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Elementalist help

in Elementalist

Posted by: aggressivepassivist.5179

aggressivepassivist.5179

I play D/D myself. I love the mobility. As far as traits, I have my water and arcane at 15 each (Not capped yet). I do switch attunements a lot in combat, and the Arcane line helps a lot. I can get the healing boon from water and switch out, by the time it’s about to run out Water’s CD has ended. Pretty nice in those long battles.

Overall, I find the Ele to have great survivability, but it takes some getting used to. Learning tricks like clearing your target then using Ride the Lightning or Burning Speed to get out quick. Then Cone of Cold (2nd skill in water) is escentially a back up healing skill as well as Cleansing Wave, but that one should be saved for condition removal.

The main issue most have with D/D is the close range, but I rarely have serious issues with that….IE 2 hit bosses. However, there are some descent ranged skills, if you must stay back.

As far as combos I like with D/D….

1)Burning Speed > Ring of Fire > Arcane Wave (get Area of Might)

2)Earthquake > Churning Earth > Arcane Shield (Last skill helps block some dmg, and chance of extra dmg.)

There are really a good few combos, but those 2 are my main dmg dealers. And they can easily be chained together….A really fun, fast paced play style…aka the way I like to play.

If you go D/D just get used to the skills, and their secondary use (evasion/healing/ect), and perhaps you will see why so many ele’s switch attunements so much….You don’t have to, but it gives you something more to do during CD.

Remember although Elementalist can only have 1 weapon set, you have 20 weapon skills at your finger tips.

How do you S/D in PvE

in Elementalist

Posted by: aggressivepassivist.5179

aggressivepassivist.5179

I don’t have much input, still pretty noob (Casual Player). However, I LOVE d/d ele, but started to actually try out S/D last night.

I can get 2 area of might combos with fire (Ring of Fire > Phoenix > Arcane Wave ). Which is the good part of fire with scepter. Dragons Tooth is good, if you aren’t targeting something moving around too much.

Shatterstone is great for building up Vulnerability, and Ice Shards aren’t too shabby if you need to stick in water for a bit to heal up or support.

Scepter Air is weak imo. It’s fun being able to channel while hitting foes with a lightning strike, but that’s about it…..Still love the Ride the Lightning > Updraft combo. Plus Ride is great for getting around a bit quicker.

Earth has got to be my favorite in the Scepter line thus far. I try to cast Rock Barrier when approaching combat. You can switch back to earth later and cast hurl, granted time isn’t up, which does good dmg.

So typically my ideal skill combo is….

Rock Barrier > Ride the Lightning > Updraft > Ring of Fire > Phoenix > Arcane Wave > Hurl > Earthquake > Churning Earth

Granted its a boss. Typically the fire combo gets them low enough it doesn’t really matter. BTW I switch a lot…hehehe.

War banner thieves.

in Suggestions

Posted by: aggressivepassivist.5179

aggressivepassivist.5179

I like the only Party members can pick it up idea. When you are playing with people that know how to use them, back liners can move it around better with the flow of battle. Rather than the warrior running back to pick it up and move it. Or if they are smart enough even pick it up just to give the swiftness boost, then drop it back down.

Like many others I don’t use them that much, but when going out to do events in PvE, boosting a group of players is clearly a better idea than just self buffs. However, this is when you are more likely to run into Flag Trolls.