Showing Posts For Munkel.6291:
thank you! I thought that lab was kinda a lobby
I have 4/10 and since all doors are open now I cant find any event to complete this achievement.
I did mention using a stunbreaker, such as Shadowstep away. And this is not to mention the latency in this game will ensure you are going to get stunned again at LEAST one more time even after Shadowstepping far enough away, and even then it’s easy to close the gap with ride the lightning and then updraft.
It’s easy to updraft and destroy you, without shocking aura. If you shadowstep out he can use earth 3 and 4. Maybe your build ist just bad against D/D ele and you need more than 1 stun breaker? I have to play (ele) with 3 stun breakers because I dont want to get instagib by all those 100b war or BS thieves popping out of nowhere.
Or, suppose the thief actually gets to wait out the duration of Shock Aura without miraculously eating all 5 seconds of stun, and then comes back in to attack. Elementalist uses Ride the Lightning, Updraft, now the thief can’t do anything to fight back since stun break is already used and gets exploded anyway.
If he is able to kill you within an updraft cc but you shadowstep away he will going to kill you with earthquake anyway. But I doubt that any thief die within 2 seconds unless that ele doenst play tank. (but then he has far more things to cry about than you)
Or it could be that perhaps the thief may have already had to use Shadowstep / Stunbreak to get out of first Updraft, so when Shock Aura comes into play, Thief has nothing to do but sit there for 5 seconds while being easily exploded. It really isn’t as simple as you claim, and doesn’t make this Shock Aura BS sound any better.
Maybe you put some more stunbreakers into your utility slots, if you want to kill that kind of eles.
btw tankele counters your build hard, because he is able to cleanse bleed all the time.
You know, that D/D ele has low range almost melee attacks? If you stand with that ele within your caltrops its your fault, that he can benefit from 5 seconds stun. Use a stunbreaker to get out of range and then sit there until shocking aura is over or he moves towards you (so you wont be stunned by your caltrops anymore).
Why shouldn’t they stand in it, when it benefits them by stunning you? Sure they may get some bleed stacks but… -> water “cleanse ALL the conditions!”
It rewards them more than you. You are the one that shouldnt drop pulsing AOE, when he has shocking aura.
Dagger/Dagger Insane Crowd Control (Daze, Stun, Immo's, Chills etc.) Builds?
in Elementalist
Posted by: Munkel.6291
Now, as a warrior? Get full adrenaline and hit kill shot. Most eles cannot handle the hit.
by far the easiest thing to dodge. no endurance→use vapor form or interrupt with e4 or a5
Dagger/Dagger Insane Crowd Control (Daze, Stun, Immo's, Chills etc.) Builds?
in Elementalist
Posted by: Munkel.6291
You may want to either heal during this time frame, or blow off a low CD skill since the daze duration is only 1 second long.
This one second stun accumulates into a easy to pull off chain cc: air 5 → fire 3/4 (for dmg)→ earth 4.
You better dont hit an ele with shocking aura in melee.
You can channel this skill while swap your attunment.
it has a cd of 75s
Some further explanations to my build. I let thieves and warriors open the fight most of the time, while Im attuned to air. Shocking aura will interrupt most of their combos and set up for a good updraft. Then you want to swap to fire get up some burning. I never use Fire Grab, bc chances are it doenst hit or hits for 1k with my build. Immediately swap to earth after and Impale. Fight some time at earth and stack up bleedings. If you get hit for alot of damage swap to water, heal (not with your healskill “6”. This is the very last thing you want to use to stay alive) and chill him. If you dont get alot of dmg grasp him and Earthquake, swap to fire and burn him. If They are able to partially reset the fight with stealth or try to run swap to air for RTL/Shocking aura and start over. Thieves guild is not a big problem, because Fire 2 and 4 will take care of it. If he gets downed and you finally want to stomp him take a look back with Lightning Flash rdy, since it doenst cancle your stomp.
Warriors are almost the same. Fights lasts longer but the dmg spikes arent that dangerous.
The only problems i have are builds which manipulates conditions/boons (especially necro). Gurads cant down me and i cant down them. Rangers are a bit harde to fight but manageable. Mesmers are a pain in the kitten when they use Moa, because your healthpool isnt that big.
(edited by Munkel.6291)
Another try. I just dont know, why i cant edit my previeous posts.
http://gw2skills.net/editor/?fEAQJAoYhImkbwx5gjDAkHn4CLjChUeMDO2A
Armor, runes and sigils included. With that combination of runes i almost have about 90% Protection uptime. Sigil of Energy grants me enough endurance for dodgeheal on weaponswap (in a fight against a thief my health goes up and down from 100% to 50% and back to 100%).
Edit: any idea, why the links dont work?
Edit2: got it. I shouldnt put up my armor and stuff.
So I run a shaman neck with shaman jewel, 1 Sigil of Battle and 1 Sigil of Energy. 2xRune of Monk and 2xRune of Water and 2xRune of Earth. With +60% boonduration you can stack about 10 might during a fight constantly.
(edited by Munkel.6291)
I never had problems with thieves with my current build (sPvP). Because of 30 in water and paired with condition damage I outlast them with ease. My mainstats are healing power, condition dmg and toughness (which makes healing power even more powerful contrary to vitality).
When he stealths I always guess his position and throw a random aoe (Drake’s Breath, Ring of Fire/Earth or Frozen Burst) at him and switch to air to have Shocking aura rdy. Sometimes he stealthes, when he got hit by Magnetic grasp. Because he is immobilized I know he has to be there, so I land an Earthquake, switch to fire and melt his face.
You should never fight in water for more than 3 seconds. Just use everything once and swap, because you really rely on the heal per swap to water (+ dodgeheal with evasive arcana). Chill is your best friend to keep him at range. Frost Aura even applies when he attacks you from range.
If you still cant kill him then you should move on. Why bother? He wont be able to kill you either.
(edited by Munkel.6291)