Advice Please - Combo's
When I pull between 3-10 mobs I usually do Fire – 3, 2, 5, 4. Armour of earth. Earth – 4, 5, 2. By that time they are normally all dead or dying. If I took damage I just go into water to heal up and go back to fire to start again.
Do you ever use Air – 3 for the stun effect? Hmm… that’s probably more for just a 1v1 fight though right?
Do you ever use Air – 3 for the stun effect? Hmm… that’s probably more for just a 1v1 fight though right?
if you trait 10 in air you get fury and swiftness for using it. use it pre-battle for fury then engage for faster killing.
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When I pull between 3-10 mobs I usually do Fire – 3, 2, 5, 4. Armour of earth. Earth – 4, 5, 2. By that time they are normally all dead or dying. If I took damage I just go into water to heal up and go back to fire to start again.
Yea that’s similar to how I do it though I usually hit earth 3 for the fire shield before moving to 5 or 2 after the swap.
I’m only level 24 with my ele and after a bump at 20 or so where I couldn’t figure out how to not die, I’m now really enjoying the elementalist. While I try to avoid multi-mob engagements, the d/d ele seems to do quite well at handling multiple mobs.
I start with fire and move into earth, and at that point I can either go into water (if it looks like I will win shortly) or go into air (for air 5 and the extra speed to run away). Figure out how to dance and you can go far.
I just recently switched to using mostly D/D with a build focused on generating aura’s, sharing them, and boon duration.
I run around in Air, use 3 prior to engaging for the shocking aura with gives me swiftness fury and protection. Then round up the enemy and switch to fire, use 2, then 4, Arcane Blast for the AoE damage + might stacks from combo, 5, switch to Earth, double tap 3 to immobolize an enemy, leap to them and get the fiery aura to renew swiftness fury and protection, then 4, then 2. Everything is dead by then.
If the fight is a bit more dangerous I play it a little more cautiously and toss in some time in water attunement as needed.
I have a nice large mob combo that I use often with D/D.
The utilities I use are, Glyph of Elemental Harmony, Signet of Air, Signet of Fire and Glyph of Storms. For Elite Glyph of Elementals.
I start off with Air, charge in on #4 then I use Signet of Air for AoE blind. Switch to Fire use #4, switch to Earth use Glyph of Storms (Sandstorm an AoE blind for the duration), use Earth #5 then #4 they’ll die by bleeding and if not use Earth #2.
Works every time, even those pesky Centaur knockdowns will miss inside the Sandstorm (it’s essential on this combo) I use on a very large pack and I mean a lot. Sometimes there would be a few left, just switch to Water use #3 #2 #1.
Looks kinda complicated (not really) but if you’re used to switching attunements it flow so quickly.
Note: You can actually remove switching to Fire and not use #4 the only reason I use that is for Area of Might ( Fire #4 + Earth #5 or #4) which gives more damage for your next skills.
(edited by Meiz.8739)
air 4-5-fire-3-4-5-earth-4-5-signet of air while doing 5- lightning flash if they’re running away plus other cantrip for more might- 2-water-3-2-1-1-1-1-1 for vulnerability which increases the bleeding damage done.
if they’re still alive for example its a champion or veteran y’r fighting: 5 for heal-4 more chill- fire – 3- 4- 2 etc.
You can still use Air – 4 when enemies are close to each other. It has radius around 120 if I remember it well. Som it’s more less like Air – 3, 4, 1 (no 5 if you don’t want to knock them, 5 if you want to go into fire). With Air -5, you go to Fire and it’s -3, 4. Then earth – Dodge, 4, 5 (9 stacks of might from these 3 things cause of fire+blasts), 2. Then water – 3, 4, 2.