Cyrus Glitch – sPvP/tPvP Mesmer
Doctor Loki – sPvP/tPvP/WvW Power Necro
I play a D/D Ele in WvW this is my current spec:
http://gw2skills.net/editor/?fEAQJAoYhImkbzx3gjDADFi4hQxDNUeMTO2A
With my current gear mostly exotics, I am sitting at around 2100 toughness, basically Knights gear.
I came across a thief running a P/D Condition build, I know how to play my class pretty well and do well against most characters but there was nothing I could do to this thief.
Every time I managed to pin him down he would stealth, appear and continue his Pistol 1 spam. Granted he played his class very, very well but I had no way of finding him or damaging him, not when he appeared to be able to stealth every couple of seconds and not take damage during his stealth.
A few more people turned up, then there were 4 of us that couldn’t pin him down, eventually the others got bored, he got me alone and killed me. How am I supposed to fight against a profession, that not only out dps’s me, but is also seemingly impossible to pin down and has better utility than I do?
Was a very frustrating fight, any tips would be appreciated.
PS The heartseeker spammer guys I can kill quite easily, it’s the one’s that know how to play which are impossible to kill.
That build is automatically countered by condition builds. You have virtually no condition removal. You’d want to grab Cleansing Fire, and/or some Water traits to remove them regularly.
Stealthers can still be hit while in stealth, so chain your CC together with damage spells in between. Get nice and close with RTL + Shocking Aura up to give yourself a few seconds of free damage.
RTL in, Updraft, switch Fire pop Burning Speed, Signet of Earth, Ring of Fire, Fire Grab. Updraft puts them at the perfect distance for Burning Speed. Swap over to Earth if you want before Fire Grab if you feel you need a little more CC, use Magnetic Grasp > 2 skill > EQ. You can do Earth after Fire Grab, but there’s a good chance he’ll re-enter stealth and you’ll be making a crapshoot trying to land Magnetic Grasp.
If he uses thieves guild, kill the NPCs first. They do plenty of damage and you’ll want that out of your way ASAP. Use your own elite, preferably Fire or Water for damage or healing depending on what you need.
Thieves can’t Shadowstep endlessly to break out of your CC, and at some point you will be able to pin him down. Signet of Earth has a low CD, so use it early to force him to blow a CD to break it. Same with Shocking Aura. Do your best to use your gap closers, and with 100% uptime on Swiftness through Zephyr’s Boon you shouldn’t have too much of a problem staying on top of him. You have 4 CCs, two gap closers, you really should be able to stay on him pretty easily. After duking it out for a while and he’s blown some stuff, try a Churning Earth + Lightning Flash. Condition ticks can be seen through stealth, so look for the numbers.
I never had problems with thieves with my current build (sPvP). Because of 30 in water and paired with condition damage I outlast them with ease. My mainstats are healing power, condition dmg and toughness (which makes healing power even more powerful contrary to vitality).
When he stealths I always guess his position and throw a random aoe (Drake’s Breath, Ring of Fire/Earth or Frozen Burst) at him and switch to air to have Shocking aura rdy. Sometimes he stealthes, when he got hit by Magnetic grasp. Because he is immobilized I know he has to be there, so I land an Earthquake, switch to fire and melt his face.
You should never fight in water for more than 3 seconds. Just use everything once and swap, because you really rely on the heal per swap to water (+ dodgeheal with evasive arcana). Chill is your best friend to keep him at range. Frost Aura even applies when he attacks you from range.
If you still cant kill him then you should move on. Why bother? He wont be able to kill you either.
(edited by Munkel.6291)
I’m interested in your build Munkel, but your link is broken.
I really want to play D/D ele. It feels perfect for me, a close range fast paced spell caster. Really I’m looking for any build that’ll help me be competitive.
Another try. I just dont know, why i cant edit my previeous posts.
http://gw2skills.net/editor/?fEAQJAoYhImkbwx5gjDAkHn4CLjChUeMDO2A
Armor, runes and sigils included. With that combination of runes i almost have about 90% Protection uptime. Sigil of Energy grants me enough endurance for dodgeheal on weaponswap (in a fight against a thief my health goes up and down from 100% to 50% and back to 100%).
Edit: any idea, why the links dont work?
Edit2: got it. I shouldnt put up my armor and stuff.
So I run a shaman neck with shaman jewel, 1 Sigil of Battle and 1 Sigil of Energy. 2xRune of Monk and 2xRune of Water and 2xRune of Earth. With +60% boonduration you can stack about 10 might during a fight constantly.
(edited by Munkel.6291)
Awesome thanks. I’ll try it out.
Granted, as most of the thieves i face in SPvP really do suck something terrible (spam pistol whip on a squishy elementalist and i STILL beat you? cmon.), I can’t provide you a way to fight skilled thieves.
i suppose you could do what the first reply says. save up RTL, updraft, earth 3, and earth 4 combo.
personally, i like to use signet of fire after my updraft, earth 3 to them, and knock ‘em down. fire grab, and burning speed follows this up if you get all of these down, your thief opponent is down to less than half his HP (assuming glass cannon build for the thief). with this alone, you could be critting for 7-8k damage (which isn’t that unlikely if you do it fast and have the arcana trait that grants you fury)
That build is exact traits of my ele build lol. I’m trying out adventures runes and Sigil of energy, that lets me swap to carrion over shaman with the dodge dodge, heal dodge at end of heal swap weapons dodge immunity lol, plus the constant vigor regeneration. I must check out the rune setup your using, especial if you can keep all of that protection. I should mention that I’m using scepter dagger and primarily stack bleeds though mainly though churning earth teleport in big groups, and scepter auto attack at all other times.
Some further explanations to my build. I let thieves and warriors open the fight most of the time, while Im attuned to air. Shocking aura will interrupt most of their combos and set up for a good updraft. Then you want to swap to fire get up some burning. I never use Fire Grab, bc chances are it doenst hit or hits for 1k with my build. Immediately swap to earth after and Impale. Fight some time at earth and stack up bleedings. If you get hit for alot of damage swap to water, heal (not with your healskill “6”. This is the very last thing you want to use to stay alive) and chill him. If you dont get alot of dmg grasp him and Earthquake, swap to fire and burn him. If They are able to partially reset the fight with stealth or try to run swap to air for RTL/Shocking aura and start over. Thieves guild is not a big problem, because Fire 2 and 4 will take care of it. If he gets downed and you finally want to stomp him take a look back with Lightning Flash rdy, since it doenst cancle your stomp.
Warriors are almost the same. Fights lasts longer but the dmg spikes arent that dangerous.
The only problems i have are builds which manipulates conditions/boons (especially necro). Gurads cant down me and i cant down them. Rangers are a bit harde to fight but manageable. Mesmers are a pain in the kitten when they use Moa, because your healthpool isnt that big.
(edited by Munkel.6291)
Wait, Munkel…does the boon duration from multiple runesets actually stack? I always assumed it wouldn’t, but if it does … wow. I have some decisions to make.
I run a build very similar to Munkel. I take Signet of Earth, Lightning Flash, and Cleansing Fire. Mist Form is nice for stomps, but the CD being so long and the bug making it unaffected by the trait makes it lackluster, IMO.
I also run Zephyr’s Boon instead of the 10 in Earth. With Battle/Accuracy Sigils, 2x Monk and Water runes (secondary effects trump the minor stat increases in most cases, and I like boon uptime), and whatever other 2 runes you like. This allows for hefty protection, fury, regen, and 100% swiftness uptime with proper skill use. Valk’s amulet for power/healing, and you should have around 600-700 healing power. That’s about 5k in heals from Water attunment alone. Fury and Accuracy sigil give all the crit you really need. Jewel depends on where I’m playing. tPvP I tend to run knight’s, 8v8 I tend to use zerker’s.
You have a scepter and focus and you melt it’s face off and push it over with 5 in lightning aura. Scepter and focus and you can chase people or at least I do :-)
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.