Talk:Glyph of Lesser Elementals

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Observations at 2020-03-23[edit]

After the recent patch, summoning a lesser elemental triggers cooldown, which allows having several lesser elementals active at the same time.

With cooldown reductions you can spawn many elementals, max of 5 per element at a time. https://i.imgur.com/MVu507F.jpg got 7 up here.

Aggro mechanics:[edit]

At level 80 all lesser elementals have a toughness+armor value between 2449 to 2456. If the player character has a higher value, monsters will choose to attack the player instead (note: normal elementals also appear to have this value, except the normal earth elemental who has an extrapolated Armor value at ~3500 assuming it also keeps the -25% damage reduction that the lesser elemental has).

I don't know if this is general, but with lesser elementals players definately attract monsters with toughness+armor, not just toughness.

Player toughness = 1662, Player armor+toughness = 2449, Result: All elemental types can take aggro

Player toughness = 1609, Player armor+toughness = 2456, Result: Player always keep aggro

When using a mix of elemental types, the lesser Air elemental usually draw aggro due to being the first one to strike the target with its ranged attack.

Abilities:[edit]

Order of average damage output is: Fire >> Air >> Earth > Water (note: Fire also do area damage and area-buff Might, Air is the only long range attacker)

All lesser elementals have 2 abilities to choose from, the choice appears random.

Some abilities have a cast time, others are instant.

All abilities have a 2 second cooldown, that starts counting after the previous abilities cast time has ended.

Fire:

Fireball (single target with area damage, short range, instant cast)

Flame burst (single target with area damage, short range, 2 seconds cast time during which the elemental is invulnerable, applies 3 seconds of burning on targets and 3 stacks of area Might with 10 seconds duration)

Air:

Speed buff (instant?, +33% movment speed, 10 seconds duration, multiple stacks increases duration)

Lightning strikes (single target, long range, 2 seconds cast time with 6 shots fired)

Earth:

Punch (single target, melee range, instant cast)

Enervating Punch (single target, melee range, 0.5 sec cast time, always applies 3 seconds of Weakness on the target)

Passive ability: Damage reduction -25%

Water:

Area Chill (single target, melee range, instant cast, no damage, freezes the ground which applies 3 seconds of Chill to everyone inside or entering it)

Ice Strike (single target, melee range, instant cast)