Elementalist WvW | Large Group Staff | Support Fight Guild Elementalist
Table of Contents
Summary
Introduction
This is a guide for back line staff Elementalists in WvW. This is suitable for large scale casual group WvW and organized fight guilds.
This is the current build for Aerilon aka DemonNinja. See game play at twitch.tv/dustydemonninja
Please feel free to mail me in game with any comments, questions, or suggestions. DemonNinja.1602
Change Log
7/31/2015 Initial creation.
I. Weapons and Skills
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
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- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
Weapon and Skill Details
Weapon
Staff is probably the most widely used weapon in WvW because of its awesome utility and AoE skills.
Healing Skill
Eather Renewel is best for this build because it heals for large amounts, give you lots of condition removal, and critically has the lowest cool down. It is also a cantrip so there are many synergies within the build that work well with this, giving you vigor and might when you use it.
Utility Skills
Mandatory - Mistform and Lightning Flash are always required. They provide you with emergency buttons that can help you get out of the most precarious of situations. Lighting flash is also a great gap closer to get off CC on moving targets and groups. The third utility really is a play style choice. the two I switch between the most are Armor of Earth for the additional stability and damage reduction and Ice Bow for extra damage in keep fights and close quarters.
Ice Bow also has the same AOE cap as an Arrow cart so a couple of well coordinated icebow 4 skills can do some serious damage to an enemy group.
This video clearly illustrates the player cap difference between skills like Meteor shower and Lava font, and Icebow #4.
Elite Skill
Sadly the state of elite skill on Elementalists are terrible. Really right now this is all about your personal play style. I most often run Reaper of Grenth because it provides some great chill and condition damage when you are pushing to a group, or running away from one. Tornado is fantastic in close quarter situations like keeps, towers, walls, etc. It is also good in fair number fights to disrupt the enemy from regrouping and healing up. Firey Greatsword is another great option for picking off people and movement.
Traits
Fire Magic
- Empowering FlameGain 150 power while in fire attunement.
- Burning PrecisionCritical hits have a 33% chance to cause 2 seconds of burning. Burning duration is increased by 20%.
- ConjurerGain fire aura for 5 seconds when an ally picks up a conjured weapon; Conjured weapons have 10 more charges.
- Burning FireUse cleansing fire automatically when you have 3 conditions on you.
- SunspotInflict damage at your location when you attune to fire, and gain 3 seconds of fire aura.
- Pyromancer’s TrainingDeal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
- One with FireFire auras you apply last 33% longer and grant 2 stacks of might for 10 second when applied.
- Power OverwhelmingGain condition damage based on 10% of your total power attribute.
- Burning RageDeal 10% more damage to burning foes.
- Persisting FlamesExecuting blast finishers on fire fields grant 10 seconds of fury. Fire fields last 2 seconds longer. Create a lava font on your position when you go down.
- Pyromancer’s PuissanceEach skill you use while attuned to fire grant you 15 seconds of might. This effect works in combat only.
- Blinding AshesBlind foes for 4 seconds when you burn them. 8 second internal cooldown.
Water Magic
- Soothing MistYou and nearby allies regenerate health while you are attuned to water. Radius 300.
- Soothing IceGain regeneration and frost aura for 4 seconds when critically hit. 20 second internal cooldown.
- Piercing ShardsWhile attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
- Stop, Drop and RollDodge-rolling removes burning and chilled from you and nearby allies.
- Healing RippleHeal nearby allies when attuning to water
- Soothing DisruptionCantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
- Cleansing WaveRemove a condition from you and allies when attuning to water.
- Aquamancer’s TrainingDeal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
- Aquatic BenevolenceHealing done to allies is increased by 15%
- Cleansing WaterRemove a condition when granting regeneration to yourself or an ally.
- Powerful AuraWhen you apply an aura to yourself, grant that aura to all nearby allies as well.
- Soothing PowerThe healing effect of soothing mist is increased by 200%.
Arcana
- Arcane FuryGain fury for 2s when you switch attunements.
- Arcane PrecisionSkills have a chance to apply a condition, based on your current attunement, on critical hits.
- Renewing StaminaGain vigor for 5s when you deliver a critical hit. 5 second internal cooldown.
- Arcane AbatementTake less damage from falling. Create a spell when you take falling damage, based on your attunement.
- Elemental AttunementWhen attuning to an element, you and nearby allies gain a boon.
- Arcane ResurrectionYou have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
- Elemental ContingencyGain a boon when you are struck, based on your current attunement
- Final ShieldingCreate an Arcane Shield for 5s when your health drops below the threshold (25s)
- Elemental EnchantmentBoon duration is increased by 10% and attunements recharge 15% faster.
- Evasive ArcaneCreate an attunement-based spell at end of your dodge. Fire: Flame Burst. Water: Cleansing Wave. Air: Blinding Flash. Earth: Shockwave
- Elemental SurgeBased on your current attunement, arcane skills inflict a condition on foes that they hit. Gain 150 more ferocity for 15 seconds when you use an arcane skill. Arcane abilities recharge 20% faster.
- Bountiful PowerDeal 2% more damage for each boon on you.
Trait Details
Fire Magic
This line provides you with damage and condition removal. Burning Fire give you an auto condi cleanse. Pyromancer's Training Provides you with additional damage while in fire which is great for when you are dropping meteors and lava fonts on downed enemies. Persisting Flames Gives you longer fire fields which applies to both Meteor Shower and Lava font, and when blasted they grant fury... Doesn't get much better than that.
Water Magic
The support line everyone knows and loves. This is where most of your support synergy comes from. Soothing Ice and Stop Drop and Roll are both great choices. You get extra defensiveness from each - really player preference here. Cleansing Wave and Cleansing Water both provide lots of condition removal for you and your friends. Which in the current meta is REALLY good.
Arcana
The most widely use, but least understood line in the Elementalist arsenal. This provides with some serious utility. Renewing Stamina gives you lots of energy to dodge roll through and out of sticky situations. Final Sheilding This is a fantastic "Oh $h|T!" utility for when you find yourself low - it has helped me get out of some crazy situations. Evasive Arcana By far the least well played passive in the game. Most people take this for the extra healing but it is so much more than that. Evasive Arcana gives you a spell at the end of a dodge roll for the attunment you are currently in. Fire - AoE fire blast that deals damage and causes burning. Water - AoE water splash heal. Air - AoE Blind. Earth - Churning Eart, AoE cripple. This effectively gives you an extra skill on your bar every time you can dodge roll. I use this both defensively and offensively. Using the cripple to slow down or split a blob in half by dodge rolling through an enemy group for example.
III. Stat Specifics & Effects
Primary Stats
- Health 15435 (+3790)
- Vitality 1379 (+379)
- Armor 2174 (+207)
- Toughness 1207 (+207)
- Attack 3706 (+1540)
- Power 2540 (+1540)
- Critical Hit 41% (+41%)
- Precision 1780 (+780)
Secondary Stats
- Agony Resistance 75 (+75)
- Boon Duration 10% (+10%)
- Condition Damage 207 (+207)
- Critical Damage 65% (+65%)
- DMG to Guards and Lords 1% (+1%)
- Damage 1166 (+0%)
- Damage while moving 10% (+10%)
- Defense 967 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 980 (+980)
- Healing Power 207 (+207)
- Magic find 20% (+20%)
- Might Duration 45% (+45%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
60% chance to gain Swiftness (10s) when you kill a foe
Damage while moving: 10%
Experience from Kills: 10%
- (30min)
- 60% chance to gain Swiftness (10s) when you kill a foe
- Damage while moving: 10%
- Experience from Kills: 10%
Utility Nourishment
Vitality: 100
Ferocity: 10
Experience from Kills: 10%
- (30min)
- Vitality: 100
- Ferocity: 10
- Experience from Kills: 10%
Armor & Runes
- Defense: 77
- Power: 30
- Precision: 30
- Toughness: 30
- Vitality: 30
- Condition Damage: 30
- Healing Power: 30
- Ferocity: 30
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 5
- Agony Resistance: 5
- Defense: 77
- Power: 22
- Precision: 22
- Toughness: 22
- Vitality: 22
- Condition Damage: 22
- Healing Power: 22
- Ferocity: 22
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 5
- Agony Resistance: 5
- Defense: 330
- Power: 67
- Precision: 67
- Toughness: 67
- Vitality: 67
- Condition Damage: 67
- Healing Power: 67
- Ferocity: 67
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 5
- Agony Resistance: 5
- Defense: 140
- Power: 22
- Precision: 22
- Toughness: 22
- Vitality: 22
- Condition Damage: 22
- Healing Power: 22
- Ferocity: 22
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 5
- Agony Resistance: 5
- Defense: 203
- Power: 44
- Precision: 44
- Toughness: 44
- Vitality: 44
- Condition Damage: 44
- Healing Power: 44
- Ferocity: 44
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 5
- Agony Resistance: 5
- Defense: 140
- Power: 22
- Precision: 22
- Toughness: 22
- Vitality: 22
- Condition Damage: 22
- Healing Power: 22
- Ferocity: 22
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 5
- Agony Resistance: 5
Armor Stat Totals
- Defense 967
- Power 412
- Might Duration 45%
- Precision 207
- Toughness 207
- Vitality 207
- Condition Damage 207
- Healing Power 207
- Ferocity 207
- Agony Resistance 30
Rune Bonuses
Superior Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
- Magic find: 20%
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
Accessory Totals
- Power:717
- Precision:394
- Ferocity:466
- Agony Resistance:35
- Vitality:72
- Magic find:20%
- DMG to Guards and Lords:1%
Weapon Set Sigils
- Weapon Strength: 1034-1166
- Power: 251
- Precision: 179
- Ferocity: 179
- Weapon Strength: -
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
Weapon Set I
Sigil of Superior Strength60% chance to apply might for 10s on critical. (Cooldown 1 second)
- Weapon Strength: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
Water Weapon I
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Upgrade Item Details
Armor Stats
Celestial is by far the best currently in game for Elementalists since the class acutally uses all of the stats. It also provides up to a 70% stat boost compared to other sets depending on the slot. Overall it provides more stat points that other armor types. The downside is that it is very difficult to attain. Some great alternatives are a combination of Valkry / Berzerkers / Knights. The idea is to mix and match the stats in a way that you end up with about 15k HP and a reasonable about of toughness, then focus on damage. It's all about staying alive, because if you are dead, you're useless.
Runes
Strength runes are great synergistically with this build. They provide you with a great boost to your overall power and also a flat +5% to your overall DPS when under the effects of Might, which you will pretty much always have permanently with this build. It also synergizes with the sigils.
Sigils
Sigil of StrengthHelps you maintain your stacks of might during a fight giving you some awesome power and overall damage.
Bloodlust Gives you a sustained power boost that only helps push your damage even further. Remember you will need one on your water weapon too so that you don't loose your stacks when you go for a swim.
Trinkets
This is where I vary my build the most. I use my trinkets to go more tanky with Valkry or Celestial pieces, or more glass with Berserker items. This is generally what I start the night with, and then ass I get guard stacks, and warmed up I go more glassy. If we are fighting ridiculous numbers I will go more tanky. This is for you to play with and make your own. Remember staying alive is the most important thing. Everything else after that.
V. Basic Gameplay
I think the biggest mistake Elementalist players make is they try to be big damage dealers - which in certain situations they can be, but the Staff Elementalist really is a utility class. As a Staff Ele your primary focus should be on crowd control, supporting the team with healing and condition removal, and pressure on the downed.
Elemenatlist damage is by far the most avoidable damage in the game. You can easily dodge roll once through or out of a metor shower or just side step any other staff DPS for the most part. So the most effective use of your damage is to pressure downs and make sure they are killed so your team wins the rally war. This isn't to say that a well timed Lava Font and Meteor shower on some people stuck in a Guardian circle isn't good, it's just that the majority of the time your damage is avoidable and takes too long to cast or pulse to be effective in getting down states. This doesn't mean you should try to do so, just keep that in mind while you play so you don't waste your cool downs and your prioritize your skills for their most effective use. It is also of critical importance that you learn to read where the groups are going to most effectively place your fields. As I mentioned they are easily avoided, so the best tactic is to position them in a place that the enemy group walks right into them. To do this, you need to anticipate where the fight is going next and place fields accordingly.
Healing Rain
This is the reason why we exist in the WvW meta. Healing Rain provides a huge area regen with serious condition removal and healing with blasts for your team. You want to cast this on your front line melee group as they engage with an enemy team. This will allow them to stay in the fray much longer.
Static Field
This skill gives you an unlimited target 3 second stun. If you cast this on a group without stability they will be wide open for 3 full seconds which is plenty of time for your team to melt them back to the mists. A well timed mid fight static can make or break an encounter so make sure you place them well.
Frozen Ground
This skill has a lot of utility, it chills the enemies that walk through it but also provides frost aura when it is lept through. A well timed frost aura where the Front Line leaps to in an engage can give your team a distinct advantage.
Geyser
This is the best skill for healing up your team on a regroup. You want to try and avoid using big water for regroups as it is just much more effective mid combat. Geyser provides a smaller water field that your team can blast and heal up from on a regroup. the critical part is that you communicate it.
Teamwork
Communication is critical for Elementalists to be effective. So much of their power relies on other players to exploit to be good. You should always call out when you place water fields, static fields, chill, and lines. You want to do this a little ahead of time so that your team has time to react and exploit these things effectively.
Rotations
More often than not you will not be alone in the land of the Elementalists and will have a few others with you. Setting up rotations to coordinate who drops what and when can help increase your teams overall effectiveness. Typically having a rotations past 2 is a waste just because the length of cool downs is not that long. The idea is to work with your fellow Elementalists to set up who will drop whaters firs and second, and who will start in what element. This should give you enough variation and rotation in your skill rotations that you shouldn't be double dropping things like water and static and wasting the cool down.
Utilities
Remember your utilities are your friends. You can do some pretty awesome things with them. For example you can begin channeling Meteor Shower and use Lighting Flash to flash away and continue to cast and finish your Meteor Shower channel, effectively giving it a longer range. Your Evasive Arcana trait gives you a whole extra skill to use (explained above). And Icebow can be a game changer. A well coordinated Icebow #4 skill can provide you with a huge burst of AoE damage that has a high player cap that can literally down an entire group of players if caught in it. You can also use the #5 skill to hit an enemy with a long duration stun, and to guarantee the hit, you can Lightning Flash ahead while channeling to shorten the distance the projectile has to traverse.
Main Skill Rotation
This is a very over simplified rotation but it will give you an idea.
Starting in air you can cast swiftness then blink ahead to catch a moving group in a static feild. Because you are now over extended you can drop into earth for extra defense and pop Magnetic Aura which will reflect projectiles and keep you from getting stuck away from your time. Droping a line helps keep any pick team off of you or helps to further crowd control the enemy team. By this time your team is just about to or has engaged, support them with water and drop a healing rain and Chill on the ground to keep the crowd control going. By that time, you should have downs so stack up the damage on the with Meteor and lava font.
Again this is a very OVERLY SIMPLIFIED rotation, but it gives you a rough idea of the kinds of things to think about when in a fight. This kind of rotation takes place is probably less than 30 seconds.
Elementalist is a difficult class to master, but once you do you will be one of the most popular persons on your team.