement tactics for support classes in organised WvW.

 

Note: This build has been updated for the impact of the 10th December 2014 patch. The trait Soothing Wave has now been incorporated in place of Soothing Disruption, due to the changes in trait tier structure. This was found to be the most optimum alternative for triggering self regeneration and condition removal to retain the original builds purpose.

 

At the moment Soothing Wave works with Cleansing Water to provide continuous free condition removal during fights (with no cooldown).


I. Weapons and Skills

The Bifrost
  • Weapon Strength: 985-1111
  • Power: 179
  • Toughness: 128
  • Vitality: 128
  • Weapon Strength: -
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Fire Attunement
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
    Fury: 2 s
  • Water Attunement
    Attunement. Attune to water, gaining superior support and healing abilities.
    Fury: 2 s
  • Air Attunement
    Attunement. Attune to air, gaining heavy damage and control abilities.
    Fury: 2 s
  • Earth Attunement
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
    Fury: 2 s
  • Fireball1
    Cast a fireball that explodes on impact and hits multiple foes.
    Damage: 314Area of effect: 180Range: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Lava Font¼ 6
    Make lava erupt from the target area.
    Damage: 296Duration: 4Radius: 180Combo Field: FireRange: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Flame Burst½ 10
    Burn foes at the target location.
    x2Burning: 6 s (1640 damage)Radius: 240Range: 1,200
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • 0
    Fury: 2 s
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • 0
    Fury: 2 s
    • 0
      Fury: 2 s
    • 0
      Fury: 2 s
  • Ether Renewal 18
    Cantrip. Heal yourself and cure a condition with every pulse.
    Healing: 418Duration: 4
    • 0
      Fury: 2 s
  • Armor of Earth90
    Cantrip. Protect yourself with earth armor and gain protection and stability.
    Duration: 6x10Stability: 6 sProtection: 8 sBreaks Stun
    • 0
      Fury: 2 s
  • Mist Form75
    Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
    Duration: 3Breaks Stun
    • 0
      Fury: 2 s
  • Lightning Flash 40
    Cantrip. Teleport to target area.
    Damage: 366Radius: 120Range: 900
    • 0
      Fury: 2 s
  • Tornado 1 150
    Cantrip. Gain stability and shape-shift into a tornado that damages and launches foes.
    Blowout: 600Damage: 122Stability: 3 s (per pulse)Radius: 240Combo Finisher: Whirl
    • 0
      Fury: 2 s

Weapon and Skill Details

Weapon:
Whist an Elementalist cannot switch weapons during a fight, it is recommended to carry two staff weapons to exchange out of combat. A staff with a Superior Sigil of Perception is carried first to gain 25 stacks of Precision, followed by switching to a weapon with a Superior Sigil of Fire.

 

For new players to the class, you may wish to consider a Superior Sigil of Restoration as your Second weapon, as it provides 670 healing per foe killed. As you will be 'tagging' a large number of enemies with your AoE skills, the healing payback is very noticeable.

 

Healing skill:
The bunker cleric uses Ether Renewal as a healing skill due to its faster recharge time and it's ability to work with the Zephy's Focus to recharge your endurance while casting.

 

Utilities:
This build uses Armor of Earth as a primary stability skill and stunbreaker. For those who prefer to stay well away from the fight you may prefer using Arcane Shield, which can be used in the middle of a long casting skill such as Meteor Shower. See variation #2 for further details.

 

Utilities such as Mistform and Lightning Flash are also recommended, however in groups where blast skills are in short supply, you may wish to consider using Arcane Wave in place of Lightning Flash. This alteration works well with the build, as it already uses the Arcane Mastery trait.

 

Elite:
It is recommended in organised group play to use Tornado following the use of Meteor Shower, to boost its power. In close range small fights, Tornado is not recommended (i.e. don't be the spinning idiot that everyone targets). It's also useful to consider switching to Fiery Greatsword when sieging gates, as the no. 4 skill has high levels of damage when used nearby an untargetted gate.


II. Traits

Adept Master Grandmaster

Trait Details

Air Magic:
Zephy's Focus provides much needed Endurance regeneration when channeling. This means both Meteor Shower and Ether Renewal both trigger the trait, to net precious dodge capability.

 

Water Magic:
Aquamancer's Alacrity provides essential recharge speed for your water healing spells, while Soothing Wave grants regeneration during fights to trigger self condition removal more frequently. Cleansing Water is a core part of the build as it adds condition removal to your Glyph heal (in Water attunement), Healing Rain, and Cantrip skills.

 

Arcana:
Final Shielding is used for additional defense, however see Variation #2 for a viable alternative for those who prefer the Arcane Shield skill in place of Armor of Earth.
Blasting Staff is essential to the build, with area heals and attack skills being significantly larger than their basic counterparts.
Evasive Arcana provides good levels of area healing on dodge whilst in water attunement, blinding in air attunement, a blast finisher in earth attunement, and an aoe flame burst in fire attunement. Used with Soothing Disruption for faster dodge capability, this is an effective compliment.


III. Stat Specifics & Effects

Primary Stats

  • Health 20115 (+8470)
  • Vitality 1763 (+847)
  • Armor 2368 (+532)
  • Toughness 1448 (+532)
  • Attack 2648 (+621)
  • Power 1537 (+621)
  • Critical Hit 34% (+34%)
  • Precision 1638 (+722)

Secondary Stats

  • Attunement Recharge Rate 30% (+30%)
  • Boon Duration 30% (+30%)
  • Condition Damage 364 (+364)
  • Critical Damage 35% (+35%)
  • DMG Taken from Guards and Lords -3% (+-3%)
  • DMG to Guards and Lords 3% (+3%)
  • Damage 1111 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 534 (+534)
  • Healing Power 664 (+664)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

Achieving stat perfection:
Pay close attention to the overall resulting stats and effects of this build, as it is very carefully balanced. Using the presented gear, runes, accessories and food the result is both powerful and yet survivable.

 

Compared to a full celestial geared Elementalist, the bunker cleric enjoys higher stat levels in every category, with the exception of Critical Damage and Healing Power. Critical Damage is kept at a moderate 61%, while Healing Power is reduced to 576. While reduced healing power may seem odd, it should be understood that the healing effect of a blasted field is triggered by the person blasting it, not the person who casts it. For that reason, only a moderate level of Healing Power is required for the build to operate effectively.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Curry Butternut Squash Soup
Duration: 30min
Precision: 100
Ferocity: 70
Experience from Kills: 10%
  • (30min)
  • Precision: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain precision equal to 6% of your toughness
  • Gain precision equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Ascalonian Clergy Cowl
  • Defense: 73
Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
Ascalonian Clergy Mantle
  • Defense: 73
Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
Ascalonian Clergy Vestments
  • Defense: 314
Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
Ascalonian Clergy Gloves
  • Defense: 133
Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
Ascalonian Clergy Pants
  • Defense: 194
Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
Ascalonian Clergy Shoes
  • Defense: 133
Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats

Armor Stat Totals

  • Defense 920
  • Power 78
  • Precision 78
  • Toughness 78
  • Vitality 78
  • Condition Damage 78
  • Healing Power 78
  • Ferocity 78

Rune Bonuses

Superior Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats

Accessories & Jewels

The Eyes of AbaddonDefensive Slot
  • Power: 72
  • Precision: 72
  • Toughness: 72
  • Vitality: 72
  • Condition Damage: 72
  • Healing Power: 72
  • Ferocity: 72
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Soldier's BackOffensive Slot
  • Power: 63
  • Toughness: 40
  • Vitality: 40
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Solaria, Circle of the SunOffensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Lunaria, Circle of the MoonDefensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Ancient Mursaat TokenOffensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Celestial SigilDefensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Power:364
  • Precision:286
  • Toughness:326
  • Vitality:341
  • Condition Damage:286
  • Healing Power:286
  • Ferocity:286
  • DMG Taken from Guards and Lords:-3%
  • DMG to Guards and Lords:3%

Weapon Set Sigils

The Bifrost
  • Weapon Strength: 985-1111
  • Power: 179
  • Toughness: 128
  • Vitality: 128
  • Weapon Strength: -
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Weapon Set I

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Upgrade Item Details

Equipment : Soldier Armor and Celestial Accessories
Soldier's armor is chosen and complimented with Celestial accessories to give a good overall result. Consistent with the bunker meta, critical damage and chance are both moderate to low. This is traded off for higher levels of power, toughness and vitality (i.e. compared to full Celestial armor).

 

A common misconception is that a healing and support Elementalist should have high Healing Power, however testing has proven that the healing effect of a blasted field is triggered by the person blasting it, not the person who casts it. For that reason, only a moderate level of Healing Power is required for the build to operate effectively. Anything over 500 is ideal, for the purpose of your own personal healing.

 

Runes : Divinity
Divinity runes give a good overall boost to stats generally and are worth the investment. However, a good affordable alternative for a bunker cleric is to use Superior Runes of Altruism, to provide 3 stacks of Might and Fury to nearby allies whenever you use a healing skill.

 

Food Buffs : Precision and Crit Damage
Food needs to change depending on your situation and will be different depending on the size of your team, the structure and what your role is. This build is showing a general effective food for playing in, and against, a moderate to large group (i.e. 25-30). The diminishing returns calculator (power to precision ratio) indicates that higher precision for this level of crit damage is more effective than adding more base power, hence a precision food has been chosen.

 

Sigils : Perception and Fire
Superior Sigil of Perception has been chosen because (again) the power to precision ratio indicates that more critical chance (for this particular build) is more effective than more base power. Once 25 stacks of precision are gained, swap to Superior Sigil of Fire.

 

For new staff Elementalist players who are having trouble with survivability, you may consider switching the sigil on your second weapon to a Superior Sigil of Restoration, which nets 670 healing per kill at level 80.


V. Basic Gameplay

Location and priorities:
As with most ranged classes, the bunker cleric nuker avoids direct impact with the enemy melee train. In saying that, the purpose of the build is to stay within adjacent distance to your own melee train, providing critical dodge healing and condition removal. Regrouping at the end of a push and providing healing should be top priority, with nuking capability falling second.

 

If you find yourself needing to push into a bad situation where you cannot go around the enemy melee train (i.e. a bridge or choke), that is where your utility skills come in handy. It is important to the entire team that you survive and provide healing and crowd control.

 

Don't underestimate your usefulness when laying siege to a tower or gate. Your ability to area nuke and clear siege is key, whilst providing cover healing to those on the gate. The best location to do this is not always back from the gate. Sometimes the best location to avoid enemy fire and suppress walls is right up against the wall to avoid line of sight with enemy siege.

 

Stay on the move:
Some would say the most important aspect of playing any class is learning to stay nimble and constantly on the move. The same is true for this build. You should avoid standing still unless your commander tells you to (i.e. to stack and hide from the enemy). Learn to anticipate where groups are likely to engage and move accordingly. If there is easy to reach high ground, go to it.

 

If you are raining hell down on the enemy at a tower, do so with caution. There is always a risk of being pulled off the wall, however if it happens simply be ready with your Mist Form to get back inside. Don't be afraid to take chances, your utility skills are there to save you. Get used to using them and save them for when you really need it!

 

Flip attunements often:
This build uses Arcane Fury, a minor trait in the Arcane Power line which grants you 2 seconds (2.6 with the trait makeup of this build) of Fury whenever you switch attunement. Use this wisely and don't be afraid to flip attunements often to get the most out of this when you are using nuking capability.

 

Call your heals:
Most importantly, you need to call our your healing fields so the group can react to them. Silent heals are wasted heals, as the majority of their effectiveness comes from those who blast them, not those who cast them. From the patch update on 15th October, blast healing now only applies to those in the 'blasters' party, making good communication even more important.

 

Buff! Buff! Buff!
Often a commander will expect to buff in certain situations. They will call for a Static Field to blast for swiftness when moving as a group. It's a good idea to coordinate with other Elementalists in the party so that not every Static Field is used to gain speed. There is nothing worse than just using all your static fields, running over a hill and finding an enemy group.

 

Secondly, commanders will often ask to stack and buff Might before first impact with an enemy. In this situation, a staff elementalist is expected to cast Lava Font on the group (fast!) to create a Fire Field. Other players will then blast the field to obtain area Might. 25 stacks of Might at level 80 provides +875 Power and Condition Damage.

 

Your team is your meat shield:
As with any support build, the bunker cleric nuker exists to support others as a primary role. If you find yourself being pounced on during a fight by the enemy, try to get to where they have bigger problems other than you. Use your own team as a meat shield if you have to. The important thing is to survive, heal your team, crowd control where you can, and nuke where you are able.

 

Conditions be gone!
This build has a great many ways to remove conditions, from allies and from yourself. The Cleansing Water trait has the effect of adding condition removal to your Healing Rain. You will automatically remove conditions from yourself when taking critical damage, due to the use of Soothing Wave in combination with Cleansing Water. Your Dodge also removes conditions from nearby allies, due to the use of Evasive Arcana in combination with Cleansing Water.


Main Skill Rotation

Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 s
Frozen Ground¼ 32
Coat the target area in ice, chilling foes that enter it.
Chilled: 2 sDuration: 5Radius: 300Combo Field: IceRange: 1,200
Healing Rain1 36
Call down a healing rain onto the target area, granting regeneration to allies and curing conditions once every three seconds.
x4Regeneration: 4 s (2080 health)Duration: 6Radius: 420Combo Field: WaterRange: 1,200
Mist Form75
Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
Duration: 3Breaks Stun
Geyser½ 16
Create a geyser to heal nearby allies.
Healing: 808Duration: 2Radius: 180Combo Field: WaterRange: 1,200

The primary rotation when pushing into a fight should be focused on healing. The bunker cleric should aim to place Frozen Ground and Healing Rain as crowd control and offensive healing ahead of the melee train. When the melee train pushes, the bunker cleric should follow close behind, using Mist Form (if necessary) and Dodge to regroup at the other side of the enemy group.

 

Do not underestimate the usefulness of your Dodge capability. The use of Evasive Arcana means you give healing to nearby allies when you dodge while attuned to water (10s cooldown). Evasive Arcana also triggers Cleansing Water, which means your dodge also removes a condition from those same allies.

 

It is important to rendezvous with the Melee train and provide a follow up healing field. This is normally Geyser, however it depends on the situation. Your commander may prefer you not to place Healing Rain ahead of the initial push (i.e. some prefer Ice Spike in the rotation for vulnerability). Again, this is dependent upon the situation and your groups preferred play style.


Nuking rotation

Meteor Shower30
Call down a meteor shower onto the target area.
Damage: 481Storm radius: 360Damage radius: 180Range: 1,200
Arcane Shield75
Arcane. Block attacks with an energy shield. If it blocks three attacks, it explodes.
Duration: 5Damage: 365Radius: 360
Tornado 1 150
Cantrip. Gain stability and shape-shift into a tornado that damages and launches foes.
Blowout: 600Damage: 122Stability: 3 s (per pulse)Radius: 240Combo Finisher: Whirl
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 s
Ether Renewal 18
Cantrip. Heal yourself and cure a condition with every pulse.
Healing: 418Duration: 4
Lightning Flash 40
Cantrip. Teleport to target area.
Damage: 366Radius: 120Range: 900
Geyser½ 16
Create a geyser to heal nearby allies.
Healing: 808Duration: 2Radius: 180Combo Field: WaterRange: 1,200

This rotation demonstrates how you would respond to a situation where you have a clear opportunity to nuke the enemy from either the side of the battle, or from an elevated location.

 

The rotation begins by casting Meteor Shower and (while still casting) covering yourself with Arcane Shield to avoid interruptions and enemy fire (see Variation #2 below - some may opt not to carry this). Depending on the situation, you may wish to follow this by pushing with your melee train as a Tornado to gain maximum power from Meteor Shower (watch for retaliation before doing this).

 

You should always be prepared to heal yourself following a Tornado push, however it is normally beneficial (time permitting) to switch to Water attunement before activating your heal. Finally, it is common to need to teleport back to your melee train using Lightning Flash (if necessary) in order to provide area healing without delay.


Crowd control

Earth Attunement
Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
Fury: 2 s
Unsteady Ground¼ 30
Create unsteady ground that cripples foes moving through it.
Damage: 37Crippled: 2 sRange: 1,200
Air Attunement
Attunement. Attune to air, gaining heavy damage and control abilities.
Fury: 2 s
Static Field¾ 40
Create an electrical field that stuns foes crossing it.
Damage: 185Duration: 4Stun: 2 sRadius: 240Combo Field: LightningRange: 1,200
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 s
Frozen Ground¼ 32
Coat the target area in ice, chilling foes that enter it.
Chilled: 2 sDuration: 5Radius: 300Combo Field: IceRange: 1,200
Healing Rain1 36
Call down a healing rain onto the target area, granting regeneration to allies and curing conditions once every three seconds.
x4Regeneration: 4 s (2080 health)Duration: 6Radius: 420Combo Field: WaterRange: 1,200

The above is not so much a rotation, but an illustration of your core crowd control skills. If your commander asks you to use every crowd control skill you have, this is something along the lines of what you would do, always (like every other rotation for a good bunker cleric) finishing with a party heal.

 

It should be noted that Unsteady Ground was modified in the patch of 15th October 2013. The skill now reads "Create unsteady ground that foes cannot cross." This therefore is comparable to the Guardian profession skill called Line of Warding. In a situation where your team is holding a choke, this skill is a must.


Condition removal

Mist Form75
Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
Duration: 3Breaks Stun
Lightning Flash 40
Cantrip. Teleport to target area.
Damage: 366Radius: 120Range: 900
Water Attunement
Attunement. Attune to water, gaining superior support and healing abilities.
Fury: 2 s
Ether Renewal 18
Cantrip. Heal yourself and cure a condition with every pulse.
Healing: 418Duration: 4
Healing Rain1 36
Call down a healing rain onto the target area, granting regeneration to allies and curing conditions once every three seconds.
x4Regeneration: 4 s (2080 health)Duration: 6Radius: 420Combo Field: WaterRange: 1,200

Again the above is not so much a rotation, but an illustration of the available condition removal methods you have in your arsenal with this particular build.

 

For personal condition removal: You will automatically remove conditions when taking critical damage at any time, no matter what attunement you have active, due to the Soothing Wave and Cleansing Water traits. In addition to this your Ether Renewal skill will also remove conditions.

 

For party condition removal : Your Dodge skill will remove conditions from yourself and nearby allies while attuned to water, due to Evasive Arcana and Cleansing Wave. Your Healing Rain will also remove conditions, due to Cleansing Wave.

 

Lastly, you can even trigger area regeneration and (therefore) condition removal from Geyser, if you use your first earth skill Stoning as a projectile finisher on the field.


VI. Common variations

Variation #1 - Glyph of Elemental Harmony Heal
A common variation that I've seen for this build is to swap the heal and Air Magic trait to use a different preferred heal. The Glyph heal is less interrupt-able than Ether Renewal so is often preferred by newer players:
1. Swap Ether Renewal to Glyph of Elemental Harmony.
2. Change Zephy's Focus to Quick Glyphs in the Air Magic trait line.

 

Variation #2 - Arcane Shield
Another variation I have seen does the following, which adds the Arcane Shield skill to the build with a faster recharge time. This is a personal preference and often is decided by how a person plays. Armor of Earth is more suited to close combat and fast moving skirmishes. Arcane Shield is more suited to ranged attacks, as it can be used as a cover skill (i.e. you can cast it in the middle of casting another skill to prevent interruptions):
1. Swap Armor of Earth to Arcane Shield in the utility bar.
2. Change Final Shielding to Arcane Mastery in the Arcane Power trait line.


Comments

Post a Comment
@ 02:00 PM, Wed February 26 2014 Reply
A very nice and detailed post summing up a WvW ele's life. Thx. :-)