Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Reply
 
Thread Tools Display Modes
Old Jul 06, 2005, 06:36 AM // 06:36   #21
Desert Nomad
 
 
Join Date: Mar 2005
Location: Seattle, Washington
Profession: R/E
Advertisement

Disable Ads
Default

Air ele is boring, and so are rangers. So my guild decided to resserect the good ol' fire days! We got all the way to HoH, without really trying, and killed every team we ran into in seconds. Then in HoH, 2 of our 3 monks went afk. =( But it was so beutiful to kill the air, smite, and ranger teams, and everyone else. :P
Lews is offline   Reply With Quote
Old Jul 06, 2005, 07:14 AM // 07:14   #22
Frost Gate Guardian
 
Join Date: Jun 2005
Guild: Leader of Communist Communist Revolution (CCR)
Default

Quote:
Originally Posted by Lews
Air ele is boring, and so are rangers. So my guild decided to resserect the good ol' fire days! We got all the way to HoH, without really trying, and killed every team we ran into in seconds. Then in HoH, 2 of our 3 monks went afk. =( But it was so beutiful to kill the air, smite, and ranger teams, and everyone else. :P
Amen to that. Is it the fragility mark build?
Vwoss is offline   Reply With Quote
Old Jul 06, 2005, 10:24 AM // 10:24   #23
Frost Gate Guardian
 
goldfinger's Avatar
 
Join Date: Apr 2005
Default

Quote:
Originally Posted by dbgtboy
nature renewal is only for enchantments, i am a healing monk and i rarely use enchantments because they are so easy to get rid of, so that nature ritual is useless on me, the only enchantment skill i have is healing seed.
pah, are you kidding me? Every disenchant has the LONGEST recoil of all time. Unless you pack yourself with disenchants (rend, strip, and shatter) you are only good for one, unless you rend but then you take a hoofing yourself.
goldfinger is offline   Reply With Quote
Old Jul 06, 2005, 10:33 AM // 10:33   #24
Frost Gate Guardian
 
Itbegins's Avatar
 
Join Date: Apr 2005
Location: A Van Down by the River
Guild: Best Rapper Ever[DMX]
Profession: Mo/E
Default

Air ele's are so ez i wish that aNet would take of the oppenent skill usage you see or put it so its only pve cause as soon as i see that air atune or light orb i take out my power block and other mesmer goodies for them Cry
Itbegins is offline   Reply With Quote
Old Jul 06, 2005, 10:39 AM // 10:39   #25
Krytan Explorer
 
Divinitys Creature's Avatar
 
Join Date: Apr 2005
Location: Somewhere between the Real World and Tyria ;P
Guild: The Gothic Embrace [Goth]
Default

Play to win
Divinitys Creature is offline   Reply With Quote
Old Jul 06, 2005, 10:45 AM // 10:45   #26
Lion's Arch Merchant
 
 
Join Date: May 2005
Location: England , Wiltshire
Guild: [mB] Mental Block
Profession: E/
Default

omg, aeromancers, thats all i see in arenas nowadays, what has happened to the world, RANGERS WILL BE NEXT, just you wait.... just your waaaiiittt!
Calnaion Blackhawk is offline   Reply With Quote
Old Jul 06, 2005, 11:35 AM // 11:35   #27
Wilds Pathfinder
 
Join Date: Apr 2005
Default

Quote:
Originally Posted by Itbegins
Air ele's are so ez i wish that aNet would take of the oppenent skill usage you see or put it so its only pve cause as soon as i see that air atune or light orb i take out my power block and other mesmer goodies for them Cry
And you alone shut down an air spike team, congratulation.

Why is everyone so mad at air spike teams? It is not easy to coordinate it right, of course it is also not terrible hard. But you need an organised team for air spikes to be good.

A spirit team needs less coordination, you need to fix your tactic before the battle start. So it is also not really hard to play a spirit team.

Trapper are harder to play, you need coordination (like the air spikes). What about the 8 W/Mo Builds? Also only a little coordination is enough.

And for shutting down a build: every build can be easily shut down by the right counter build - but you can't take all counter-builds with you, so you need a balanced team to fight all different builds...

I agree that there are too many aeromancers out there, so I'm considering switching to earth instead, but aeromancer isn't a bad class. Or do we whine because we got tired of whining about W/Mo?
Schorny is offline   Reply With Quote
Old Jul 06, 2005, 12:01 PM // 12:01   #28
Ascalonian Squire
 
Join Date: Jun 2005
Location: San Jose, CA
Guild: One Hitter Quitters
Profession: Rt/
Default

I don't think you can really call air eles "noobs" yes there are a lot of air ele, however there are some insanely good air eles out there. Our guild was formed using air ele before all the counters to air were out there, and i can say that some of the eles in our guild are some of the most talented air eles i've seen in GW. It's not really just the lightning spells it's other things as well such as figuring out when to use interrupts and such that make them so talented. A lot of the classes in the game consist of pressing T, 1, 2, 3, or whatever skills you have, but there are also special skills for every class that take a little more talent to use.

Anyway... back to my original point, not all air ele are noob just because a lot of people play them. A lot of people play ranger poorly but i have really gotten owned by some people who know how to play a good ranger build. Most of the "spirit spam" builds don't work because they are just newbies who don't even know how spirits work. I've actually had a group come into halls and put fertile seasons down for my team while we were holding the altar. It's the same for air eles. I'll put spellbreaker on the target, and have had the team stay on the target for the whole duration of spellbreaker and just keep trying to cast on it. Each class can be used effectively if you have skilled players using it.
smgzor is offline   Reply With Quote
Old Jul 06, 2005, 12:44 PM // 12:44   #29
Lion's Arch Merchant
 
IxChel's Avatar
 
Join Date: Apr 2005
Location: http://sof-guild.com/
Guild: Servants of Fortuna
Profession: Mo/R
Default

up-ris-ing (n)

an organized opposition intended to change or overthrow existing authority; a conflict in which one faction tries to wrest control from another; popular revolt against a constituted government or its policies; a rebellion, revolt, revolution or insurgency
IxChel is offline   Reply With Quote
Old Jul 06, 2005, 12:47 PM // 12:47   #30
Lion's Arch Merchant
 
Mumblyfish's Avatar
 
Join Date: Feb 2005
Location: Blighty
Guild: Kansas City Hotsteppers [KCHS]
Default

Quote:
Originally Posted by Schorny
A spirit team needs less coordination, you need to fix your tactic before the battle start. So it is also not really hard to play a spirit team.
Not so. Assuming you've got one Ranger primary knocking out Spirits, you're effectively down to seven players. If you hope to actually achieve anything, like killing people, you need to work well with your team and have a solid build, since you're effectively down one healer/damage dealer.
Mumblyfish is offline   Reply With Quote
Old Jul 06, 2005, 01:49 PM // 13:49   #31
Wilds Pathfinder
 
Join Date: Apr 2005
Default

Quote:
Originally Posted by Mumblyfish
Not so. Assuming you've got one Ranger primary knocking out Spirits, you're effectively down to seven players. If you hope to actually achieve anything, like killing people, you need to work well with your team and have a solid build, since you're effectively down one healer/damage dealer.
You really haven't understand my post. Please read it again. It is not about spirit-builds, it does not say 'every noob can win with a spirit team' or 'spirit teams are boring' in fact: it doesn't say anything about spirit teams, all it says is that in a certain light every build is 'easy'. But all of you should know that there is no 'easy way to win'.
Schorny is offline   Reply With Quote
Old Jul 06, 2005, 07:10 PM // 19:10   #32
Desert Nomad
 
 
Join Date: Mar 2005
Location: Seattle, Washington
Profession: R/E
Default

Quote:
Originally Posted by Vwoss
Amen to that. Is it the fragility mark build?
Fevered Dreams + fragility =)
Lews is offline   Reply With Quote
Old Jul 07, 2005, 10:46 AM // 10:46   #33
Frost Gate Guardian
 
Join Date: May 2005
Location: Colorado
Guild: Imperial Fist Guild Leader
Profession: W/E
Default

I like playing my Water Elementalists in random arenas. I tried the lightning build but overall, water had more effect as well as survivability in longer duels. I can see where an Air build is better for an organized team battle but for random arenas, it's water all the way. And to say... Water Trident with 16 in WM can actually spam out some pretty impressive damage, as well as knocking them down when they decide to run for it.

Water Magic - 12+1+3 = 16
Energy Storage - 12+1

Glyph of Elemental Power
Res Signet
Conjure Frost
Water Attunement
Water Trident {E}
Ice Prison
Deep Freeze
Armor of Mist

Basically, I start off by glyph elem, then conjure (always conjure first). Then glyph elem again to get water attunement. Then both glyph again when the first mob of enemies come in. Hit them with Deep Freeze. Then cast Ice Prison on main target. From there, spam Water Trident. If a warrior gets close, hit him with Ice Prison (when it recharges), then hit Armor of Mist, run away, turn and smack him down with water tridents as he gets up, follows, falls down, gets up, follows, falls down :P It's kinda funny. Armor of Mist and Ice Prison are great ways to put some space between yourself and a nasty warrior. I've found Water Elementalists are great for protecting your monk.
Lord Malikai is offline   Reply With Quote
Old Jul 07, 2005, 01:50 PM // 13:50   #34
Frost Gate Guardian
 
Join Date: May 2005
Default

Quote:
Originally Posted by Lord Malikai
I like playing my Water Elementalists in random arenas. I tried the lightning build but overall, water had more effect as well as survivability in longer duels. I can see where an Air build is better for an organized team battle but for random arenas, it's water all the way. And to say... Water Trident with 16 in WM can actually spam out some pretty impressive damage, as well as knocking them down when they decide to run for it.

Water Magic - 12+1+3 = 16
Energy Storage - 12+1

Glyph of Elemental Power
Res Signet
Conjure Frost
Water Attunement
Water Trident {E}
Ice Prison
Deep Freeze
Armor of Mist

Basically, I start off by glyph elem, then conjure (always conjure first). Then glyph elem again to get water attunement. Then both glyph again when the first mob of enemies come in. Hit them with Deep Freeze. Then cast Ice Prison on main target. From there, spam Water Trident. If a warrior gets close, hit him with Ice Prison (when it recharges), then hit Armor of Mist, run away, turn and smack him down with water tridents as he gets up, follows, falls down, gets up, follows, falls down :P It's kinda funny. Armor of Mist and Ice Prison are great ways to put some space between yourself and a nasty warrior. I've found Water Elementalists are great for protecting your monk.
Have you tried Ward against Harm yet? PM me with your results, as I am bored with air and have moved on to Earth, but ran outta skill points before I could unlock Water spells....
DarkAynjil is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
The quest for pink aeromancers Lykan Screenshot Exposition 46 Nov 18, 2005 12:49 AM // 00:49


All times are GMT. The time now is 10:52 AM // 10:52.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("