The difference in skill

The difference in skill

in Elementalist

Posted by: OanSur.4590

OanSur.4590

Just a little fun topic. A friend of mine asked me why he should switch between all 4 attunements when fire deals the most damage. First i told him to go pvp but he said he’s more of a pve player. Then i told him it just look more “cool” to use all elements. When asked why i showed him this:
https://youtu.be/eW0uCU46PDA?t=308

How would you guys try to show some1 that ele attunements mean 4x more power ?

The difference in skill

in Elementalist

Posted by: Agemnon.4608

Agemnon.4608

Sometimes you need water for the AoE vulnerability stacking, healing, and chill field, Earth for reflects, bleed, and cripple, air for some CC and mobility, and fire of course for raw damage. I mean strictly staff but dagger/dagger has the same logic. You have your healing skill with it, chill, burns, gap closers, and interrupts from earth and air.

The difference in skill

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Posted by: Blaine Tog.8304

Blaine Tog.8304

Partially, it’s because we get boons and spells for switching into attunements. Refrain from swapping around and you’re denying yourself many potential boons.

Partially, it’s because the other attunements also have a lot of damage potential. Fire tends to have better autoataccks (though in Dagger, you actually want to prioritize the Air auto) but most weapons have at least one or two good nukes in Air and Earth that shouldn’t just be left on the floor.

And partially, it’s because damage isn’t everything. Being able to support your team with healing from Water, crowd control from Air and Earth, and debuffs (Vulnerability and Blinds) makes you much more valuable than if you were just laying down the hurt.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

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Posted by: BunjiKugashira.9754

BunjiKugashira.9754

First of all you usually start a rotation (as staff ele) in earth for the blast finisher. On some mobs you use magnetic aura just at the right moment to reflect something dangerous back at them. Also glyph of storms in earth is a perma blind field that can negate all trash mob damage your group would otherwise take.

As long as you’re not fighting you should be camping air. If you have the air specialisation (which is meta) you’ll have a permanent 25% movement boost while in air + an extra 33% speed boost for you and your allies around you. Air 3 and a well placed statics help crushing a champions breakbar. Glyph of storms in air is good for stacking vuln.

If you’re playing with water specialisation (for 20% bonus damage against vuln foes while in water) you want your most damaging spells to hit while being in water. That means: cast meteor shower and immediately switch to water, so that all meteors hit while in water. Cast frostbow 4 and 3 (if you’re still using it) while in water, switch to earth for the blast finisher and go back to fire. While I’m barely using any of the water skills (except for emergency healing, condi remove on staff 5 and chill for breakbars), I find myself spending quite some time in water.

I only use the 211121112111 attack chain in fire when waiting for cds. As soon as meteor shower is up I’ll use that and switch to water for the extra damage.

Shana Flamewielder
Sylvari Elementalist of [SFF]
Abaddons Maul

The difference in skill

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Posted by: TheTab.9583

TheTab.9583

An ele that stays in one attunement is like a hockey player playing with half a stick and only one skate.

The difference in skill

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

An ele that stays in one attunement is like a hockey player playing with half a stick and only one skate.

And yet, months ago, I saw somebody actually argue that sticking in fire was pro and switching between attunements made you a ‘bad’ player. I lost some brain cells from reading that post.