This is the single biggest problem people have with the Elementalist. Especially when you are new to the class its very easy to feel like you arent using it right.
I tend to see people do one of two things. They either dont swap at all and play the Elementalist like its a single Element mage, or they swap too much,, and just cycle through CDs.
Both of these styles aren't maximising the attunement mechanic, and more often than not will leave you performing underpar.
That said, it is okay to sit in one element, or to swap as quickly as you can but
do it with purpose. Dont just do it for the hell of it, or because you're not sure what to do.
To understand how to maximise your Attunement Swapping, you need to understand
why you swap.
Swapping isnt just about gaining new skills, its about adapting to a situation. Much like a Builder has different tools for different jobs, we have different attunements for different things, and each of these 'tools' we have has a different time you'd want to use it.
Unfortunately your job is made tougher because we have different weapon setups. These are like a whole new construction site for our builder, and while alot of stuff is transferable, some things are just totally different. We also have a huge ton of traits and utilities that can affect our abilities, and there are literally countless situations you can get yourself into.
What I'm getting at is there is no forumla. There is nothing you can write down on paper that says 'If X, do Y', because there is so much about the situation that you cant foresee. All I can do is give you some tools, and let you go smash some rocks!
Step #1 Learn the Attunements.
So the first step whenever you pick up any tool is understanding how and when to use it. You dont use a hammer to beat in a screw, and likewise, we dont use our damage attunement to try and save our skin.
You should be now understand the basics of the attunements, That
Fire is Area Damage and Burning, Air is Mobility and Single Target, Water is Healing and Chill, and Earth is Defence and Bleeding. This will be affected by what build you are running, but as a general rule, thats pretty solid.
Each attunement is going to be affected by your traits, and your attunements in turn are going to affect some of your utilities and your playstyle.
Traits such as
Elemental Attunement, which grants a boon on attunement, lends towards the above idea of the attunements.
However traits such as
Piercing Shards , Which makes your Water spells deal 20% more damage to Vulnerable foes, suddenly makes your Healing attunement a little more more offensive.
Understanding how your build is influencing your attunements is crucial to understanding your atttunements. When you are making your build, pay attention to everything your trait says, as well as the passive points you are receiving from the tree
The use of some
Abilites such as
Glyph of Elemental Power, which gives your spells a chance to inflict a condition based on attunement, is going to be heavily influenced by your attunement, and using it you're going to need to be in the correct attunement for the effect you want to achieve.
Some utility abilities are more effective, or more useful in certain elements. For example
Arcane Wave is alot better used in Fire, since you can use it in the midst of your attacks to deal even more AoE damage.
Step #2 Learn the Abilities on each weapon AND for each element AND from your traits!
Since each Weapon Set has 20 skills, and we have 5 totally different weapon set ups, thats only 60 different skills to learn! Breathing a sigh of relief? I thought not. Dont worry, I've outlined every weapon spell right
here.
This step is c
ruical! Knowing what skills you have available to you, and knowing when to use them is central to correct attunement swapping.
This step is also the biggest step, and takes the longest. While in any attunement 3/4 of your skills are hidden from you, so you need to KNOW them, without looking at them. Commit each skill to memory. Until you are totally familiar with each of the skills you have, you'll miss crucial opportunities.
Again, traits are going to affect the abilities, so make sure you are paying attention to what you pick up.
Getting a Trait like
Elemental Attunement is going to mean that you'll want to swap more often so you maximise your buff uptime.
Conversely getting a Trait like
One with the Wind will mean you want to maximise your time in Air.
Unfortunately, I cant do much more than put on a teacher face and say in a high pitch, whiney voice
"Go learn your Ability tables!" because thats all there is too it.
Once you know what skills you can use, you'll start on the next step!
Step #3 Plan ahead!
This is where you'll stop spamming attunements, or not attuning at all. This is the stage where people will start to notice "on hey, this guy knows his stuff".
Its also the section I could write pages and pages on. This is about planning ahead, and thinking "Okay, when I hit 50% health, im going to swap to Water, use my heal, throw on my chill aura, swap to earth, cripple them, and then go back to trying to kill them".
Now you're starting to think about
WHEN and
HOW you're going to use each ability, and what you're going to do after that.
You might think, "Alright, im going to run in, use my
Updraft right before i use
Burning Speed, then follow up with a
Firegrab." Or maybe something a little unorthodox like " Open with a
Magnetic Grasp, if that hits ill use a
Shocking Aura,
Lightning Touch and spam
Lightning Whip. If it misses, ill use
Ride the Lightning and go from there."
This is also the stage you should be
starting to learn you opponents abilities.
A classic example of this is when I see a Warrior with a Two-handed Sword use the ability
Throw Bolas on me. I know im about to be hit with a
Hundred Blades ability. If I cant or dont dodge the Throw Bolas, Im immobilized.
Even while throw bolas is coming towards me, and Im attempting a dodge, Im swapping to Air. If i get Immobilized, I use the ability Shocking Aura. The first hit of his Hundred Blades is going to stun him, and I'm going to turn around and punch his face in.
This is only one example, and only in a very certain situation. Sometimes i might wait and use Mist form. Other times I might swap to water and use the Cleansing Wave trait to remove the immobilize.... you can see that its never something set in stone.
I'm not going to compile a list for you of when to do when any little thing happens, because it would never end. Moreover, this part is often done on the fly. You suddenly realise 'oh man, i really need to
-inset action-'.
Part of planning ahead is also planning in advance the
Cooldown of Attunement Swapping. You dont want to be putting Water attunement on CD and need to heal in 5 seconds. You dont want to leave your damage attunement and then want to quickly burst a low health target. So planning in advance when you're going to need each attunement is pretty important!
Here is a quick recap incase you got lost in those examples.
- Plan what abilities your going to do in situations you know you'll eventually be in (low health, opponent has low health, opponent is fleeing, you need to flee, A slow big burst is coming your way, you want to get out of a stack of conditions, you're stunned and want to flee, you want to get the last hit..... etc infinitum. You'll nee to know your abilities for this!
- Know what to look out for from your opponents. Learn important animations, even play the class yourself!
- Plan your Attunement CD's so you can be in the right attunement at the right time!
Step # 4 Practice practice then practice some more.
You knew that was coming.
There is nothing better than first-hand experience.
Alot of these things have to be done on the fly, and no-one gets it right every time. But just like an Olympian, practising it (on NPC's or training dummies) or doing it for real (in a fight) will always make you a better player.
Extra Notes Courtesy of FrancisCrawford- Build so that there are at least two attunements you are happy to deal damage in, and try not to have them both on cooldown very often. That way, you can always be effective in hurting the opponent.
- For direct damage, the pair is most likely to be Fire/Air. For conditions, the pair is most likely to be Fire/Earth.
- While moving purposely between your two damage attunements, Water for healing, and the utility of your fourth attunement, see if there's anything else you want to briefly stop in on. For example, if you have a Scepter Fire/Earth condition build, with Elemental Attunement, stopping into Air gives you Swiftness, some quick damage and a Blind if you want to spam it. That's a reasonable choice to make, although another reasonable choice is to save Air for when you want to screw up your opponent's burst skill. Or if you have a Focus, Comet is too good not to use when it's available, but too slow to use reactively. So you might as well drop it when you can -- unless of course, you're too concerned about being locked out of your other water skills, in which case you can save it for when you decide those water skill are good, and drop your Comet then!
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