Hello once again ladies & gentlemen and welcome to yet another week of Playing with the Facets where we all fulfill our desires to be the Avatar and bring peace and harmony back to the world. This week I wanted to speak about a create I have been making use of as I level up my alt and what it will look like at 80 (when I finally get there). With that, get ready to make your enemy weep with the greatest pain imaginable!
As I have been leveling I've acknowledged that most of the gear you get from karma vendors has condition damage on it. This has been so prevalent that I decided to take the hint & look into a establish that made the most of condition harm, as a result TO The web!
After hitting up the official forums & reading by way of the establish discussion thread I identified a build that I liked, in spite of this did not quiet fit what I enjoyed playing. A minimal experimenting later and this was the end result.
The goal with this develop is to make the most of the conditions that we can apply for supplementary dps, generally by way of applying Burning and Bleeding.
The weapon of choice is going to be a staff, & for the utility capabilities I have chosen to use: Arcane Wave, Signet of Fire, Glyph of Storms, & Conjure Fiery Greatsword. Signet of Fire is used so that the target has a constant stream of burning at all occasions. The passive bonus of Flame Signet is not that astounding so use it whenever it is available to keep the fever alive!
That takes care of the Burning portion of the construct, although what about the bleeding? That's why we have Earth Attunement and Glyph of Storms. While you are in Earth, & you use Glyph of Storms, you'll create a Sandstorm at your chosen location, and this storm causes bleeding. Lots of it. Trust me I live in a desert, & this is very plausible. Combine this with Eruption & you can handily have twelve stacks of bleeding going on everything that it hits. The numbers fall like rain...it is beautiful to behold.
How does this find traits? I'm glad you asked! The traits that we are going with are developed to help profit from the our glyphs, signets, & staff, so that we maximize those skills for ultimate damage.
We go with 10 points in Fire for the that minimal additional oomph and so that we can get the considerable trait Burning Fire. I can just see the wheels turning, "Why is it that Burning Fire causes the signet of fire to cause burning...is not that what it already does?" Give yourself a cookie buddy because yes that's what it does. The neat trick with Burning Fire is that it causes the burn to be even longer than it's without, thus helping keep burning up at all times.
In the Air line we go 10 points in, again, so that we can get the considerable trait Rapid Glyphs. This one is especially straight forward and reduces the recharge of our glyphs by 20%. This also means that our healing skill will also recharge just that much quicker helping us survive more when we need it.
The magic honestly begins to take place in the Earth trait line. Here we're going the full 30 points to gain the most toughness we can; afterall we have the least quantity of armor in the complete game, so we need all of the help we can get. Additionally we get a few impressive traits such as Signet Mastery, Serrated Stones, & Geomancer's Alacrity.
Signet Mastery is there to decrease the recharge for our signets. Burning nonetheless going strong on your current target? Put burning on yet another 1! Serrated Stones falls into the same boat in that it increases the duration of bleeds by 20%. Beginning to the see the pattern? We want burning and bleeding to be up as much as feasible! Geomancer's Alacrity reduces the cooldown on our Earth spells, giving more Eruptions, which offers more bleeding, continuing the cycle.
Finally we move into Arcane for the reduction to Attunement swapping, which every Elementalist will need to do. Attunement swapping, or dancing if that is more your factor, really allows the Elementalist to shine, & we need to typically be moving from one Attunement to yet another to make the most of all our spells.
The massive trait that you want to shoot for in Arcane is Blasting Staff. This negative boy, or girl (we don't discriminate here), increase the size of the AoE making it hit in a wider radius, & when they say that it gets increased they really mean that! It's substantial! Now our AoE will be hitting the entire zone...well, maybe not...although it's a fairly considerable expand & incredibly much worth the points expenditure.
Given that I'm only 41 as of this writing how is this build for leveling? Fan-freaking-tastic! Gathering up groups of mobs and mowing them down with all the AoE and the conditions is exceptionally enjoyable. Like any construct you nonetheless have to be attentive with what you pull, & you will not have the ability to solo a Champion mob, yet when I compare this with my ability to take on Veteran level mobs like other professions, it's right in the mix. You need to play wise nonetheless, but you could tackle most mobs without difficulty.
Here's a little video I shot of the establish in action. I have to say although, this is the most fun I've had in GW2 to date, and I find myself not wanting to log into any of my other characters. We'll see you subsequent time!
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