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Darktan13

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  • "Darktan13" started this thread

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Thursday, March 19th 2015, 6:26pm

PvE Builds Archive

Since it's pretty clear splitting build archives by content is easier and better than splitting by class, here we go!

Steve is a Legend in his own right, and deserves his own post at some point.

PvE elementalist.

S/X - LH - Standard LH build. Using the short Fire-Earth-Air-LH-Fire Rotation.
Default build, if you're not required to swap, use this.

S/X - LH - Short fights build Optional LH build for shorter fights, typically excels in non-80 fast dungeon paths And short fractal bosses. Offers slight DPS gain over Default, so long as fights are kept short enough. Also provides slightly better S/X utlity access, due to greater time spent using S/X. Useless in longer fights, and mistakes will cost you a ton of DPS compared to Default.

Slot Skills -
Signet of Fire,Lighting Hammer and Arcane Brilliance (heal) are REQUIRED slot skills at all times. If you are forced to use Ether renewal, swap build.

Optional slot skills for LH builds - Arcane Wave ( Default ) use if not required to swap. Glyph of Storms - Use in low-vuln parties (air) or if party requires blinds (earth) . Conjure Frostbow - Use against Very Large targets ( molten duo and TA tree boss are good examples ) Arcane Shield - Personal Survivability slot.

Fights you normally shouldn't use S/X LH for - Grawl Fractal Final Boss ( Fire Shaman ) Legendary Archdiviner from Cliffside Fractal and Mossman from Swamp Fractal. ( unless entire party melees alongside a talented guardian ) Main Trin Fractal. CM 3 - First boss.

S/X LH is elementalists best offensive Group PvE weaponset.

Staff - Standard Deep Air. Default staff build. if you're not required to swap, use this.

Staff - Personal Defense. Defensive variant, lower personal DPS, and significant party fury loss.

Staff - Immob ranged - Ether renewal Staff build for specific boss fights. - Mossman (swamp fractal) and Legendary Arch-diviner (cliffside) Default build for this fight. lower party regroup potential and Very minor DPS loss compared to Optional.
Staff - Immob Ranged. - Arcane Brilliance Staff build for specific boss fights. - Mossman (swamp fractal) and Legendary Arch-diviner (cliffside) Optional build - if party requires better regroups. Very Minor DPS gain over default. Large personal survivability loss.

Immob opening rotation - [Earth] - Shockwave - [Water] Frozen Ground [Slot] Signet of earth [slot] Glyph of Storms. - then swap to fire and DPS. Goal here is to immob before dropping chills, the longer immobs used to cover the slower chill skills. use Signet of Earth on CD after that. The chills minimise the bosses movement in the (hopefully) brief moments he's not immobilised. Other party members should be assisting with as many immobs as possible.

Disregard this strat if the group is going to melee them with a skilled guardian supporting. ( honestly you're just going to be immob chaining like 99.9% of the time, even when your group is capable of a melee stack, it's just easier to immob. )

Slot Skills -
Signet of fire and Glyph of Storms are REQUIRED slot skills at all times. Without Glyph of Storms, Staff loses effectively all of it's offensive and defensive utility, also suffering (minor) personal DPS loss.

Optional slot skills for Staff builds - Arcane Wave ( Default ) use if not required to swap. . Conjure Frostbow - Use against Very Large targets ( molten duo and TA tree boss are good examples ) Arcane Shield - Personal Survivability slot. Arcane Brilliance ( default heal ) use if not required to swap. Ether Renewal (heal) use if incoming damage or conditions are a problem.

Staff is elementalists weakest group PvE weaponset, having the lowest offensive and defensive utility. It does however, have the highest potential DPS. (assuming all utility is flawlessly covered by the group)

Staffs largest problem is that in order to do a water regroup for the party, it reduces it's DPS to 0 for a minimum of 12 seconds.

D/F - Standard FA. Default build, if you're not required to swap, use this.

D/F - Vigor FA. Defensive variant, lower personal DPS. Most valuable in Fractal 49s, to minimise Fractal Instability related DPS loss.

D/F - Tar Help. D/F - FA build for specific boss fight - Tar Help. Lowers personal DPS in return for well over 100% burn uptime and immobs. Use Glyph of Elemental power in Fire attunement. Use Signet of fire to apply burn before he arrives in stack. Regular D/F - FA rotation with Glyph of Elemental power (Fire) active will easily maintain burn uptime, use Fire Signet again if nessesary. Earth Signet (and magnetic grasp, if required to) Maintains Immobs.

Slot Skills -
Signet of fire is the REQUIRED slot skill at all times.

Optional slot skills for D/F - FA builds - Glyph of Storms ( Default ) use it not required to swap. Arcane Wave ( Default ) use if not required to swap. Conjure Frostbow - Use against Very Large targets ( molten duo and TA tree boss are good examples ) Arcane Shield - Personal Survivability slot. Arcane Brilliance ( default heal ) use if not required to swap. Ether Renewal (heal) use if incoming damage or conditions are a problem. Glyph of Elemental Power - Allows you to imitate a HammerGuard (Perma-Weakness instead of Perma-Prot) or Melee-Kite.

D/F - FA is elementalists best defensive group PvE weaponset. D/F - FA is Ideal for the more challenging boss encounters, and all trash mobs.

Specific Boss Fight - Mai Trin - Use the defensive build from either D/F-FA or Staff. With Ether renewal, Mistform, Arcane Shield and Arcane Wave.
If confident of party and self, use D/F-FA Defensive, but with standard slot skills.

S/X-LH and D/F-FA are superior to staff in most engagements in most party compositions, but are much more challenging to use properly. Staff is by far, the easiest to play effectively.

Quoted from "J0hn-Stuart-Mill"

EMPOWER EMPOWER EMPOWER