Pirates
Same question here. I’d like for content to be doable by every class, not mainly by guardians… :/
This is how I did it last night:
Scepter/Dagger Weapon Combo
Exotic Rampager Gear (but still had just Rare Explorer Accessories, lol)
Utility Skills:
Signet of Restoration, Arcane Wave, Arcane Blast, Signet of Air, Glyph of Elementals
30 Fire/10 Water/30 Arcana
Major Fire Traits:
Ember’s Might, Burning Precision, Pyromancer’s Puissance
Major Water Trait:
Shard of Ice
Major Arcana Traits:
Arcane Mastery, Elemental Attunement, Elementals Surge
I killed in this order:
Captain -> First Mate -> Gunner -> Healer
I kited the Captain and First Mate around in a small/medium circle and when they were down, just went in-their-face with the gunner and healer.
I dread bringing my ele in there..
Depending which pirate you kill, depends which buffs the others get. eg Captain goes down, others get big evades. Healer goes down, others get regen. I think Gunner gives the other a nasty dps buff?
I was told Captain – First Mate – Healer _ Gunner. I failed every time. In the end, I changed the order to suit what skills and build I was running and I obliterated them. I think I went Gunner, First Mate, Cap, Healer. Maybe try a diff combo that works for you
I also brought a skill pet (mist wolf) for extra dps and stacked conditions like vulnerability for speed killing.
And bring a swear jar. You will raise so much for charity!!!
I setup Ring of Fire first and try to have it up as much as possible. Arcane Wave will give you Might when use with it and set them on fire. Arcane Blast is there for extra attack and conditions. Dragon’s Tooth and Phoenix will give you Might as well if you get their Blast Finisher, but all fire skills will give you Might anyway from Traits. Earthquake with Ring of Fire will also give Might and area knockdown is good as well.
Under Water, you have Water Trident and Cleansing Wave for extra Heals and remember to use Frost Aura as well since it Chills your attacker.
Under Air, Lightning Strike and Blinding Flash are both instant cast and can add Blind. Ride the Lightning and Updraft have their standard use.
Under Earth, Stone Shards can add bleeding, but mainly keep Rock Barrier up (don’t Hurl) and Dust Devil gives another way to Blind. I didn’t use Churning Earth at all while Captain the First Mate were up, only used it against Gunner and Healer and only if they were backed into a corner (so even if they dodge, they don’t go anywhere).
Last thing is pretty much change elements to check on cool down of skills and gain Boons from doing so. You can activate Signet of Restoration for another heal, but try to have Water available for the Regeneration if you do.
A lot of fighting this way is thinking on your feet so there is no exact step-by-step version.