WvW/GvG D/D Elementalist

WvW/GvG D/D Elementalist

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Posted by: UltraHiDef.4809

UltraHiDef.4809

-Intro-
D/D elementalists for the most part are useless. Even some Highly regarded D/D elems are. Because they don’t get close to actually hit anything. Most d/d elems are too defensive and attack from a range of 900 when it’s 240-600 and as a result they don’t hit most of the time. 900 is realistic… on a staff.

You don’t have to watch too many videos to notice this. But most D/Ds hit only with water 2 and when they are downed for the most part and even sometimes missing Churning Earth. Other than that… not much.
I can give videos if desired.

D/D Elementalist used to easily 1v4 people, but when the nerfs which came through and ended people have become frustrated and shelved their D/Ds. But I don’t see how D/D is considered hopeless by some. It’s still very powerful in group fights, and I find myself more in group fights now than solo roaming as opposed to pre-nerfs.

-Building your D/D:-

PTV gear is the minimum, this is where every new D/D should start. Once you feel confident, and can see your skill has increased change that extra 5k health that you don’t go below anymore to something of more use. More Damage, crits.
Condition stats aren’t really a choice here, since the speed of which D/D applies conditions is slow rendering this option as less giving in comparison to classes like Necromancer.

-Air-
I-Zephyr’s Boon This is a personal choice for many D/Ds for the fury. But, I think it’s unnecessary if you have 10 in

Arcana, with that 2 secs fury, if you time your attacks and attuning before casting time ends, you can create more

devestating hits without this trait. Most noticeably for Fire Grab and Churning earth.
VI-Bolt To The Heart 20% to foes with less than 33%
-Earth-
VI- Stone Splinters A 10% increase if you’re in a range of 600% of your enemy, which is as a D/D a range you will always be in.
VIII- Rock Solid You give stability on attuning to earth, this is basicly a stun breaker for you and your allies.
-Water-
III- Soothing Disruption Most Elems use it with XI-Cleansing water to cleanse Conditions per cantrip.
-Arcana-
V-Elemental Attunement Gives boons on duration and helps cleanse a Condition if you have Cleansing Water.
XI- Evasive Arcane Activates certain skills on attuning, most important one is healing wave on Water Attunement for the heal and cleanse.

(edited by UltraHiDef.4809)

WvW/GvG D/D Elementalist

in Elementalist

Posted by: UltraHiDef.4809

UltraHiDef.4809

-My Build-
http://gw2skills.net/editor/?fEEQJAoYhImmbwR5wjDAkHvcCLjCdUeMTO2A-j0yAYLE8VAJRAEBwkXyyeDitQWENWFDmylIq2gTEV7NwkCIiFAA-w

Footage of me Using it!
“Another video” :http://www.youtube.com/watch?v=QV0iTFkuFz8!
“Roaming with guildmates” :http://www.youtube.com/watch?v=QV0iTFkuFz8!

-Your Output-
This is very important, it’s what you give to your team. The best thing you can give to your team is ensuring that you don’t die, and in case you do, you should know that when you go down enemies will rally off of you.

How do you initiate into a zerg? It’s important for people to know how to dive into a zerg and DO damage while utilizing

that you have a slightly longer range than your average Melee Class. Don’t be afraid to go an extra inch to actually hit, be much more in their face to actually hit them. And you need to know when to pull out, always watch your health bar and at which speed it goes down, this means that you’re in trouble and you should stun break or mistform out. Read your enemy zerg’s movements. If you see them coming at you avoid their head, and hit from the side since you’re a Light class you will be taking a considerable amount of damage and might die instantly if you go head to head with them.

This is a technique I’ve learned from a guildie, when you veil into enemy in GvGs, I usually blink to their backs, where their hit squads or whoever else will have less focus on me, the one behind them and more focus on what’s infront of them.

And be conservative of RTL, it’s your exit, when your health goes low. RTL out of the zerg and heal then come back.

Do not over heal yourself with Water 5, only use it when you truly need it or you might be wasting it. It has a long CD, so use it wisely, you already get some external healing which will heal you to full health.

How I initiate fights against zergs: Fire 3, Fire 4, Fire 5. I use those skills all the time at the beginning to deliver direct and instant damage, but be careful of where Fire 3 takes you, don’t aim it in the middle of their zerg where they’re dropping their bomb hardest.

(edited by UltraHiDef.4809)

WvW/GvG D/D Elementalist

in Elementalist

Posted by: UltraHiDef.4809

UltraHiDef.4809

-Breaking off Target in 15v15 GvG-

15v15 GvGs are different than those of 20v20 or 25v25, where in the latter it gets easier for less skilled players to win by using some sort of tactics like pain training. But in 15v15 the skill of each person in 1v1 to some extent, and you might get targeted by hit squads. Normally consisting of 5 players or a couple of thieves in NA, what you can do to break the target is just run behind your melee ball, if they’re not smart enough they will go through it and die. Or the easier choice is to ask for a veil and run through it, it will break their target and they will either spend some time looking for you again, or target someone else.

Always learn to avoid your enemy’s initial bomb at the start of the GvG, staff elementalists after veiling would have to seperate themselves from their own zerg, do it if you have to.

-Fraps- Take videos of yourself playing, and notice how much damage or missed attacks you have. Look when you have popped an unnecessary stability to run through a line of warding when you actually have it from your guard guildmates, or when you wasted a mistform to finish someone when you wouldn’t need to do so. Learn how to weave in and out of zergs.

(edited by UltraHiDef.4809)

WvW/GvG D/D Elementalist

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Posted by: FirstBlood.7359

FirstBlood.7359

It’s GvG lol. My recommendation: Just spam your skills!

Tz tz

WvW/GvG D/D Elementalist

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Posted by: Strang.8170

Strang.8170

I´d just like to point out that rock solid doesn´t break stun, it just prevents anything being added on you.

You get stunned and swap to earth, you´re still stunned.
You swap to earth and get stunned, you won´t be stunned.

Dr.Strang E – Nameless veterans (NV) – Gandara (EU)
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]