(edited by LightningBlaze.4913)
Combo rotations s/d burst eles
FGS
Signet of earth > remove target > fgs 4 > lightning flash > switch attunement for fury = 70-100% hp off most builds if executed perfectly
earth v2
traited for arcane XII (forgot name)
earth 4 > earth 2 > fire attune > arcane wave + blast > fire grab
put in cleansing fire if not traited
FGS
Signet of earth > remove target > fgs 4 > lightning flash > switch attunement for fury = 70-100% hp off most builds if executed perfectlyearth v2
traited for arcane XII (forgot name)
earth 4 > earth 2 > fire attune > arcane wave + blast > fire grab
put in cleansing fire if not traited
That’s an interesting one Adastra. I want to make sure the remove target part you stated you meant no longer have your enemy target and then do fgs skill 4? if so what does that accomplish when you will be missing the leap hit from that skill to your target? just run past them with the fire left behind?
FGS
Signet of earth > remove target > fgs 4 > lightning flash > switch attunement for fury = 70-100% hp off most builds if executed perfectlyearth v2
traited for arcane XII (forgot name)
earth 4 > earth 2 > fire attune > arcane wave + blast > fire grab
put in cleansing fire if not traitedThat’s an interesting one Adastra. I want to make sure the remove target part you stated you meant no longer have your enemy target and then do fgs skill 4? if so what does that accomplish when you will be missing the leap hit from that skill to your target? just run past them with the fire left behind?
Yes that’s it, no longer have your enemy targeted. The trail of fire left behind hits in a small aoe and you want to concentrate that in a single area.
This is what it looks like. The golem died or else it would’ve done more damage.
Here’s one I took soon after i casted lightning flash. Note in both these screenshots, I didn’t actually swap attunements for fury so I was sitting at 38% crit chance running 0/30/10/10/20 with all the damage traits I could take.
If I swapped to air mid cast, I would’ve had fury plus another 10% bonus damage from the air trait. More crits also means more vulnerability from the air minor trait.
i dont get the idea behind s/d marriage. either you are ranged or you are melee. either you are trying to get away and have control for kiting for ranged advantage or trying to catch up and have interrupts for melee advantage.
so, which one is it with s/d? whats the gameplay? you waste your teleport to be both far away and up close? and what do you do in between for 40 secs before lightning flash pops again?
i dont get the idea behind s/d marriage. either you are ranged or you are melee. either you are trying to get away and have control for kiting for ranged advantage or trying to catch up and have interrupts for melee advantage.
so, which one is it with s/d? whats the gameplay? you waste your teleport to be both far away and up close? and what do you do in between for 40 secs before lightning flash pops again?
Why can’t it be that you have both melee and ranged advantages?
How is it a waste if you’re using lightning flash for positioning? If you use it to get away, you can’t use it to initiate and vice versa. It’s up to you how you want to use your skills. It can be a lifesaver if you’re caught with your pants down.
And of course, lightning flash isn’t the only way to initiate, or get away. There’s always the ol’ RTL into updraft. You could attack from range with your air skills, then when they get close, you have some pbaoe skills.
Why can’t it be that you have both melee and ranged advantages?
it can sure be, in fact it would be great. may be it is.
but then there are seven other profs in the game and they need their gameplay too. if melee caught up with ranged – melee is supposed to win. if ranged managed to stay away from melee – ranged is supposed to win.
single class can’t have advantage in both scenarios. balancing, right?
Why can’t it be that you have both melee and ranged advantages?
it can sure be, in fact it would be great. may be it is.
but then there are seven other profs in the game and they need their gameplay too. if melee caught up with ranged – melee is supposed to win. if ranged managed to stay away from melee – ranged is supposed to win.
single class can’t have advantage in both scenarios. balancing, right?
Every class can equip a ranged and a melee set if they choose. There is no such thing as a melee class or ranged class (they are called professions anyway) in GW2.
Having options to deal with both ranged and melee fights on a single set is necessary for game balance in this case. It’s also a fun style once you get the hang of it.
FGS
Signet of earth > remove target > fgs 4 > lightning flash > switch attunement for fury = 70-100% hp off most builds if executed perfectlyearth v2
traited for arcane XII (forgot name)
earth 4 > earth 2 > fire attune > arcane wave + blast > fire grab
put in cleansing fire if not traitedThat’s an interesting one Adastra. I want to make sure the remove target part you stated you meant no longer have your enemy target and then do fgs skill 4? if so what does that accomplish when you will be missing the leap hit from that skill to your target? just run past them with the fire left behind?
That line of fire does massive damage, actually if you can make you target follow you into an obstacle, or he’s meleeing a gate or so and you cast FGS4 against an abstacle, you will insta kill your target ^^
If a small havoc squad is trying to take a tower I usually use this against those who are attacking the gate. To even speed up the kill more you can cast FGS3 against a wall after it.
Ymilia – Elementalist
Shade of Underworld – Thief
FGS:
You can use FGS 3 or 4 and then LF behind you or around you. This is useful if you want to confuse and engage a different target. Or it can be used to maximize damage on FGS 3 by using LF behind you. To get more whirl hits on the skill if you pass your enemy already (like say hit them once or twice).
FGS 4 can be used in combination with LF to gain distance to attack someone or a small group. FGS 4 till around 500-600 range (max range is 900) and then use LF at near max range. You will be covering approx. 1300 range if done correctly and the person will take a lot of damage.
Other LF tricks:
Cast earth 4 → mid animation use LF → swap air → air 2 + 3 + arcane (if you carry one) → updraft → fire 3 + 5 . Most squishy targets will die if you hit everything.
LF → Updraft → damage combo
Dodge roll in combat → LF on top/near enemy + swap to fire → Fire 5 + 3 → Swap Air
LF can be used after fire 3 to redirect the path so that you can get the return faster (LF towards the enemy on return. Or you can use it in group play to redirect it to hit other targets.
Hope this helps all the S/Ds out there
Or you can use Dragons tooth and cast tornado while dragons tooth is in the air, will give it a damage boost. Could possibly do it with other delayed spells also. Just watch out for the tornado’s casting time.
So after updraft with S/D you’re optimally going to land Fire 3 + 5?
The bad thing is that they’re not burning by the time you land Fire 5… if they were, man… I think I have a solution, but that would mean wasting a precious utility slot – Glyph of Elemental Power. After your combo they would be Weakened, Crippled and with some luck you would hit Fire 5 with them burning. Too bad this glyph sucks and I don’t think I could replace LF or Air Signet with it. What do you think?
Every class can equip a ranged and a melee set if they choose. There is no such thing as a melee class or ranged class (they are called professions anyway) in GW2.
Having options to deal with both ranged and melee fights on a single set is necessary for game balance in this case. It’s also a fun style once you get the hang of it.
i sure mean build (obviously “classe” is not gw2 vocabulary).
build imo is either based on ranged or melee gameplay. what is the positioning goal of s/d? to stay away or to get close up? not surprising that the very first rotation in this thread has to use teleport. dunno, may be it works for atm s/d (just played couple of nights), but if game is balanced (ranger has advantage in range, melee in close up) this kind of hybrids are supposed to be subpar.
but seems like it’s working for some. what can i say, good for you.
Here’s one I took soon after i casted lightning flash. Note in both these screenshots, I didn’t actually swap attunements for fury so I was sitting at 38% crit chance running 0/30/10/10/20 with all the damage traits I could take.
If I swapped to air mid cast, I would’ve had fury plus another 10% bonus damage from the air trait. More crits also means more vulnerability from the air minor trait.
Wow! I will definitely try this when I play today. Thank you Adastra!
Why can’t it be that you have both melee and ranged advantages?
it can sure be, in fact it would be great. may be it is.
but then there are seven other profs in the game and they need their gameplay too. if melee caught up with ranged – melee is supposed to win. if ranged managed to stay away from melee – ranged is supposed to win.
single class can’t have advantage in both scenarios. balancing, right?
That’s one of the beauty of s/d, you get the option to specialize on both melee and range. Sort of like a boxing match, you get to go in and out to do damage. The idea behind if melee caught up with ranged, melee wins and vice-versa is a traditional mmo playstyle, it doesn’t apply in gw2. In gw2 all the melee classes can easily catch up to ranged classes and still lose while in melee.
Every class can equip a ranged and a melee set if they choose. There is no such thing as a melee class or ranged class (they are called professions anyway) in GW2.
Having options to deal with both ranged and melee fights on a single set is necessary for game balance in this case. It’s also a fun style once you get the hang of it.
i sure mean build (obviously “classe” is not gw2 vocabulary).
build imo is either based on ranged or melee gameplay. what is the positioning goal of s/d? to stay away or to get close up? not surprising that the very first rotation in this thread has to use teleport. dunno, may be it works for atm s/d (just played couple of nights), but if game is balanced (ranger has advantage in range, melee in close up) this kind of hybrids are supposed to be subpar.
but seems like it’s working for some. what can i say, good for you.
The very first rotation doesn’t have to involve in teleporting to your target. It is only a choice if you like and if the situation allows you to. For example instead of the fire rotation i stated, from range you can cast fire 4 just to have the fire field up then use utility blast and phoenix to gain the finisher effects as a starting combo, follow with air or earth attunement, all while keeping yourself at range.
FGS
Signet of earth > remove target > fgs 4 > lightning flash > switch attunement for fury = 70-100% hp off most builds if executed perfectlyearth v2
traited for arcane XII (forgot name)
earth 4 > earth 2 > fire attune > arcane wave + blast > fire grab
put in cleansing fire if not traitedThat’s an interesting one Adastra. I want to make sure the remove target part you stated you meant no longer have your enemy target and then do fgs skill 4? if so what does that accomplish when you will be missing the leap hit from that skill to your target? just run past them with the fire left behind?
That line of fire does massive damage, actually if you can make you target follow you into an obstacle, or he’s meleeing a gate or so and you cast FGS4 against an abstacle, you will insta kill your target ^^
If a small havoc squad is trying to take a tower I usually use this against those who are attacking the gate. To even speed up the kill more you can cast FGS3 against a wall after it.
Woooow! I have always used FGS only to escape (even before rtl was nerf) but during the past 4 weeks i started using it during combat and this combo never occurred to me. I can now see how it deals even more massive damage this way and I will definitely put it in practice when I log in!
(edited by LightningBlaze.4913)
Here’s one I took soon after i casted lightning flash. Note in both these screenshots, I didn’t actually swap attunements for fury so I was sitting at 38% crit chance running 0/30/10/10/20 with all the damage traits I could take.
If I swapped to air mid cast, I would’ve had fury plus another 10% bonus damage from the air trait. More crits also means more vulnerability from the air minor trait.
I just did this to one opponent and wow he just melt with these 2 skills. This deals such a massive damage.