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(edited by Mujen.5287)
The bane to my exisestance is the d/d ele, with the mass amount of cc, and gap closers. I’m curious to know, how do you deal with a class that does that much damage?
(edited by Mujen.5287)
Its not the damage its the survivability thats a kitten
Either way you need to post your build so we can help you
Glad someone brought this topic up.
When I was in spvp the other day I Infilitrator Striked one during RTL and stopped it dead in it’s tracks, didn’t get knocked around as I did it either. Does this always work? Haven’t done it since.
Shortbow from range imobilize , i even burn my refuge to imobilize and haras , he will switch to water to clean. When he switch back to fire i use hide in shadows /backstab -2 -3 heartseekers then steal +CnD
If he is not an bunker he will die, If he is bunker he cannot harm me to much untill i have utility’s reused and will become endless 1 vs 1
*Edit *
if i feel i lose the pvp i keep C&D on him every 4 seconds untill i balance the fight
(edited by Rayya.2591)
Just use the steal, cnd and bs combo on him, if he is at like half life after, just leave, if he’s almost dead pursue with autoattack and use heartseeker sparingly til it dies.
Just use the steal, cnd and bs combo on him, if he is at like half life after, just leave, if he’s almost dead pursue with autoattack and use heartseeker sparingly til it dies.
It’s better to time that burst combo when the ele is most vulnerable. Keep an eye for cantrips like mist form, armor of the earth. Bait those out by kiting with a short-bow, and force the ele to switch to water to heal. An ele on the defense will switch to air for escape, so prepare to use shortbow steath immobilize. If he still gets RTL off, use shadowstep to close the 1200 gap, and proceed to burst as likely the ele has his defenses on CD.
Dont just use CnD + steal + backstap combo on an ele whenever it’s up, be patient and keep an eye on the ele’s rotation and defenses to time your burst.
If you’re a condition thief, I find venom p/d can work, but otherwise it will be a draw with d/d eles since they can easily negate the bleed damage.
You use a sword and a dagger.
Remove boons. Ele damage is all reliant to its might stacks and fury. Remove those boons and you’ll feel only itch.
Use Sword/Dagger or either pick bountiful theft.
When I was in spvp the other day I Infilitrator Striked one during RTL and stopped it dead in it’s tracks, didn’t get knocked around as I did it either. Does this always work? Haven’t done it since.
RTL doesn’t knock back. It’s Updraft that Elementalists typically use immediately after RTL that knocks you back. He was either thrown off by having his RTL stop short, or his Updraft was on CD.
Remove boons. Ele damage is all reliant to its might stacks and fury. Remove those boons and you’ll feel only itch.
Use Sword/Dagger or either pick bountiful theft.
lol, flanking strike will send you a mile away without steal precast. fix this kitten skill already, anet!!
When I was in spvp the other day I Infilitrator Striked one during RTL and stopped it dead in it’s tracks, didn’t get knocked around as I did it either. Does this always work? Haven’t done it since.
RTL doesn’t knock back. It’s Updraft that Elementalists typically use immediately after RTL that knocks you back. He was either thrown off by having his RTL stop short, or his Updraft was on CD.
Thanks, well now I know lol. I’ll try that from now on instead of wasting a dodge on the predictable opener.
I just cut them up with S/D watch the boons. If they have stability up then just slice away with auto attack the tac strike isnt going to work unless you can strip the stability. The boon stripped in which ever is farthest left so most of the time I don’t even try to strip it. After the armor of earth wears off proceed as normal definitely want a interrupt on heal if you can.
lol, flanking strike will send you a mile away without steal precast. fix this kitten skill already, anet!!
lol?
Can’t really realize if this is an irony attempt or you are serious.
lol, flanking strike will send you a mile away without steal precast. fix this kitten skill already, anet!!
lol?
Can’t really realize if this is an irony attempt or you are serious.
lol? no?
the pathing on this skill is beyond broken. two attacks after an awkward roll that more often then not sends you out of range? it’s almost a gamble to use without using steal to make contact, all at the bargain cost of 4 init.
I reiterate, this skill above most needs serious attention.
When will the Anti-Flanking Strike nonsense stop? Learn to utilize it properly people, it’s not Swordseeker 3333333……
Seriously, it’s getting old, pick on something that actually is worthless, like Body Shot.
When will the Anti-Flanking Strike nonsense stop? Learn to utilize it properly people, it’s not Swordseeker 3333333……
Seriously, it’s getting old, pick on something that actually is worthless, like Body Shot.
rofl, when was that assertion ever made. you are reaching there, kid.
as for “utilizing it properly” how exactly do you go about that? you gonna ask the kindly elementalist with stability to stand still so they can let your poorly pathed skill strip their boon? of you don’t have steal up, odds are its not going to land in that fight.
don’t even try for a second to act like it is a l2p thing. no one is asking for it to be lolseeker, but the roll off to the right and completely miss has to be addressed.
How do I take them on? I just poke them and run around, going about my business, till they either get bored and leave me alone or I run into an ally to help me kill it, lol.
I just had the experience of a good d/d in Spvp and we were a total stalemate for the entire match. I guess he was bunker and I felt I really had no options. He could force me off the point but I could use mobility to go cap all the others so it was a true stalemate on the tactical level even.
I am s/d 0/25/30/15/0, zerk amulet, divinity runes, para, and fire sigil, with sb on swap and using ambush trap and guild to help my mediocre damage become ‘burst’. Even with three thieves out I would get him to half life at which he could mist form or w/e and come back refreshed to full.
I may need to make more use of sb vs. a bunker like this since I’m new to gw2 and am not too hot with it so far beyond running around.
I have no problems landing c/d or flanking when I wanted to remove his boons but he just had too many and the ability to apply more too easily. This opponent is making me reconsider my s/d build to venom share to come up with more burst. Venom share looks good on paper but what I don’t like about it is being locked into heals on a 30 second lifesteal venom cooldown only vs. regen in stealth.
I could also d/d since I landed a ton of dazes on him which could have been BS instead but I am loving aoe pressure and inf strike right now for mesmer clones, faking off point caps etc. Would really like to stick with s/d.
Input appreciated.
(edited by Otaking.4675)
I just had the experience of a good d/d in Spvp and we were a total stalemate for the entire match. I guess he was bunker and I felt I really had no options. He could force me off the point but I could use mobility to go cap all the others so it was a true stalemate on the tactical level even.
I am s/d 0/25/30/15/0, zerk amulet, divinity runes, para, and fire sigil, with sb on swap and using ambush trap and guild to help my mediocre damage become ‘burst’. Even with three thieves out I would get him to half life at which he could mist form or w/e and come back refreshed to full.
I may need to make more use of sb vs. a bunker like this since I’m new to gw2 and am not too hot with it so far beyond running around.
I have no problems landing c/d or flanking when I wanted to remove his boons but he just had too many and the ability to apply more too easily. This opponent is making me reconsider my s/d build to venom share to come up with more burst. Venom share looks good on paper but what I don’t like about it is being locked into heals on a 30 second lifesteal venom cooldown only vs. regen in stealth.
I could also d/d since I landed a ton of dazes on him which could have been BS instead but I am loving aoe pressure and inf strike right now for mesmer clones, faking off point caps etc. Would really like to stick with s/d.
Input appreciated.
If its full bunker I don’t you will be able to kill him unless he wants to die, unless you go full glass to counter.
Burst won’t work if he has semi good reactions. S/D is pretty meh.
I personally like applying conditions. They only have a limited amount of removal. Put some caltrops and stand in them and spam death blossom or try a P/D set.
p/d might be able to take a d/d ele in spvp environment. You know, op against op.
my goal against bunker ele is not to kill them, but threaten them enough so they run away. You can’t really kill them 1v1 unless you catch them by surprise and get a nice burst.
lol? no?
the pathing on this skill is beyond broken. two attacks after an awkward roll that more often then not sends you out of range? it’s almost a gamble to use without using steal to make contact, all at the bargain cost of 4 init.
I reiterate, this skill above most needs serious attention.
Seriously.
The pathing of that skill is just a circle, it works perfectly fine.
The first strike always hit if you are in melee range, just test it out by yourself. The second hit is the one which may miss, but it is only a matter of staying in melee range.
I know that from people used to press 2 to have all their problem solved this might sound weird or too hard, but you can make it. I believe in you.
The pathing is a circle on a target that is immobilized, standing still.
When your target is moving, you’ll veer off to the right and out of range, no matter how close.
Especially in the context of this discussion, that is a major problem, when you can’t strip stability on a target that is running around like someone mainlining PCP.
The second hit missing, I could care less. If it was garunteed, it would be too powerful. But honestly, the first strike should occur BEFORE you roll like a ’ kitten ape on a tangential direction.
The pathing is a circle on a target that is immobilized, standing still.
When your target is moving, you’ll veer off to the right and out of range, no matter how close.
Especially in the context of this discussion, that is a major problem, when you can’t strip stability on a target that is running around like someone mainlining PCP.
The second hit missing, I could care less. If it was garunteed, it would be too powerful. But honestly, the first strike should occur BEFORE you roll like a kitten ape on a tangential direction.
So something like the first strike happens as a semi quick melee attack and then the evasion part with the second strike. I can get behind this actually.
there are good and bad players of every class, every build. d/d ele is no exception and a a good d/d ele can’t be more different from a bad one. They don’t all play the same way either, it’s very situational.
haven said that, the best d/d eles are probably impossible for thieves in 1v1, nor can they kill a good thief though, and taken the option of a draw into count, I’d say d/p is most suited against them. Worst case you save up 9 init pop steal;th and leave.
they generally run 3 cantrips, each one is a condi removal from trait. plus all the condi removal from regen and attuning to water, they are impervious to condi builds, so p/d and shortbow can forget about it.
you gotta watch for their attunements, which I find to be the most difficult thing about fighting a d/d ele. Just watching the animations wouldn’t be enough to predict their moves, especially when enemies are all red, making identifying their wrist tell even harder. Watch the attunement buffs is the only way.
Once you’re comfortable with that, they become much more predictable.
1. their only self-produced combo-finisher is fire-earth. Ring of fire doesn’t hit, but it allows them to magnetic leap and produce fire aura. Auras on d/d ele is bad news, and most of them we can’t prevent, but this one we can, by staying out of LOS from their mag leap or stealth so they lose target.
Ring of fire only lasts 6 sec, and they have to grasp you before they could leap (it immobs you),. So if you got immob’ed. break stun, stealth or get out of los, don’t let them get free buffs.
The other thing they do in fire is drake breath (breath fire) → fire grab (another fire breath but much shorter). If you see they had breathed on you and you got condi, don’t let them do the 2nd one on you, that force them to change attunement and it most certainly would fk up their plan to switch onto earth and leap you.
2. water is their condi removal and healing attunement. they are impervious in water but they do very little damage, other than that they could snare you. If counting dodging into cleansing wave, they do something like 7k heal every 10 sec and their attunement swap is around 7 sec. This is why I think d/p would be the way to go because you can remove all the snares just with stealth. Stick to them and let your auto take them down as much as possible while they attuned to water, try to reduce the amount of net heal they get from this period.
3. If they were low and switched to light, they probably wanted to run. If you were low and they switched to light, then they were trying to finish you with stuns. The light aura stuns you if you hit it (lasts 4 sec), and light 5 is a blowout/knockback, but its range is super short, like shorter than your dagger hit box.
If you have range, range them during water and light. If you melee, do not hit them when they had aura, wait till it’s gone and prepare your breakstun for the light 5 blowout. It’s a gamble if you were both low, but if he had just switched out of water, go for it.
4. earth is where it hurts, and due to the combo field-finisher possibility, most of the good d/d eles would go from fire to earth, so when they drop ring of fire, it’s a tell to watch out for earth.
To beat a good d/d ele, a thief must dps him during earth, this is the only window5 you’d get. Everything has cast duration, except that mag grasp-leap is fast but 2 stages, and if it didn’t produce fire aura for them then it was useless. Dodge whenever they do an animation in earth, double dodge if you didn’t get out of ae warning circle, and dodge if they dodged. Other than that, bp hs bs, miss, do it again. If you could force them into water and they came out of it not fully healed, you just went 1 step closer to killing them.
The pathing is a circle on a target that is immobilized, standing still.
When your target is moving, you’ll veer off to the right and out of range, no matter how close.
Especially in the context of this discussion, that is a major problem, when you can’t strip stability on a target that is running around like someone mainlining PCP.
The second hit missing, I could care less. If it was garunteed, it would be too powerful. But honestly, the first strike should occur BEFORE you roll like a kitten ape on a tangential direction.
It isn’t properly a circle. It is most likely an ellipse, adjusting according to the enemy’s back.
Just try to use Franking Strike more and you’ll see that making the first strike to hit is far from hard or impossible. It is just a matter of being in melee range.
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