D/D for WvW is the future

D/D for WvW is the future

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Posted by: bartsimpsons.6135

bartsimpsons.6135

Staff is really only good for defending from walls and attacking people on walls. People are getting better and WvW and realising it pointless to autoattack the gate making the whole wall-to-ground (where staff excels) combat kind of obsolete. People are placing trebs and catas far away, forcing the defenders to leave the safety of their keeps/towers and fight them on them on level ground to prevent their walls/gate from falling. D/D excels at facediving into large groups and wreaking havoc.

Skills such a tornado, fire ring, earthquake, churning earth, ring of earth, burning speed combined with other skills such as rangers entangle and theives daggerstorm are capable of killing large groups of people. Small organised groups can decimate entire zergs if they coordinate their AOES properly.

Have a quick think about how many kills you get these days from spamming spells from on top of a wall or at defenders on a wall. Its significantly less then what it used to be earlier. That being said, if there is still a lot of mindless World VS Gate happening and zerg/pug style stupidity on your server, staff will work well.

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Posted by: Hell Nirvana.9045

Hell Nirvana.9045

But the battle doesn’t end when the gate goes down.

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Posted by: bartsimpsons.6135

bartsimpsons.6135

But the battle doesn’t end when the gate goes down.

It also happens to be the time staff starts to becomes kinda useless and D/D becomes useful. Id rather have a D/D than a staff on me, when the gate goes down. much more powerful weapon in majority of situations where you dont have a wall to the enemy away from you.

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Posted by: MarzAttakz.9608

MarzAttakz.9608

Not everything is about kills, every consider that Area Denial is more important than +1 to your kill count?

YOU KNOW THERE AIN’T NO REST FOR THE WICKED, TILL WE CLOSE OUR EYES FOR GOOD.

Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}

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Posted by: snaplemouton.1294

snaplemouton.1294

Last I check I can rack up the kills with my staff in open field…
Don’t need that wall you are talking about.

Plus I find it more useful to tank many people in a support/tank build to allow the less tanky people kill people smashing on you or siege weapons to clean the stuff.

Staff is way more powerful in close quarter then D/D. Sadly.

+ there is nothing funnier then a Power crit damage precision staff elem that use fire storm with glyph of storm and glyph of elemental power combined with sigil of fire (AoE fire blast on crit) and 33% burning on crit trait.
Funny as hell.

(edited by snaplemouton.1294)

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Posted by: bartsimpsons.6135

bartsimpsons.6135

Not everything is about kills, every consider that Area Denial is more important than +1 to your kill count?

kill > area denial

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Posted by: bartsimpsons.6135

bartsimpsons.6135

Staff is way more powerful in close quarter then D/D. Sadly.

wut?

staff is terrible in close quarters. its so cumbersome and unresponsive.

just give D/D a try. it harder to use than staff imo but it is much better in open fights. you need to play very aggressively and you will need mistform+lightning flash minimum to make sure you have a way to get out once you get in. it works really well if you coordinate with a partner who also has good aoes.

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Posted by: Scribbles.7493

Scribbles.7493

bartsimpsons.6135:

kill > area denial

WvW is a teambased game. There are lots of classes better at killing than an elementalist, but few classes can match our area denial potential.

D/D may be better if you’re zerging with a bunch of puggies, but if you’re in an organized guild, they’d prefer you to focus on doing the one thing Elementalists are really good at. Laying down lots of combo/control/area denial fields. And that means you’ll be using a staff.

Blacktide – [CIR]
Crimson Imperium Reborn

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Posted by: MarzAttakz.9608

MarzAttakz.9608

Two ele’s working in tandem could be interesting, don’t get me wrong I’m not saying D/D doesn’t have a place in WvW it’s just that personally I get more mileage out of Staff but roll D/D for solo work.

YOU KNOW THERE AIN’T NO REST FOR THE WICKED, TILL WE CLOSE OUR EYES FOR GOOD.

Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}

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Posted by: bartsimpsons.6135

bartsimpsons.6135

bartsimpsons.6135:

kill > area denial

WvW is a teambased game. There are lots of classes better at killing than an elementalist, but few classes can match our area denial potential.

D/D may be better if you’re zerging with a bunch of puggies, but if you’re in an organized guild, they’d prefer you to focus on doing the one thing Elementalists are really good at. Laying down lots of combo/control/area denial fields. And that means you’ll be using a staff.

rangers entangle+churning earth = very good at killing

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Posted by: Abra.5230

Abra.5230

Staff is able to hit (number of meteors x 5) targets while dagger at best can hit 5 targets.

Meteor shower is just way too good to not use in WvW.

Also you get all the nice utility to funnel people on one spot for even better aoe such as frozen ground and unsteady ground.

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Posted by: Krooks.1624

Krooks.1624

I prefer D/D over staff any day in WvW. I do switch when apllicable, such as taking care of defenders on a keep wall but D/D is by far superior imo. You need a solid group for it though, using D/D with a group of pugs will only get you killed & extremely frustrated.

Flank around the side of a large group of enemies, pop Arcane Shield or that Stoneform(cant remember the name but makes you immune to most CC for 8 secs & you take 33% less dmg), target a backline enemy & use Ride The Lightning to attack them, then use Arcane Blast & Arcane Wave then Updraft. At this point you’re likely taking damage so pop Mist Form & gtfo. If you’re really ballsy you can use you invulnerable state to go deeper into their back lines where you’ll hit either Earthquake & then Churning Earth(providing your team is right alongside you) or Ring Of Fire & basically every other fire ability.

You’re likely to kill several enemies or at least severely damage a lot of them. The main reason I do this though is to crush their morale. Once you get to the backlines of an enemy force most of them scatter like headless chickens & basically get disoriented & that’s really where the power of WvW lies, pyscological warfare.

Sugarbuns Jackson
Vendetta

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Posted by: MarzAttakz.9608

MarzAttakz.9608

Krooks that’s seriously fun to do and all (with the right group XD) but the same can be accomplished with Blasting Staff traited going Glyph of Storms > Meteor Shower > Lava Font > Arcane Power > Earth > Eruption > Water > Frozen Ground (basically throwing all CC into the area after fire) and in most cases use Mist Form to gtfo when any survivors get a bead on you. It’s not as in your face as a D/D rotation but just as fun seeing a zerg ball scatter like rats.

YOU KNOW THERE AIN’T NO REST FOR THE WICKED, TILL WE CLOSE OUR EYES FOR GOOD.

Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}

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Posted by: Kreit.4709

Kreit.4709

Staff is best weapon when defending/attacking points. Plus staff provides more useful combo fileds for your team (dont forget, WvW is team based game) and good CC. D/D can be good if we get weapon swap or Anet remove annoying charge system for conjured weapons.

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Posted by: Ardelin.9543

Ardelin.9543

You D/D eles crack me up, go play a thief already.

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Posted by: Nicomachiavelli.3046

Nicomachiavelli.3046

D/D seems like it would be good for intercepting reinforcements or roaming around the secondary objectives. This build is really tough and damaging in small fights. No two people are not on fire. Just pretend that the amulet is actually W3 gear of a similar focus.

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Posted by: Morthis.3968

Morthis.3968

I could see an argument for D/D roaming, but anything large scale group based, there’s really nothing D/D offers that makes up for the loss of staff.

Staff has stronger group support options with two water fields (of the 4 that exist in game atm).

Staff has stronger area denial, able to spam a lot of different AoE’s that players cannot stand in for very long without dying.

Staff is probably the strongest class in the game when it comes to cleaning up siege.

What does D/D offer compared to this? A better ability to 1v1 someone, but what else?

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Posted by: Velius.3791

Velius.3791

D/D seems like it would be good for intercepting reinforcements or roaming around the secondary objectives. This build is really tough and damaging in small fights. No two people are not on fire. Just pretend that the amulet is actually W3 gear of a similar focus.

Quick Glyphs + signet build. Genius

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Posted by: Nicomachiavelli.3046

Nicomachiavelli.3046

Oops, supposed to be Air I, not III. My mistake.

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Posted by: Nicomachiavelli.3046

Nicomachiavelli.3046

Also considering using Water II over Water V and switching to D/F. The additional condition would make it harder to cure the bleeding/burning, and the focus would offer a MUCH better curing option (Earth weapon skill 4) that might make up for the difference over the loss of Water V and Water weapon skill 5.

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Posted by: Albane.8367

Albane.8367

I thought all AoE abilities could only hit 5 targets at once. If this is not the case, then I could see me switching back to staff. Until then, my Great sword fills the gap when I need AoE damage for a minute.

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Posted by: boozer.7815

boozer.7815

Staff is a great weapon for any setting, including sPvP. D/D and S/D are situational. D/F and S/F is much more useful in just about any environment, so for Wv3 if your just going to roll with one weapon set I think Staff is the way to go, but Focus is not far behind.

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Posted by: bartsimpsons.6135

bartsimpsons.6135

i think a lot of you guys are not appreciating how disruptive melee is in WvW fights. It makes the enemy zerg fragment into smaller and weaker groups that are easily killed by your own zerg.

everyone has tried staff. i recommend giving D/D a try. you will need play very aggresively and use your mobility skills to survive. D/D is also far superior to staff when it comes to chasing.

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Posted by: Lunesta.3742

Lunesta.3742

i think a lot of you guys are not appreciating how disruptive melee is in WvW fights. It makes the enemy zerg fragment into smaller and weaker groups that are easily killed by your own zerg.

everyone has tried staff. i recommend giving D/D a try. you will need play very aggresively and use your mobility skills to survive. D/D is also far superior to staff when it comes to chasing.

I agree that melee is disrupting but ele just doesn’t do melee in WvW very well. We are much more useful letting the warriors and guardians run in while we AoE on top of them.

Librium – Elementalist – IoJ