Just The Tip
Take advantage of the extra range auto attacks have. Don’t try and go into the middle of a group, but circle it.
Bad Elementalist
Use cleansing fire on downed thief/mesmer to apply burn to them when they try to hide in stealth.
Use lightning flash and/or cleansing fire as part of your burst vs >10% health targets.
Use lightning flash/updraft combo to prevent players escaping. (Check if they have stability up first).
The title is misleading. I was thinking something else entirely.
The title is misleading. I was thinking something else entirely.
Rofl so was I Rofl.
If you run cleansing flame you have instant access to burn from any attunement to setup fire grab.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Use lightning flash for easier openers or easier escape. IE, start casting churning earth, just as it is about to explode lightning flash to your target area. The explosion will occur there and you won’t have to worry about enemies running out of the area.
Just watched your movie, wery gud.
I run a staff build many times in WvW.
1) To catch a runner hit the turn about button then burning retreat (It is a button that is not mapped). Extra fun if you follow it up with static field.
2) Try soloing / duoing a camp using earth golems as meat shields
3) Reflect projectiles can reflect siege attacks like the trebuchet (Magnetic Aura/Wave). You just have to make sure the projectile hits you (and the cool down is longer then the rate of fire, but it can still be fun).
Carry all of your weapons with you in your pack all of the time. It is very useful to be able to switch up without running to your bank and it should only take up 5 slots anyway (unless you go crazy with different sigils/stats).
When using Staff in WvW it is really funny to follow up Meteor Shower with Tornado for an extra 1500 power. To make it even better swap attunements to proc Fury for %20 more crit chance (with the 5 point minor trait in Arcana, of course).
CAMPS for D/D 101:
A lot of the borderland camps have an area where you can pull all of the mobs to one place to aoe them all down. I like to pull with water to have soothing mist up, and it’s a ranged hit. Then swap to air, and while summoning fiery greatsword, I spam 3 so that shocking aura is up just before i get the sword, and it fiery whirls into the mobs. I then swap to earth for protection, and lightning flash gs4 onto the stack.
If you are a tankier build then (after pull with water) setup with ring of fire LoS of the mobs, swap to earth, dodge in it against a wall so you don’t move, this will give you might, then earthquake for cc and might, and armor of earth/churning earth so you get a huge hit/uninterrupted stack of might again. As churning is finishing, swap to air for fury, and hit shocking aura. Then swap to water for a heal, and another protective aura that can give protection and fury if traited that way.
For south south camp, I like to use 1 lesser, and 1 greater fire elemental for alternative targets that aoe. The archers have a tendancy to stay ranged there, and the claimer can reset if you pull too far back on the side of the wall.
For fully upgraded camps, the enemy has to be distracted with orange swords somewhere else, and pay no attention to the camp for at least 2 mins, because the white swords of contesting start on the first attack, and we are not very good at tanking level 82 guards, and I’m saying that as someone who runs 20 earth, and full guard defense. You start by clearing the pats that circle the exterior of the camp. Then you move on to trying to pull small groups from the camp itself. The immobilize that the guards do can be killer, so you will need either armor of earth, or a cleanse available if you don’t dodge this initially. I find that if I don’t use signet of regeneration, I don’t stand a chance against 3+ level 82 guards. Most cases you pull 5 at a time + claimer, especially at north north camp. Focus down 1 guard that cripples. Use earth 3 to immobilize the 2nd one. To make a long story short, just don’t do it solo and an elementalist, because there’s a chance you will either die, or the effort will be wasted because 1 person can likely save it before you can clear it. Any time wasted trying to kill the defender, is time that 1+ of the 10 npcs can respawn. And that other defenders will show up. TL:DR don’t waste time trying to clear fully upgraded camps solo. You can run supply and ballista down the guards, though. :p