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.
This spec probably takes more skill to pull off functionally (higher skill floor) than the last Scepter/Dagger spec I wrote about. If you’re new to elementalists and want a spec that’s a bit more approachable then I recommend you check out my last guide.
The staff elementalist focuses on area effect spells. Every attunement (except for Air) has multiple ground targeted area effect spells. The staff spells also come with a long starting range: 1200. What this means is that you might feel like you need to stay way in the back to be at all effective. This works out pretty well in WvW and a lot of open world PvE combat because you have plenty of room around you, but in structured PvP you’re generally forced into small areas (especially when you consider the control points you’re supposed to be fighting at). This can feel a bit claustrophobic at first, but the Staff Elementalist has the ability (with a lot of practice and skill) to control the movement of everyone in the area in order to land all those nasty area effect spells. Let’s take a look at how the staff elementalist works…
This is a great spec for beginning elementalist players. It definitely has the potential to perform (especially the Signet build) and can fill an amazing tank role in a group (properly played you can be incredibly difficult to take down as you have amazing condition removal and can dodge twice as much as a normal player). The reason I say it is great for beginning Ele players is that the main damage is mostly automated (do auto-attacks in Earth attunement). This frees the player to think about positioning, mobility, and attunement shifting. It’s also less discouraging if you have so many outs (in the Cantrip build) and die less. Once the player is comfortable with shifting attunements they can branch out into the harder Signet-based Condition Scepter/Dagger spec to focus even more on control or other direct damage specs/different weapons that require a bit more coordination in the comboing of offensive abilities to deal damage. Read on for full details…