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Showing posts with label Fire Magic. Show all posts
Showing posts with label Fire Magic. Show all posts

Tuesday, July 17, 2012

[35] Guild Wars 2 Builds - Elementalist: The Conjurer |WvWvW and PVE

By: Soul Step (Updated 7/16/2012)


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Finally getting around to a Conjure build. Weapon wise, you can choose any set as the focus is primarily on making your Conjure Weapon Skills more effective. Choosing the staff would be if you want to play more of a support role. For this case, I chose Dagger/Focus as most of the conjured weapons are melee based. Also a pure conjure build such as this should be used in team settings/game play.

Weapon Set: Any

Healing, Utility, Elite Skills:
Healing:
(6) Glyph of Elemental Harmony - heal yourself and gain a boon.

Utility:
(7) Conjure Flame Axe

(8) Conjure Frost Bow

(9) Conjure Lightning Hammer

You could swap Conjure Earth Shield for any of the other skills.

Elite:
(0) Conjure Fiery Greatsword

Traits: Build output is 25/0/20/10/15
Fire Magic:
(II) Burning Fire - apply burning for your two fire conjure skills

(VIII) Conjurer - extra charges FTW!

(25) Burning Rage - went up this trait for the added damage it can provide

Earth Magic:
(VI) Stone Splinters - added damage for being in melee range. Works well with your conjured weapons.

(IX) Geomancer's Freedom - nice utility for your Conjure skills

Water Magic:
Two Options for the Adept trait slot:
(I) Cleansing Water - more for you're going to be using the Staff.

(V) Cleansing Wave - another nice utility that benefits your team/allies.

Arcane Power:
(IV) Final Shielding - survival trait

(15) Arcane Fury - put the extra 5 points here for the Fury boon.

You'll have plenty of Power to be offensive and Toughness to last longer in melee fights. Again, the Conjure skills are very helpful in team fights and you'll find strangers loving you for giving them elemental damage to dish out damage.


Friday, July 13, 2012

[32] Guild Wars 2 Builds - Elementalist: Theme - "Long Live the Beifongs!" |PVE

By: Soul Step (Updated 7/13/2012)


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I got to attend the Legend of Korra panel at SDCC earlier today. In honor of my favorite lineage of the series, I present you this build titled, "Long Live the Beifongs!" Earth element is the main focus here, obviously. There's no specific specialization in the traits, but I chose ones that would strengthen the skills.

Weapon Set:
Primary: Dagger/Focus

Healing, Utility, Elite Skills:
Healing:
(6) Signet of Restoration

Utility: All Earth Magic skills :P
(7) Signet of Earth - utility skill

(8) Armor of Earth - your protection/survival skill and boon steroid (through traits)

(9) Conjure Earth Shield - conjure weapons are great to use in teams

Elite:
(0) Glyph of Elementals - that Earth Elemental is a beefcake

Traits: Build output is 20/0/30/10/10. This build has good offense and a lot of defense and survivability.
Fire Magic:
(IV) Spell Slinger - to be used with Armor of Earth and giving you a power boost through the Might boon.

(VIII) Conjurer - extra charges for Conjure Earth Shield is a plus

Earth Magic:
(II) Signet Mastery - reduced cooldowns for your signets

(VIII) Elemental Shielding - a dagger/focus combos gives you 2 aura skills! So use it and get that extra Protection boon

(XI) Rock's Fortitude - nice utility especially when playing with a group

Water Magic:
(III) Soothing Disruption - gain the Regeneration and Vigor boons when you use Armor of Earth

Arcane Power:
(IV) Final Shielding - always handy especially with build as you're fighting close and mid range most of the time.

I personally love Earth magic and it goes in hand with me loving the Beifongs :D

Monday, July 9, 2012

[21] Guild Wars 2 Builds - Elementalist: Staff "Signet" Build |PVE

By: RenDevilRun (Updated 7/9/2012)


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Since Soul Step already has 2 Elementalist builds that uses Signets, I'll be showing one of mine. This build will give your Signets more effects.

Weapon Set:
Primary: Staff

Healing, Utility, Elite Skills:
Healing:
(6) Signet of Restoration

Utility:
(7) Signet of Fire
(8) Signet of Air
(9) Signet of Earth

Elite:
(0) Tornado - This is my favorite Elite skill.

Traits:
Fire Magic: 
(II) Burning Fire - for your Signet of Fire
(IX) Fire's Embrace - for your Signet of Fire
(XII) Pyromancer's Puissance  - nice buff when pumping out those Fire skills

Earth Magic:
(II) Signet Mastery - cooldowns for your Signets

Water Magic:
(II) Shard of Ice - gives your Signet an extra condition

Arcane Magic: 
(IV) Final Shielding - good to have when you're low on health
(X)  Arcane Energy - I picked this up because I dodge a lot.

This build makes you more on the offensive side. Also this will give you a reason to use your Signets periodically as they now give conditions to your opponents.

Wednesday, May 2, 2012

[4] Guild Wars 2 Builds - Elementalist: AOE Jerk - Staff Glass Cannon |WvWvW and PVE

By: Soul Step (Last Updated 7/3/2012) 



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So you want to be a jerk in WvWvW (works for PVE too) by dealing a ton of aoe damage? Then this is the build for you if you're an Elementalist :P

A staff caster in general is great at distant aoe-ing, but when using Power and Precision, you can become a more of a damaging beast.

Healing, Utility, and Elite Skills:
Healing:  (6) Glyph of Elemental Harmony- the boons given will help you survive or add damage (Might) if activated while attuned to Fire Magic.

Utility: This build uses Arcane spells to synergize with Arcane Lightning

(7) Cleansing Fire - Your survival skill. Useful when CC'd hard or have multiple conditions stacked on yourself or caught in between an enemy group. Plus the burning effect works with Fire Magic's Burning Rage (25pts)

(8) Arcane Power - Increased critical damage to your spells? Sure why not!

(9) Arcane Wave - Mostly used when surrounded by enemies and it works well with Cleansing Fire.

Elite:
(0) Tornado - Good for dealing damage, disturpting opponents or use for escaping.

Traits: This build's point distribution is 30/20/0/0/20 with 30 in Fire, 20 in Air and 20 in Arcane Power. A more pure glass cannon will have 30 in both Fire and Air and floating 10 points, but 20 points in Arcane Power provides longer boon durations (for Might and Fury).
Fire Magic:
(VI) Internal Fire - Fire spells will be your main source of attacking as they inflict heavy damage.

(VII) Pyromancer's Alacrity - Same reason as stated above and you would like to use those skills as often possible. This works with Pyromancer's Puissance in building up your Might stacks faster too.


(XII) Pyromancer's Puissance - Might stacking will greatly increase your damage, and with points in Arcane Power, the Might duration may last long enough for you swap elements and use your other attacking spells.

Air Magic:
(VI) Bolt to Heart -  is really good for having the extra burst in damage when killing off a foe


(VII) Arcane Lightning - you'll be getting an extra 6% in critical-hit damage from having Arcane Power and Wave equipped. This makes up a little for having to stick with 20 points in Air.

Arcane Power:
(IV) Final Shielding - a survival trait that's very useful when you're getting focused down.


(VIII) Blasting Staff - Being an AOE damage dealer build, this is a must.

With this build you are able to crush foes at a distance and have some skills to escape or survive when targeted.

[3] Guild Wars 2 Builds - Elementalist: Scepter/Dagger (Signets) "Written in Flames" Offensive Build |PVE

By: Soul Step (Updated 7/7/2012)


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Using Scepter/Dagger as an Elementalist, you are a great damage dealer at both close and mid ranges. The focus here in this build is utilizing signets.

The core trait for this build is Earth Magic's Written in Stone


The passive effects on the signets does really help you in survivability and increasing your DPS.

Weapon Set:
Primary: Scepter/Dagger

Healing, Utility, and Elite Skills:
Healing:
(6) Signet of Restoration - This would be more fitting toward the theme of the build. The passive of gaining health from casting a spell is great, but I found it to be more useful in solo situations, where as Glyph of Elemental Harmony more beneficial in team fights or group party events.

Utility:
(7) Signet of Earth - The passive is for survivability and creating distance if you need to escape or heal yourself.

(8) Signet of Fire - The passive is to increase your DPS. And the long burning duration is a plus.

(9) Signet of Air - Active skill is great when an enemy gets too close and you cannot dodge in time. The passive is also great as it help you close gaps or make an easier getaway.

Elite:
(0) Glyph of Elementals - An extra body that does damage and for mobs to hit is always beneficial in a party/group battle.

Traits: Build Output is 20/0/30/0/20 with Fire providing power and damage, Earth for Written in Stone and Arcane Power providing survivability.
Fire:
(VI) Internal Fire - Most of your damage will be Fire spells

(IX) Fire's Embrace - Works in conjunction with your signet. Burn baby burn!

Earth: These traits will most likely be standard if you're going to max out this trait line and use Written is Stone.
(II) Signet Mastery - Obvious choice as cool downs for your masteries are a must.

(VII) Strength of Stone - When it comes to soloing, being attuned to Earth makes it easier to survive. The extra damage it'll give is a plus.

(XII) Written in Stone - The cornerstone of this build and the obvious reason to be using all signets.

Arcane Power: With a damage dealing build, you'll want to keep using your spells as often as possible. Putting points here will reduce your cool downs on attunement switching.
(IV) Final Shielding - Your last chance survival trait. Very helpful especially when fighting at close and mid range.

(X) Arcane Energy - Using signets will help you recharge your endurance bar and make dodging more available to use.