Friday, September 16, 2011

Elementalist's Guide to PvP

Part I - Group vs. 1v1   
Elemental Lords excel at mob control, thought not to the point of mystics. Thus, it's common sense that we would do better in group PvP's than 1v1's. In group PvP, you can fire off some of your slower, more powerful attacks, which would be impossible under 1v1 circumstances. Additionally, you hit more people, giving you a greater chance of killing someone and getting points.

The key to group PvP is staying out of the center of commotion. If there's a large group of fighters going at it, you need to stay far away, but close enough so they're just in range. If someone attacks you while you're using a skill, BLINK AWAY without hesitation. You do NOT want an Acrobat or Warrior catching you in a combo, especially if you're against a wall. If more than two people run at you, drop everything and run towards your teammates. The fastest way to die is to be outnumbered.

Solo PvP is much less hectic. If you're facing a Paladin or Warrior, make sure they never get too close, or you will be punished. Mercenaries are especially dangerous, thanks to their high stun and numerous combos. If you're facing a Sorceress or Sharpshooter, try to stay to the side or behind them. You could also try blinking forward and using icy gust, then following with moves like Inferno or Icy Shards.


Part II - Fire skills
Unfortunately, very few fire skills are useful in PvP. Almost all are situational. Some key attacks:

Fireball - A very situational move. If nobody is attacking you, charge up this attack and fire away. It does excellent damage and might floor them, giving you a chance to chain more attacks. In 1v1, refrain from using this move unless all your other skills are on cooldown and your opponent is floored.

Inferno - Probably the most useful fire attack in PvP. It's good to finish up chains of attacks, because it stun-locks anyone caught in it. Use it wisely because it has a slow startup.

Fire Wall - Extremely long cooldown, so you probably won't use it much in 1v1. When someone is near you and is extremely vulnerable (i.e. charging up a slow skill like Ice Cold Field), use it to launch them into the air. Follow up with some ice attacks for heavy damage. Alternatively, you can try using it when they're down to launch them again.
 

Part III - Ice skills 
Ice attacks dominate in PvP Between Frozen Spikes, Icy Shards, and Icy Gust, your opponent will have a very hard time getting to their feet. Start off with Frozen Spikes, then use Icy Shards to launch them in the air, and finish with Fireball or Inferno.

Glacial Spike - Although the damage is low, it has a tiny cooldown, decent range, and a chance to freeze. Good if you need a last ditch attack to slow your opponent for a bit, especially if it's a Swordsman walking all over you.

Icy Shards - Your best PvP asset. If your opponent has the slightest opening, do not hesitate to use it. It will send them sky-high and make them an easy target for your next skill. The EX version is even better, with extended range.

Frozen Spikes - Another good PvP skill. It has good DoT and a fast cast time, making it the best skill to use before Icy Shards.

Icy Gust - Outclasses Flame Spark in my opinion. When you blink offensively (as in, not running for your life), use this for a bit of extra damage and stun (if they're not using a skill). With luck, they'll be eating an Inferno right after.

Glacial Freeze - Vastly superior to Ice Cold Field and Fire Wall if and only if it freezes. You can't really use it to push someone away, as they are probably already comboing you, so this skill is situational. Good against melee classes.


Part IV - Random Tips
Toxic Spray is a good bouncer, use if you need to.

A lot of elementalist skills have high cooldown, which makes it hard to 1v1 in small arenas like Arena of Death. What I do is wait at the beginning of each round/respawn until Icy shards is about halfway charged, before running into the fray.

When items like Drumsticks drop, you may want to pick them up just to stop a low health opponent from healing. :D

Be wary of your skill cooldowns, especially aerial evasion and power blink. Against warriors, you ALWAYS want to be on the defensive if aerial evasion is on cooldown. Time your Air Strikes wisely, because if you use it too soon it misses. You'll also be missing a free knockdown.

Start off your 1v1 matches with a Charged Missile - if it hits, it has a brief stun period.

Some combos:
Combo I (Bread and Butter): Toxic Spray/Icy Shards -> Toxic Spray/Icy Shards (-> Fire Wall) -> Inferno
Combo II (Offensive Blink): Blink -> Icy Gust -> Combo I
Combo III (DoT): Glacial Freeze -> Frozen Spikes -> Combo I
Combo IV (Launching): Glacial Freeze -> Icy Shards -> Fire Wall -> Inferno/Fireball
Combo V (Kiting): Ice Cold Field -> Fireball/Inferno startup -> Cancel into Blink -> Icy Gust -> Combo I

Part V - Matchups 
vs. Mercenaries - Boy oh boy. One of the harder classes to beat... they have so many combos that stunlock you, it's crazy. My advice is to just weave through their attacks, and choose keeping your distance over potential damage.
vs. Paladins - Not too hard. When they use grand cross, just get out of the area and attack while they're stuck in the animation. They have a couple combos, but they're weaker and shorter than warrior ones. The lightning attacks can cause a few problems for your slower skills, so make sure to stay away from those. Abuse blink as much as possible. EDIT: Some people told me they have an "infinite" combo, but I haven't seen/been caught by one yet. Maybe it's because I haven't played pro Paladins :P
vs. Acrobats - QQ too pwned/lazy to write right now.

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