Elementalist WvW | Large Group Staff | Assaulter 【ME】战场电水奥法杖元素培训资料
Table of Contents
Summary
电水奥法杖元素概述
定位:控制为先,面伤为后,辅以场域供给
走位:纵向凸前站位,横向与本方车头对角站位。
打法:打断敌方车头启动时机,结合本方打法合理供给场域,在本方恢复时段保持对敌方车头的基本伤害和站位挤压
简称 先手元素
I. Weapons and Skills
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
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- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
- 0Fury: 2 s
Weapon and Skill Details
面对弱团激进向技能选择:大地护甲更换为召唤冰弓,召唤火刀更换为龙卷风。
对自身生存有信心的法杖可换威精爆
Traits
Air Magic
- Zephyr's SpeedMove 25% faster when attuned to air.
- Zephyr’s BoonAuras grant fury and swiftness for 5s when applied.
- One with AirGain 3 seconds of superspeed when attuning to air.
- Ferocious WindsGain ferocity based on 7% of your precision.
- Electric DischargeStrike your target with a bolt of lightning when attuning to air.
- InscriptionGrant a boon associated with your current attunement when you cast a glyph. Glyph ability recharges are reduced by 20%.
- Aeromancer’s TrainingGain 190 precision while attuned to air. Recharge of air weapon abilities are reduced by 33%.
- Tempest DefenseSurround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.
- Weak SpotYou have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.
- Bolt to the HeartDeal 20% more damage to enemies whose health is below 50%.
- Fresh AirRecharge air attunement when you critically hit an enemy.
- Lightning RodDisabling an enemy causes them to be struck by a lightning bolt.
Water Magic
- Soothing MistYou and nearby allies regenerate health while you are attuned to water. Radius 300.
- Soothing IceGain regeneration and frost aura for 4 seconds when critically hit. 20 second internal cooldown.
- Piercing ShardsWhile attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
- Stop, Drop and RollDodge-rolling removes burning and chilled from you and nearby allies.
- Healing RippleHeal nearby allies when attuning to water
- Soothing DisruptionCantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
- Cleansing WaveRemove a condition from you and allies when attuning to water.
- Aquamancer’s TrainingDeal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
- Aquatic BenevolenceHealing done to allies is increased by 15%
- Cleansing WaterRemove a condition when granting regeneration to yourself or an ally.
- Powerful AuraWhen you apply an aura to yourself, grant that aura to all nearby allies as well.
- Soothing PowerThe healing effect of soothing mist is increased by 200%.
Arcana
- Arcane FuryGain fury for 2s when you switch attunements.
- Arcane PrecisionSkills have a chance to apply a condition, based on your current attunement, on critical hits.
- Renewing StaminaGain vigor for 5s when you deliver a critical hit. 5 second internal cooldown.
- Arcane AbatementTake less damage from falling. Create a spell when you take falling damage, based on your attunement.
- Elemental AttunementWhen attuning to an element, you and nearby allies gain a boon.
- Arcane ResurrectionYou have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
- Elemental ContingencyGain a boon when you are struck, based on your current attunement
- Final ShieldingCreate an Arcane Shield for 5s when your health drops below the threshold (25s)
- Elemental EnchantmentBoon duration is increased by 10% and attunements recharge 15% faster.
- Evasive ArcaneCreate an attunement-based spell at end of your dodge. Fire: Flame Burst. Water: Cleansing Wave. Air: Blinding Flash. Earth: Shockwave
- Elemental SurgeBased on your current attunement, arcane skills inflict a condition on foes that they hit. Gain 150 more ferocity for 15 seconds when you use an arcane skill. Arcane abilities recharge 20% faster.
- Bountiful PowerDeal 2% more damage for each boon on you.
Trait Details
III. Stat Specifics & Effects
Primary Stats
- Health 18395 (+6750)
- Vitality 1675 (+675)
- Armor 2565 (+645)
- Toughness 1645 (+645)
- Attack 3631 (+1520)
- Power 2520 (+1520)
- Critical Hit 22% (+22%)
- Precision 1372 (+372)
Secondary Stats
- Boon Duration 10% (+10%)
- Condition Duration (self) -65% (+-65%)
- Critical Damage 43% (+43%)
- DMG Taken from Guards and Lords -2% (+-2%)
- DMG to Guards and Lords 3% (+3%)
- Damage 1111 (+0%)
- Defense 920 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 654 (+654)
- Stun Duration (self) -25% (+-25%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
血量18000左右,护甲2500左右
伤害3600左右,暴击率20左右,暴击伤害650左右
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
- (30min)
- Condition Duration (self): -40%
- Vitality: 70
- Experience from Kills: 10%
Utility Nourishment
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain power equal to 6% of your toughness
- Gain power equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 73
- Power: 60
- Toughness: 43
- Vitality: 43
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 73
- Power: 45
- Toughness: 32
- Vitality: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 314
- Power: 134
- Toughness: 96
- Vitality: 96
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 133
- Power: 45
- Toughness: 32
- Vitality: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 194
- Power: 90
- Toughness: 64
- Vitality: 64
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 133
- Power: 45
- Toughness: 32
- Vitality: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Armor Stat Totals
- Defense 920
- Toughness 474
- Vitality 334
- Condition Duration (self) -25%
- Stun Duration (self) -25%
- Power 419
Rune Bonuses
Superior Rune of Melandru- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Accessories & Jewels
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 5
- DMG to Guards and Lords: 1%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
Accessory Totals
- Power:699
- Precision:372
- Vitality:100
- Ferocity:462
- DMG to Guards and Lords:3%
- DMG Taken from Guards and Lords:-2%
Weapon Set Sigils
- Weapon Strength: 985-1111
- Power: 239
- Toughness: 171
- Vitality: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
Water Weapon I
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Upgrade Item Details
食物使用团队食物
护甲 威坚体 套 + 梅兰朵
散件 威精体爆
法印 能量 嗜血
护甲以及散件无固定要求:战场达标属性血量18000左右.其他可根据个人需求微调
V. Basic Gameplay
长杖元素基本打法:
走位要凸前,和主团保持斜角,视距内可观察敌方车头和本方车头,
一般距离本方车头不超过(闪现900+技能1200)
一般元素协调顺序 土.电.水.火
一般技能释放原则先控再打,双团原则打弱的控强的
元素大技能不留,协调不停!
Main Skill Rotation
土 突前走位起始协调,观察敌方车头是否启动 ,期间土2技能做技能威吓压制敌团走位,土3防游侠秒杀,土4在敌团启动时给出压制地方走位,土5临切电时交出
电 理论上切到电就是敌团强行启动了,快速的电5.4.3连续释放马山再转切水
水 在电系硬控基础上马上给水4水2,这时候观察本方团队输出位置,合理给予水场域水3.水5
火 交完水系技能一般敌我双方都在进行团队回复,可大胆走位释放火5.2.3利用一系列咒术技能和火4回归安全位置
以上是一套初级的元素协调打法,随着战场场磨砺每个元素都会有自己的独特打法