Guild Wars 2 – The Elementalist Gameplay

If you make the decision to give the Elementalist a try, you will be capable to make use of different elements, for example, fire, water, air and earth skills. This will allow the player, as an example to focus fire damage and use water based attunement as a protective skill at one time.

Players that like spell casters are usually very likely to enjoy playing this class.

At the same time reading through the following Guild Wars 2 Elementalist Guide you are about to get far more information about the Elementalist Gameplay.

Elementalist – How to play?

As I actually mentioned earlier, with an Elementalist you have gotten the ability to switch through all of the 4 Elements which usually gives you many of freedom in Combat; earth (for support and protection), air (for spike damage and movement), water (for recovery and assistance) and fire (for straight destruction).

The Elementalist can switch these elements depending on their situation in battle.

Keep in Mind, skills are based on which weapon they tend to use and your actually situation in Combat. Attunement can be swapped during battle and also outside of combat. However, the combo used by a person is based on her unique playing style.

It is also crucial to know that Elementalists in GW2 possess the skill to use Auras, Cantrips, Conjure skills, Arcane skills and Glyphs. So, what’s that? Well, Cantrips, for example, gives a little more survivability to the Elementalist.

It could get the Elementalist out from the Stunned state and also add some longer lasting effects if they are in a battle. In this Guild Wars 2 Elementalist Guide, we have a look at a lot more Skills that could be used by the Gamer.

Auras, the following one in the checklist, are generally magical shields which surround the Elementalist. An enemy which hits the Aura shielding the Elementalist is going to have its power reduced.

Arcane skills are often defined as instant cast spells on enemies. All of the spells deal critical damage, with the exception of the Arcane Shield, this Shield can be used for blocking enemy attacks and minimize their damage. In addition, it explodes after its been hit Three times in a row.

Conjure skills represent weapons and items summoned by an Elementalist as well as his allies. Each conjured weapon has its very own skill bar.

Finally, Glyphs are used to improve the Elementalist skills. They could also generally be used for attunement based spells.

Elementalist Armor

In Guild Wars 2, the Elementalist can only equip lightweight Gear in the game, which allows him to better use movement and speed skills. The access to weapons is minimal. An Elementalist can equip Five weapons overall. On the other hand, by including the Four different attunements, the Elementalist has twenty different weapon sets available to use.

On their off-hand, a staff or dagger is generally used, while their main hand allows equipping a dagger, staff or scepter. Equipped Weapon’s also can affect your very own playing style, so its necessary to find out which one to work with.

As an example, it is wise to use a staff simply if you do not need to cover a large spot of enemies. On the other Hand, if you wish to dominate in 1-on-1 combat, Daggers should be your very first choice. Bear in mind that an ideal weapon choice does not exist. It’s your decision which of them to use, based upon your situation and playing style.

Horse Racing Betting Tips – Obtaining Value In Your Selections

Winning professional gamblers make money as they bet at value odds. They probably either have inside information or own superb horse racing systems to work out the odds better than bookmakers.

The most direct way to search for value is first to establish the true odds of the event happening, then seeing if and how they differ from the actual bookies odds available.

Bookmakers do not make many mistakes with their odds but they still can be beaten. For example a few years ago two punters travelled the whole country visiting independent bookmakers to get odds about a Hole in One happening in a particular golf tournament. They had estimated the true odds to be about 2/1 that someone would score a hole-in-one in a given tournament. But they managed to take prices ranging from 16/1 to 100/1 from many different bookmakers.

These bookies did not do their homework and thought that a hole-in-one rarely happened, and taking any bets was like money in the bank to them. These two gamblers made thousands of pounds simply by getting fantastic value on an event that, for once, the bookmakers priced up wrongly

Somehow you have to work out in your own mind the price you consider is a true one about any horse you wish to back.

Using Ratings, be it form or speed based, can be good tools in assessing Betting Value

A genuine value punter is typically unconcerned about backing a horse other than the favorites. The favorite is more often than not the horse with the best chance of winning, but the value in the race is often in backing horses more likely to lose. Backing horses with a price that suggests a 10% chance of winning, i.e. 9/1 when the true chance is 20% and 4/1 makes sense. They will not always win, but they will win enough times at generous prices and you will collect more money than you stake.

This is a very simple strategy to obtain value. Look for false favorites in horse racing. They may be favorite because they won their last race but check to see if it was in a lower class. Or they may be favorite just because a top jockey is riding it but you may have found a horse with a better chance going on form study. Opposing the favorite means fewer winners but you will win enough times at bigger prices to see you collect more money than you stake.

The Secrets of Laying the Fives and Nines

Pssst…! Wanna know a secret?

How about the secret of laying the fives and nines?

You won’t see a lot of bettors laying the five or nine, as most of the lay bets go behind the fours and tens. Plus, the 5% vig (on winnings) charged on lay bets seems to reserve lay bets only for the 4’s and 10’s.

Wanna know the secrets that craps pros use to make money laying the fives and nines?

Let’s find out!

The key to profits lie in asking the dealers for something that is not normally available. For example, when you lay the five or nine for $45 you win $30 at 2:3 odds -minus the $2 vig, so you only get $28 back. Since 5% of $30 is $1.50, you might try asking the dealer if you can pay $1 vig instead of $2 for the same bet. That extra dollar is certainly better off in your pocket than the casino’s!

You can also try to lay the five and nine for $56 plus $1 vig. A $56 bet will return $38, which is $2 short of the $40 limit (bet $60, get $40) which starts the $2 vig. Remember, all you have to do is ask the dealer if you can make a lay bet for a certain amount. The worst that can happen is that he’ll say no. The whole purpose of betting this way is to maximize your profits by getting as close to the $2 vig limit while still only paying $1. To do this, you need to get your lay bet payoff in the $35 to $40 range.

You have to be careful about the way you word your bets. For example, if you lay the nine for $56 plus $1 vig, you can’t say “$57 no nine”, as they might charge you an extra dollar. Make sure they know that you want the bet to be for $56 plus $1 vig.

You should also be able to split your lay bets. Instead of laying the nine for $54, for example, ask the friendly dealer if you can lay $27 each against the five and nine, and still only pay $1 vig. This will give you an extra chance because you can win both numbers together, but you can’t lose them both at the same time.

The next time you try laying numbers, try to get a better bet than advertised. You have nothing to lose by trying this. You’ll gain extra money, increased comps, and the satisfaction that you are getting the very best bet that you can make!

Pssst…! Now you know the secrets of laying the fives and nines!

The Crapshooter © 2005 by Larry Edell

The Secrets of Martingale Systems

Pssst…! Wanna know a secret?

How about the secret of Martingale systems?

Most people do not care for most Martingale systems. They are simple systems, and ask you to double your bet every time you lose. This way, the theory goes, you will eventually recoup your loses when you win. If, for example, you are playing on the pass line with a $10 bet and big red rears his ugly head, your next pass line bet would be for $20. If you lose again, the next one would be for $40, then $80, then $160, then $320. If the table has a $500 limit (done to discourage Martingales), you have to stop and take a $320 loss.

Wanna know the secrets that craps pros use to win using Martingale systems?

Let’s find out!

Craps pros win using this method by playing at a casino with no table limits or, try a modified Martingale system, two of which are described below.

The first is a Dont-Pass system. You bet one unit on the Dont-Pass and, instead of doubling when losing, increase your bet by one unit only. Then, when you win, start decreasing your bets by one unit until you are back at one unit again. For example, if you lose the first two Dont-Pass bets, your third bet on the come-out would be for three units. If you win, the next bet would be for two units. Then one unit. If you win again, stay at one unit until you lose again.

A more interesting system is to bet on the field, again starting with one unit and increasing your bets by one unit when you lose. The interesting part here is that you will eventually win on a 2 or 12 which pays at least double.

The advantage to using these modified Martingales is that you will be ahead, eventually, instead of breaking even. If, for example, your unit is $10 and you lose your first four bets, you will be down $100 ($10 + $20 + $30 + $40). Your fifth bet will be for $50, and if you win, you are now down only $50. If you win the next four bets, ($10 + $20 + $30 +40) you ll be ahead by $50! And if you are betting on the field and happen to hit a 2 or 12, you will be even more ahead!

If you are betting on the field, try waiting until a seven rolls and a point is established before you start betting. Then, make bets for the next four rolls only, or if the point is made. Then, wait for another seven and come-out, and start betting where you left off.

Try these systems out first online at a free site. ( has a FREE craps game.) See how well they work! Then go to a casino with low table limits and try betting $1 units. When you win $20, increase your unit to $5. When you win $50, increase your bet to $10 and really make some money!

Pssst…! Now you know the secrets of Martingale systems!

(c) 2005 by Larry Edell

Read About Arachnid’s Mesh, Because You May Have Never Seen It’s Poison and Skill Damage in Diablo 2

Arachnid Mesh is a unique Spiderweb Sash (notice the wordplay going on there?). It is a popular belt for casters due to several of the mods on it.

The Stats:

Defense: 119-138

Minimum Strength: 50

Level Requirement: 80

+90-120% Enhanced Defense (varies)

Slows Target By 10%

+1 To All Skills

+20% Faster Cast Rate

Increases Maximum Mana 5%

Level 3 Venom (11 Charges)

Slows Target By 10%

This mod is supposed to reflect the belt’s relationship to spidewebs.

Although Arachnid Mesh is more of a caster’s belt, this mod only works when engaged in melee, or attacking with a ranged weapon, hence requiring a target.

+1 To All Skills

While +1 To All Skills is great for every class and every build, it benefits casters the most, because they have to rely on their Skills to do damage, as compared to melee characters who can depend on the strength and power of their weapons.

A +1 to All Skills not only increases the caster’s primary attacking Skill by 1 level,but may also improve any synergistic Skills, boosting the power of the primary attacking Skill even more.

+20% Faster Cast Rate

This is the mod that all casters want on their equipment. Being able to casts spells quicker makes a lot of difference in the world of Diablo 2, as the quicker you can cast your spells, the quicker your enemies die.

Increases Maximum Mana 5%

Yet another mod on the Arachnid Mesh that is attractive to casters. The more Mana you already have, the better this mod works.

Level 3 Venom (11 Charges)

Venom is an Assassin Skill that deals Poison damage. A Level 3 Venom does 90-110 Poison damage.

One thing to note about Venom is that it caps the poisoning duration to 0.4 seconds. That means that if your Skills and items do a total poison of damage of 700 over 10 seconds, but you use Venom, then you would now only do 28 damage over 0.4 seconds, and if you want to inflict more poison damage, you have to successfully hit the target again, and inflicting another 28 damager over the following 0.4 seconds. Therefore, Venom prevents long term poisoning, and you would have to constantly hit the target every 0.4 seconds to get the full 700 over 10 seconds poison damage.

So while Venom does generally good poison damage, if you want your poison to last longer (and thus prevent monster regeneration rates from rising above 0 over a longer time frame) then you should try to avoid triggering Venom or just avoid items with Venom triggers.


Arachnid Mesh has one drawback: it lacks any bonuses to Resistances. Otherwise, it is a good caster belt. It is also has a very, very low drop rate, making it hard to find. There are Diablo 2 players who have never seen an Arachnid Mesh drop in the game. If you are really gung ho on getting an Arachnid Mesh for your caster, you might consider doing Mephisto Runs in Hell Difficulty over and over again, as it appears that Mephisto in Hell has a higher chance of dropping Arachnid Mesh (still very, very low though) compared to other Bosses and Uniques in the game.