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Anlyons Elementalist Guide - W.I.P

Elementalist Guide PvP Paradigm Anlyon tips

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#1 Anlyon Spellrage

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Posted 09 August 2012 - 05:37 PM

UPDATE 18/9:
Added tooltips to weapon skills. adding tooltips to utilities soon.

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Hey there fellow and prospective Elementalists! I'm writing this guide to help people who are looking at the Elementalist and arent sure its for them, and to help people already playing Elementalists gain some more knowledge of the Profession.
I've been following GW2 since 2009, and knew right from the get-go I wanted to play this Profession. I've played all but 5 hours across all of the Beta Weekends and Stress tests on my Elementalist.
Im totally passionate about the Elementalist, and im hoping to share that passion with you all!


I am a PvPer, and so this guide does reflect that. I will however quite happily add PvP or PvE sections that readers feel they can contribute. Feel free to shoot me a PM.
I will be updating this Guide post release, and there may be sections of this writeup that may not be released yet, due to...the game not being out yet!

That said, I look after my grandfather full time, work part time, and try and get lots of time playing games (Especially GW2 when its released!). If I dont get back to you right away, its likely Im just busy with real life.




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Elementalists are multi-faceted spellcasters that channel elemental forces, making fire, air, earth, and water do their bidding. What they lack in physical toughness, they make up in versatility and the ability to inflict massive damage in a single attack. The Elementalist is a Scholar Profession and wears light armor.

I will be using a variety of symbols to help you quite identify what a spell does. Lets looks at these now and what they mean. If you arent Familiar with any of these, you can click on the link to learn more. Quite alot to remember huh? You can always refer back to here if you arent sure what a symbol i've used is!



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Elementalists are the masters of versatility. With every weapon setup providing 20 spells, we have a huge arsenal at our disposal. With such a wide variety of spells, we can easily adapt our playstyle to suit any situation. We have the ability to deal scorching burst damage, crippling condition damage and powerful support spells. This profession can do more than any other!

If you’re looking for a class that is quite hard to master, and has a huge potential to outplay any opponent, you cant not try the Elementalist. Through we often need to put in a bit of effort to get out what other classes seem to do with ease don’t be fooled into thinking we’re not powerful. When played with the right hands, the Elementalist truly becomes the master of the battlefield.

Be cautious when making your own build. The Elementalist is the class with the least Vitality and Armor. You will need some form of defensive stats if you are to have any hope of being competitive.

Central to the success of the Elementalist is the Attunement mechanic. With this we can swap between powerful elemental attunements, which change our weapon abilities.
Initally this mechanic can seem quite complicated, but don’t let that put you off. It is this mechanic that is the pivotal force behind our versatility, and why the Elementalist is such a joy to play.

Each attunement focuses on different types of abilities. Here is a brief outline of the four atttunements;

Posted Image Fire Attunement
Fire Focuses primarily on Posted Image Area Of Effect damage. It is also often the source of our burst damage skills. Fire also provides us with access to Posted Image Burning and Posted Image Might.

Posted Image Water Attunement
Water focuses primarily on Posted Image Healing and Condition Removal. It also allows us to use abilities make our foes Posted Image Chilled and give us Posted Image Regeneration.

Posted Image Air Attunement
Air focuses on single target damage and mobility.   It’ll allow us to use Posted Image Swiftness and Posted Image Blind .

Posted Image Earth Attunement
Earth focuses on slightly more defensive spells (though this isn’t a rule), and provides us with the ability to Posted Image Bleed our target and provide ourselves with Posted Image Protection.



If you arent sure which of these Attunements is best for you, or want tips or info on how to maximise your Attunement Swapping, check out the Combos and Playstyles Section further down.


Edited by Anlyon Spellrage, 18 September 2012 - 04:20 PM.


#2 Anlyon Spellrage

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Posted 09 August 2012 - 05:37 PM

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Below is an outline of the weapons we can use. While the list itself is quite small, remember that each attunement changes the abilities that the weapons provide.Its Important to know that spells are very greatly affected by their animation time. Some spells take a long time to actually cast and this affects the spell alot. Get used to animations, and start watching your own and your enemies. They're vitally important.


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The staff is the classic spellcaster weapon, and is a very well rounded and powerful weapon. It can cater to almost any kind of build, be it Direct Damage, Control, Condition Damage or Support.

See Spoiler for a detailed analysis of the skills on the Staff


Spoiler

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The Scepter is a medium range, all round weapon. It has great condition damage, good burst, good defence and is a solid choice for any budding Elementalist.

It is arguable the better of the two main hands, due to its range and versatility.


See Spoiler for a detailed analysis of the skills on the Scepter

Spoiler

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The Focus is an off-hand Weapon that 'focuses' on support and control more than damage.Its often an undervalued weapon due to the Dagger offhands great damage output. The Focus isnt going to wow you with huge numbers, but its going to make fighting you alot harder for any class.It'll take some getting used to, and its skills are best paired with a Scepter in my opinion. But of course encourage you to try it for yourself!


See Spoiler for a detailed analysis of the skills on the Focus

Spoiler


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The dagger is probably my favourite weapon set. Its a touch weaker at the moment than the other sets (due to its risk vs reward being quite high vs low), but is a ton of fun to play anyway. It also has some really unique abilities and is powerful enough to be competitive.


See Spoiler for a detailed analysis of the skills on the Dagger

Spoiler

Edited by Anlyon Spellrage, 18 September 2012 - 04:23 PM.


#3 Anlyon Spellrage

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Posted 09 August 2012 - 05:37 PM

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Below are the Utility, Healing and Elite Spells we can use. Note that I have included traits which affect that Utility Skill, and how they affect it along with a general outline of the skill and its usefulness.

Spoiler




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Spoiler

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will do today!


Edited by Anlyon Spellrage, 25 September 2012 - 01:18 AM.


#4 Anlyon Spellrage

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Posted 09 August 2012 - 05:38 PM

Edit: Changed to Playstyle section, and placed before builds section (since playing correctly is as important or more important than builds imo)

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This section is here to give you the rundown on how to play an elementalist better. It may pertain to builds, since a solo build should look different from a team build, but focuses more on what you should be doing with yourself, and what you want to be trying to achieve than what trait and utilties to use.

Everyone playstyle is different, and there is no one playstyle that is best for any given situation. PLaying more offensively might work one time, but then fail miserably the next, so its up to you to adapt and overcome.... and as Elementalists, all the tools to do this are provided!



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Team play is about ....playing as a team! Who'd have guessed it.
The first thing you should be thinking about when playing with your team is what you bring to the table.

Have your brought a ton of burst? Some healing? Maybe some CC? Either way, know what you are bringing to the team, because they need to know. If you can CC someone, another player in your team might be able to utilize that and deliver some sweet burst.

The first thing i sort out that i've brought it Combo Fields. Staff has a ton of these, so al you staff users out there, rejoice!

You also want to know what Finishers you have.

Correct and deliberate use of combo fields is really what makes an outstanding Elementalist, and you can see that if a whole team is taking advantage of this, its likely your whole team will be performing to a high level.


You also want to know your role, and this is tied directly into your build (see next section). Are you playing Roamer? Point Defence? Support? Control? Burst?

Talk to your team and figure out who is playing what role, and build accordingly. Its far better to have a build that is built around a role rather than a role that you try to play around a pre-built build.


Every team is different so its important to work with your team when you're learning you class, or even as you're mastering it.



Under Construction! :(
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Solo play is probably the toughest proposition for an elementalist. We're not (generally speaking) built for taking any amount of damage, and rolling solo often leads to exactly that. Unfortunately its also probably the most likely position many new elementalists find them selves in.


In terms of your build, unless you dont mind dying when someone coughs at you, pick up some vitality and toughness. Having lots of one is okay, but having some of both is best.

Pick up at least one Cantrip. The stun break is essential. Without it, you're doomed.


For your first few solo plays I'd recommend running with 'the zerg'. Its alot safer and you'll have more fun. However, once you've done that a bit, you'll feel like stretching those Ele wings of yours.


Move on to running with a person whos running of by themselves, or go right into it and go truly solo.


Either way play to your build. This sounds obvious but its really common to see burst builds try and solo 1-2 people, or tank builds try and burst people down. Dont. Just play conservatively and start watching for animations. Reading the 1v1 match up section can help tremendously.



under construction, and will always be edited as new info becomes avaliable

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under construction, and will always be edited as new info becomes avaliable


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under construction, and will always be edited as new info becomes avaliable. I want to get Screenies of important things, and I will be updating as i get the chance.


Any 1v1 is subject to many variables. No one fight is the same, even against the same person with the same build. As such, this is by no means a way to win every time, or even win at all. These are just general tips that will help you play against these foes with better success, and make you aware of things you might not have known before.


For now im just writing things down. Ill be re-organising and adding Screens post-release.



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Fighting a good thief is no easy task.

Importantly with thieves WATCH THEIR BOON BAR FOR POISONS/HASTE

All of the elites you want to stay well clear of. LoS the 'Thieves Guild'/ kite them till they expire. Chill/Cripple When they use Dagger Storm, and stay at max range, even if it means you dont attack him.
Balisik venom is harder to spot, but if you see it, try to make sure you dodge the next attack, making it miss and wasting his elite.



What to Dodge


Dagger/Dagger


Dodging the next attack after you see any posions on their boon bar is helpful. If you dont, be prepared to use a condition removal skill AFTER he has applied his poisons.


Dodge Heartseeker if you can when you're on low health. It has a quick animation, but very obvious once you learn it.


Dodge Leaping Death Blossom.


If a D/D Thief comes out of stealth (probably with a backstab), kite him. As soon as Revealed is off, he'll try and use Cloak and Dagger to Stealth again. Even better, put in a dodge as soon as you see the Revealed Buff dissappear and make him waste 5 ini.


Try and bait a Dodge or two. Use skills like Dragons Tooth, but dont follow up with a Phoenix/FG combo, or Churning Earth, then cancel it after he dodges. They often have lots of dodges, and you want to drain them/CC them before you go in for the kill.



Pistol/Pistol

If you have Magnetic Aura, use it as soon as you see a P/P thief use Haste (he'll follow with a fast Unload, which you can reflect right back onto him easily dealing 4-6k) Often they will just spam unload then try to stealth and gain Ini to spam unload again, so reflect is really awesome for that.


If you dont have a focus offhand or a staff for the reflect, double dodge the Haste Unloads. They will use 4 in a very short space of time, and it'll really hurt.



Sword/Pistol

If you see Infiltrators Signet (looks like a boot), be prepared to Stunbreak. They will likely Try a Pistolwhip-shadowstep for a stun and damage. As soon as you see them attempt to shadowstep, you can either try and dodge if you are quick enough, or use the stun break and avoid the damage. Be sure to turn around and hit them with something to make them regret that move!


You can just dodge out of then way after the stun wears off and avoid some of the damage.



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Rangers tend to be one of two types of builds. Pet focused, or self-focused. Either way, their pet is actually a big threat. I love to cast weakness on it.


Greatsword

Dodge when they leap at you.

If they try and move behind you, dont let them or dodge.


Shortbow

Cleanse the poison before you try to heal.

STAY FACING THEM!

Dodge the pet as soon as you are crippled.


Lowbow

Be ready to cleanse the 10 stack of vuln they apply early on.

Stay close as they do more damage from range

Have a movement skill ready for after the knockback

Dont move through the bloody aoe!


Axe

When they whirl around, dont attack them and dont go near them

Watch for the snake animation and dodge as soon as you see it.


Warhorn

Dont dodge when you get swarmed with birds. Throw up protection, or get a heal ready.


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A tough fight.


Sword

This is what most mesmer are running now. When they leap at you (or rather send a close to and then swap with the clone), be ready to dodge. They'll often use Blurred Frenzy, which make them invuln and deal great damage.


more coming soon

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Edited by Anlyon Spellrage, 25 September 2012 - 04:25 AM.


#5 Anlyon Spellrage

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Posted 09 August 2012 - 05:38 PM

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Until the game is released I wont be placing much effort into the builds section, just because there is likely going to be plenty of changes between now and release. After release however, I will certainly be going through these more extensively and give you guys the run down on the builds that are out there!

Making a Build
Spoiler



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Open the spoiler to be totally spoilt!

Spoiler


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​under construction

Aura-Of-Effect-Mentalist



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​under construction


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​under construction


Edited by Anlyon Spellrage, 21 August 2012 - 01:53 AM.


#6 Anlyon Spellrage

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Posted 09 August 2012 - 05:38 PM

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In the Tips and Tricks section I'm going to go over various tips and tricks that myself, and other Elementalist users have discovered.
These tips can and will range from simple uses of skills, to complex rune, ability, build and keybinding tricks.

I also give a brief outline on Reactions, or things to look out for from other classes, and Counters, Things to do to outer classes to make them hurt!

I do accept anyones tip or trick they may wish to add to this list, and I can include your name if you wish, just shoot me a PM or leave a comment.

#1. Attunement Swapping
Warning: Long post!

Spoiler


TL;DR: Swap when your build and the situation requires you to in order to maximise your effectiveness.


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Here is a fantastic Guide to Combo Fields.

Link

I have been using Posted Image for anything that creates a combo field and followed that with what type of field it was in brackets e.g. (water)

Similarly, i have used Posted Image for Combo Finishers and followed them with what type. e.g. (projectile)



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​under construction


Edited by Anlyon Spellrage, 10 September 2012 - 09:57 PM.


#7 Anlyon Spellrage

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Posted 09 August 2012 - 05:38 PM

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Below is a bunch of Videos (duh!!). This will be a work in progress, but i want to analyse each video, and where skilful moves, or important mistakes to avoid are made, I will link the time and discuss exactly what happened and why.

This is open for any guild or person to add too (at my discretion. If i dont pick your video, please dont take offence). This is to help people looking for a bit of notoriety, and to help beginners. Win - Win!


Ill try and get a video of myself, if my FPS allows!

Tempest Gaming - Team Paradigm
Here is a video from my team mate, Tempest. Kick ass D/D ele!





Analysis Under Construction


Edited by Anlyon Spellrage, 21 August 2012 - 01:56 AM.


#8 Anlyon Spellrage

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Posted 09 August 2012 - 05:39 PM

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Thank you so much for all the feedback everyone has given me so far!
KEEP IT COMING!

Anything you think you can add would be much appreciated, and even if i dont add it, id love to discuss it with you.

While this guide may be written and maintained by me (since thats how forums work! durr!), I want it to be a community guide.

LOOKING FOR SOMEONE TO DO A PVE WRITE-UP FOR THIS GUIDE. YOU'LL BE FULLY CREDITED FOR IT, ALONG WITH YOUR GUILD! pm me for more info.

Edited by Anlyon Spellrage, 22 August 2012 - 04:16 PM.


#9 Tato

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Posted 09 August 2012 - 05:56 PM

One of these threads needs to get pinned! Keep up the work, can't wait to see the finished product!

#10 Anlyon Spellrage

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Posted 09 August 2012 - 07:13 PM

View PostTato, on 09 August 2012 - 05:56 PM, said:

One of these threads needs to get pinned! Keep up the work, can't wait to see the finished product!

Im getting the old ones removed, since i maxed out on pictures. This will be the final product eventually, since each post can contain max pictures and I can get everything I want in.

Thanks for the support!

Edited by Anlyon Spellrage, 09 August 2012 - 07:31 PM.


#11 Merryem

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Posted 09 August 2012 - 07:24 PM

I love it!
very informative and useful. great guide C:

#12 FrancisCrawford

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Posted 09 August 2012 - 11:26 PM

Good start! Some of the info on the Arcane spells was new to me.

I'd suggest also having a place for gear synergies, especially runes.

For example, 6x Superior Runes of Dwayna + Cleansing Water trait = condition clear whenever you heal (which can be on a 16 second cooldown, although it also has an activation time).

6x Superior Runes of the Adventurer + Evasive Arcana (or, arguably, SDR) = a whole lot of dodge roll benefits.

There also are the boon extension runes -- probably combined from various sets -- and their work with a whole bunch of traits and skills -- Elemental Attunement, Inscription, Glyph of Elemental Power, the 15 point Arcane trait, etc.

#13 Darch0n

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Posted 09 August 2012 - 11:42 PM

Arcane wave has a 20 sec cooldown  (looks like a copy/paste error since you get the cooldown correct with -20%

Also, why is Blind in blue, and Chilled in red? Maybe make all the boons blue and conditions red?

#14 Anlyon Spellrage

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Posted 10 August 2012 - 01:16 AM

View PostFrancisCrawford, on 09 August 2012 - 11:26 PM, said:

Good start! Some of the info on the Arcane spells was new to me.

I'd suggest also having a place for gear synergies, especially runes.

For example, 6x Superior Runes of Dwayna + Cleansing Water trait = condition clear whenever you heal (which can be on a 16 second cooldown, although it also has an activation time).

6x Superior Runes of the Adventurer + Evasive Arcana (or, arguably, SDR) = a whole lot of dodge roll benefits.

There also are the boon extension runes -- probably combined from various sets -- and their work with a whole bunch of traits and skills -- Elemental Attunement, Inscription, Glyph of Elemental Power, the 15 point Arcane trait, etc.


Hm nice. I can certainly squeeze that in. Thanks!

View PostDarch0n, on 09 August 2012 - 11:42 PM, said:

Arcane wave has a 20 sec cooldown  (looks like a copy/paste error since you get the cooldown correct with -20%

Also, why is Blind in blue, and Chilled in red? Maybe make all the boons blue and conditions red?

That'll be because you've been to the chilled link before, but not the blind. As soon as you have been to a link it shows up as red (they're all red to me!)

Thanks for the AW catch. Changing it now.

#15 controls

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Posted 10 August 2012 - 01:38 AM

any advice on my build Anlyon

http://www.gw2build....alist-2859.html

#16 Anlyon Spellrage

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Posted 10 August 2012 - 03:55 AM

View Postcontrols, on 10 August 2012 - 01:38 AM, said:

any advice on my build Anlyon

http://www.gw2build....alist-2859.html

Of course!

Couple of things;
  • You have tonnes and tonnes of condition removal. Too much.
  • You have a crit burn proc, but dont have condition damage
  • You've grabbed a trait that works with high precision, but dont have high precision :P

So here is what I propose;
  • Drop Soothing Winds and grab Quick Glyphs. This'll reduce your heal CD to 16 sec. Much more healing than the +60 healing power you'll get from Soothing winds.
  • Use Internal Fire, Pyromancers Alacrity and Pyromancers Pussiance (slots 1 2 and 3 respectively) in Fire. You dont need to burn on crit, since you dont have condition damage. Might stacks will definitely help, and Dragons claw is great to spam for damage and might stacks.
  • Drop Cleansing Fire and grab Arcane Wave. AW works great with D/D builds, for chaining with a Burning Speed → Firegrab combo. You already have enough condi removal with Cleansing Wave (trait), Signet of Water and Cleansing wave (ability), and stun break with Mist form. Also, with all the Crit damage you picked up from Divinity Runes, and your high power, you'll hit hard.

Just my thoughts. I did try and stick with what i kinda felt you were aiming for.
Hope that helps

#17 controls

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Posted 10 August 2012 - 04:24 AM

View PostAnlyon Spellrage, on 10 August 2012 - 03:55 AM, said:

Of course!

Couple of things;
  • You have tonnes and tonnes of condition removal. Too much.
  • You have a crit burn proc, but dont have condition damage
  • You've grabbed a trait that works with high precision, but dont have high precision :P
So here is what I propose;
  • Drop Soothing Winds and grab Quick Glyphs. This'll reduce your heal CD to 16 sec. Much more healing than the +60 healing power you'll get from Soothing winds.
  • Use Internal Fire, Pyromancers Alacrity and Pyromancers Pussiance (slots 1 2 and 3 respectively) in Fire. You dont need to burn on crit, since you dont have condition damage. Might stacks will definitely help, and Dragons claw is great to spam for damage and might stacks.
  • Drop Cleansing Fire and grab Arcane Wave. AW works great with D/D builds, for chaining with a Burning Speed → Firegrab combo. You already have enough condi removal with Cleansing Wave (trait), Signet of Water and Cleansing wave (ability), and stun break with Mist form. Also, with all the Crit damage you picked up from Divinity Runes, and your high power, you'll hit hard.
Just my thoughts. I did try and stick with what i kinda felt you were aiming for.
Hope that helps
tyvm, appreciate it. thread deserves a sticky.

Edited by controls, 10 August 2012 - 05:39 AM.


#18 FrancisCrawford

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Posted 10 August 2012 - 06:19 AM

Questions and comments about the staff part in bold.

View PostAnlyon Spellrage, on 09 August 2012 - 05:37 PM, said:

Posted Image - Fireball  Posted Image

  • A great auto-attack. Deals AoE damage upon connecting, Albeit with a very low radius.
  • Using it at close range will result in a higher rate of fire. I didn't know this! Can you quantify?

Posted Image - Flame Burst Posted Image 10 sec |   Posted Image |   Posted Image

  • A nice AoE Burn spell for condition builds. Even if you’re not a condition build, its worth throwing this out just because it has no travel time. The radius isn’t very obvious, and isn’t very big. Also without a decent portion of Condition Duration in your build, the uptime on the burning isn’t very impressive.
    The burning lasts for 5 seconds. Unless the opponent is totally asleep or immobilized, isn't this going to hit as hard as or harder than Lava Font no matter what your stats?

Posted Image - Geyser Posted Image 20 sec | Posted Image  |  Posted Image Posted Image(Water Field)

  • Eh. Really don’t like this spell myself. Small AoE Short duration, low heal amount.  This is barely supplementary healing  and staying it it often means you’re a sitting duck if you sit in it at all. It does stack with Healing rain, but its not a spell I like to use often, unless im recovering from combat and need a little healing quickly. A big point of Geyser is that it's a water field, and hence goes nicely with blast finishers. Hence the combo of Geyser with Evasive Arcana dodge rolls. Hence also the concept of setting off Eruption, then Geyser before the eruption happens.

Posted Image - Healing Rain Posted Image 45 sec | Posted Image  |  Posted Image | Posted Image(Water Field)

  • A great Condition removal skill, but the fairly lengthy cooldown kinda stinks. Also the regen and condition removal ‘pulses’ every 3 seconds, which isnt ideal, but will help keep those pesky conditions off your back. This skill also has a HUGE range on it when traited with Blasting Staff. Again, it's also a water field.




Posted Image - Stoning Posted Image | Posted Image (Projectile)

  • Spammable Weakness! Totally awesome skill. The damage isnt anything to write home about, but being able to stack weakness on your foe is totally rocking. Weakness knocks maybe 1/4 off the opponent's DPS, or less if they have a solid crit rate or use conditions. The awesomeness depends on context. Note that you can also span Weakness via Glyph of Elemental Power.

Posted Image - Eruption Posted Image 6 sec | Posted Image |Posted Image | Posted Image (Blast)

  • Another condition build spell, and a darn good one at that. 6 stacks of bleeding for 12 seconds on a 6 sec CD. The CD also starts before the bleeding is applied since there is a slight delay. The only trick is getting your enemy near it when it goes off! By now you're seeing why the stun and chill is so important! And it's your blast finisher in staff.

Posted Image - Magnetic Aura Posted Image 30 sec

  • A nice defensive spell, especially in WvW where there are lots of projectiles flying left right and center. Dispite the short duration and longish CD, its a decent spell. This is an Aura and is affected by Aura Traits.

Posted Image - Unsteady Ground Posted Image 30 sec | Posted Image | Posted Image

  • Makes a rectangular 'Cripple Zone'. The cripple inflicted is short, only 2 seconds or so, but it can give you alot of breathing room if you are kiting. Try placing an Eruption just on your side of the spell!


#19 Frogii

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Posted 10 August 2012 - 08:57 AM

You got me excited with

Quote

If you arent sure which of these Attunements is best for you, or want tips or info on how to maximise your Attunement Swapping, check out the Combos and Playstyles Section further down.

Only to find out the section isn't completed yet ;(

Will you have a place for Elementalist roles in teams with specs and tips to go along with said roles and maybe what class and roles they work best with?

#20 DeanAdamFry

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Posted 10 August 2012 - 10:28 AM

Focus
  • Magnetic Wave also cripples nearby foes for roughly 6 - 8 seconds.
  • (A tip) Obsidian Flesh can be used vs downing players so you do not have to pack Armor of Earth.
Scepter
  • Dragon's Tooth actually activates on you so if you want to do a combo with a field you have to be standing in it for you to gain the bonus (it's instant and does not require the Dragon's Tooth to land first).
  • Arc Lightning benefits from channeling traits.

Just some information to help out this guide.

#21 Kasern

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Posted 10 August 2012 - 11:09 AM

Looking good. Keep up the great work.

#22 FrancisCrawford

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Posted 10 August 2012 - 01:01 PM

And now comments on the scepter part in bold.

View PostAnlyon Spellrage, on 09 August 2012 - 05:37 PM, said:


Posted Image - Flamestrike Posted Image

  • Spammable burning! Nice!! The duration isnt long, so you have to hit it a while to get any decent length, however the spell itself also does some damage. It also has no missile (yay!) and hits the target as soon as the cast animation is finished. You can cast this while popping in an out of cover to quite good effect. When last I looked, it burned for longer than its casting turnaround time. As other scepter fire skills burn too, this can almost give "too much" burning as it stacks. That depends a lot, of course, on the enemy ... and also whether anybody else on your team is applying burning as well.

Posted Image - Dragons Tooth Posted Image 6 sec | Posted Image | Posted Image | Posted Image (Blast)

  • A very strong spell, but has a slight delay before hitting. Alot of people are quite successfully comboing this together with the next spell, Phoenix for good burst damage. "Slight" is an understatement. There can be trouble hitting with it even in PvE.

Posted Image - Shatterstone Posted Image 2 sec | Posted Image  |   Posted Image(x4)

  • This acts very much like the Staff's Ice Spike, only its more obvious and cant get an increased radius. Im sure its fine in PvE. Having tried it, I'm not.

Posted Image - Water Trident Posted Image 20 sec | Posted Image  |Posted Image

  • A neat idea, having an AoE heal and damage, however its not fantastic in use. The healing is alright, but nothing to rely on, and the damage is mediocre. Can be nice in team fights, or to give yourself a little nudge in the healing direction in a smaller fight. Still the CD isnt great, and you'll probably not be using this a whole lot. Hey, if you're in Water anyway, why not use it? It's one of those skills.

Posted Image - Lightning Strike Posted Image 5 sec

  • A decent damage dealing spell, and can be cast while channelling Arc Lightning. Also hits almost right after casting, so its nice for trying to get killing blows. Fairly straightforward spell, and not one that does much more than advertised. If it's available and you're in Air, you almost certainly should use it. Fast damage, worth the (effectively nonexistent) time spent.

Posted Image - Blinding Flash Posted Image 10 sec | Posted Image

  • A nice little blind and is cast instantly, so can be used to try and avoid abilities that hurt such as Evicerate if you're already in Air attunement. Otherwise its something that i just tend to throw out willy nilly.
Ideal is to "save" Air Attunement and Blinding Flash for when you see a big hit about to happen. This is probably the best way to use the skill. Otherwise, Lightning Strike and Blinding Flash taken together may well make it worth stopping in Air between two other attunements, especially if you're traited for Air to also give a speed buff. In any case, if you're in Air it makes sense to use them before you leave, except that Blinding Flash could get in the way of an Air CC/Fire damage burst combo.

Also, questions -- as of latest information, are Ice Shards and Stone Shards proccing on each shard or on each use?

Edited by FrancisCrawford, 10 August 2012 - 01:02 PM.


#23 Anlyon Spellrage

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Posted 10 August 2012 - 03:40 PM

View Postcontrols, on 10 August 2012 - 04:24 AM, said:

tyvm, appreciate it. thread deserves a sticky.

You are most welcome. I need to complete it more before It gets a sticky!

Damn real life eh? :P


View PostFrancisCrawford, on 10 August 2012 - 06:19 AM, said:

Questions and comments about the staff part in bold.

And now comments on the scepter part in bold.



Also, questions -- as of latest information, are Ice Shards and Stone Shards proccing on each shard or on each use?

Very much appreciated man! Ill be putting most of that info in if you dont mind ;). Some of them (such as the combo fields) i want to discuss in depth in the Combos section, but ill put them in aswell anyway.

I know that Ice Shards was proccing on each Shard, but I didnt pay attention to Stone Shards

View PostFrogii, on 10 August 2012 - 08:57 AM, said:

You got me excited with



Only to find out the section isn't completed yet ;(

Will you have a place for Elementalist roles in teams with specs and tips to go along with said roles and maybe what class and roles they work best with?

Sorry bud :( I've got all these ideas in my head that i need to write down here, but i just gotta make the time!
Ill do some work on that section this arvo.

You know, ill add a team play section to the trick and tips section. Cheers (more work! XD)


View PostDeanAdamFry, on 10 August 2012 - 10:28 AM, said:

Focus
  • Magnetic Wave also cripples nearby foes for roughly 6 - 8 seconds.
  • (A tip) Obsidian Flesh can be used vs downing players so you do not have to pack Armor of Earth.
Scepter
  • Dragon's Tooth actually activates on you so if you want to do a combo with a field you have to be standing in it for you to gain the bonus (it's instant and does not require the Dragon's Tooth to land first).
  • Arc Lightning benefits from channeling traits.
Just some information to help out this guide.

Thanks Dean, Easy to miss stuff like that! I'll get those in.
Appreciated!

Edited by Anlyon Spellrage, 10 August 2012 - 03:41 PM.


#24 DeanAdamFry

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Posted 10 August 2012 - 04:20 PM

View PostAnlyon Spellrage, on 10 August 2012 - 03:40 PM, said:

Thanks Dean, Easy to miss stuff like that! I'll get those in.
Appreciated!

No problems, I learn't a thing or two with this guide (Arcane Power making your next few skills arcane that activates arcane traits) so thanks for this.

#25 Shagath

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Posted 10 August 2012 - 06:08 PM

Very good read. Thanks! I hope to see it finished. :)

#26 Bobbert

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Posted 10 August 2012 - 06:40 PM

Brilliant job, can't wait to see the final version!

#27 Anlyon Spellrage

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Posted 10 August 2012 - 07:36 PM

View PostDeanAdamFry, on 10 August 2012 - 04:20 PM, said:

No problems, I learn't a thing or two with this guide (Arcane Power making your next few skills arcane that activates arcane traits) so thanks for this.

Well, its a bit of give and take right? And it makes the whole thing more of a community effort than just mine.

Glad you guys liked it Shagath and Bobbert.

Ill be working on it from... about now. Ill try and get the dagger section and the tips and tricks section finished today. If i get time ill work on the builds.

*peon voice* "Work Work."

Edited by Anlyon Spellrage, 10 August 2012 - 07:42 PM.


#28 Lulous

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Posted 10 August 2012 - 07:57 PM

This should be a sticky. It's not perfect and not the end all be all guide, but it is well put together and very informative.

Edited by Lulous, 10 August 2012 - 07:58 PM.


#29 controls

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Posted 10 August 2012 - 08:23 PM

2 more questions Anlyon
1. do you think I should change anything in my build for tournament PvP
2. do you think staff is better for tournament or is it situational

#30 FrancisCrawford

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Posted 10 August 2012 - 08:23 PM

And now Focus, although mainly I disgress into general Scepter/Focus philosophy.

View PostAnlyon Spellrage, on 09 August 2012 - 05:37 PM, said:

Posted Image - Comet Posted Image 25 sec | Posted Image | Posted Image | Posted Image (Blast)

  • A great spell for breaking up a Melee train. The daze prevents enemies from using abilities for 2 seconds. The AoE small, but the spell animates very quickly so use this wisely! The Blast is also very useful to use on many combo fields! 2 seconds durin which they can't attack or heal? Yes, please!

Posted Image - Gale Posted Image 50 sec | Posted Image

  • A nice little range knockdown. It does have a long CD, so should be used with a bit of wisdom. When is a good time to use this? Well it animates nice and fast, so any time you see someone using a powerful spell with any kind of animation, such as Bulls Charge. Used against a fleeing enemy can stop him in his tracks, and used against a Foe that is on low health can prevent him from healing before you take him out.


The question is -- why are you in Air? You may well start a fight in Air, in that you arrived with the benefit of speed. In that case, Gale + Blinding Flash means your opponent gets to start a couple of seconds later than you do. Lightning Strike -- why not? (I'm assuming Scepter/Focus.)

Or are you passing through mid-fight? Again, that give you some nice damage -- two Lightning Strikes, perhaps, if you're traited into Air. And it takes your opponent out of play for a few seconds. Better yet, the snare of Gale can increase the chance of landing one of the big hits from Fire ... but if you're heading to Fire, what attunement are you coming FROM?

This line of reasoning illustrates that scepter/focus is for condition builds, in which case being in Earth is also viable, and you can pass through Air and Water as suits you. Even if you're specced for condition damage, Lightning Strike, Dragon's Tooth, and Phoenix are worth hitting with ...





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