PvP Build Guide D/D Cele Ele
You missed a few things. Sigil of battle for might stacking, elemental elite for 1vX, and cleansing fire is also extremely useful for burst burns.
The rotation demonstration needs work. You didn’t actually portray an optimal might stacking rotation, and where’s the defensive rotation?
Sorry if that was harsh, you have a world champs build guid to compete with. https://www.youtube.com/watch?v=GAtDKypiS5M
You missed a few things. Sigil of battle for might stacking, elemental elite for 1vX, and cleansing fire is also extremely useful for burst burns.
The rotation demonstration needs work. You didn’t actually portray an optimal might stacking rotation, and where’s the defensive rotation?Sorry if that was harsh, you have a world champs build guid to compete with. https://www.youtube.com/watch?v=GAtDKypiS5M
Sigil of battle is quite strong, I did infact underestimate that and didn’t cover it. Elemental elite gets cleaved down and doesn’t really do much while tornado can be used for downed pressure, Aoe CC and quick boon application/stability. D/D Ele only has access to 3 blasts which i covered and how to use them with the fire fields and I went over the healing/water skills, I am aware of Phantas D/D Ele build guide as well and he is a great ele thats why I held off on making this video but D/D ele is one of the more popular builds and I try to cover them.
Great Vid man, I really appreciate it and learned a few things. I can’t wait to get on pvp tonight and work on my Ele in pvp!
Making a video to help new players is always a nice thing to do which should be acknowledged. But I also want to give an honest feedback to warn new players who read this thread.
There is so much wrong advice in this video starting at 10:45 that I would recommend deleting this part. It starts with you saying that one always wants to start a fight using burning speed.
First of all, you don’t mention how to set up your burning speed. A new player following your advice would run towards an enemy in fire attunement and burning speed him when he’s in range. This might have worked within the first month after the release of the game, but this is such an obvious thing to do that it will be dodged almost everytime. You need to mention the different ways to open a fight. This will always begin in lightning (since activating lightning armor a few millisecond before opening is never a bad choice unless the opponent activates stability before the fight started. Then simply turn around and run in the other direction until it expires), not in fire.
1) Lightning Flash on top of the opponent, followed by an immediate updraft. This is a good choice when the opponent is waiting on a node and sees you coming from miles away since there is no time for him to react.
2) Burning speed + lightning flash. A bit more obvious, still works if the opponent is trying to do the first hit, for example a mesmer casting phantasmal berserker.
3) Ride the lightning that hits your opponent, stay on top of the opponent as he dodges away and then use updraft. This is a bit more risky in terms of getting interrupted but also quite cheap since you save lightning flash.
Now you also say that one always wants to start the fight using burning speed. In a lot of situations, drake’s breath will be the much better choice. Consider scenario 1); The opponent will most likely have a stunbreaker ready and when he sees you switching to fire while being locked down, he will simply use a stunbreaker, dodge away and immediately counterattack to get the upper hand. Your burning speed will be wasted. Drake’s Breath as a channeled spell will apply blindness to prevent his counterattack, most likely some sort of cc, from hitting. After that, your opponents alertness for your burning speed will be gone and you can land it.
Drake’s breath is also a very good choice if you are already in meelee range (thieves will always teleport to you) and don’t have Lightning Flash ready. If you start channeling drake’s breath in close combat, the opponent will almost always dodge backwards to get out of it. But they will almost never do a double dodge since double dodging gives players the feeling of wasting dodges. But dodging backwards gets them in perfect range for burning speed which would always miss if you do it against an opponent standing very close to you.
The lightning flash + burning speed combo is something you don’t mention in the explanation of your rotation which I think is a thing every beginner should be told about.
Speaking of rotations: Your rotation fire -> water -> earth is wrong and the reason why this is is that you want to be as untouchable as possible to not get interrupted. What you want to do is fire -> earth -> water. You will have evadeframes during burning speed. Burning will apply blindness. This will be followed by a dodge, and while dodging, you switch to earth attunement to get your blast in the fire field. Immediately when recovering from the dodge, it is followed by earthquake and finally, you try to hit frozen burst. Interrupting this combo is almost impossible and the earliest time to even try it is after your earthquake if the opponent has stability.
You also give advice to basically ignore lightning touch, which is 100% wrong. As soon as you attune to water, your damage phase will be over and your recovering phase starts. This is the time interval where an experienced opponent will try to kill you. Your damage attunements are on cooldown and all you can do is spam lightning whip which does a bit of damage but is far away from putting pressure on your opponent. What you want to do now is kite and avoid taking damage. So this is the perfect time to use lightning touch since it applies weakness! I almost always use this skill.
There are more crucial things that could be mentioned, such as magnetic grasp being one of your most important skills which is worth including into your damage rotation, but this post is already a bit long and I think I’ve given some good points to justify my above statement.
(edited by cursE.1794)