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Onderwerp: Elementalist

Elementalist 13 jaren, 2 maanden geleden #99

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hero-elementalist.jpg


"Fire, Air, Earth, and Water. I can deal death with any of them."

The elementalist channels natural forces of destruction, making fire, air, earth, and water do her bidding. What the elementalist lacks in physical toughness, she makes up for in her ability to inflict massive damage in a single attack, dropping foes from a distance before they can become a threat. Yet, despite her incredible offensive potential, versatility is what makes the elementalist truly formidable.

Rather than swap weapons to adjust to new situations, the multi-faceted elementalist quickly adapts to new threats by attuning to different elements as needed. When the elementalist attunes to any of the four elements, she receives intrinsic bonuses that continually empower her.

With FIRE attunement, the elementalist can inflict scorching damage on multiple enemies by turning the ground to fire or raining down molten rock from the skies. Why kill just one enemy when you can burn them all? Just by attuning to fire, the elementalist automatically causes flame damage to any foe foolish enough to touch her.

When the elementalist attunes to AIR, she can harness wind and lightning to target specific foes with focused, high-damage attacks. Dazzling bolts of lightning rip from the elementalist's fingertips, and brilliant flashes of light blind her enemies. When an elementalist attunes to air, nearby enemies are continuously pelted with lightning strikes.

WATER attunement forgoes the raw damage of air and fire, in favor of controlling an opponent's movement. By creating slippery ice or freezing foes solid, water attunement ensures that the battle is always fought on the elementalist's terms. Nearby allies receive continuous healing from an elementalist who is attuned to water.

In the most dangerous situations, the elementalist relies on the powerful defense of EARTH attunement. An earth elementalist uses the ground under her feet to defend herself and her allies, turning flesh to stone, destabilizing foes with seismic shocks, and destroying threats with volcanic eruptions. Earth attunement automatically confers magical protection to the elementalist.

Elementalists have a number of special spell types:

  • Glyphs—These arcane spells enhance or modify the natural power of the elementalist. She uses the Glyph of Elemental Power to increase the damage, range, and duration of her spells.
  • Signets—Signets provide an ongoing benefit to the elementalist, but can also be activated for a greater effect. An elementalist equipped with the Signet of Earth has increased damage resistance, but activating the Signet sends out a wave of stone, stunning nearby enemies.
  • Conjure Spells—The elementalist uses Conjure spells to summon useful items and potent weapons that she or other party members can use. For instance, she uses Conjure Flame to create a fiery rock to hurl at the enemy.
  • Area Spells—Using Area spells, the elementalist creates hazards and mayhem all over the field of battle. The elementalist fires lava arrows in a cone-shaped blast or creates walls of fire that scorch any enemies passing through.



Mechanics

Attunements
The elementalist has four elemental attunements that they can tap into. These attunements are represented by four skills that are located on the bar above their normal skills. When an elementalist switches attunements, the first five skills on their bar will change. These five skills are based on the elementalist's attunement and their current weapon, so that a fire-attuned elementalist will have different skills when he wields a staff than when he wields a scepter or focus. In addition to changing the elementalist's skills, attunements also work like a normal skill and provide an ongoing effect.

Weapons
  • Scepter (Main Hand) — Scepter skills specialize in close range combat.
  • Dagger (Main Hand) — Main hand daggers are fast and focus on medium range spells.
  • Staff (Two Handed) — Staves are slow casting long range weapons.
  • Dagger (Off Hand) — Off hand daggers specialize in powerful medium range abilities.
  • Focus (Off Hand) — Skills on a focus are powerful close range abilities.
Laast bewerkt: 13 jaren, 2 maanden geleden Door Yvilthi.

Re: Elementalist 12 jaren, 9 maanden geleden #657

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GW2: Human Elementalist Gameplay

Re: Elementalist 12 jaren, 3 maanden geleden #995

  • Suzanne
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Effective elementalist guide:

Note: this article is intended to provide guidance for experienced characters playing a new elementalist or experienced elementalists looking for additional options. If this is your first time playing Guild Wars, please see Getting started in Guild Wars Prophecies.

Basics:

An Elementalist's Place:

As an elementalist, you are the artillery, causing massive damage from the rear lines. You are not a tank. Elementalists have low armor, few healing or survival skills, and, except for certain situations, should not be in the front lines. Elementalists have the most expensive skills, the largest energy pool and energy management.

Specialty Skills and Unique Conditions:

Elementalists have one type of skill unique to the elementalist profession:
■ Glyphs are quick casting skills that modify the subsequent spells used by the caster. Glyphs last for 15 seconds from when they were cast. Glyphs cannot be removed or stripped and have no target. All glyphs have a 1 second casting time and can be interrupted.

Apart from energy, Elementalists have another spell cost: Exhaustion (Exhaustion reduces the character's maximum energy by 10 points for each spell cast under exhausting circumstances; the maximum can drop below zero. Maximum energy recovers at a rate of 1 point every 3 seconds,in other words, it takes 30 seconds to fully recover from one exhaustion-causing spell). When an elementalist casts a spell that causes exhaustion, the top 10 points of the elementalist's energy pool are "grayed out", and cannot be used. Exhaustion expires at the rate of 1 point every three seconds. Exhaustion stacks, so a second exhaustion spell causes an additional 10 points to be deducted from the caster's energy pool.

Being an Elementalis:

Elementalists are master spellcasters, calling fire from the heavens, freezing foes in their tracks, blasting enemies with lightning, and crushing them with stone. Stay to the rear of the party and communicate with monks and necromancers for health and energy management. It is usually best to wait for foes to settle on a target, preferably the warriors, before beginning your siege.

Target enemy monks and ritualists, as these characters have low armor but are very effective at extending the life of the opposing party. Move on to other casters and warriors. It is best to leave rangers for last unless you have armor ignoring spells, as rangers have higher armor against your attacks.

Elementalists in PvP tend to be hybrid support characters and are often flag runners in Guild versus Guild battles. Energy Storage complements expensive healing spells such as Heal Party ( Heal entire party for 30...66 Health) and Extinguish ( Remove one condition from each party member. Party members relieved of Burning are healed for 10...82 Health).

Building:

Choose an Element:

Elementalists are most effective if they concentrate on a single element and maximize the effect of that element. Additionally, each element has an attunement spell that refunds some of the cost of that element's spells. These attunement spells should be kept active constantly. See Runes and Armor for suggestions on creating an elementally flexible character.

Fire Magic:

The Fire element contains some of the most powerful Area of Effect spells. Fire elementalists must be careful when casting these spells to avoid scattering foes. Fire Spells are usually expensive, slow casting, and have long recharge times, but have large areas of effect and widespread damage.

■Interesting Fire Skills: ■ Fireball is a decent spell that deals AoE damage.
■ Meteor Shower, Fire Storm, Rodgort's Invocation, Incendiary Bonds and Searing Flames are powerful directed area of effect spells.
■ Phoenix, Lava Font, Inferno, Flame Djinn's Haste and Flame Burst are excellent point blank area of effect spells.
■For Prophecies characters, the elite skill Mind Burn is the only elite skill for the Fire Magic attribute.
■The skill Mark of Rodgort is very useful for setting multiple enemies on fire. Consider using it in conjunction with area fire skills such as Fireball or simply using a flame wand

Air Magic:

Most air magic spells cause Lightning damage, and many have 25% armor penetration. Air magic spells are most effective as spike skills against warriors or rangers with high armor. Air spells are usually inexpensive, fast casting and fast recharging, but have very focused damage, with a tendency to target single foes. Air skills are also capable of causing Blind, Cracked Armor, Dazed and Weakness.

■Interesting Air Skills: ■ Shell Shock can be used to apply Cracked Armor increasing the damage of all following spells.
■ Lightning Strike, Enervating Charge, and Lightning Orb can be combined into an effective spike.
■ Gale and Shock can be used to knock down targets.
■ Arc Lightning, Chain Lightning, and Invoke Lightning are the only multitarget spells available to Air elementalists.
■ Blinding Flash and Blinding Surge cause blindness and can be used to suppress warriors, dervishes, assassins, paragons or rangers.


Water Magic:

Water magic is the bastion of hexes and snaring. Most water magic spells cause cold damage, and many cause the target to be slowed for several seconds. Water spells are usually moderate in cost, fast casting with long recharge times and low damage, but have many other advantageous effects.

■Interesting Water Skills: ■ Armor of Mist and Armor of Frost grant additional armor.
■ Mist Form can make you impervious to the efforts of rangers, warriors, dervishes and assassins.
■ Blurred Vision can help defend against attacks.
■ Maelstrom and Rust can be used to shutdown casters and inhibit signets, respectively.
■ Deep Freeze is an area of effect snare with high-damage output but high energy cost.


Earth Magic:

Earth magic has several powerful protective spells and more than a few spike and area of effect spells. Earth is more balanced than the other elements, providing both powerful offensive and powerful defensive skills. Earth spells are usually expensive, slow casting, medium damage and have long recharge times, but have large areas of effect and many protective and defensive effects. Earth skills can also cause conditions that focus on weakening the enemy as well as the largest number of knockdown skills of any element.

■Interesting Earth Skills: ■ Earthquake and Aftershock are a powerful area of effect combination, knocking down and causing damage to the area.
■ Kinetic Armor, Armor of Earth, and Obsidian Flesh grant additional armor bonuses, and Stoneflesh Aura provides high damage absorption.
■ Wards provide defensive bonuses for all allies in the area of effect.
■ Eruption and Ward of Weakness can cause Blind and Weakness to hamper enemies in an area.
■ Dragon's Stomp and Earthquake cause knockdown unconditionally, but they are expensive spells and cause exhaustion.
■ Churning Earth, Stoning, and Unsteady Ground can cause knockdown if their conditions are met and are much cheaper to cast.
■ Ash Blast combines well with knockdown skills to Blind enemies.

Energy Storage:

For each rank of Energy Storage, your maximum energy increases by 3, making energy storage important for all elementalists. Energy Storage contains powerful energy management skills and the only self healing skills available to elementalists.

■Interesting Energy Storage Skills: ■Aura of Restoration is an excellent cover enchantment, as well as providing small amounts of healing with every spell.
■Glyph of Restoration can be used as a good spike heal with the next two spells you cast.
■Ether Prodigy can be used to cast several high-energy spells right after each other.
■Elemental Attunement refunds 50% of the cost of elementalist spells from any of the elemental attributes (air, water, fire, earth).

Glyphs:

Glyphs are a type of skill unique to elementalists. They may be tied to an attribute or as a standalone skill. Glyphs work by modifying the next spell the caster uses. All glyphs cost only 5 energy to use and have a variety of effects.

■ Some glyphs include: ■ Glyph of Lesser Energy and Glyph of Energy which each lower the cost of the next spell cast.
■ Glyph of Sacrifice and Glyph of Essence which cause the next spell to be cast almost instantly.
■ Glyph of Swiftness and Glyph of Renewal lower the recharge of affected spells

Runes and Armor:

Because of the high cost of elementalist skills, it is very important to have the maximum skill level in your chosen attribute. For a flexible elementalist, purchase 4 separate Auras or Third Eyes:
1. A Fire headpiece infused with a Minor Rune of Fire Magic
2. A Water headpiece infused with a Minor Rune of Water Magic
3. An Air headpiece infused with a Minor Rune of Air Magic
4. An Earth headpiece infused with a Minor Rune of Earth Magic

Then choose the armor set you prefer, then apply the following runes (A rune is a kind of upgrade item that is applied to a character's armor) to the body armor

■ a Minor rune of Energy Storage.
■ a Major or Superior rune of Vigor

be careful to balance the health costs of Major and Superior runes against survivability in combat. For some additional health consider fitting runes of vitae into your armor.

Choosing a secondary:

For ideas on choosing a secondary profession, see Secondary professions for an Elementalist.

Suggested Strategies:

■Glyph of Energy and Glyph of Lesser Energy: these glyphs are great energy management skills, and can reduce or eliminate the cost of more expensive "nuke" or "spike" spells.
■Elemental Attunement and Air, Earth, Fire or Water Attunement: when combined, two attunement spells can return 80% of the cost of completed elemental spells. An expensive spell like Rodgort's Invocation under both Fire and Elemental Attunement has a net cost of just 5 energy, which would be regained during the casting time.
Laast bewerkt: 12 jaren, 3 maanden geleden Door Suzanne.

Re: Elementalist 12 jaren, 3 maanden geleden #998

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Additional Elementalist Tips:

The first thing you’ll want to do is rebind the keys for each attunement. You’re going to be switching a lot, so having them closer to your fingers than F1, F2, F3, and F4 is probably wise. Unless, of course, using function keys is part of your normal routine.

If you’re looking at making a Swiftness build, then choose a staff for Windbourne Speed and Glyph of Elemental Harmony. You’ll be able to maintain Swiftness for 20 seconds every 30 seconds. Updraft can be used as well, but it has a 40 second cooldown. Signet of Air is another good choice, as it gives you a passive 10% movement speed increase. Since Swiftness is so valuable, you may want to have Glyph of Elemental Harmony if you are not going to have Windbourne Speed or Updraft in your build.

​Mist Form ​is great both while alive and while downed. While alive it can get you into keeps or through a rough spot where you're about to die. When you're downed, you can use it to get out of harms way, back into a keep, or just in a better spot to be resurrected later.

Remember how fragile elementalists are compared to say, necromancers or guardians. Keep distance between yourself and your target is usually a better option than trying to soak up the damage. Be sure to use the different forms of crowd control to kite enemies around while you focus on killing them or rely on your allies to guard you in combat.

Re: Elementalist 12 jaren, 3 maanden geleden #1001

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