Condition Vs....
That is exactly the build I run (except I often put Dueling II in instead of I). I have yet to actually kill a D/D Ele, but I haven’t been killed by one either. There is one other major difference in my build – I run Blink, Null Field, and alternate between Decoy and Feedback. Null Field is huge as it gets rid of conditions on you and boons on them (Ele’s & Guardians are very reliant on boons). And it’s another combo field for Chaos Armor.
Also, what are you using this build for? It’s my WvW / general solo world build, and I seem to recall I didn’t care for it as much in SPvP. I ask as I’m mainly curious about what gear you’re using as well.
Dagger dagger ele is my main, and I bunker in tourneys on it. 2 things that will make you life a HELL of a LOT easier when fighting d/d eles. First of all Immobilize, use sword 3 every time it’s off cool down. Our survival on eles comes from being able to move and dodge, if you take that away, we are 10k base health, light armor squishies. Immobilize alone will get a D/D ele to burn his utilities (called cantrips). Usually D/D eles roll with 3 cantrips, which are traited to remove a condition, and grant vigor and regen on use. They usually run cleansing flame, (causes a small amount of burning and clears conditions) mist form or lightning flash, and armor of earth (grants protection and stability). Now the problem with cantrips is that they have huge cool downs. If you use immobilize on a d/d ele they will IMMEDIATELY burn cantrips to get out. Once you get them to blow their cantrips the only condition removal they have is attuning to water (9-15 second cool down), and it only removes 1-2 conditions. They best way to beat a bunker ele is burst, but you have to burst smartly. Wait until the elementalist leaves, leaves!! water attunement, as soon as they leave water attunement, (its easy to see a buff above his head) then burst. If you burst them hard enough (like a 3 clone shatter and BF) they will go into panic mode. They have no way to heal after they leave water attunement so it is usually gg. If they are bunker spec, they are going to be doing kitten damage to you, so they are planning on wearing you down over a long period of time. Decoy works wonders for confusing them and getting them to blow their cc’s on clones while you are safely away re-evaluating the fight.
A few things to watch out for, one is a spell called Churning Earth, it is on a 30 sec cool down, so you will likely only see it once or twice a fight. It has a completely obvious animation and a huge cast time. It takes 3 and 1/4 seconds to cast, you will see the ele crouch down, and raise one hand in the air, and you will see the ground around him pulse. Now, it’s a large Aoe, but you will be able to see a red ring, get out of the way! Most smart eles will combo this ability with lightning flash, so they can channel the ability and then teleport next to the player when it goes off. This is ok! because even though they teleport next to you, the animation time always stays the same. It might take a bit of practice, by all you have to do is wait a bit during the channel and then dodge, no matter where he teleports to the dodge timing will always be the same, and boom he just wasted his strongest damaging spell. Another super easy way to stop this ability is to just pop diversion next to him and it will interrupt the spell and it goes on full cd.
Good luck and if you have any more questions let me know.
Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW
(edited by BlueprintLFE.2358)
Thank you for the advice, and as for what I use it for, I use the build for sPvP and generally do very well. I also plan to use it for WvW once I hit 80 but I’m only level 47.
Thank you Blue, I will practice all of that tonight