Difference between revisions of "Pilz"
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;Elite | ;Elite | ||
− | * {{Skill|"Rebound!"}} this is usually not worth using, however it synergises | + | * {{Skill|"Rebound!"}} this is usually not worth using, however it synergises {{Skill|Illusion of Life}} as it can prevent the players from dying to the debuff. |
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** {{Skill|Fire Attunement}} - This is the source of most cleanses tied to the Focus skill {{Skill|Fire Shield}} / {{Skill|Transmute Fire}}. This is also the source of a large amount of AoE might coming from the trait {{Trait|Pyromancer's Puissance}}. Maximize the frequency with which you use this attunement. | ** {{Skill|Fire Attunement}} - This is the source of most cleanses tied to the Focus skill {{Skill|Fire Shield}} / {{Skill|Transmute Fire}}. This is also the source of a large amount of AoE might coming from the trait {{Trait|Pyromancer's Puissance}}. Maximize the frequency with which you use this attunement. | ||
** {{Skill|Water Attunement}} - This is a great source of healing. Use {{Skill|Overload Water}} whenever possible. | ** {{Skill|Water Attunement}} - This is a great source of healing. Use {{Skill|Overload Water}} whenever possible. | ||
− | ** {{Skill|Air Attunement}} - {{Skill|Shocking Aura}} is by far the strongest Aura. Therefore, use the Dagger skill {{Skill|Shocking Aura}} and {{Skill|Overload Air}} often. Keep this attunement ready for {{Skill|Glyph of Renewal}} if you expect someone to die off position. | + | ** {{Skill|Air Attunement}} - {{Skill|Shocking Aura}} is by far the strongest Aura. Therefore, use the Dagger skill {{Skill|Shocking Aura}} and {{Skill|Overload Air}} often. Keep this attunement ready for {{Skill|Glyph of Renewal}} if you expect someone to die off position. |
Use {{Skill|Swirling Winds}} to counter enemy Necromancer's {{Skill|Lich Form}}. Use {{Skill|Gale}} for one of the strongest single target CC effects. | Use {{Skill|Swirling Winds}} to counter enemy Necromancer's {{Skill|Lich Form}}. Use {{Skill|Gale}} for one of the strongest single target CC effects. | ||
** {{Skill|Earth Attunement}} - This is mostly a filler attunement you want to switch into to start the cooldown on the Fire attunement. It provides an invulnability on Focus, {{Skill|Obsidian Flesh}}. In Earth, {{Skill|Glyph of Renewal}} becomes a AoE revive with a decently large radius. | ** {{Skill|Earth Attunement}} - This is mostly a filler attunement you want to switch into to start the cooldown on the Fire attunement. It provides an invulnability on Focus, {{Skill|Obsidian Flesh}}. In Earth, {{Skill|Glyph of Renewal}} becomes a AoE revive with a decently large radius. |
Revision as of 20:05, 13 May 2022
Overview
The Fire Tempest provides strong condition cleanse and healing. It has access to one of the strongest revive skills,
, brings access to auras and provides a good amount of crowd control.
Skill Bar
Dagger/Focus
Dagger/Focus
Utility
Skill Variants
- Utilities
- Signet of Earth provides a very strong single target immobilize. However, it can be switched out for other utilities in some situations. Especially for starting out, the alternatives are easier to use.
- the best option for another aura/heal utility
- group stunbreak and AOE superspeed
- Elite
- this is usually not worth using, however it synergises as it can prevent the players from dying to the debuff.
Template Code
[&DQYfKxErMD/HEgAApRIAAHQSAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Dagger
Minstrel
Minstrel
Focus
Minstrel
Minstrel
Sigil
Sigil
Scepter
Minstrel
Minstrel
Dagger
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
- Rune Variants
- can be used if extra tankiness is required. It increases the amount of condition cleanse.
- increases the healing but loses quite a bit of defensive stats compared to the other choices.
Consumables
-
- personal option
-
- is worth using if you can go for many revives
Usage
General
- This build fills the role of the healer and cleanser in the party, so it is important to focus on these things first.
- The is very powerful. Especially used in air attunement, it can completely reset a player that went down in a bad place. Make sure to be in a save position when this is needed.
- Auras are quite powerful and since the access is mostly limited to Elementalists, you should applies these as much as possible.
- The amount of might provided by is a lot, however the range is small. If possible, make sure to get value out of this trait.
- Since you do not have good access to stunbreaks and stability for yourself and you heavily rely on skills with longer casttimes, you want to be in safe positions during the round. Especially while overloading, it is perfectly fine to move a bit away from the commander to ensure the cast.
- For the usage of attunements and skills, you can stick to a relatively simple rotation. This is not optimal in all situations but it is a very solid start and helps you to focus on other things while learning.
- - This is the source of most cleanses tied to the Focus skill / . This is also the source of a large amount of AoE might coming from the trait . Maximize the frequency with which you use this attunement.
- - This is a great source of healing. Use whenever possible.
- - is by far the strongest Aura. Therefore, use the Dagger skill and often. Keep this attunement ready for if you expect someone to die off position.
Use
to counter enemy Necromancer's . Use for one of the strongest single target CC effects.- - This is mostly a filler attunement you want to switch into to start the cooldown on the Fire attunement. It provides an invulnability on Focus, . In Earth, becomes a AoE revive with a decently large radius.
|
|
Overall Priorities
- Highest
- High
- Condition clear
- Healing
- Moderate
- Sharing (Shocking) Aura
- CC
- Low
- Share Might
Surviving
- Despite the choice of purely defensive gear, the Elementalist suffers from the lowest base stats in the game.
- Paired with the lack of good access to stunbreaks and stability, this makes you an easy target if you get yourself in a bad position.
- That being said, you have very good mobility and should be able to position yourself savely. Having } as well as and gives a lot of access to evades. Using this well means that you can avoid most damage.
- If targeted, keep your access to with open. Use the invulnability to reposition.
- For movement, you can use
- If necessary, gives access to another dash . Using this defensively is not recommended but can save your life.
and on a low cooldown. Together with , you have a large amount of dodges.
Detailed Explanations
Positioning
- Since you have many long cast times, you want to stay in a save position slightly behind the squad. To ensure that most skills land, you want to keep a distance of around 200 to 240 units.
- When overloading air, you can move further away if it is needed. The aura is applied by has 600 range.
- Make sure you are in a good position when people might get in trouble, so that you can use your if needed.
- When pushing, this usually means you want to go ahead of the group with and .
- Once is used, you can position more aggresively and try to land to low range support skills in more dangerous positions. You still want to keep some distance though, to ensure the casts go through.
Glyph of Renewal
- Under General Options / Combat/Movement turn on Allow Skill Retargetting and set Ground Targetting to Instant Cast, this will make cast at the location your cursor is at the end of the cast, instead of where you initially targetted
- Use
- If a downed ally can be safely revived by other means, usually should not be used.
- If the teleportation is not needed (or activly harmful), use the glyph in for the extra heal.
- Using the glyph in can be useful in rare situations, especially if you are under the effect of .
mostly in to revive allies that are far away from your team or in if there are multiple players in downstate.
Condition Clear
- You mostly clear conditions by going to for and use / due to . Notice that the range is rather small here.
- Using cleanses a condition on instant cast.
- Using provides a good amount of condition cleanse but is rather slow to access and use.
- Transmuting
- cleanses one condition but is mostly used for the heal.
- cleanses one condition but should be used for the immobilize mostly.
in cleanses conditions due to .
Healing
- Most of your healing will be passively applied by rotating through your attunements, applying aura skills and .
- Your biggest burst heal skill is . Notice that most of the heal is in the first heal of this skill which only has a range of 180.
- One of the most powerful heals is hidden in with and . This is instant cast, meaning it provides the healing immediately and can also be used while CCed.
- Making sure that
- is a passive healing effect applied automatically. Keeping this up is not a priority but should happen automatically as you should attune to water regularely.
- can be used to heal allies. This is not very potent but is a good filler skill while wating for .
- heals due to the aura application and but should be used for the immobilize mostly.
is not interrupted provides another very powerful heal. Due to the cast time, this requires some timing to use most effectively.
Crowd Control
- Use your CC in coordination with your team. This means:
- If your team is focusing on a single player, use and .
- If your team is going for a an AoE damage spike provide Immobilize using and and share .
- Use to stop the enemy from reviving downed players by knocking them away.
- Use Stability and access to it. if you notice that the enemy ran out of
- can be used as often as possible.
Settings
- Under General Options / Combat/Movement turn on Allow Skill Retargetting and set Ground Targetting to Instant Cast, this will make cast at the location your cursor is at the end of the cast, instead of where you initially targetted
- Under Squad Options use View as a grid. This will allow you to keep and easy overview of the squads condition and spot early on if you need to be ready for
- Seeing conditions on allies in party view is nice, but most condition cleanses are used anyway as part of a rotation. Movement impairing conditions are easily noticable by looking at the player's character. Similarely, seeing allied player's boons is rarely of actual use, since this build does not provide ciritcal boons like Stability or stunbreaks.
.
- Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
- The options Thick party health bars and Thick squad health bars can be used too as a matter of personal preference.
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