D/D tempest for spvp ?

D/D tempest for spvp ?

in Elementalist

Posted by: Prevas.9305

Prevas.9305

Can anyone help me come up with the build?

I think water trait line is a must, need help with the 3rd traitline choice, also runes, sigils, amulet, utilities ?

D/D tempest for spvp ?

in Elementalist

Posted by: nearlight.3064

nearlight.3064

My friend plays dd tempest with water/arcana and cantrips and torrents. I think you could take shouts instead to, and I think earth would work well too (I use earth for my warhorn builds)

Celestial amulet for sure, probably focus on mightstakcing so battle/energy, durability or leadership or strength runes. I’d say either cantrips or shouts could work but I’d take cleansing water instead of aurashare.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

D/D tempest for spvp ?

in Elementalist

Posted by: Prevas.9305

Prevas.9305

My friend plays dd tempest with water/arcana and cantrips and torrents. I think you could take shouts instead to, and I think earth would work well too (I use earth for my warhorn builds)

Celestial amulet for sure, probably focus on mightstakcing so battle/energy, durability or leadership or strength runes. I’d say either cantrips or shouts could work but I’d take cleansing water instead of aurashare.

Right now trying water/arcana with 2 cantrips (stability and lightning flash), and 2 shouts so im kinda torn between aura share and cleansing water. Cele, with strength runes and leeching/energy sigils. I will maybe ditch shout utility and get another cantrip and run cleansing water.

D/D tempest for spvp ?

in Elementalist

Posted by: ReaperJr.5967

ReaperJr.5967

I think its really difficult to create a build that works well with dagger offhand in the current meta. Too many counters atm. Ive theorycrafted many builds but all of them end up in the gutter lol.

But ay, you will need all the cleanse you can get since you’re not going earth. So all cantrips, and your choice of heal and elite depending on your playstyle. Water/arcana/tempest or fire/water/tempest (would recommend slotting out cleansing fire for an aura shout if so) for more damage and smoother rotations but less defense, heal and might stacking. I think hoelbrak runes are mandatory if you intend to stack might otherwise you can either go soldiers if you’re running shouts or travellers if you aren’t. Leeching/energy sigils always :p

Hope this helps.

Edit: If you’re not running focus dont go aurashare, you cant afford it. So the usual 1 1 1 in water.

Lord Ninth \\ Champion Magus
- Primordial Legend
Semi-active.

D/D tempest for spvp ?

in Elementalist

Posted by: Outsider.6051

Outsider.6051

I think its really difficult to create a build that works well with dagger offhand in the current meta. Too many counters atm. Ive theorycrafted many builds but all of them end up in the gutter lol.

But ay, you will need all the cleanse you can get since you’re not going earth. So all cantrips, and your choice of heal and elite depending on your playstyle. Water/arcana/tempest or fire/water/tempest (would recommend slotting out cleansing fire for an aura shout if so) for more damage and smoother rotations but less defense, heal and might stacking. I think hoelbrak runes are mandatory if you intend to stack might otherwise you can either go soldiers if you’re running shouts or travellers if you aren’t. Leeching/energy sigils always :p

Hope this helps.

Edit: If you’re not running focus dont go aurashare, you cant afford it. So the usual 1 1 1 in water.

How would you say dagger offhand is dropped out? I’ve played the old cele meta and it was harder to survive which is pretty interesting. Old cele never had problems with conditions, and with tempest we have 40% damage reduction in protection, heals from auras and with it more access to regen. I played W/Ar/T with 3 cantrips, switching from signet heal to shout heal. Played cele, and played marauder, both durability runes with energy/battle sigil and doom/leeching. I’m interested to find out. I love offhand dagger and i’ve been looking for new ways to make it work for me again. I just seem to melt so fast even if i save my dodges instead of dodge rolling earth for extra might.

TL;DR
I’m confused, why does the old cele fare poorly in this new meta?

(edited by Outsider.6051)

D/D tempest for spvp ?

in Elementalist

Posted by: ReaperJr.5967

ReaperJr.5967

I think its really difficult to create a build that works well with dagger offhand in the current meta. Too many counters atm. Ive theorycrafted many builds but all of them end up in the gutter lol.

But ay, you will need all the cleanse you can get since you’re not going earth. So all cantrips, and your choice of heal and elite depending on your playstyle. Water/arcana/tempest or fire/water/tempest (would recommend slotting out cleansing fire for an aura shout if so) for more damage and smoother rotations but less defense, heal and might stacking. I think hoelbrak runes are mandatory if you intend to stack might otherwise you can either go soldiers if you’re running shouts or travellers if you aren’t. Leeching/energy sigils always :p

Hope this helps.

Edit: If you’re not running focus dont go aurashare, you cant afford it. So the usual 1 1 1 in water.

How would you say dagger offhand is dropped out? I’ve played the old cele meta and it was harder to survive which is pretty interesting. Old cele never had problems with conditions, and with tempest we have 40% damage reduction in protection, heals from auras and with it more access to regen. I played W/Ar/T with 3 cantrips, switching from signet heal to shout heal. Played cele, and played marauder, both durability runes with energy/battle sigil and doom/leeching. I’m interested to find out. I love offhand dagger and i’ve been looking for new ways to make it work for me again. I just seem to melt so fast even if i save my dodges instead of dodge rolling earth for extra might.

TL;DR
I’m confused, why does the old cele fare poorly in this new meta?

Okay, first off let’s address dagger offhand. Your sworn enemies in this meta are DH and Reapers. Without the reflects from focus offhand, you get sniped very easily by their LB. You cannot engage them in melee either due to their traps combined with melee pressure dealing more damage than you can heal up and sustain. Focus offhand helps alleviate by allowing you to pop invuln on earth 5 when you need it. Basically you can invuln their trap bomb.

Secondly, reapers. They have perma chill application, which means you are kittened unless you have diamond skin as you will have much difficulty cleansing all their conditions. Not to mention conditions from other enemies.

Lastly, the old ele went fire/water/arcana and relied mostly on attrition to win their 1v1s. Now, every other celestial build outclasses you in terms of damage and sustain so the same tactic won’t work.

That’s about it.

Lord Ninth \\ Champion Magus
- Primordial Legend
Semi-active.

D/D tempest for spvp ?

in Elementalist

Posted by: PowerBottom.5796

PowerBottom.5796

I’ve played a D/D Tempest quite often, the way the build works is it’s very similar to the role of a D/D-Ele before HoT, but better in teamfights. It is not as good in 1v1’s though as the old D/D-Ele, mainly because there are much stronger 1v1-builds atm., but it can hold it’s own in many MU’s (some are slightly Ele favoured, some are slightly in favour of the enemy, but most are winnable or you can at least hold the point for some time). Now I didn’t go with Diamond Skin, cuz Stoneheart is too important and condi-removal is quite good with the build (so Stoneskin would literally only really come into play in a 1v1 vs condi-necro’s – it’s up to you if you value winning that MU over being better in teamfights or VS Rev’s for example)

http://gw2skills.net/editor/?vFAQJAoYn0XCdOg9XCWYCcYilNAzdv+XPsErgUwIY4BEAugA-TJRHwABeAAAOBAk2f4YZAA

MU’s:

Vs Marauder Rev: Be sure to use schocking aura well (after he has used Sword 3 for example) and switch to earth when he uses Sword 3. Pressure well with Fire breath and use overloads in a way he won’t be able to innterupt them with Staff 5 or chaotic release. Many Rev’s nowadays don’t run many Stunbreakers (1 on each stance only), so if the stability fades out, you can try and go for some burst-combos with CC. During Melee-Pressure, you can kite pretty well while overloading Air or Water for example: You can avoid the melee DMG while also dealing DMg or healing.

VS Necro: Don’t think you will win the 1v1 and hold the point, if you wanna win, you’ll likely loose the point, cuz you can’t be near the necro when he’s in reaper-form. Just run around the edges if possible and overload sth. It’s really hard to pressure the nec since you are melee only, so you have to just bomb him down when he’s out of reaper shroud and safe the overloads to kite when he’s melee.

VS Engi: Watch out for slick shoes and if possible, stay in earth to go for the overload if you feel he’s gonna use it (most Engis use it as an opener, so just open in earth-form). Be sure to dodge hammer 5 and don’t feel the need to stay in the fields to keep the point at all cost. Like with the other MU’s, use the Air or Water overload to do sth. useful while you are staying at range/kiting.

VS other Ele’s: You’ll have more DMG than them, but they’ll have more sustain, it’ll likely end up a draw. Most important thing is to cycle through your overloads correctly and use schocking aura in the right way: If he’s trying to overload Air, use schocking aura, if he has schocking aura, use earth or water overload or heal yourself. So when he’s in air, switch to earth, when he’s in earth, don’t switch into air. This interrupt VS stability “minigame” gets more complicated if he uses Staility on Overloads, but then he’ll lack tons of healing, which means you can win the MU easier with pressure. Against S/F, you might consider not overloading at all unless you are very sure all of his many ways of interrupting cannot be used. it’s really hard, but it can be possible with keeping CD’s in mind and properly LoS’ing.

VS Druid: Well, you aren’t gonna win this one, but you can try not to loose it (which is hard cuz druid has many ways of forcing you off the point). Best advice I can give is to position yourself in a way that the pet isn’t between you and the druid when he uses staff 1 and to pull the pet away from the druid when he has the circling orb around it. Also, I often just purely pressure the pet, since I won’t be able to kill the druid anyways, so at least I can mitigate the amount of DMG I receive, force him to switch pets and maybe kill the pets so when support arrives, it’ll be easier to kill the druid.

Vs Mallix Viper Rev: Yeah, ain’t gonna happen, you’ll loose. :P

(edited by PowerBottom.5796)

D/D tempest for spvp ?

in Elementalist

Posted by: ReaperJr.5967

ReaperJr.5967

I’ve played a D/D Tempest quite often, the way the build works is it’s very similar to the role of a D/D-Ele before HoT, but better in teamfights. It is not as good in 1v1’s though as the old D/D-Ele, mainly because there are much stronger 1v1-builds atm., but it can hold it’s own in many MU’s (some are slightly Ele favoured, some are slightly in favour of the enemy, but most are winnable or you can at least hold the point for some time). Now I didn’t go with Diamond Skin, cuz Stoneheart is too important and condi-removal is quite good with the build (so Stoneskin would literally only really come into play in a 1v1 vs condi-necro’s – it’s up to you if you value winning that MU over being better in teamfights or VS Rev’s for example)

http://gw2skills.net/editor/?vFAQJAoYn0XCdOg9XCWYCcYilNAzdv+XPsErgUwIY4BEAugA-TJRHwABeAAAOBAk2f4YZAA

MU’s:

Vs Marauder Rev: Be sure to use schocking aura well (after he has used Sword 3 for example) and switch to earth when he uses Sword 3. Pressure well with Fire breath and use overloads in a way he won’t be able to innterupt them with Staff 5 or chaotic release. Many Rev’s nowadays don’t run many Stunbreakers (1 on each stance only), so if the stability fades out, you can try and go for some burst-combos with CC. During Melee-Pressure, you can kite pretty well while overloading Air or Water for example: You can avoid the melee DMG while also dealing DMg or healing.

VS Necro: Don’t think you will win the 1v1 and hold the point, if you wanna win, you’ll likely loose the point, cuz you can’t be near the necro when he’s in reaper-form. Just run around the edges if possible and overload sth. It’s really hard to pressure the nec since you are melee only, so you have to just bomb him down when he’s out of reaper shroud and safe the overloads to kite when he’s melee.

VS Engi: Watch out for slick shoes and if possible, stay in earth to go for the overload if you feel he’s gonna use it (most Engis use it as an opener, so just open in earth-form). Be sure to dodge hammer 5 and don’t feel the need to stay in the fields to keep the point at all cost. Like with the other MU’s, use the Air or Water overload to do sth. useful while you are staying at range/kiting.

VS other Ele’s: You’ll have more DMG than them, but they’ll have more sustain, it’ll likely end up a draw. Most important thing is to cycle through your overloads correctly and use schocking aura in the right way: If he’s trying to overload Air, use schocking aura, if he has schocking aura, use earth or water overload or heal yourself. So when he’s in air, switch to earth, when he’s in earth, don’t switch into air. This interrupt VS stability “minigame” gets more complicated if he uses Staility on Overloads, but then he’ll lack tons of healing, which means you can win the MU easier with pressure. Against S/F, you might consider not overloading at all unless you are very sure all of his many ways of interrupting cannot be used. it’s really hard, but it can be possible with keeping CD’s in mind and properly LoS’ing.

VS Druid: Well, you aren’t gonna win this one, but you can try not to loose it (which is hard cuz druid has many ways of forcing you off the point). Best advice I can give is to position yourself in a way that the pet isn’t between you and the druid when he uses staff 1 and to pull the pet away from the druid when he has the circling orb around it. Also, I often just purely pressure the pet, since I won’t be able to kill the druid anyways, so at least I can mitigate the amount of DMG I receive, force him to switch pets and maybe kill the pets so when support arrives, it’ll be easier to kill the druid.

Vs Mallix Viper Rev: Yeah, ain’t gonna happen, you’ll loose. :P

Question, why do you run 1 3 1 in water instead of 1 2 1? How do you cope with cc spam? What about DH and Chrono?

Lord Ninth \\ Champion Magus
- Primordial Legend
Semi-active.

D/D tempest for spvp ?

in Elementalist

Posted by: PowerBottom.5796

PowerBottom.5796

I’ve played a D/D Tempest quite often, the way the build works is it’s very similar to the role of a D/D-Ele before HoT, but better in teamfights. It is not as good in 1v1’s though as the old D/D-Ele, mainly because there are much stronger 1v1-builds atm., but it can hold it’s own in many MU’s (some are slightly Ele favoured, some are slightly in favour of the enemy, but most are winnable or you can at least hold the point for some time). Now I didn’t go with Diamond Skin, cuz Stoneheart is too important and condi-removal is quite good with the build (so Stoneskin would literally only really come into play in a 1v1 vs condi-necro’s – it’s up to you if you value winning that MU over being better in teamfights or VS Rev’s for example)

http://gw2skills.net/editor/?vFAQJAoYn0XCdOg9XCWYCcYilNAzdv+XPsErgUwIY4BEAugA-TJRHwABeAAAOBAk2f4YZAA

MU’s:

Vs Marauder Rev: Be sure to use schocking aura well (after he has used Sword 3 for example) and switch to earth when he uses Sword 3. Pressure well with Fire breath and use overloads in a way he won’t be able to innterupt them with Staff 5 or chaotic release. Many Rev’s nowadays don’t run many Stunbreakers (1 on each stance only), so if the stability fades out, you can try and go for some burst-combos with CC. During Melee-Pressure, you can kite pretty well while overloading Air or Water for example: You can avoid the melee DMG while also dealing DMg or healing.

VS Necro: Don’t think you will win the 1v1 and hold the point, if you wanna win, you’ll likely loose the point, cuz you can’t be near the necro when he’s in reaper-form. Just run around the edges if possible and overload sth. It’s really hard to pressure the nec since you are melee only, so you have to just bomb him down when he’s out of reaper shroud and safe the overloads to kite when he’s melee.

VS Engi: Watch out for slick shoes and if possible, stay in earth to go for the overload if you feel he’s gonna use it (most Engis use it as an opener, so just open in earth-form). Be sure to dodge hammer 5 and don’t feel the need to stay in the fields to keep the point at all cost. Like with the other MU’s, use the Air or Water overload to do sth. useful while you are staying at range/kiting.

VS other Ele’s: You’ll have more DMG than them, but they’ll have more sustain, it’ll likely end up a draw. Most important thing is to cycle through your overloads correctly and use schocking aura in the right way: If he’s trying to overload Air, use schocking aura, if he has schocking aura, use earth or water overload or heal yourself. So when he’s in air, switch to earth, when he’s in earth, don’t switch into air. This interrupt VS stability “minigame” gets more complicated if he uses Staility on Overloads, but then he’ll lack tons of healing, which means you can win the MU easier with pressure. Against S/F, you might consider not overloading at all unless you are very sure all of his many ways of interrupting cannot be used. it’s really hard, but it can be possible with keeping CD’s in mind and properly LoS’ing.

VS Druid: Well, you aren’t gonna win this one, but you can try not to loose it (which is hard cuz druid has many ways of forcing you off the point). Best advice I can give is to position yourself in a way that the pet isn’t between you and the druid when he uses staff 1 and to pull the pet away from the druid when he has the circling orb around it. Also, I often just purely pressure the pet, since I won’t be able to kill the druid anyways, so at least I can mitigate the amount of DMG I receive, force him to switch pets and maybe kill the pets so when support arrives, it’ll be easier to kill the druid.

Vs Mallix Viper Rev: Yeah, ain’t gonna happen, you’ll loose. :P

Question, why do you run 1 3 1 in water instead of 1 2 1? How do you cope with cc spam? What about DH and Chrono?

I go 1/2/1 when I use a weapon set with non-defensive water spells, like Focus, but on Dagger offhand, I have 1 heal with condi-remove and 1 aura, which will also remove a condi and give me prot, reg and vigor. reducing the CD of those by 33% is alone worth more than just one small AoE condi-remove roughly every 10 seconds (in relity, you’ll maybe make use of it every 15 seconds or so.) Also, the ice aura is insta-cast, which means it’ll actually help against CC (prot etc. against spiked dmg), while I don’t know how exactly how cleansing wave will help against anything other than fear (which isn’t such a big thing anymore, since shoutwars aren’t played, and smart necro’s will much rather keep the perma-stability than use it for the fear).

DH: Really annoying to fight against, since the CC will likely be hard to deal with. Best tip is to engage them without them having already pre-trapped the spot. Another tip is to trigger the traps and insta port out of them, cuz you won’t get out any other way except with earth overload, which is a decent option as well. Evade the AoE of Bow5 so you’re not getting stuck in the little areas, cuz he’ll just go at a distance and spam arrows on you. You’ll have to do a lot of LoS’ing though, which makes it harder to fight them on certain nodes. If you can LoS, again use the time to overload air or water, you can even overload fire for the mightstacks and go back to the middle of the point when the overloads end, so he’ll have to deal with the fire-tornado (not always possible, but a good option when he for example is out of bow and has already use his traps.
Play really defensive in general, since your sustain and dmg will win in the end, but the DH has a lot of potential to kill you quickly.

Chrono Marauder: Pressure pressure pressure. Don’t let him LoS you, avoid Sword2 burst-spikes (either look at the icon that appears of the little shoe or listen for the very easily distinguishable sound-effect. If you are too late to evade, at least be rdy to switch into earth for the stoneheart. Use the time where he is using the shield block to overload. Avoid GS-2 and 5 especially and safe your teleport to get on top of him when he tries to LoS you. If he uses Elite-Well, always have teleport or earth-overload rdy to escape it if possible.

Chrono Wellmancer: Don’t stand in the wells or Staff 5, safe your teleport for the Elite-Well and again use the time he’s using the block on his shield to do sth. useful. Try and pressure him off the point, so he’ll has to use his wells off-point (which will mean he’ll either be off-point longer, or he won’t use his wells in the best way possible). You can do this for example with a good Air5 knockback and burst (he’ll have to often use the stunbreak/distortion well), good pressuring or on overload placed on point (again, you can LoS to overload and go on the point just for the lingering aftereffect of the overload)

*edit: Sth to add to the well’s: There is a well you can and actually should often stand inside, which is the heal well: If you can pressure the Mesmer out of this well before it ends, you will have a huge advantage. So safe your Air5 or at least pressure him heavily with a fire burst-combo when he uses the Heal-Well.

(edited by PowerBottom.5796)

D/D tempest for spvp ?

in Elementalist

Posted by: ReaperJr.5967

ReaperJr.5967

I’ve played a D/D Tempest quite often, the way the build works is it’s very similar to the role of a D/D-Ele before HoT, but better in teamfights. It is not as good in 1v1’s though as the old D/D-Ele, mainly because there are much stronger 1v1-builds atm., but it can hold it’s own in many MU’s (some are slightly Ele favoured, some are slightly in favour of the enemy, but most are winnable or you can at least hold the point for some time). Now I didn’t go with Diamond Skin, cuz Stoneheart is too important and condi-removal is quite good with the build (so Stoneskin would literally only really come into play in a 1v1 vs condi-necro’s – it’s up to you if you value winning that MU over being better in teamfights or VS Rev’s for example)

http://gw2skills.net/editor/?vFAQJAoYn0XCdOg9XCWYCcYilNAzdv+XPsErgUwIY4BEAugA-TJRHwABeAAAOBAk2f4YZAA

MU’s:

Vs Marauder Rev: Be sure to use schocking aura well (after he has used Sword 3 for example) and switch to earth when he uses Sword 3. Pressure well with Fire breath and use overloads in a way he won’t be able to innterupt them with Staff 5 or chaotic release. Many Rev’s nowadays don’t run many Stunbreakers (1 on each stance only), so if the stability fades out, you can try and go for some burst-combos with CC. During Melee-Pressure, you can kite pretty well while overloading Air or Water for example: You can avoid the melee DMG while also dealing DMg or healing.

VS Necro: Don’t think you will win the 1v1 and hold the point, if you wanna win, you’ll likely loose the point, cuz you can’t be near the necro when he’s in reaper-form. Just run around the edges if possible and overload sth. It’s really hard to pressure the nec since you are melee only, so you have to just bomb him down when he’s out of reaper shroud and safe the overloads to kite when he’s melee.

VS Engi: Watch out for slick shoes and if possible, stay in earth to go for the overload if you feel he’s gonna use it (most Engis use it as an opener, so just open in earth-form). Be sure to dodge hammer 5 and don’t feel the need to stay in the fields to keep the point at all cost. Like with the other MU’s, use the Air or Water overload to do sth. useful while you are staying at range/kiting.

VS other Ele’s: You’ll have more DMG than them, but they’ll have more sustain, it’ll likely end up a draw. Most important thing is to cycle through your overloads correctly and use schocking aura in the right way: If he’s trying to overload Air, use schocking aura, if he has schocking aura, use earth or water overload or heal yourself. So when he’s in air, switch to earth, when he’s in earth, don’t switch into air. This interrupt VS stability “minigame” gets more complicated if he uses Staility on Overloads, but then he’ll lack tons of healing, which means you can win the MU easier with pressure. Against S/F, you might consider not overloading at all unless you are very sure all of his many ways of interrupting cannot be used. it’s really hard, but it can be possible with keeping CD’s in mind and properly LoS’ing.

VS Druid: Well, you aren’t gonna win this one, but you can try not to loose it (which is hard cuz druid has many ways of forcing you off the point). Best advice I can give is to position yourself in a way that the pet isn’t between you and the druid when he uses staff 1 and to pull the pet away from the druid when he has the circling orb around it. Also, I often just purely pressure the pet, since I won’t be able to kill the druid anyways, so at least I can mitigate the amount of DMG I receive, force him to switch pets and maybe kill the pets so when support arrives, it’ll be easier to kill the druid.

Vs Mallix Viper Rev: Yeah, ain’t gonna happen, you’ll loose. :P

Question, why do you run 1 3 1 in water instead of 1 2 1? How do you cope with cc spam? What about DH and Chrono?

I go 1/2/1 when I use a weapon set with non-defensive water spells, like Focus, but on Dagger offhand, I have 1 heal with condi-remove and 1 aura, which will also remove a condi and give me prot, reg and vigor. reducing the CD of those by 33% is alone worth more than just one small AoE condi-remove roughly every 10 seconds (in relity, you’ll maybe make use of it every 15 seconds or so.) Also, the ice aura is insta-cast, which means it’ll actually help against CC (prot etc. against spiked dmg), while I don’t know how exactly how cleansing wave will help against anything other than fear (which isn’t such a big thing anymore, since shoutwars aren’t played, and smart necro’s will much rather keep the perma-stability than use it for the fear).

DH: Really annoying to fight against, since the CC will likely be hard to deal with. Best tip is to engage them without them having already pre-trapped the spot. Another tip is to trigger the traps and insta port out of them, cuz you won’t get out any other way except with earth overload, which is a decent option as well. Evade the AoE of Bow5 so you’re not getting stuck in the little areas, cuz he’ll just go at a distance and spam arrows on you. You’ll have to do a lot of LoS’ing though, which makes it harder to fight them on certain nodes. If you can LoS, again use the time to overload air or water, you can even overload fire for the mightstacks and go back to the middle of the point when the overloads end, so he’ll have to deal with the fire-tornado (not always possible, but a good option when he for example is out of bow and has already use his traps.
Play really defensive in general, since your sustain and dmg will win in the end, but the DH has a lot of potential to kill you quickly.

Chrono Marauder: Pressure pressure pressure. Don’t let him LoS you, avoid Sword2 burst-spikes (either look at the icon that appears of the little shoe or listen for the very easily distinguishable sound-effect. If you are too late to evade, at least be rdy to switch into earth for the stoneheart. Use the time where he is using the shield block to overload. Avoid GS-2 and 5 especially and safe your teleport to get on top of him when he tries to LoS you. If he uses Elite-Well, always have teleport or earth-overload rdy to escape it if possible.

Chrono Wellmancer: Don’t stand in the wells or Staff 5, safe your teleport for the Elite-Well and again use the time he’s using the block on his shield to do sth. useful. Try and pressure him off the point, so he’ll has to use his wells off-point (which will mean he’ll either be off-point longer, or he won’t use his wells in the best way possible). You can do this for example with a good Air5 knockback and burst (he’ll have to often use the stunbreak/distortion well), good pressuring or on overload placed on point (again, you can LoS to overload and go on the point just for the lingering aftereffect of the overload)

*edit: Sth to add to the well’s: There is a well you can and actually should often stand inside, which is the heal well: If you can pressure the Mesmer out of this well before it ends, you will have a huge advantage. So safe your Air5 or at least pressure him heavily with a fire burst-combo when he uses the Heal-Well.

Interesting. I just find it hard to envision how you would survive in a team fight without stability or invulnerability. Or even 1v1s tbh. Mind adding me up in game for a few 1v1s and a few rounds of pvp maybe? Would like to see how you play your build.

Lord Ninth \\ Champion Magus
- Primordial Legend
Semi-active.

D/D tempest for spvp ?

in Elementalist

Posted by: Gecko.1962

Gecko.1962

I ran Earth / Water / Tempest, with all the same traits as before, just 3/3/3 in Tempest. If you’re going to run D/D, I recommend running it with the usual Earth/Water/Arcane from last season, it’s still viable.

Everyone’s Favorite Furry! – Serrow
Elementalist/Ranger/Necro/Thief
“They can’t condi me if they’re dead.”