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7.6 (44)

Staff AoE Boon Bomber

en By BunnyBomb on July 29, 2012 6:47 PM , in pve
Weapon Skills
Staff
Fireball Lava Font Flame Burst Burning Retreat Meteor Shower Water Blast Ice Spike Frozen Ground Geyser Healing Rain
Chain Lightning Lightning Surge Gust Windborne Speed Static Field Stoning Eruption Magnetic Aura Unsteady Ground Shockwave
Utility Skills
Glyph of Elemental Harmony Signet of Earth Arcane Wave Arcane Shield Glyph of Elementals
Description

Just something I'm having a bit of fun with for PvE, so thought I'd share...

Traits:
This build has the following thinking behind the Trait lines:

  1. Arcane:
    - 20 points for faster flipping between attunement types.
    - Blasting Staff chosen to power up AoE fields, making them massive while holding a staff.
    - Arcane Mastery specifically to speed up recharge of Arcane Wave, because you're going to use it as your primary combo finisher for AoE fields. Arcane Mastery reduces the recharge to about 16s, so it's quite decent. Your secondary finishers are under the Earth line, Eruption, Stoning or Shockwave.  But it's really handy to have a finisher on your Utility bar with this build, so you don't have to switch attunement to finish a field.  This really makes the most of your AoE power.
  2. Air:
    - 20 points for optimal calculated Crit, with the gear I have in mind.
    - Quick Glyphs chosen for faster heals from Elemental Harmony, whichs supports your ability to stack boons faster with Inscription (see below)
    - Inscription chosen as a nice boon stacker when triggering Glyph. It means you get double whatever Boon you would get from your Glyph heal before. Double Might boon in Earth, super long Swiftness boon in Air that outlasts the cooldown, or an overpowered Regen boon in Water...it's all a bit mental if you ask me. You end up being a little OP, because your Glyph is cooling down faster from Quick Glyphs. It's boon heaven.
  3. Water:
    - 10 points for a bit of Vitality and boosted healing, generally useful.
    - Cleansing Wave chosen because I wanted the Vitality points anyway, and I prefer to be able to remove conditions from the party when I switch to Water. I used to use Cleaning Water (in the Beta's) but that's not possible at 10 points now.  Cleansing Wave is a nice bonus anyway and compliments the build nicely.
  4. Fire:
    - 20 points only really chosen for the skills mentioned below.
    - Pyro Alacrity and Internal Fire chosen for harder and faster nukes & AoE fields.  The power behind the Lava Font + Arcane Wave combo is incredible, so having it recharge quicker is useful, although not desperately necessary.  The build works perfectly fine without Pyro Alacrity (see Suggested Alternative below).

Skills:
This build has the following thinking behind Skills:

  1. Glyph of Elemental Harmony chosen as a great heal, but it's also key to your ability to boon bomb yourself. Because of Quick Glyphs and Inscription under the Air line, this Glyph will recharge faster than you can possibly need it. You will use it to obtain boons, depending on what you need at the time, not just to heal (see comment above in Traits under Inscription for more)
  2. Arcane Wave chosen as the key combo finisher to use after laying AoE down. This is easy enough to do, considering how many Field combos there are in this build, because of the Staff weapon skill set. No other weapon skill sets have as many AoE choices. Believe it or not, Geyser and Healing Rain count too! (lol)
  3. Signet of Earth chosen as a great snare to keep mobs in your AoE, and ok passive defense.
  4. Arcane Shield chosen because when you combine it with Arcane Mastery from the Arcane trait line (like this build does) it makes for a great shield in sticky moments. You have no excuse to be squishy.
  5. Glyph of Elementals Elite chosen because I prefer to be out of the fight, and the Ice Elemental is simply brilliant in combat. It has both good damage and heals, and distracts the hell out of mobs while you are trying to deal with them. It will maintain aggro for you. I know a lot of people prefer to spin about in a tornado, so they choose Whirlwind as their elite, but personally I found that it makes you a target and makes you take aggro from every mob in the area...which isn't good when the skill ends and some of those mobs are still alive...but whatever floats your boat really. I just prefer the Elemental.


Gear &
Stats
As a starter, I've considered the below gear and stats for PvE.  I've used what's available on various build makers, however I expect I will tweak it as I experiment with different gear and team situations - so far my initial tests proved this mix to be very good indeed:

  1. Gear & Runes:
    - Sigil of Superior Accuracy

    - Berserker's Amulet
    - Knights Jewel
    - Superior Rune's of Melandru

  2. Results:
    Power : 1989
    Precision :
    1760
    Toughness : 1081
    Vitality :
    1425
    Attack :
    3117
    WeaponDamage :
    1128
    ConditionDamage :
    0
    CritChance :
    49.19%
    CritDamage :
    35%
    Armor :
    2001
    Defense :
    165
    HP : 15895
    Healing : 100

Although I found this worked well in PvE situations during the Beta's (amidst WvW PvE mobs - which was the only instant L80 situation I found at that point) I'm not sure how the armor level will stand up for newer players in really serious PvE fights.  I would say it takes a practiced hand to stay mobile and active.  I recommend learning to be good at staying on the move.

For the less experienced Elementalist players, I suggest re-arranging gear & runes to drop down Power a bit (which is fairly OP at this point) and increase Toughness, giving you better Armor & Defense.  But really, if you can stay on the move, use your AoE Healing Fields with Arcane Wave when it gets tricky, use your Arcane Shield & Signet of Earth to cut & run...call your Water Ele to tank for you when you need it...well there is no reason not to enjoy the increased power and massive AoE damage this build puts out.  It doesn't take all that much to get good at it, so don't be put off.  Give it a go!

Note:  The above stats were calculated using PvP calculators, as that's all I could find.

Comments on Usage:

For Scepter/Dagger Ele players who are worried you'll miss the +15% speed boost under Arcane from holding a Dagger : You will run faster with this build if you know how to use it. You have +10% speed when you're in Air, plus double stacking Swiftness boons when you use your Glyphs in Air attunement. The boons activated by the Glyph stay on you, even when you switch to another attunement, and because they are double they will literally outlast your cooldown, because of Quick Glyphs & Inscription.

You'll enjoy flipping attunements with this build too, as 20 Arcane points makes flipping 40% faster, and each time you do you gain a Fury boon for an additional 20% Crit chance (thanks to Arcane Fury).  So in short :  just think "attunement switching is gooooood" while you play with this build.

Also, if you take the time to learn about Combo's you can come up with some great uses for Arcane Wave on your AoE's, by thinking about what Attunement you are using and how you want to finish your AoE combo fields.

Take Lava Font for instance. If you lay that down, then trigger the combo finisher with Arcane Wave, you will gain Might x3 boons (on top of whatever other boons you have). If you already had Might x2 from using Glyph of Elemental Harmony (due to Inscription) you will have....yup....5x Might boons (lol). Congratulations, you're a tank and you've just nuked an area wide enough to punch a hole in the world.

But here's another thing. Take Geyser or Healing Rain for example. If you lay those down as your AoE, then finish it with Arcane Wave, you will get a Blast of instant healing for you and your party. It counts as a combo lol. Is your Arcane Wave skill on cooldown? It recharges about every 15-16 secs with this build, but not a problem...just lay down your chosen AoE and flip to Earth attunement to hit Eruption, Stoning or Shockwave. All 3 are combo finishers, so take your pick depending on what outcome you want from the combo.  You can also finish 'other players' AoE fields, and they can use yours.

The AoE possibilities are endless because of the amount of combo Fields and Finishers in this build, so by making Fields faster and wider with a Staff build (I'm talking huge), you're basically an endless bag of fun for you and your team.

If you use the build right, you'll be flipping between attunements, AoE'ing the crap out of things, and racing about wondering why other Ele's are so slow....or dead.

That's all folks!

 

Suggested Alternative:

If you're not worried about the speed of your Fire skills, you could drop 10 points from the Fire line quite comfortably, ditching Pyromancers Alacrity, then add those points into the Arcane trait line.  This will have the effect of making attunement switching even faster (60% compared to 40% reduction) and allow you to unlock Elemental Attunement under the Arcane trait line.  Elemental Attunement adds yet another boon stacking possibility to the build, which you share with allies.

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Staff AoE Boon Bomber

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Comments (15)

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Patrik.Erik.Forsgren's Forum Avatar
By Patrik.Erik.Forsgren November 7, 2013

This is quite an old build but it looks interesting, is it still viable?

BunnyBomb's Forum Avatar
By BunnyBomb November 17, 2012
By Atomica October 29, 2012

Thanks so much for the reply! appreciate it. :)

I literally just got 80 and have your build because I absolutely love it. I assumed to buy all accessories/weapons/etc to have precision/power/crit dmg, is this correct? what are you using?

And for the runes of melandru, why did you go that route.. is it really helpful for survivability? also theres a rune called

Superior rune of Svanir which is cheaper and doesn't take away condition duration and stun duration (which I would assume would be helpful since elementalists use alot of conditions surprisingly in earth and a little in fire.) it has the following:

(1):  25 Toughness.pngToughness
(2):  20% Chilled.pngFrozen Duration
(3):  50 Toughness.pngToughness
(4):  -50% Chilled.pngFrozen Duration
(5):  90 Toughness.pngToughness
(6):  Become a block of ice for 5 seconds when you fall below 20% health. (Cooldown: 90s)

Would this be better than melandru or was there a specific reason you chose melandru?

Hi there,

I'm sorry it's taken me so long to reply, I've been flat out busy lately. 

Righto first things first, Gear :

Yes I do use Power / Precision / Crit Dmg for this build (Berserkers) for my body armor and accessories only.  For my staff I use a Valkyrie staff, with Power, Vitality and Crit Chance on it.  I do it this way because, once you put all your stats into a spreadsheet and play around with it, you will notice that the best combination to give you a Vitality boost without loosing overall power is on your staff.  You will only get bits and pieces of Vitality from Armor and Accessories, but you get a chunk from a Staff (1,280 to be precise).  So it's a good mix for an Ele running a powerful AoE build.  I also recommend putting a Superior Sigil of Accuracy on your staff.

Now for Runes on your armor :

I opted for runes of Melandru early on for Toughness, as I wasn't sure of the sustainability for average players getting into this kind of build / class so wanted to make it well rounded.  If you're great at kiting and are well used to playing an Ele, then I definitely recommend considering a change to this rune.

I've now switched to a combination of Superior Runes of the Ranger (5/6) then a Superior Rune of the Rata Sum (1/6). Why? It's much cheaper! There is no point in getting 6/6 of the Ranger, because the last effect is useless from the final 6th Rune.  Plus, you will get another 25 precision by adding a 6th Rune on it's own, of another type.  So this is what I do at the moment.  My guild think I'm pretty overpowered, but hey ho, that's what playing an Ele is about right?

I hope this helps! Sorry again for the delay :)

Bunny

Atomica's Forum Avatar
By Atomica October 29, 2012
By BunnyBomb October 28, 2012
By Atomica October 11, 2012

Sorry for all the comments but the water skill for condition removal is a grandmaster skill, the closest alternative would be V

Hi there.  Thanks for pointing this out. The one I use is V - Cleansing Wave.  I think something on this website must have flipped something around between Beta's and now, I haven't kept an eye on it since I posted.  Will fix this up now.

For your other questions, yes I tend to power up Arcane on a new character running this build. I found the first thing I wanted was to boost my flipping, to give me faster access to all the attunements.  Smart idea for anyone levelling an Ele.

For Elemental Attunement, it's funny you say that because in PvE dungeons I tend to reduce the Fire line and take Ele Attunement (as described in my alternative) because it is great for boon bombing the whole party.

Other things I do in PvE though is swap around the Signet of Earth for an alternative Signet.  For example, if the dungeon is high on conditions I take Sig of Water.  If it's mele-mob-city I take Signet of Air for a good AoE blind.  Signet of Earth tends to be the one that I flip about anyway, if that helps.

I've started using this build in WvW and love it there too.  I use this build in a slightly different way though, swapping out Signet of Earth for Mist Form.

Anyway, I could talk for days about this build - I haven't grown bored of it yet :)

Thanks so much for the reply! appreciate it. :)

 

I literally just got 80 and have your build because I absolutely love it. I assumed to buy all accessories/weapons/etc to have precision/power/crit dmg, is this correct? what are you using?

And for the runes of melandru, why did you go that route.. is it really helpful for survivability? also theres a rune called

Superior rune of Svanir which is cheaper and doesn't take away condition duration and stun duration (which I would assume would be helpful since elementalists use alot of conditions surprisingly in earth and a little in fire.) it has the following:

(1):  25 Toughness.png Toughness
(2):  20% Chilled.png Frozen Duration
(3):  50 Toughness.png Toughness
(4):  -50% Chilled.png Frozen Duration
(5):  90 Toughness.png Toughness
(6):  Become a block of ice for 5 seconds when you fall below 20% health. (Cooldown: 90s)

 

Would this be better than melandru or was there a specific reason you chose melandru?

BunnyBomb's Forum Avatar
By BunnyBomb October 28, 2012
By Atomica October 11, 2012

Sorry for all the comments but the water skill for condition removal is a grandmaster skill, the closest alternative would be V

Hi there.  Thanks for pointing this out. The one I use is V - Cleansing Wave.  I think something on this website must have flipped something around between Beta's and now, I haven't kept an eye on it since I posted.  Will fix this up now.

For your other questions, yes I tend to power up Arcane on a new character running this build. I found the first thing I wanted was to boost my flipping, to give me faster access to all the attunements.  Smart idea for anyone levelling an Ele.

For Elemental Attunement, it's funny you say that because in PvE dungeons I tend to reduce the Fire line and take Ele Attunement (as described in my alternative) because it is great for boon bombing the whole party.

Other things I do in PvE though is swap around the Signet of Earth for an alternative Signet.  For example, if the dungeon is high on conditions I take Sig of Water.  If it's mele-mob-city I take Signet of Air for a good AoE blind.  Signet of Earth tends to be the one that I flip about anyway, if that helps.

I've started using this build in WvW and love it there too.  I use this build in a slightly different way though, swapping out Signet of Earth for Mist Form.

Anyway, I could talk for days about this build - I haven't grown bored of it yet :)

Atomica's Forum Avatar
By Atomica October 11, 2012

Sorry for all the comments but the water skill for condition removal is a grandmaster skill, the closest alternative would be V

.
Traits
Fire Magic : 20 {VI, VII}
20
VI
VII
Air Magic : 20 {III, VIII}
20
III
VIII
Water Magic : 10 {V, XI}
10
V
Arcane Power : 20 {I, VIII}
20
I
VIII
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