Q:
Underwater Fighting
A:
Forum ate my response the short version
Air 3,4,and 5 Water 3,4, and 5 Earth 4 and 5 Fire 3,4,and 5 are all survival tools. Underwater dps is low so your’e ool on that front. Acclimate yourself with the water bars and you’ll be just fine http://wiki.guildwars2.com/wiki/Trident.
For that mission let Forgal do most of the work.
Remember your chalk full of cc especially earth and air but every element has it use them.
Wrekkes-Engineer Kore Rok Thief-Asraithe-Ele
Wait until Whirlpool’s cooldown comes around?
You will be alot more succesfull underwater when you realise:
1. Do not use fire 1, like u might on ground
2. Just try doing similar attunument rotation like u would on ground – use 2 on every attunument and keep swapping with couple of exceptions.
3. Water actually has the biggest bombs (water 5 can pretty much 1 shot if they all hit (immobilize/against wall))
So let’s do a scenario starting with water.
- Open up with Water 5 (huge dmg with bit of luck, good always)
— now you are melee range, use water 3 to self knockback
—- use water 2 and blow 2 (press againg) and 3 (press againg) for nice bit of burst + chill
- Swap Earth, use Earth 2 (make sure you are close enough for this)
- Swap Fire, use fire 2
- Swap Air, use 2 and spam 1 untill you can use 2 againg, use 2
- Swap water
REPEAT
This should be quite close to the highest dps rotation, you rarely need to do any avoidance tricks underwater. And has the same feel as playing on ground, with the aura swapping and using 2 for dps.
In short: keep aura swapping and use 2 in every attunument as often as possible
and if you need to spam do it in Air.
Earth anchor them to the bottom, then water 5, so much damage. Water 2 and 3 are good when you get the secondary part to hit. Armour of earth (for protection) then vortex
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
Just realizing that it was more about crowd control than d/d is (d/d is more about mobility) helped. Sinking/bubbling them to keep them immobile was helpful.
But the most helpful thing was actually upgrading my trident for the first time in maybe 30 levels. Heh. ^.^’
My Trident playstyle is very similar to my Staff playstyle; let enemies come to you, drop a ton of AoE spells on them, retreat (+ snare if necessary) and repeat. Underwater, I usually just stick to Air Attunement and spam the #1 skill. It does amazingly good damage at point blank range if all three bolts hit the target. If you must face multiple enemies, enter combat with Fire first and drop skill 3 (the boiling bubbles one) on yourself, then switch to Air and spam 1 + 2 for greater AoE damage. I often supplement this with Arcane Wave (which still works underwater), and the resulting carnage can usually decimate normal enemies without much effort.
If things get too hot, use the Air Bubble skill to float your target, then retreat. Switch to Fire and use skill 5 (Lava Chains) if they’re persistent or speedy and can catch up to you.
Since there are alot of comments about sitting in the backline I took the time to write this.
My usual rotation is:
Fire 2 > Water 5 > Water 3 > Air 2 > AA
This rotation gives you Fire aura as well as a load of damage so you can tank hits to stack up Might as well as a wall to block initial attacks (think of Sharks or Krait harpoons). I choose Air Attunement for my autoattacks because it fires 3 projectiles and can shotgun.
Don’t forget that this and any rotation has to be adjusted too any and all situations.
(As a small note, when you reach level 79 and made your way to Malchor’s Leap, buy a Aquabreather at Varonos Parump as it’s the Light Armor PVT Breather, and socket it with a Ruby Crystal)
www.echoesofthemist.com