Monday, October 29, 2012

[GUIDE] ELEMENTALIST IN WVW


INTRODUCTION: THE USE OF THIS BUILD

The elementalist guide is intended to be played WvW raid , ie it is not a build for solo duels to win but to send a lot of DPS remote area.

THE BREED: CAT AND MOUSE

Although the choice of race does not bring that much, most Elementalists War Legend chose to play Charr for utility Battle Roar buff that brings a critical hit and has all the power group.

Now the Asura have a very nice utility also: radiation field , which creates a radiation field at the place designated, and inflicting Poison Weakness to enemies in the area of effect. Memory for the poison in Guild Wars 2 does damage over time and reduces healing done to the target by 33% . As for weakness , it is an alteration which slows stamina regeneration by 50% and a 50% chance to reduce 50% of the non-critical strike damage .

In the end I suggest you choose either Charr if you have a very aggressive style of play, or Asura if you happen to play in smaller committee with fights sometimes closer.

If you have another race, then take the utility of your choice although I can recommend the utility explosion energy . A spell that gives you a little more DPS, although single target.

THE BASICS OF THE ELEMENTALIST: A MATTER OF AFFINITY

It is necessary to emphasize the importance of basic affinities: Beyond modify spells weapon, switch to a new elemental affinity and care (glyph band) provide a buff that you should never ignore:

Fire damage buff (adds strength)
Water: regen buff hitpoints
Air: speed buff
Earth buff protection (33% less damage).
While this buff is very short in the build I propose it is doubly interesting because with the ability Arcane Elemental Attunement V , it also applies to the gw2 gold players around you.

In reality it is mostly air and earth buffs that are very useful: the group speed buff and 33% damage reduction. The water treatment is not powerful enough to truly make a difference in a fight, even if it happens that saves your life.

THE STUFF: BALANCING

Weapon : Staff exotic DPS (Power, Accuracy, Damage critical hits) such as the Bilingual Pearl berserker (cost approximately 3g)

Rune on the weapon : Seal bloodlust higher (3g40s)

Armor : I would recommend the exotic armor "tank" with Vitality Power and Robustness.
example, you can buy armor areas Karma jump Malchor Rivage and cursed). Price: 42,000 Karmas per piece.
To leggings, save and buy with badges. 370 Badges of honor.

Rune Orb of jewels: 20 Power 2% critical strike damage and 14 accuracy, cost about 8s in hotel sales
The rich can buy runes of divinity than 6 but watch the price of gold is 4pcs +.

Amulet ring and earrings : I recommend to craft exotic accessories beryl valkyrie (Power, Vitality, critical strike damage).

Then use your badges of honor to buy accessories "tank" and replace those by beryl craft PvP.

SKILLS

Fire : 20, VI + VII Readiness Inner Fire Pyromancer
Air : 30, III rapids Glyphs + I + Advantage zephyr tile heart
Arcane : 20, V + VIII Elemental Attunement Stick radiating

Elementalist Build WvW

BUFFS KITCHEN: A HEALTHY MIND IN A HEALTHY BODY

I recommend you buy a pack of 100 oil maintenance master (62c) and ask your guild to prepare soup bowl curry-butternut squash (see make pots).

SPELLS STICK DETAIL

FIRE
Fireball : Shoots a fireball that explodes on impact, injuring enemies within the scope of the explosion.

Lava fountain: Summon a lava fountain on the target.

Explosion flames: Embrase enemies to target location.

Inflamed retirement : You run a quick roll back and let a wall of fire behind you.

Meteor Shower : Made a meteor shower falling on the target. Enemies hit by meteors are reversed. This is your main DPS item!

The fireball albeit the base spell is extremely effective, a large radius and very good damage, do not hesitate to spam. Sometimes this is the only skill that allows Depop eg trebuchet positioned outside line of sight, do not hesitate to test whether or not it affects.

The lava fountain is to ask as soon as possible, in anticipation of enemy movements, or a pack of 3 +, do not forget that your AOE affecting no more than 5 targets, so do not necessarily want to put or there's more people, but be sure to ask the same place as the other players in your raid anyway. With a very short cooldown this spell is also to be preferred in the attacks and defenses strong.

Explosion of flames is not very useful because it does not have enough dps with the stuff chosen in this build, but it starts out with almost no global cooldown, so do not hesitate to place, especially on runaway leaving your line view.

Inflamed retirement is useful to put back slightly.

The meteor shower is very bad, but it takes time to start and reach the first target it freezes more character. The area is larger than the lava fountain so it is very useful to reach a siege weapon that you can not normally reach.

WATER:
Aqueous Explosion: Sends a splash of water to the enemy that heals allies within its range.

Ice Shard: Summons a giant ice shard crashing on enemies.

Geyser: You create a geyser that heals nearby allies.

Frozen ground: Freeze a portion of the ground covered, slowing enemies that pass above.

Nursing rain: rain falling Done care allies in the targeted area.

The aqueous Explosion may be useful to heal an ally in distress, but be careful because the dps is ridiculous. Specifically it is better to forget that this spell is, do not take a healer ...

Shard of ice can be useful to burst a guy on a wall after putting all your fire spells, or to put on an NPC vulnerabilities in target buff recently captured. But prefer your other dps spells rather than the fire.

Geyser : Useful in combination with rain caregiver when you need to get back some points.

Frozen soil is a key spell your style of play, in fact it should be placed as much as possible the area of a pack of enemies, it is not that slow, it is also 66% faster reload on skills. Inc. or one of the fugitives that will clearly differentiate.

Rain caregiver to use combination of geyser in AOE to treat, I also recommend running the utility Wave arcane once you are in these areas of care to treat a little more. This is your only way to recover a few points of life that is not ridiculous, outside your healing spell.

AIR:
Flash series: Sends a lightning hit up to 3 enemies.

Strengthening Lightning: Sends a strengthening of lightning that causes confusion of enemies near your target when it becomes available.

Gust: Forwards the enemy back into a blast of air.

Speed ​​aquilon: You and your closest allies receive Speed. Removes Disability, Immobilization and Freezing.

Static field: Summons an electric field that stuns enemies that pass through it.

Lightning in series is useful when you run after the fugitives through stun the static field and the speed of the north wind speed . This can not switch to the fire to get a decent dps in AOE.

Strengthening of lightning : Although confusion is useful because it will make your enemies miss, the cast time is too long and the damage too low to be a significant fate of your dps chain. To avoid so out specific situation.

Speed ​​aquilon : Your main spell to buffer the speed of movement of people around you. Use in conjunction with your healing spell (if there is no imminent danger) to increase the duration.

Static field stun your area, useful for blocking an enemy or a bus, it is important to control fate. Note that the stun takes effect when players cross the line circumference, ie it must not be put at the center of a static player! Except in some cases where you want to combo vulnerability (eg a NPC in invuln buff). It is also extremely useful for movement speed buff indeed put it in the ground in front of you and then once inside start Arcane Wave speed for a group. It is possible to speed buff a group of players constantly with this build. The elem is the skald / bard / minstrel GW2? ...

EARTH
Stoning : Take a big rock on your target.

Eruption : The ground begins to shake and a few seconds later a rash hurts enemies.

Magnetic aura : Magnetic energy returns projectiles.

Unsteady Ground : You create unstable ground that inflicts Crippled with enemies who tread.

Shockwave : Unleashes a shockwave that inflicts Bleeding and Immobilization target.

Stoning is very useful if you find yourself facing a solo player, in fact it will debuff the target player (Weakness, 50% endurance regen, 50% less damage on non-critical shots).

Eruption is a string dps on the walls or facing a guild playing and requiring cell burst (Ice Shard -> Frozen Soil-> Fountain washing> meteor shower-> Eruption etc).

Magnetic aura necessary to return the enemy spells.

Unstable soil in place to slow down the fugitives.

Shockwave sometimes useful to block a fugitive.

UTILITIES

Arcane Wave: A wave of arcane energy falls on nearby enemies, inflicting critical damage. Cooldown 30 seconds. Combo: Explosion

Essential utility, beyond the fact that it is a powerful spell level AOE DPS with the consideration of a very short range (melee ...), its main purpose is combos, including the speed of group, or to treat as explained above.

Vaporous form: You are invulnerable for three seconds. Cooldown: 75 seconds.

Essential to our survival.

Charr:

Roar of battle: You push a Roar of battle, giving Power (2) and Fury to nearby allies. Duration: 7.25 Seconds. Cooldown: 35 Seconds

I think it is a really nice buff, especially when you have several other Charr around you using, it can give 10% more damage for the group. And the cooldown is very short.

Asura:

Radiation field: Creates a field of radiation in the designated area, inflicting Poison and Weakness to enemies in the area of effect. Cooldown: 60 seconds. Combo Box Combo: poison.

For the Asura would be a shame not to enjoy it.


Other races

Explosion of energy: A discharge of energy falls on the enemy, inflicting critical damage. Cooldown 20 seconds. Ultimate Combo Shot Physics

A spell with DPS and therefore short cooldown, it is a weak single target spell.

THE HEALING SPELL:

Glyph of Elemental Harmony: You treat.

Cooldown of 20 seconds with an ability, it heals properly and gives a buff depending on the affinity.

ULTIMATE CHOICE:

Conjure burning swordfish. Summons a burning swordfish in your hands and the target location. Upon impact, it deals damage and burns the enemies in the area. Cooldown 180 seconds.

The big sword. :) The dps is not insane, but it serves primarily totally exceptional mobility through spells with cooldown few seconds to easily catch a fugitive, or even flee when a situation becomes desperate.

THE END

I will try to update this guide with various updates of the game

Do not hesitate to come and discuss in the comments! :)

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