During BWE2 I came up with a really fun build that focuses on having very high boon up-time through the Glyph of Eternal Harmony and completing my own combos using the Staff combo fields and Arcane Wave as my combo finisher. Check the following video for some clips of the combos in action.
Click past the jump for the breakdown of the build.
http://gw2skills.net/editor/en/?fEAQFAWhImeblR5gjDAkHnYCLCFVQRRxM7A;TkAA1CoowxgjAHLOOck4MEB – Tweaked for launch changes
Runes of the Eagle (165 precision/8% crit damage/5% increased damage to targets below 50% health) – Not too sure about this anymore. I wasn’t aware at the time of how good the Runes of Divinity are; they might just straight up be better. I do like that these raise my crit chance a lot and the 5% damage on enemies below half health was pretty good. It worked pretty well anyway.
Soldier’s Amulet (Power/tough/vitality) with Knight’s Jewel (Vitality/Power/Precision) – I felt REALLY tough with this setup. I mean, I was still an Elementalist, but I could eat Eviscerates or Hundred Blades combos and not have a heart-attack, which was pretty nice. I also felt like my damage was quite potent despite the relatively low crit rate (~30% with the sigil).
Staff – Sigil of Superior Accuracy – I just wanted more crit. This build doesn’t really need any of the other sigils; seemed like it was either +5% damage or +5% crit.
The staff is an obvious choice for this build because I really want to do combo finishers with Arcane Wave. The staff has ready access to fire fields (Lava Font on low cooldown), water fields (Geyser AND Healing Rain, each on medium-longish cooldowns) and some access to frost fields (Frozen Ground on a medium-longish cooldown as well as the Slam attack from the Greater Frost Elemental elite) and lightning fields (Static Field on a longish cooldown). You also have access to a couple finishers outside of Arcane Wave (Eruption and maybe Ice Spike? I have some footage where Ice Spike lands and there’s a combo and other footage where it doesn’t… don’t see anything else going on nearby to cause the combo though).
With Arcane Wave on only a 16 second cooldown, you can pretty readily keep 6ish stacks of might by using it on Lava Font and it’s fairly easy to drop an eruption from Earth attunement, shift into Fire/Water attunement and drop another field on top of the Eruption to get the combo. Keep in mind that you can change attunements while the cast bar is going for a spell and it’ll go through. Blasting Staff makes standing in combo fields and getting spells to overlap for combos pretty trivial.
Capabilities of the build
Besides the really easy to pull off combos, the glyph boon stacking is amazing. Inscription (durations on wiki are wrong) gives you the same kind of boon as Glyph of Elemental Harmony, which means you can (including boon duration from traits) get two stacks of might (Inscription one lasting ~12 seconds and the base one lasting ~32ish seconds), a long regen boon (~30 seconds), a long swiftness boon (~25 seconds), or a medium-ish protection boon (~10 seconds). I don’t have exact times because the numbers on the Wiki seem to be wrong, so I just tried to get them off my footage.
The flexibility of these long boons is tremendous. I just sit in Air attunement and use my heal when I’m out of combat in order to stack a long Swiftness boon (the boon lasts much longer than the cooldown) for when I need it later! Not to mention that the regen healing will add up and that’s one of the longest protection boons I’ve encountered.
Damage output was very respectable. Not Scepter/Dagger glass-cannon explody, but I could take people down without much worry about their self-heal making the fight drag on forever. This build probably isn’t much of a 1v1er though, but who cares. It’s amazing in group fights where I bring great utility to the whole team, decent healing, and reasonable damage.
My favorite tactics I did over the weekend:
– Kiting people in circles over Lava Fonts and using Arcane Wave to get might and do significant burst. The signet/arcane skills leaving 3 stacks of vulnerability seemed useful too, but it’s hard to say exactly how much so.
– Capping the Keep at the beginning of the round only a few seconds after the first bases would get capped. If I run straight to it in Air Attunement with the perma-swiftness I get there much faster than anyone else. That helped because we’d start out getting a few extra points at the beginning and would be on defense at the keep.
Let me know what your thoughts are on the build!