(edited by BlackBeard.2873)
How to fight each profession as a D/D ele
Thief
-S/D: You are gonna get crapped on, but try to position safely by your team. Burning hurts them a lot if you can keep it up. Shocking aura helps
-D/P: Get in their face while they shortbow. Play alternate O/D when on D. You generally want to be in air when they invis. Stay on the move and avoid giving them an opening for backstab (hard to do). Shocking aura shines big-time here (pop at the first hit if they are good, you can pop after ~3s if they are bad and will attack into it). Be ready to stun-break if they have basi venom. Arcane shield REALLY hurts them. IF they eat the shield, burst them back and make them go on D. This can be a pretty even fight.
Necro
- Don’t take one of these on alone. They will ruin your day. Try to keep cc up on them so your team can burst them down. Be ready to stun-break/stab if they try to fear-chain you. Keep an eye out for a yellow-circle on their head and dodge (signet of spite).
Engie
-Triple kit: A tough matchup (like necro) b/c of so many condis. Try to time bursts and cc’s as they are vulnerable to cc.
-More
Other sources:
daphoenix on fighting mesmers/thieves:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Guide-Mastering-the-D-D-ele-7-15-13/first#post656240
PLEASE add any tips/advice on how to handle specific classes below:
(edited by BlackBeard.2873)
Nice
LW has 300 range
Retired elementalist theorycrafter
Nice
LW has 300 range
Thanks, fixed it.
The thing about this game is some builds hard counter others. For example, what would be a hard time fighting a necro for us would be easy for a warrior. I have been playing with other classes lately and have started to see how team play really shines to cover your weaknesses.
I have been thinking alot about the roll of an elementalist in a group fight. If I were to play s/d what would my roll be? If I played staff how would my roll change? As a d/d elementalist you have access to good crowd control, decent mobility, and alot of support from switching attunements. Just from my experiences, a d/d elementalists particular roll is group support. Keep in mind, you can spec for some crazy damage with might stacking but you sacrifice alot of survivabilty. If my roll is to support my allies what traits will go about doing that the best? However, you also have to look at 1v1 capabilty. Will these traits help me live?
It is funny you actually are running the exact build my friend discovered in spvp and its incredible. In wvw it isnt as viable and I would opt to go for celestial stats with boon duration runes to increase survivabilty/potential damage output. The stability trait you have is decent, but the survivablity of that build is very low. It will only do well against other glass players and some bunkers. You also have a disadvantage of being stuck in close range with that and ultimately losing out against longbow rangers or necros that chill/fear you. That set up is only recommended if your team mates are built to counter your weaknesses (having a guardian or necro in the party for condi removal or a ranger for better range). Personally, I prefer going condition bunker in wvw as I can stay in the fight longer which allows me to add better support to my allies and provide pretty substantial damage over time (reducing the range on evasive arcana will make this more difficult and I hope it doesn’t make it in the patch.) That being said, with your build I will try and give you advice on how to beat classes that hard counter you.
Mesmers are kittenely overpowered in how easy it is to win a fight by simply spamming phantasms and dodging. The confusion mesmers are even more annoying. The trick, imo, is learning what type of build they are running and when they will burst you with condis/shatter. Once you manage to avoid/kite you want to pressure the mesmer hard. They will spam all their skills to avoid you. Just keep this up until you manage to down them. For condition mesmers, recognize which phantasm is applying the bleeds and kill it. Also, kite out the confusion. For phantasm mesmers, kill all the clones and then go for the real one. For shatter mesmers, avoid the shatter and then pressure him.
Thief is easy to kill in this build, but it is also easy for them to get you. Don’t get caught offguard.
Necromancers are probably going to be your biggest challenge. You have nothing in water so low vitality and no healing power. Please do not go into their marks without stabilty (don’t at all if you can avoid it). Necros like to pop fears when you get to close. Switch to earth as you are closing the gap. Then switch to fire and go ham on them.
A popular set up I have seen for guardians is staff and then a greatsword. It is surprisingly strong too. My best advice is to bait them into using all of their stabilty utilities and whatnot. Just focus on stacking might at this point. I always prefer a guardian in staff then in greatsword. Close the gap and hit him hard then run away when he goes back into his great sword. Rinse and repeat.
Longbow Rangers. Quite honestly your toughest time because they will pick you out in the middle of a fight and pretty much kill you. In a 1v1 scenerio its important to just dodge the knockback give them as little distance as possible and you should be okay.
Bad Elementalist
Just wanted to say as a recent returnee and a D/D fan … this thread is super helpful. Also nice to see some more constructive convo going on.
I still need to re-learn other classes’ animations, but this helps cut down a lot of trial and error for me. Thanks!
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)
Black Beard’s suggestions look more tailored to sPvP though some translate over to WvW.
I mostly WvW so I can chime in on that.
I run 0/0/20/20/30.
(NOTE: Put in 20 points manually to see the true Armor build craft gives you the 5 point adept automatically as if you will always be in earth)
http://gw2buildcraft.com/calculator/elementalist/?1.0|8.51p.h2.8.1n.0.0.0.0|0.0.0.0.0.0.0.0.0|1j.71m.1n.71m.1n.71g.1c.71g.1n.71h.1n.71h|311.d19.211.d13.311.d17.211.d13.311.d17.2v.d13|0.0.0.k15.u56b|15.1|1n.1u.1v.1s.28|e
The earth traits are earths embrace and rock solid.
utilities are LF, Cleansing Flame, Armor of earth.
3.5 seconds of stability on earth attunement = free ether renewal as long as it isn’t stripped.
- Necro(I play necro)-Can be tough fight keys to the fight avoid marks watch for opening burst. As soon as they fear you from Death Shroud(it is usually coming early) attune to earth for stability as the fear chain is probably not far behind. This is a hard fight either way because you don’t know if they also have corrupt boon on or not. Many necros aren’t running corrupt in WvW much anymore and are running signet of spite with epi, and or spectral walk or armor possibly spectral wall. The fight is hard to really break down because of the dynamics between the 2 classes but the important thing is when you are condi loaded attune to earth and wipe asap and try to stay on top of them with lightning whip spam and CC’s.
- Warrior(I also play war) – I honestly have no problem with warriors stun mace/GS or Hammer. They expect you to get CC’D so they can burst with gs or hammer follow ups. I usually keep burning on them as much as possible, lightning whip spam when I see mace or hammer out I get ready to earth attune. If you have stability up you pretty much kill a ton of their dps hammer gets +25% damage if you are stunned and kill the +50% critical chance if you are smart with your stability uses. Alot of warriors with this build sacrifice normal crit chance because they count on the stun and signet to boost their critical chance. Many will drop down to about 30% critical chance unbuffed and put the points into more survivability like cavalier.
- Mesmer(play mesmer also) – 20/20/30/0/0 is popular with condi builds and power builds for mesmer with a torch off hand. Mage does decent damage if he is criting about 3-4k and his attack can bounce back to you. Then there is popular still phantasm and a shatter spec. Fight is difficult doesn’t really matter the build tbh. The condi build relies on you killing clones which happens alot with D/D eles pbaoe attacks. You can honestly run away from the mesmer or ignore him and there isn’t anything he can do to stop you if he is a condi build. The glassy power build is a different story and is difficult to fight usually has GS as the other set with Sword/Torch many times lyssa runes. Kill the greatsword phantasm asap to hurt alot of his dps. It is winnable but in the mesmer’s favor because it will be hard to lock the mesmer down. They usually run 3 invis skills.
- Thief(play thief also)- P/D condi with perplexity there is a popular version with 10/0/30/0/30 with daze on steal and strip 2 boons (which is usually stability) so the thief will steal your stability and the daze will apply after strip. The weakness of of the build is that it has less access to dodges like the old 0/0/30/20/20 P/D condi build so after its more easier to burst. The problem is shadow strike and the torment since you have to be close difficult fight.
- S/D X/X/X/X/30 another 30 in trickery with daze on steal and boon strip on steal hard fight usually glassy though if they are spamming flanking strike I would just suggest to keep distance make them burn initiative as they try to chase you down then burst as best you can and repeat until you feel you have the upper hand and can get a kill.
- Rangers – No problem just attune to earth to stop knock back and fear from pet stay on top of ranger abuse los and kite them to death.
- Engineers- with perplex – Run Away. Rifle direct damage is easy fight usually can see them come in close for the knock back attune to earth cripple attune to air for shocking aura because the follow up leap is coming. Prepare to attune to water because net is coming or care package elite is coming pop armor of earth ether renewal aoe to kill turrets. Direct damage engi isn’t really a hard fight imo.
- Guardians – Attune to earth if you are hit with the GS whirl pull(don’t know the name) Stay out of the symbols be mindful of retal. If you get ringed or line of warding attune to earth lolz as you walk through it. I like to keep burning on guards just be mindful of retal damage.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
(edited by oZii.2864)
Thanks very much for the replies. I am still trying to get better at knowing which fights to pick and which not to, but sometimes you have to take on an unfavorable fight and hope helps arrives. Even if you don’t have strats for beating a spec, tips for surviving are also appreciated.
I have run into quite a few warriors running Axe/Sh with GS or Hammer. The Bulls-charge/GS combo is predictable and easily dodged/stabbed, but the Axe/Sh has been destroying me (they shield bash and then evisverate like 75% of your health away). I guess you need to keep distance and try to keep chill/cripples on them so that you have enough distance to the shield bash. Earth’s embrace might help here, but won’t apply until after the hard-shot. Need more practice, but tips are appreciated.