One of the most fun builds I came up with during BWE3 was a Rifle Engineer that focused on high direct damage and great control using the Grenade Kit as a utility skill. Check the following video for some clips of it in action along with detailed analysis on several situations I found myself in while playing with it.
Edit (8/21/2012): And check out a Tournament Game where I play it:
Click past the jump for more details on the build.
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.
Over BWE2 I ran with a Meditation focused Guardian (I think this was a pretty common build in retrospect; was really easy to theorycraft once you got over the fact that maybe one-handers were viable for damage over two-handers). Rather than try to break down all the abilities slowly like I did for my Ele posts before I’m just going to give my thoughts on the build since I think that’s the more valuable part! Check the GW2 Wiki for info on specific abilities or just watch the video I made: I break down the nitty-gritty there.
Click past the jump for the breakdown.
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…
Hi everyone, just wanted to make a quick post to outline some of the upcoming content I’m planning on putting out. The main holdup is that the raw files for my footage are pretty high bitrate (something like 480+ Mbit) so my computer is having a lot of trouble editing them off some of my slower storage hard drives (probably needs something like 60+ MB/s transfer rate off the HDD and my Caviar Green drives can only put out like 50) so I need to shuffle some files around to make room on my smaller, faster drive.
Anyway, on to what’s coming up:
- More playstyle guide breakdowns (similar to the Scepter/Dagger one)
- I’ve been working on a direct damage Staff Ele build as well as Condition Damage “Inspector Gadget” Engineer. I think I’ll finish the Staff Ele one first and then move to Engineer soon afterward. I’ll try to focus more on tactics and reasons for build choices rather than the actual builds themselves (since this early in the beta things are so subject to change).
- Some full (or mostly full) match commentaries just outlining what’s going on
- I have a lot of footage and I’d like to use as much as possible. That said, some of the matches are of less than epic quality. I guess that’s what playing all weekend with like 4 hours of sleep eventually does; sort of funny how much my gameplay improves in the games following a nap or something. Anyway, I still think I can make some use out of them, if only to point out what good things OTHER players are doing even when I’m half-unconscious (seriously there’s like 2-3 hours of video that I don’t ever remember taking. When the hell did I take Conjure Earth shield…) I’ll also comment on what I could have easily done better (and don’t worry; it’s not all bad gameplay. I still have some nice moments!) What I won’t do is make a dull video so if it seems completely stupid then I’m just going to scrap it.
- Some general game mechanics videos
- I don’t want to do too much on systems that I think might change dramatically; that said, some of it is inevitable and I don’t mind some content eventually becoming obsolete if it helps people understand the game at all even for just a BWE or two. What I’m thinking is broader system-level or planning stuff that should stay relevant even if they change specific skills/balance. Something more along the lines of my “How to make a build” guide except with actual ingame footage!
Expect the next breakdown (and probably a match commentary) by the end of the weekend.
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…