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Nikota

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  1. Like
    Nikota got a reaction from Muddy in A Collection of sPvP Builds - All Classes   
    Everyday I am swarmed by people in Mumble asking for builds for various classes. Here I will try to give everyone a wide selection of builds to choose from for all classes. These are some of the more popular builds from various high-level players intended for sPvP, particularly 5v5s. There are many other builds available to all classes, but these are some of the strongest and most commonly used.

    Elementalist
    vVvNikota's Dagger/Dagger: http://en.gw2skills....UjoGbNuak1MsYWA
    This build has extremely high burst damage and AoE damage, but difficult to play.

    Team Paradigm Phantaram's Scepter/Dagger: http://en.gw2skills....UjoGbNuak1MsYSA
    This build has very strong damage and is good for ganking. It has excellent AoE with decent survivability

    Super Squad Izkimar's Support Staff: http://gw2skills.net...uxcj4G7Nubk3M A
    This is a good point defense build with a lot of AoE healing. Good survivability and some AoE damage.


    Warrior
    Super Squad Fredzw's Greatsword/Sword/Shield: http://gw2skills.net...GbNuak1sKYUwmCA
    Very strong glass cannon burst build with excellent utility.

    Hammer CC Support Build: http://gw2skills.net...klNLXWysWiM2YzB
    This build is strong at controlling points and provides good utility in team fights.


    Ranger
    AC Trap Condition Build: http://en.gw2skills....LrWOtkatwYgxMEA
    Build that uses a combination of shortbow as well as traps to deal high condition damage.

    Shortbow Bleed Spam: http://gw2skills.net...JbTumkNtqYUxeBA
    This build is very strong at getting large stacks of bleeds easily on opponents. Very good for kiting as well.

    Necromancer
    PZ Powerr's Conditionmancer: http://en.gw2skills....JbTumkNtqY8xuCA
    Very strong build for massing conditions on enemy teams in fights. Also strong in 1v1 situations.

    EX Force's Power Build: http://en.gw2skills.net/editor/?fQAQNBHhZakRrZPeTUjhPRA9oXvvWRFQG1D3lO0B;TgAg0CnoqxUjoGbNuak1A
    Heavy damage through power, and plenty of conditions for added damage.


    Guardian
    vVvSargon's Tank Point Control Guardian: http://gw2skills.net...IrROjkGtgYsxOEA
    Very difficult to kill, and very good at holding a point for a very long time against multiple enemies.

    Team Paradigm Azshene's 1-H Offensive Build: http://en.gw2skills....SOkkItwYgxOkZIA
    An offensive Guardian build with a large amount of power.

    Thief
    Super Squad Lowell's Backstab Build: http://en.gw2skills....GbMuYkxssYYxkDA
    Extremely strong build for ganking. Can kill light targets in 2-3 hits. Strongest burst damage build at the moment.

    Super Squad Lowell's Haste Pistol Whip: http://gw2skills.net...GbNuak1swYgxECA
    This build has some of the highest burst damage in the game. Extremely powerful at instantly killing single targets.

    Engineer
    Team Paradigm Teldo's Condition Point Control: http://gw2skills.net...H7Oudk7Mq4UxMCA
    Extremely strong build for holding a point indefinitely with lots of knockback and heavy condition damage.

    AC Erho's Rifle Burst Build: http://gw2skills.net...QygkAJLSOkkINqA
    Very good for 1v1 fights and holding a secondary point or objective.

    Mesmer
    vVvNikota's Shatter Build: http://gw2skills.net...JLSOkkIt Y8xECA
    Extremely overpowered point defense and dueling build. Very high burst damage with lots of utility.

    Team Paradigm Xeph's Hybrid Condition/Shatter Build: http://gw2skills.net...JbNOnkOtwYUxuDA
    A build that deals a large amount of condition damage through confusion, as well as large burst from phantasms and shatters.
  2. Like
    Nikota got a reaction from DBittencourt in A Collection of sPvP Builds - All Classes   
    Everyday I am swarmed by people in Mumble asking for builds for various classes. Here I will try to give everyone a wide selection of builds to choose from for all classes. These are some of the more popular builds from various high-level players intended for sPvP, particularly 5v5s. There are many other builds available to all classes, but these are some of the strongest and most commonly used.

    Elementalist
    vVvNikota's Dagger/Dagger: http://en.gw2skills....UjoGbNuak1MsYWA
    This build has extremely high burst damage and AoE damage, but difficult to play.

    Team Paradigm Phantaram's Scepter/Dagger: http://en.gw2skills....UjoGbNuak1MsYSA
    This build has very strong damage and is good for ganking. It has excellent AoE with decent survivability

    Super Squad Izkimar's Support Staff: http://gw2skills.net...uxcj4G7Nubk3M A
    This is a good point defense build with a lot of AoE healing. Good survivability and some AoE damage.


    Warrior
    Super Squad Fredzw's Greatsword/Sword/Shield: http://gw2skills.net...GbNuak1sKYUwmCA
    Very strong glass cannon burst build with excellent utility.

    Hammer CC Support Build: http://gw2skills.net...klNLXWysWiM2YzB
    This build is strong at controlling points and provides good utility in team fights.


    Ranger
    AC Trap Condition Build: http://en.gw2skills....LrWOtkatwYgxMEA
    Build that uses a combination of shortbow as well as traps to deal high condition damage.

    Shortbow Bleed Spam: http://gw2skills.net...JbTumkNtqYUxeBA
    This build is very strong at getting large stacks of bleeds easily on opponents. Very good for kiting as well.

    Necromancer
    PZ Powerr's Conditionmancer: http://en.gw2skills....JbTumkNtqY8xuCA
    Very strong build for massing conditions on enemy teams in fights. Also strong in 1v1 situations.

    EX Force's Power Build: http://en.gw2skills.net/editor/?fQAQNBHhZakRrZPeTUjhPRA9oXvvWRFQG1D3lO0B;TgAg0CnoqxUjoGbNuak1A
    Heavy damage through power, and plenty of conditions for added damage.


    Guardian
    vVvSargon's Tank Point Control Guardian: http://gw2skills.net...IrROjkGtgYsxOEA
    Very difficult to kill, and very good at holding a point for a very long time against multiple enemies.

    Team Paradigm Azshene's 1-H Offensive Build: http://en.gw2skills....SOkkItwYgxOkZIA
    An offensive Guardian build with a large amount of power.

    Thief
    Super Squad Lowell's Backstab Build: http://en.gw2skills....GbMuYkxssYYxkDA
    Extremely strong build for ganking. Can kill light targets in 2-3 hits. Strongest burst damage build at the moment.

    Super Squad Lowell's Haste Pistol Whip: http://gw2skills.net...GbNuak1swYgxECA
    This build has some of the highest burst damage in the game. Extremely powerful at instantly killing single targets.

    Engineer
    Team Paradigm Teldo's Condition Point Control: http://gw2skills.net...H7Oudk7Mq4UxMCA
    Extremely strong build for holding a point indefinitely with lots of knockback and heavy condition damage.

    AC Erho's Rifle Burst Build: http://gw2skills.net...QygkAJLSOkkINqA
    Very good for 1v1 fights and holding a secondary point or objective.

    Mesmer
    vVvNikota's Shatter Build: http://gw2skills.net...JLSOkkIt Y8xECA
    Extremely overpowered point defense and dueling build. Very high burst damage with lots of utility.

    Team Paradigm Xeph's Hybrid Condition/Shatter Build: http://gw2skills.net...JbNOnkOtwYUxuDA
    A build that deals a large amount of condition damage through confusion, as well as large burst from phantasms and shatters.
  3. Like
    Nikota got a reaction from DBittencourt in So where did everyone go George?   
    A lot of members of the guild who are focused on sPvP have moved to Anvil Rock server. This is because Anvil Rock is home to the vast majority of top sPvP teams and has a much richer community of competitive players. This change has no effects on the PvE or WvW community within the guild as the members who have transferred have no interest in said activities.
  4. Like
    Nikota got a reaction from Doobie in A Collection of sPvP Builds - All Classes   
    Everyday I am swarmed by people in Mumble asking for builds for various classes. Here I will try to give everyone a wide selection of builds to choose from for all classes. These are some of the more popular builds from various high-level players intended for sPvP, particularly 5v5s. There are many other builds available to all classes, but these are some of the strongest and most commonly used.

    Elementalist
    vVvNikota's Dagger/Dagger: http://en.gw2skills....UjoGbNuak1MsYWA
    This build has extremely high burst damage and AoE damage, but difficult to play.

    Team Paradigm Phantaram's Scepter/Dagger: http://en.gw2skills....UjoGbNuak1MsYSA
    This build has very strong damage and is good for ganking. It has excellent AoE with decent survivability

    Super Squad Izkimar's Support Staff: http://gw2skills.net...uxcj4G7Nubk3M A
    This is a good point defense build with a lot of AoE healing. Good survivability and some AoE damage.


    Warrior
    Super Squad Fredzw's Greatsword/Sword/Shield: http://gw2skills.net...GbNuak1sKYUwmCA
    Very strong glass cannon burst build with excellent utility.

    Hammer CC Support Build: http://gw2skills.net...klNLXWysWiM2YzB
    This build is strong at controlling points and provides good utility in team fights.


    Ranger
    AC Trap Condition Build: http://en.gw2skills....LrWOtkatwYgxMEA
    Build that uses a combination of shortbow as well as traps to deal high condition damage.

    Shortbow Bleed Spam: http://gw2skills.net...JbTumkNtqYUxeBA
    This build is very strong at getting large stacks of bleeds easily on opponents. Very good for kiting as well.

    Necromancer
    PZ Powerr's Conditionmancer: http://en.gw2skills....JbTumkNtqY8xuCA
    Very strong build for massing conditions on enemy teams in fights. Also strong in 1v1 situations.

    EX Force's Power Build: http://en.gw2skills.net/editor/?fQAQNBHhZakRrZPeTUjhPRA9oXvvWRFQG1D3lO0B;TgAg0CnoqxUjoGbNuak1A
    Heavy damage through power, and plenty of conditions for added damage.


    Guardian
    vVvSargon's Tank Point Control Guardian: http://gw2skills.net...IrROjkGtgYsxOEA
    Very difficult to kill, and very good at holding a point for a very long time against multiple enemies.

    Team Paradigm Azshene's 1-H Offensive Build: http://en.gw2skills....SOkkItwYgxOkZIA
    An offensive Guardian build with a large amount of power.

    Thief
    Super Squad Lowell's Backstab Build: http://en.gw2skills....GbMuYkxssYYxkDA
    Extremely strong build for ganking. Can kill light targets in 2-3 hits. Strongest burst damage build at the moment.

    Super Squad Lowell's Haste Pistol Whip: http://gw2skills.net...GbNuak1swYgxECA
    This build has some of the highest burst damage in the game. Extremely powerful at instantly killing single targets.

    Engineer
    Team Paradigm Teldo's Condition Point Control: http://gw2skills.net...H7Oudk7Mq4UxMCA
    Extremely strong build for holding a point indefinitely with lots of knockback and heavy condition damage.

    AC Erho's Rifle Burst Build: http://gw2skills.net...QygkAJLSOkkINqA
    Very good for 1v1 fights and holding a secondary point or objective.

    Mesmer
    vVvNikota's Shatter Build: http://gw2skills.net...JLSOkkIt Y8xECA
    Extremely overpowered point defense and dueling build. Very high burst damage with lots of utility.

    Team Paradigm Xeph's Hybrid Condition/Shatter Build: http://gw2skills.net...JbNOnkOtwYUxuDA
    A build that deals a large amount of condition damage through confusion, as well as large burst from phantasms and shatters.
  5. Like
    Nikota got a reaction from DBittencourt in Patch Notes - 10/7 - Nerfs Nerfs Nerfs   
    https://forum-en.guildwars2.com/forum/info/news/Update-Notes-October-7th-2012


    General
    Fixed a bug in targeting that was causing left-dragging to deselect/select targets incorrectly.
    Fixed a bug in targeting that was allowing users to deselect all targets using the select next target functionality.
    Fixed a bug with human female sword and pistol animations.
    Fixed a bug that was causing quickness to get stuck on players and enemies indefinitely.
    Fixed the Mystic Forge recipe for Melandru’s Gaze that was rewarding the Mystic Staff instead.
    Fixed a potential bug with skill challenge conversations not closing for all parties speaking with the NPC.
    Fixed a bug in weaponsmith Destroyer recipes being swapped for Valkyrie and Berserker weapons.
    Fixed the Mystic Forge recipes for platinum and mithril ingot conversion taking cloth bolts instead of the appropriate ingots. This also fixes the issue with linen and silk bolt conversion recipes sometimes rewarding ingots.
    Fixed the Mystic Forge recipe for Immobulus requiring a defunct item. It now requires giant eyes instead.
    Fixed a bug with Rune of Divinity that was causing it to do 50% more critical damage than listed.
    Removed laughing audio from crafting stations in Divinity’s Reach.
    Raised the maximum karma limit.
    Superior Rune of the Adventurer is now set to give 50% of endurance on heal.
    The character select screen now reflects hidden armor choices.
    Updated Rune of Earth and Rune of the Grove to have a 25% chance to grant 4 seconds of protection and 30-second recharge for superior runes, with 45-second recharge for major runes.
    We’ve relaxed our anti-exploiting system for loot and events.

    Camera
    We’ve updated the camera to reduce the amount of camera smoothing currently in the game in order to lower the frequency of related bugs. We’re still looking into other camera issues, but we decided to make this quick change because it greatly improves the gameplay experience.
    Events
    Fixed a bug that could block “Escort Order of Whispers agents to Jormabakke Stead” in Snowden Drifts from restarting.
    Fixed a bug that could cause duplicate versions of Agent Briathell to spawn in Snowden Drifts.
    Fixed a bug that could prevent the repair event for “Cascade Bridge” in Lornar’s Pass from triggering.

    Dungeons
    Caudecus’s Manor
    Closed map exploits.
    Updated the reward vendor for Caudecus’s Manor to include the missing exotic light helmet.
    Citadel of Flame
    Closed map exploits.

    Twilight Arbor
    Upper Spider Path: Increased the attack range of the Nightmare Tree. The area attack and its effect now take place at the same location.
    Nightmare Tree Spider Path: The area attack now correctly does damage at the point of the effect.
    Forward Upper Husk Path: Added damage to the Nightmare Tree’s immobilize skill. Also added damage to the Nightmare Tree egg launch skill.

    Story
    Reduced the health of the final boss in “The Source of Orr.”
    Forging the Pact: Implemented changes to ensure that the cave section completes reliably.
    Pets and Walls Make Stronger Kraals: Fix for possible stall during the taming step.
    Battle of Fort Trinity:
    You cannot pick up the water orb until you defeat all of the saboteurs.
    It’s no longer possible to trap players by closing the fortress doors on them.
    Fixed a stall during “Retake the docks” objective.
    Fixed a stall if players did not choose a greatest fear earlier in Chapter 7.
    [*]Lines of Communication: Batanga will now help you fight the Arcane Eye.
    [*]Fixing Blame: Warmaster Gurnn should now kick off his cutscene correctly.
    [*]Fixed a rare bug in “Shards of Orr” where Herboza would not become visible.


    World versus World
    The northernmost keep in all homelands has had its collision adjusted on the inner western gate.
    Numerous items have been disabled for use in World versus World to prevent exploits and imbalances. This includes the Experimental Teleportation Gun, ettin gunk, drake eggs, seed turrets, and more.
    Fixed WvW Orb of Power duplication on player disconnect.

    Profession
    Attributes gained from traits now apply to the downed state.

    Elementalist
    Glyph of Renewal: This skill will now revive downed allies only, not dead ones.
    Signets of Earth, Fire, and Water: These signest have been updated to not fire at targets behind the player.
    Signet of Fire: This skill is now able to hit targets at its indicated range.
    Signet of Air: This skill now displays a hovering signet effect over the user when activated.
    Whirlpool: This skill’s damage has been decreased by 33%.

    Engineer
    Grenade Kit: Grenade skills now have the same cast time underwater as they do on land.
    Explosives Trait Grenadier: This trait now gives a bonus to underwater grenade skills.
    Big Ol’ Bomb: This skill has been updated to be a blast finisher.

    Guardian
    We are moving towards retaliation being more of a counter to taking many hits rather than a general boon to keep up all the time. We also wanted to improve the combo finisher of the guardian, so we reorganized guardian greatsword skills to the following:
    Skill 2: Whirling Wrath (10 second recharge)
    Skill 3: Leap of Faith (15 second recharge)
    Skill 4: Symbol of Wrath (20 second recharge)
    [*]Updated Bane Signet and Signet of Wrath so they can’t be fired at targets behind the player.
    [*]Signet of Spite can now be cast while on the move.
    [*]Updated Signet of Judgment to apply three seconds of retaliation upon activation with or without traits.
    [*]Decreased the activation time of Signet of Judgment.


    Mesmer
    Signet of Domination can no longer be cast on targets behind the mesmer.
    Added a much faster breakout for mesmer underwater mantras.
    Phantasmal Warlock: Increased recharge to 20 seconds.
    Chaos Armor: Decreased recharge to 35 seconds.
    Chaos Storm: Increased recharge to 35 seconds.
    Phantasmal Duelist: Increased recharge to 20 seconds.
    Phantasmal Swordsman: Increased recharge to 18 seconds.

    Necromancer
    Updated Chillblains to properly function with the Greater Marks trait.

    Ranger
    Crossfire: Increased casting time by 40 milliseconds. This was done to fix some glitches in the animation that caused problems with this skill.
    Removed the broken audio that played with Natural Healing whenever pets were in combat.

    Thief
    Pistol Whip: Reduced damage by 15%.
    Basilisk Venom: Increased stun duration to 1.5 seconds. Stun breakers now wor

  6. Like
    Nikota got a reaction from DBittencourt in ArenaNet sPvP Announcement: Balance   
    ArenaNet just made this new thread in their forums that gave a brief update on their priorities in updating sPvP.
    https://forum-en.guildwars2.com/forum/pvp/pvp/Quick-update/


    However, this little gem was also posted by the developer later in the thread:

    "Oh ya, wanted to add: yes, we’re watching Mesmers, bunker Guardians and tank heal Ele’s. Forgot to add that."
    -Jonathan Sharp
  7. Like
    Nikota reacted to uniT in Dyes List (Picture Included)   
    Sup guys, I know a dye list has been posted before, but here is another picture of it being more visual and easier to see.

    http://i.imgur.com/AWPpW.png

    enjoy

    -uniT
  8. Like
    Nikota got a reaction from Seiryss in Where did your Character/Gamer name come from?   
    Just made it up one day. Most people who suck at reading call me "Nikita". It's actually Nikota (Nih-koe-tah).
  9. Like
    Nikota reacted to Seiryss in Happy Birthday Guttzu!   
    Hope its a good one!


  10. Like
    Nikota reacted to Sylariss in Two tournament matches (Thief perspective)   
    Hey there everyone! This first day that guild wars has been released has been awesome. Me, Sargon, Nikota, Guttzu, and Apollo all teamed up together and kicked some ass in the name of vVv.

    Anyways, here are two matches that we played throughout the day, enjoy!




  11. Like
    Nikota got a reaction from Monsta (ex vVv) in Nikota's Elementalist Guide - Dagger/Dagger   
    It's ready, but I was considering waiting until the release of the game to post it to verify it is accurate with the patch on release to avoid extensive revision.
  12. Like
    Nikota got a reaction from Monsta (ex vVv) in Nikota's Elementalist Guide - Dagger/Dagger   
    Nikota’s Elementalist Guide – Dagger/Dagger


    Contents:
    1. Introduction
    2. Build
    3. Traits
    4. Equipment
    5. Abilities
    6. Combos






    Introduction

    This is the first part of a two part guide to the Elementalist class. This guide will detail the build I used to deal massive single target DPS, and still maintain a good bit of survivability. The second part of the guide to be released at a later time will detail the Staff Elementalist using a healing/AoE build. The dagger/dagger build offers a wide range of synergy amongst abilities to output massive damage quickly, while also offering a large amount of utility.




    Build



    http://www.gw2build....ility-3344.html

    The build emphasizes power, fury, and synergizing damage increases to deal DPS. It does not have lot of base critical chance, but because of Arcane Fury, it is easy to always keep Fury up, which adds 20% critical chance, so you actually have a 30% critical chance. In addition, the build gives multiple stacks of Might very quickly, and also deals significant bonus damage to Burning targets while attuned to fire. For defense, the build has a good amount of toughness and vitality, and has great healing capability that also comes with condition removal.





    Traits


    Fire (30): +300 Power/+30 Expertise
    Flame Barrier – 20% chance to cause Burning whenever a foe attacks you in melee


    This trait just does a little extra damage to anyone attacking you. The burning effect will stack nicely with Burning Rage and Fire Grab. Internal Fire – Deal 10% increased damage while attuned to fire


    This gives a great damage boost, so make sure you are attuned to fire for nuking as the bonus damage also applies to your arcane abilities. Sunspot - Inflict damage at your location when you attune to fire


    Doesn’t really do a lot of damage, but adds a small burst of damage in the middle of a combo or when transitioning from a defensive to offensive position. Pyromancer’s Alacrity – All your fire weapon skills recharge 20% faster


    Very nice skill to have since most of your damage will be done in fire attunement. Also helps with the terribly long 45 second cooldown on Fire Grab. Burning Rage – Deal 5% more damage to Burning foes


    This further increases your damage while attuned to fire. At the beginning of a combo, be sure to Burning Speed or Drake’s Breath your foe to apply Burning for maximum damage. Pyromancer’s Puissance – Each fire spell you casts adds Might for a short time


    This trait is wonderful for pumping damage. With Elemental Attunement from the arcane tree, attuning to fire grants one stack of Might, then it can be further stacked with this. It is very easy to get 3-4 stacks of Might for your Fire Grab, Arcane Wave, and Arcane Blast to deal massive damage.

    Water (10): +10 Vitality/+10 Healing
    Soothing Mists – Regenerate health while attuned to water


    This gives a nice passive healing for running and surviving. Most of your healing will be done while attuned to water so this is just a bonus. Cleansing Water – Remove a condition when granting Regeneration to yourself or an ally


    This trait is very important to survival. This makes your heal, Glyph of Elemental Harmony, remove a condition if used while attuned to water. It also makes attuning to water remove a condition due to Elemental Attunement in the arcane tree.

    Arcane Power (30): +30 Concentration/+60 Intelligence
    Lingering Elements – Attunement bonuses linger for 5 seconds


    This trait just adds bonus duration of the rest of this skill tree. Elemental Attunement – When attuning to an element, you and all nearby allies gain: Fire: Might; Air: Swiftness; Earth: Protection; Water: Regeneration


    This is probably the best trait the class has. The Might from fire stacks with Pyromancer’s Puissance for improved damage. The Regeneration from water removes a condition with Cleansing Water. The Swiftness from air allows you to quickly navigate the map, run away, or chase. The Protection from earth offers great defense from being focused. Because of this trait, you want to be frequently switching attunements to grant yourself and nearby allies boons depending on the situation. Arcane Fury – Grant yourself Fury on attunement


    Because of this trait, it is not necessary to have as much Precision in our gear. Fury increases critical chance by 20%, so frequently switching attunements not only grants boons, but keeps your critical chance at over 30%. Because of this, we can afford a little more survivability in our build as well as a bit more Power. Windborne Dagger – Move 15% faster while wielding a dagger


    This is a pretty useful trait to deal with kiting. It allows you to keep up with fleeing foes and always stay in melee range so your abilities all hit. Arcane Precision – Skills have a chance to apply a condition on critical hits


    A pretty self-explanatory ability. Just gives a chance for a little bonus damage when you hit someone. Evasive Arcana – Create an attunement-based spell at the end of your dodge. Flame: Fire Burst; Water: Cleansing Wave; Air: Updraft; Earth: Shockwave


    This is all around a very strong and versatile trait. While attuned to fire, Flame Burst will add extra damage while evading toward fleeing or kiting enemies. Dodging while attuned to water will heal you and remove a condition. Updraft while attuned to air has a nice knockback for initiating targets, or to get rid of melee burst damage. Shockwave is incredibly useful for chasing as it applies Bleed as well as Immobilizes target for 2 seconds. This basically grants you 4 extra spells to cast just by dodging. Note that these spells cannot be activated more than once every 10 seconds.




    Equipment



    Sigil of Superior Air- 30% chance to cause a lightning strike on critical hit
    This adds a very nice little burst of damage in the middle of a combo.

    Sigil of Superior Force – 5% increased damage
    This sigil just boosts your overall damage. I find it more useful than 5% increased critical chance.

    Superior Rune of Divinity - +60 to all stats and +18% critical damage
    This rune set is over all very balanced. It gives a bit of damage and a bit of survivability. Also improves damage by giving bonus critical damage that stacks nicely with Arcane Fury.

    Soldier’s Amulet - +798 Power/+569 Vitality/+569 Toughness
    Berserker’s Jewel: +125 Power/+75 Precision/+5% Critical Damage/+45 Vitality
    These just further add to damage by giving lots of Power as well as a small amount of critical damage and critical chance. Also help with survivability by giving plenty of Toughness and Vitality.



    Abilities
    The Elementalist is unique because the class only uses one weapon, but four different attunements. While it does make the class significantly more difficult, it offers a much greater variety of situational abilities. Here I will go over each of the 20 abilities this class has at its disposal and some tips on how to use them effectively.




    Fire




    Dragon’s Claw – Fling fire in a claw-shaped spread at your foe
    Damage: Moderate, Range: 400
    Deals pretty good damage if within melee range so that all 3 projectiles hit. Good to spam to stack might from Pyromancer’s Puissance. Can be used to hit multiple enemies in a large fight.



    Drake’s Breath – Spray a cone of fire at foes while on the move
    Damage: Low, Effects: (4)Burning (3 sec), Range: 400
    This ability is good versus multiple targets such as a Mesmer or pets, or against single targets to apply Burning. Deals high amounts of damage as Burning condition damage, which also stacks with Fire Grab and Burning Rage.



    Burning Speed – Slide forward and blast the area, leaving behind a line of fire
    Damage: High, Effects: (1)Burning (1 sec), Radius: 240, Range: 600, Combo Field: Fire
    This is excellent for initiation. It has great range, and deals a good amount of damage at the end of the slide. It applies burning to targets at the end to stack with Burning rage and Fire Grab. Also creates a line of fire that deals little damage, but is a Combo Field, which will improve Arcane Blast and Arcane Wave if positioned correctly.
    Make sure that target is in blast radius of this ability, sliding past them is useless; use Drake’s Breath instead if too close. You will stop if you collide with terrain or an object such as a wall, so use the map to your advantage if your opponent is near something.



    Ring of Fire – Damage nearby foes with a ring of fire, Burning enemies that pass through
    Damage: Low, Effects: (1)Burning (5 sec), Duration: 6 sec, Radius: 240, Combo Field: Fire
    This is a decent ability in team fights at capture points, or to defend capture points. It deals a moderate amount of damage through Burning, and sets up a very large Combo Field for yourself and teammates.



    Fire Grab – Damage foes in a cone in front of you. Deal more damage to burning foes.
    Damage: High/Extreme, Range: 300, Cooldown: 45sec
    This is your strongest fire attack. It deals 65% more damage to Burning targets, so make sure to Burning Speed or Drake’s Breath target first, along with a few stacks of Might and Fury.
    Has a short cast time, but Arcane Wave and Arcane Blast can be activated while casting.
    Make sure you are facing your target when casting, as this spell is easy to miss and has a long cooldown.



    Water




    Vapor Blade – Cast a vapor blade that inflicts Vulnerability and returns to you
    Damage: Low, Effect: (1)Vulnerability (6 sec), Range: 600
    Not a very strong ability. Can be used to stack Vulnerability on a target while in water attunement in between heals, followed by a quick transition to fire for burst damage.



    Cone of Cold – Spray an icy blast in a cone that damages foes and heals allies
    Damage: Low, Heal: Low, Range: 400
    This is a good ability to spam when attuned to water for free healing for yourself and allies. Has a short 10s cooldown.
    You don’t necessarily need to use on enemies, you can just cast while running away for a quick heal.



    Frozen Burst – Detonate a burst of ice that Chills nearby foes
    Damage: Low, Effects: (1)Chill (3 sec), Range: 228
    This is a very useful ability for both escaping and chasing. Drastically slows down all enemies around you with a pretty low cooldown. Use frequently.



    Frost Aura – Protect yourself with frost armor. While active, it Chills foes that hit you.
    Duration: 7 sec, Effects: (1)Chill (1 sec)
    A good ability to activate while being chased. Makes it difficult for melee classes to keep up with you. Very long 40 second cooldown makes it not quite as useful, but activate whenever it is available.



    Cleansing Wave – Heal yourself and nearby allies, removing a condition
    Heal: Moderate, Radius: 240
    Excellent ability to use whenever it is off cooldown. Provides a good heal and a condition removal in an area around you.
    Has a long cooldown of 40 seconds, but remember dodging while attuned to water activates this ability due to Evasive Arcana.






    Air

    Lightning Whip – Lash your foe with lightning
    Damage: Low, Range: 300
    This ability is decent to spam to finish off a low target if nothing else is available. Does not deal a large amount of damage, but has short animation time.

    Lightning Touch – Shock your foe and inflict Vulnerability
    Damage: Low, Effects: (3)Vulnerability (6 sec), Range: 300
    Very strong ability to use at the beginning of a combo. It applies 3 stacks of Vulnerability, which can then be followed up by a fire attunement combo.

    Shocking Aura – Envelop yourself with electrical energy that Stuns nearby attacking foes
    Duration: 5 sec, Effects: Stun (1 sec)
    This is one of the most useful defensive abilities. Every time a foe attacks you within melee range, they are stunned. Can instantly negate the burst damage from a Warrior or Thief who is chasing you.

    Ride the Lightning – Ride the lightning to your foe, then strike all nearby enemies
    Damage: Moderate, Radius: 180, Range: 1200
    This is one of the most versatile spells you have at your disposal. It can be used to initiate or chase a target and deal a good amount of damage. It can also be used with no target to quickly travel long distance with its great range, or to escape.
    If using to escape, be sure to clear your target, as it will automatically travel toward any enemy target.
    Can be used while in the air, so jumping off buildings/terrain can get you over walls. You do take fall damage though.

    Updraft – Gain Swiftness from a gust of wind that Launches nearby foes
    Effects: Swiftness (10 sec), Blowout: 200, Radius 180
    Great ability to use just before nuking an enemy. It knocks them back for an easy transition into Ride the Lightning or Burning Speed. Also knocks the opponent down, disabling them temporarily from healing or defending.
    Dodging while attuned to air also casts this ability due to Evasive Arcana.






    Earth

    Impale – Spear your foes on a giant stone spike
    Damage: Low, Effects: (1)Bleeding (8 sec), Range: 300
    This ability is great to spam. It deals a large amount of damage due to the Bleed, which can be easily stacked.

    Ring of Earth – Bleed foes with a ring of rocky spikes
    Damage: Moderate, Effects: (1)Bleeding (12 sec), Range: 228
    This ability is excellent to use for damage when finishing or chasing. It deals a high amount of damage both from the burst and from the Bleed. Has a very short 6 second cooldown as well.

    Magnetic Grasp – Immobilize your foe and pull yourself to them with magnetic force
    Damage: Low, Effects: Immobilize (2 sec), Range: 900
    Good ability to chase with. Also can be used reach enemies who are attacking from out of range, such as on top of a building. Can also be used while jumping to navigate terrain if an enemy is near.

    Earthquake – Trigger an earthquake at your location, knocking down foes
    Damage: Moderate, Effects: Knockdown (2 sec), Range: 900, Combo Finisher: Blast
    Very situational ability. Can be good to use in team fights to deal decent damage to enemies, while knocking down to avoid damage. Can also be used against pets and Mesmer phantasms. Long cooldown and cast time.
    Can be used in fire Combo Field from Burning Speed or Ring of Fire for more damage.

    Churning Earth – Hold to make the earth churn, release a seismic wave
    Damage: Extreme, Effects: (4)Cripple (1 sec), (5)Bleeding (8 sec), Range: 348
    This ability does a good amount of damage in a large area. It has a terribly long cast time, making it overall a bad ability. Only use situationally.



    Utility

    Glyph of Elemental Harmony – Heal yourself and gain a boon based on your attunement. Fire: Might; Water: Regeneration; Air: Swiftness; Earth: Protection
    Heal: Extreme, Effects: Varies
    This is all around the best heal ability for Elementalist. It heals for a ton of damage with a relatively low cooldown, and it can be used to grant different boons for varying situations.
    Use while attuned to water for maximum healing with regeneration and remove a condition with Cleansing Water.

    Arcane Blast – Blast your foe with energy for critical damage
    Damage: High, Range: 1500, Combo Finisher: Physical Projectile
    This is a very strong damage ability. Use while attuned to fire with a few stacks of Might and Fury against a Burning target for maximum damage.
    Can be used across Combo Fields from Ring of Fire and Burning Speed for bonus damage.
    Also use against fleeing targets with the massive 1500 range and low 15 second cooldown.

    Arcane Wave – Blast nearby foes with an energy wave for critical damage
    Damage: Extreme, Range: 360, Combo Finisher: Blast
    This is your most damaging ability, with a short 20 second cooldown. Again, use attuned to fire with a few stacks of Might and Fury against a Burning target for maximum damage. Use to finish off foes.
    Can be used while standing on Ring of Fire or Burning Speed Combo Field for additional damage.

    Mist Form – Morph into an Invulnerable, vaporous mist for a brief time
    Duration: 3 sec, Effects: Invulnerable, Break Stun
    The most useful utility an Elementalist has at his/her disposal. Can be used in a variety of situations.
    Use when low on health to escape combat and heal while invulnerable.
    Use to instantly negate large burst damage, such as Fury Warrior.
    Use mid-deathblow to avoid being interrupted in a large fight.

    Glyph of Elementals – Summon an elemental based on your attunement. Fire: Damage; Water: Damage/Heal; Earth: Damage/Tank; Air: Damage/Stun
    Duration: 60 sec, Cooldown: 120
    The most useful of the elite skills, as well as the most versatile.
    I typically use the water elemental as it does a healthy amount of damage, while providing moderate healing, and also is fairly difficult to kill.



    Combos




    There are a great variety of abilities in this build between the different attunements and boons granted from Elemental Attunement as well as extra abilities from Evasive Arcana. Here I will highlight a couple of the strongest ability combinations, but there are many more available if you make sure your boons and conditions are applied correctly.


    Burst Damage





    Start attuned to air. The Swiftness will allow you to quickly navigate the map.
    Ride the Lightning to a target, dealing a small amount of damage.
    Lightning Touch for little damage and apply 3 stacks of Vulnerability.
    Updraft your target, regaining Swiftness and knocking them back/down.
    Attune to fire, gaining Might and Fury.
    Burning Speed to the knocked-back target, dealing damage, applying Burning, adding Might.
    Cast Fire Grab, adding Might and dealing massive damage to the Burning target.
    Finish off with Arcane Blast and Arcane Wave, which can both be cast during the cast time of Fire Grab. Will do massive damage if done quickly while you still have 3 stacks of Might, Fury, and target is Burning.
    If target is still alive, use Drake’s Breath to reapply 4 stacks Burning, then attune earth and dodge, which will cast Shockwave to Immobilize and bleed. Then Ring of Earth and Impale for 2 stacks of Bleed and Magnetic Grab for chasing.

    Survival





    When your health is very low and you’re being attacked, attune to water. This will grant Regeneration and remove a condition.
    Use Glyph of Elemental Harmony to heal most of your health and remove a condition.
    Frozen Burst will then Chill chasing enemies to slow them down.
    Then dodge away from the Chilled enemies to get out of melee range, which will activate a Cleansing Wave, healing and removing a condition.
    Use Cone of Cold while running for a small heal.
    Activate Cleansing Wave ability to heal again and remove another condition.
    Activate Frost Aura to further chill any enemies that have caught up to you.
    After this, you can either:
    Attune air to gain Swiftness, apply Shocking Aura to stop attackers, Updraft dodge to knockback, and Ride the Lightning away.
    Attune fire to gain Might, Burning Speed back into the enemies and fight them if you think you have the upper hand.
    Attune earth to gain Protection and start stacking bleeds on a chasing foe, then attune back fire to finish them off.
    Don’t forget to Mist Form when you’re about to take critical damage.
    Having an ice elemental summoned will also provide you with more healing.

    If you have any questions, comments, or corrections, please feel free to leave them here!
  13. Like
    Nikota got a reaction from DBittencourt in Here is a nice list of patch notes from today's Stress Test   
    http://www.guildwars...s-achievements/

    Some nice buffs and nerfs to be found around. Vulnerabilities and other conditions were changed a bit.

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