elemtact .pdf

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Elementalist tactics
Water
•Offensive
waterfield
(respecting
rotation)
•After Ice
field for frost
armor and
chill
•After
damage with
the 2nd skill

1 ele start water

Earth

Fire

•Drop all to
make aoe
cripples +
immobilize
behind our
melee train
to keep
pressure on
them

1 ele start earth

Air
•Drop all and
call the
meteo to
syncronize
other
elementalist
to deal
damage on
same spot

0 ele start fire

•Drop static
near the
meteo spot
•Then drop
2nd skill on
their melee
train

2 ele start air

One elementalist will put firefield for blast (the ele with water) while 1 air ele will go in front the
raidleader (about 2-3 metres ahead) to cast 1st static on enemies, to let them use their stability
(making them lose 2 secs) + shake it off (lose condition removal)

Motivations of this rotation
• In this way fire is between earth and air which means that the damage is between conditions
crippling + immobilize and CC of static
• It is important that the meteo shower is casted not on 1st engage because:
• The static fields and crippling are necessary to make them use stability skills + condition
removal skills while our melee train does high damage
• Our necro will put wells on the ground, so the enemies will dodge them and if u cast meteo
on them (probably), u will be just hitting a dodging area, so doing 0 damage
• On the 2nd engage they will not have so much stability and condition removal (if they don't
have boon duration guardian maybe) and u can use meteo syncronized + still 1 CC static of
the ele who started water on the meteo spot
• Why this order:
• Earth before fire guarantees protection during casting of meteor shower (you're channeling)
• Air after fire guarantees fury during meteor shower (also stacks if you go on tornado)
• Watch out that between the 1st and 2nd engage it's just 5-10 seconds, so we need to be really
precise on syncronizing meteos

Tips to keep the rotation up

• The elementalist have to be coordinated between so they can cover all the needs
of the melee train; helps:
• Positioning is fundamental; if u start being CCed, crippled, chilled etc. u fuck up
all the rotation; if you get CCed or crippled try to speed up attunement change
(without jumping attunements)
• If you switch water and already an offensive waterfield is called (the 5th skill)
then don't cast it and just cast 4th and 2nd of water and pass through
• If the raidleader asks for a waterfield, 1 ele on air/water has to cast it (the 3rd
skill); all ele MUSTN'T switch water at same time, else you have all cooldown on
water if you need another regroup after; so the 1st ele who calls it, does it after
3 seconds
• If the raidleader asks for empower and firefields, 1 ele on earth/fire has to cast
it; all ele MUSTN'T switch fire at same time, for same reason of before
• When the 1st elementalist casts meteo, all the other elementalist have to speed
up their rotation (without jumping attunements) to cast meteo on same spot

When
use the
tornado?

• Tornado has to been used after the meteo bombing and, if
you have static ready, also after it
• The elementalist who already casted the offensive
waterfield (5th skill) can cast tornado after the meteo
bombing and so on 2nd engage (as normal)
• The elementalist who didn't cast offensive waterfield can't
go tornado
• This should be good to resolve the waterfield problem,
which is the main cause of the trasform from tornado to
normal from before the end of cooldown


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