Dstroya is right!
These “rotations” are like guides.
In a PvP situation maybe you can pull out a perfect rotation achieving a nice piece of cookie but it’s very likely that you will end in a horizontal position counting the blades of the grass
air4, air5, air3, swap to fire, fire3…
This is the initiation what works almost every time. I say almost everybody (D/D eles) starts like this.
And anyway this is only a demonstration that the elementalist’s rotations are easy… even an ambidextrous octopus can do it without practicing
(edited by Aggrostemma.1703)
Hey lads, don’t be too rude!
Only a few weeks ago I made a similar topic “Entertaining Guardian”.
It wasn’t easy to get the feeling of the profession. It’s a bit slow-paced and not a keyboard-smasher type to play. But the timing makes the Guardian a fun profession to play!
https://forum-en.gw2archive.eu/forum/professions/guardian/Entertaining-Guardian/first#post4495944
So s/he is not the first one who needs some advice to find the fun side of this gamestyle…
(edited by Aggrostemma.1703)
It does matter if you roam or zerg in wvw… In outdoor pve… it doesn’t really.
So if you are in a zerg and the commander needs staff eles just play a staff ele.
If you are roaming solo play D/D or FreshAir S/D.
Solo is all about knowing the cooldowns on the different weapon skills and counting them in your head.
D/D initial burst:
air4, air5, air3, swap to fire, fire3, fire2, try to land fire5, swap to earth, if you need: (earth3, earth3 again), earth4, pop stability, earth5 (watch them run or die), lightning flash if needed, water5 or whatever you need… repeat
GS+Sword/F can be evil with smite conditions. Jump in the middle of a group with leap, GS5 , put down symbol, GS5 again, GS2… if they use condies, Smite… If you are low on HP: swap, focus4, focus5 and finish the rest with AA and sword2.
Baest:
Rangerdeity is right! Positioning is everything! Also situational awareness…
(I know… even the nostalgia isn’t the same anymore…
) me and my fianceé used to play zerker(ish) staff eles. Can you imagine what 2-3 syncronized “meteornado” can do?
About survivability: we always had a thief and a ranger in the party. They took care of us. Without them I possibly won’t have such a good memories. So befriend a thief and wreck havock.
On-topic: if you feel too squishy use knights. If you manage your heals properly you should be fine in the backline.
Same me (D/D ele): got the human racial Reaper of Grenth sticked to my bar since a while. FGS is good in any build IMHO. But if you use it as an escape skill??? You are right! It doesn’t worth an elite slot.
But don’t forget please: some of our weapon#5 skills are better then some elites of another profession in this game…
Meteor, Healing Rain, Obsidian Flesh, Churning Earth…
Thank you Marmatt for the explanation
I was over exaggerating a bit. It’s not bad, it’s suboptimal. Half celestial gear gives you every basic value every ele needs and the knight-zerker-soldier-rabid-dire items push your chosen stats to an acceptable level.
Full celestial is just doesn’t give you the numbers what you need in any role. You must tweak this…
D/D Melee: PVT or Knight
Staff Nuker: Berserker
Staff support: PVT or Knight
condi spec: Dire or Rabid
Commander: PVT
etc… you get my point…
This means you don’t have to (and shouldn’t) burn all your money AND laurels/commendations/ectos/whatever on Celestial gear.
Craft armour OR get the accessories. You don’t have to do both.
Suggestion: get the celestial accessories. They are useful on another 2-3 professions too so if you decide to play another one you already have the gear.
My 2 cents
Hi OptimistPrime!
What weapons are you going to use? Solo or small group?
I play D/D roamer and I can tell you Celestial armour is not a must-have. Currently I run PVT armours with pack runes. My accessories are celestial. It takes a bit of gold + laurel + guild commendations, but it worth it IMHO.
And the good thing about celestial ascended accessories is that they are account bound and not profession-specific. So basically you have to buy them only once.
They are replaceable with knight-soldier-berserker-rabid-etc… but the cele always wins stat wise.
My suggestion: If you don’t have 30 days and a crapload of money to craft celestial ascended or exotic, stick to Knight/Soldier and play around with the accessories.
Oh and remember: full celestial is usually bad!
(edited by Aggrostemma.1703)
Hm, guys and gals!
I would like to try a Lightning Rod D/D build for Silverwastes… Yesterday I was doing fine with my regular 02066 wvw D/D build, with some adjustment obviously.
How should I build for a LR based DD? I think 06404 should do fine with Aeromancer’s and Geomancer’s Alacrity and Zephyr’s Boon and Stone Splinters….
What do you think?
On swap sigils with same name do not stack. But you use two on-swap sigils with different names. This means they do stack!
Common combination: energy and battle for eg.
Solandri: and 7 out of ten still sucks this combo…
Guys and Gals, we are playing with one of the most balanced game on the market!
Does it have flaws? Yes, a lot!
Could it be better? OFC
I cannot name an OP prof in this game… Certain game modes and certain builds? Yes I can name a few…
Top Darius, Tryndamere, Caster DK, rolling monk, roflkopter warrior, PU mesmer, IL2-Sturmovik, every russian plane, handlock, miracle rogue… you name it….
Sorry, but some has to forget something:
Celestial insignia needs:
5 charged quartz: 1 crystal is 30c, so this is 37s
5 glob of ectoplazm: 2g20s
5 bolt of gossammer: 6 silver
all together: 3g17s and five days
a Dire Intricated Gossamer Insignia costs 2g52s…
+you need a few more gossamer but this is for every stat distribution…
and once you have the insignia you need the recipe:
recipe: celestial exalted coat: 30s
so this makes your celestial exotic chest piece (the most expensive): 3g47s total. Less than a gold more than a standard Dire piece. (note: a Knight’s insignia costs 6 gold….)
Just copy-paste, sorry
Hi ILobo welcome to the front line!
Columbo is basically right. Staff ele is necessary for the most of the zerg fights. However once the group has 2-3 of them you can add a nice additional edge with this “classic auramancer” build.
As you can see it’s a traditional D/D bunker with aura traits and boon duration runes. Double or triple cantrip for survivability (and for stability… you NEED stability!)
Sigils are for sustain. These sigils are not affected by armour as far as I know so they give you nice out-of-water heals. The heavy-class amount of armour also helps a lot.
Pros:
-Jack-of-all-trades
-nice survivability
-properly used stun and chill auras (along with reaper of grenth) can catch enemies their pants down
-high might, fury and swiftness uptime and scales extremely well with buffs
-high healing power (not like it scales well but still…)
-not a very often played spec so nobody is expecting you
-FUNCons:
-Jack-of-all-trades
-crap condi remove outside of water attunement (always run with 1-2 guards/warriors in your party!)
-still not enough stability (give cookies to your guardians….)
-high Might uptime but you are not a might-producing factory
-out-of-combat movement speed is bound to your “secret weapon” (you can swap traits obviously…)
-zero ranged option
As long as you have at least 2 cantrips and decent armour you can change this build…
Sigils-runes-stats on gear… all can be adjusted to your playstyle.
P.S.:
Always have fun in the game! Always!
(edited by Aggrostemma.1703)
Rangerdeity:
I think a full bunker staff ele does a bit less damage than a full bunker D/D. Staff is superior if we are talking about CC-heal. If my commander asks for more staff ele I swap of course.
I’m in a very lucky position since our core team has 3 staff eles already so they usually let me play my DD auramancer frontline support. Four ele in a 15 large group is overkill for sure
So please consider: not everybody is forced to play staff or scepter and not everybody wants to play as they should.
Columbo: nice build but I don’t like the Rock Solid trait… too much investment for less than 3 sec stability. Would you consider Stone Splinters, Geomancer’s Freedom or -heck- even Strength of Stone (lots of celestial there…)?
Hi ILobo welcome to the front line!
Columbo is basically right. Staff ele is necessary for the most of the zerg fights. However once the group has 2-3 of them you can add a nice additional edge with this “classic auramancer” build.
As you can see it’s a traditional D/D bunker with aura traits and boon duration runes. Double or triple cantrip for survivability (and for stability… you NEED stability!)
Sigils are for sustain. These sigils are not affected by armour as far as I know so they give you nice out-of-water heals. The heavy-class amount of armour also helps a lot.
Pros:
-Jack-of-all-trades
-nice survivability
-properly used stun and chill auras (along with reaper of grenth) can catch enemies their pants down
-high might, fury and swiftness uptime and scales extremely well with buffs
-high healing power (not like it scales well but still…)
-not a very often played spec so nobody is expecting you
-FUN
Cons:
-Jack-of-all-trades
-crap condi remove outside of water attunement (always run with 1-2 guards/warriors in your party!)
-still not enough stability (give cookies to your guardians….)
-high Might uptime but you are not a might-producing factory
-out-of-combat movement speed is bound to your “secret weapon” (you can swap traits obviously…)
-zero ranged option
The Game Slayer: exactly!
Just nerf the amount of might gained from fire fields… Problem solved…
This won’t affect sigils, runes, anything… Just the fire-field blasts….
Xae:
Ok, different approach:
now you are able to stack 25 stacks of might. This means 875 power-condi damage. Equal to 1750 primary stat.
after the change you would have – let’S say – 17 stacks of might. This means 595 power-condi damage. Equal to 1190 primary stat.
That means 560 less power.
A full zerker build has around 2500 initial power. So you loose 15% dps. That is tough you might say…
But if you could reach 25 in the past you likely will do over twenty stacks after…
20 stacks give: 700 power.
25: 875
700+2500=3200
875+2500=3375
That’s 5% less damage.
So… as I said a 6 minutes fight would last 30 seconds longer…
P.S.: not counting the condition damages here… sure they help…. But in PvE dungeons
they are unimportant…
While nerfing Fire Field+ Blast might hurt PvE, it honestly wouldn’t be by much. It also might allow for some other specs to creep their way into dungeon metas because stacking 25 Might for the entire fight is currently so easy. Nerfing the field+blast Might stacks will make that more difficult, opening a door for other build possibilities.
WvW wouldn’t be touched at all if the duration is untouched, since so many blast finishers go off anyway.
This!
If the fire-blast would give only 2 stacks of might instead of three this was cutting of the offensive abilities of the cele profs without affecting much anywhere else. Dungeon boss fights might last 30 sec longer. Nothing else is touched basically….
And do not tell me that any of the current power OR condi builds relies on fire field blasts for damage…. It’s an addition but not necessary…
How would a 2 stacks might on blast affect your gameplay?
In dungeons: the boss would last 30 seconds more
In WvW: you need 5 more blast finishers to reach the max. stack
In open Pve: same as above
In solo wvw: a might-stacker build like ele or engi got slightly nerfed without affecting any other builds
In PvP the celestial bunker builds have less access to killing power… this is what we (they) want.
+1 from me!
Almost every prof has access to fire+blast comboes but non of them builds around these apart of the mentioned ele-engi-warri trio…
Reducing the might stack amount from blasting fire field would slow down the solo-fireblaster builds so giving more chance to the opponent to catch up. This won’t affect wvw zerg since if 12.5 (lol) blasts hit the field is already max. stack instead of 8.3.
About the Might duration: really because the Strength runes it wont do any good. The duration should be lowered on this runeset. Just a tiny bit but still…
Again: good “nerf” ideas and I’m absolutely happy to get these. It won’t really affect any builds outside of PvP. Some solo-roamers maybe but they have other options.
As Rangerdeity said…
Plus!
If you’re new in wvw (so you don’t have access to Defense Against Guard stacks…) start with Power-Toughness-Vitality. You have to learn a lot and ele is not easy. Full exotic armour is available from karma or from badges and you can craft them and buy them from TP. This shouldn’t be a problem.
Berzerker or Knight weapons. Always carry every weapon even rares do the work. You need focus to protect the siege, staff to support the zerg or to defend a building from the walls, dagger to move around quickly.
Accessories: celestials are the best but you can start with berzerker, soldier or knight too.
Learn to change utilities on the fly! Even if you are a D/D ele defending a wall is not your game. So get out of combat, equip staff, slot Ice Bow, climb the wall again and wreck havoc!
As you progress you can slowly change the gear.
P.S.: my current setup is D/D ele with 02066 traits (Powerful Auras and Zephyr’s Boon). Knight weapons with Blood and Leeching Sigils. PVT armour with Water runes. Celestial accessories.
This is a Hammertrain build to support my guardians and warriors.
Oh, almost forgot:
There is a strong condi build for beginners.
Diva made it a while ago and she did a good work! Check the first 1-2 pages of the ele forum!
Have a good day!
(edited by Aggrostemma.1703)
As Gokil said.
Full Celestial is bad. Either celestial armour OR accessories are a good addition to your secondary stats.
Only a few week ago my ranger was OP as hell and I really enjoyed smashing faces with my trusty “Teddy” pet and with my ever-strung OP longbow…
But all the sudden something called Deedee celementalist is mopping the floor with everybody….
I wanna be OP again so please nerf cele-ele-mental-ist ( my daddy told me this is how you spell it…).
Please Anet listen to me I know this game since years. I can handle 2-3 Deedee celementalists easily but they are OP… I want my OP rapid fire back!!!!
If you don’t give my ranger OPness back I promise I will send my bear into the water!!!!
And I’m not kidding now… I’m serious!
Nice necro mate… But it clarifies the situation well…
The D/D ele isn’t strong by itself… it’s the bloody sigil and the rune what makes it powerful in PvP ONLY…
Anyway… what about the OP Bearbow rangers? Do you manage them?
So my point is still valid… You want to nerf the ele because of PvP. In wvw the ele is not op… it can be in PvP I don’t really know it’s not my main. If a prof is balanced in every aspect of the game apart of one then there must be something wrong in the given aspect and not in the whole game.
DD ele is quite possibly the most OP spec the game has seen yet again. The devs really need to understand that we cant go another 6 months until a nerf, we need nerfs now. DD ele is god tier 1v1, god tier 2v2, and A tier teamfighter. Its incredibly annoying to fight on any class, and works too well in every situation. I personally think we need a revert on water 3 change, a nerf to cele ammy, and a universal 10% decrease on signet of resto (universal meaning PvP and WvW). Also the trait that grants eles perma vigor is too OP, increase ICD to 7 seconds ao its still better than the minors that guard and mes have.
(edited by Aggrostemma.1703)
I don’t PvP much but to defend the elementalist:
apart of PvP nobody runs full celestial elementalis. In PvE you either go for full zerk or zerk+celestial. In wvw… same but sometimes knight-soldier+celestial. Full celestial is IMHO not viable anywhere else but in PvP where you cannot mix gear. You have no choice.
Full celestial elementalist basically does not exists outside of the PvP (yeah I know some of you runs them but it’s still not common and FAR from OP).
D/D ele by itself is not OP by any means. So it must be the PvP Celestial amulett, strength runes and the insane might stacking … as mentioned above….
Just my two cents….
(edited by Aggrostemma.1703)
Guys!
These are really constructive posts! I thought the forum community is toxic but you demonstrated the opposite. There is still hope!
Only reading through this page made my day after a hard work.
Keep them coming and open a new topic for this discussion!
Have a nice day all!
If this is your first 80 than I would suggest go for the Elementalist! If you can learn the attunement-dancing properly non of the control of others will cause any trouble.
And the ele is versatile. You can go staff for support, d/d for roaming, d/d auramancer for havoc team (my favorite) scepter/focus for high 1v1 burst. Outdoor you can farm events with staff or solo events with d/d.
And playing ele is (i think…) so difficult that after this you should be all right with every other prof.
just my 2’s
Just realised that virtually NOBODY is using the SPACE key… Why???
The easiest modifier combinations ever… Pinky presses the shift or ctrl or both while Thumby hits the SPACE … During this you can move with WASD or use 1234ER.. Here you go… Three extra-fast keybindings.
Just copy-pasted this for you:
Hello!
There are two different keybinding methods:
First one is called “reach”: you use the ESDF for moving. You can easily press YAQW and RTG and SHIFT+RTG buttons. Easy combinations: 10
Second one is called “modifier”: you use your little finger to hold down SHIFT and/or the CTRL key. You can press Q, ERF, SHIFT+ERF, CTRL+ERF buttons. Easy combinations: 10
Also never forget: the easiest keystroke is the SPACE. So now I always have the SPACE+modifiers binded.
Currently I’m using:
Q: weapon swap
ER: weapon skills #1 and #2
SHIFT+ER: weapon skills #3 and #4
CTRL+R: weapon skill #5
SHIFT+SPACE, CTRL+SPACE and CTRL+SHIFT+SPACE for three utilities
Redragon Perdition mouse Num pad: 4 profession skills, healing skill and the elite.
Extra button: dodge
If you don’t have a gaming mouse you can move the attunement bindings to the number keys.
Jerus:
Is this the famous Meditation build? Is it able to roam (not solo, small group)?
Can you make such a build without sacrificing much DPS/burst and still be tanky?
But honestly I still need some practising to stay alive in zerket gear especially if multiple attackers are on me… And these are only mobs, not players….
And I don’t really get why toughness isn’t good for a prof able to heal like a 00266 ele…
But I see the light at the end of the tunnel… Whatever it means
@Aeolus:
Sorry I don’t get it !
What I do now is running around Tyria tanking dynamic events 2-3 level higher then me.
Using triple shouts and sword+focus and mace+shield. Power/vitality and toughness/vitality gear. My missis follows me with her triple sword mesmer. And she beats the brown thing out hard of everything I tank. At level 35 we were able to do a centaur event (don’t know the name) including several 38 veterans each wave. Knockback, knockdown, aoe from trebs,ranged centaurs you name it!
And reviving a level40 ranger a few dozen times :P
It was a hell of fun. I think I get the feeling
But please keep posting! Everybody likes different things and I would like other opinions too!
Hello!
There are two different keybinding methods:
First one is called “reach”: you use the ESDF for moving. You can easily press YAQW and RTG and SHIFT+RTG buttons. Easy combinations: 10
Second one is called “modifier”: you use your little finger to hold down SHIFT and/or the CTRL key. You can press Q, ERF, SHIFT+ERF, CTRL+ERF buttons. Easy combinations: 10
Also never forget: the easiest keystroke is the SPACE. So now I always have the SPACE+modifiers binded.
Currently I’m using:
Q: weapon swap
ER: weapon skills #1 and #2
SHIFT+ER: weapon skills #3 and #4
CTRL+R: weapon skill #5
SHIFT+SPACE, CTRL+SPACE and CTRL+SHIFT+SPACE for three utilities
Redragon Perdition mouse Num pad: 4 profession skills, healing skill and the elite.
Extra button: dodge
@oxtred:
I cannot really use aegis… it’s on a long CD but I think I know what you say about the blind…
So if I want a timing-intensive game I should trait for blind on burn for instance. I can imagine a burn(blind)-dodge-block-burn(blind)-Aegis-repeat rotation… And watch out for the telegraphed attacks…
What about WvW? Zerg… I know is a faceroll with basically every prof, ele including.
About havocking and roaming?
Hi guardian players!
First: Please understand: I don’t want to hurt any of you! If you have fun with it I understand! I accept if the guardian is not my kind of cake. (But if you have a spare minute, please explain me HOW to enjoy the guardian gameplay. What you find is the most entertaining part of it? Why is this profession your favourite over an ele or an engi.)
I just rolled a gua a few days ago to have some fun after I maxed out my ele and my ranger. (I also have a 50ish thief) I usually play WvW and open world PvE.
It’s all right since I level with my fianceé’s mesmer together so we can take on mobs and content higher level than us. But for some reason I thought that the guardian playstyle is much more… active? fun? entertaining?
Is there any “active play” build what does not rely exclusively on the weapon skills. I feel that even a ranger uses more button presses a minute. For instance a trapper ranger throws the traps around, positioning them, micromanaging the pets. An ele is attunement-dancing while adapting to the situations around.
So fellow guardians please tell me what you find entertaining and “skillful” and active game as a Gua, one of the most powerful WvW/PvE professions in this game.
Note: again: I don’t want to say that you are skill-less or you play an easy class, or you are crap or something like this! I just wanna know HOW to enjoy this prof… Teach me please!
Thank you in advance!
I wouldn’t even log into a wvw map with this build if not for trolling. Certainly not for roaming.
Try the “classic” 6/0/2/6/0 with 2 survival utilities+wild or 1+signet of stone and wild. Entangle gives you another condi removal.
Knight gear mostly… few berserker accessories. Zerker weapons. Traveller or speed runes.
-40% condi food and 2-3 on-demand condi removal along with the Healing Spring should be enough but if you want you can add a purity (or Generosity) sigil to your GS.
If you run PoisonMaster you should take a look at Sigil of Torment. It has high uptime and high damage potential. Other benefit is it can “mask” your important conditions like bleed and poison.
You have high fury uptime and fast/multiple hitting weapons. With rabid stats your crit chance should be good enough.
Axe: sigil of earth
Dagger: torment
Shortbow: earth and (maybe) purity
or put it simple: earth and torment in your favorite “offensive” set, and purity and something in your defensive/escaping set. With earth or chill or even leeching/blood
just my two cents
Well, don’t forget, these buffs are affected by boon duration… So it can still be almost 8 seconds if Arcana and boon duration food…
The numbers can be changed around… But I guess you are right… I edit the post.
Suggestion:
Elements Within: 120 seconds recharge 10 seconds duration
Gain boons and stats based on your current attunement.
Fire: +300 power, extends every conditions by 10 seconds in 240 radius of you target and gain 10 stack Might and Fury for 10 seconds.
Air: +300 precision, +30% crit damage and gain Quickness and Superspeed for 5 seconds.
Earth: +300 toughness, +300 condition damage and gain Stability and Protection for 10 sec.
Water: +300 healing power and vitality, extends every boon you have by 10 seconds and removes a condition from 5 man around you (240 radius) every second.
(I"m not happy with the Fire one :P What do you guys think?)
EDIT: fixed a stupid high number and added the duration of the skill.
EDIT2: fixed a stupid low number :P
(edited by Aggrostemma.1703)
I’m a beginner too. I wvw in soldier armour and celestial trinkets apart of the amulett which is berserker. Staff is ’zerker too.
The good thing that you can equip two knight daggers, change some traits and do just fine in the frontline. You are tanky as hell and can put out some serious damage and heals. And CC. A lot
EDIT: I’m not saying this is the optimal way for a staff or D/D ele… But for me as a beginner works fine. Propably I will swap to a more DPS oriented setup… Later.
(edited by Aggrostemma.1703)
My friend had a same problem. 4G RAM with an old 32bit Win. His Win only used 3 out of the 4 giga, keeping 2 for itself. Changing to 64bit and throwing a handful of RAM modules inside did the work.
(I have no knowledge about computers so don’t call me names please :P)
Rangers are bad is a self-fulfilling prophecy in wvw. Of course you die quickly if the enemy team and their mother targets you first wasting all their hard CC on you just to bring the kitten ranger down.
Few weeks ago me and my friends were roaming in a 5 man group. I was playing a ranger. We got a fight against a seven strong team. I went down first after killing their ele and finally we won. I logged to my 74 D/D ele to get some XP. After a while we met this group again. They focused our mesmer and then our warrior. They didn’t even bother to attack me. We won this one too. I was in the frontline with an uplevelled melee ele and they didn’t care (before you say that I meant no danger you are wrong. Level 71-74 Green-yellow gear with superior sigils and runes and guard stacks can hurt.) When I was on my ranger they chased me around the south ruin twice
It sounds strange from a whinner like me but the professions in the current GW2 pretty much all viable and balanced. You can find much-much more unbalanced games out there. But we have to keep the “sustained pressure” -cough-ranger-cough- on ANET to make the game even more entertaining
Sure the game has flaws but this does not affect the professions. It affects the builds. There are bad choices you can make.
For e.g.:
Don’t run condi ele in spvp! Run something else.
Don’t run bearbow rangers in dungeons.
Don’t run full dire/perplexity thief build in fractals.
Don’t run Burn guardian in world events…
I think you get my point.
Well after the second thought you CAN run these but they are suboptimal. But nobody can stop you only kick you or leave you or laugh at you :P
Seems Logical =|
OR..Anet just changes the Name.
Absolutely.
“The ranger tricks the enemy opening up their defence. Causing 5 Vulnerability for 5 seconds.”
It explains (so-so) the Unblockable condition. How can you block a trick? :P
(edited by Aggrostemma.1703)
The Opening Strike every ten seconds prefers the “defensive” play style. Or call it non-attacking. Between the OSs the ranger can do other things without wasting the OS proc.
The “after ten attack” version however supports the fast hitting offensive playstyle. I could live with any of these
If you combine the later version with Remorseless the ranger gets some burst option.
Something like: OS (crit), Rapid Fire with Zephyr, OS (crit), Remorseless proc, OS (crit).
The GS gets the same benefit with Maul but since the Greatsword is slower it would be affected more by the first version (OS after 10 seconds).
My two cents.