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Old Mar 09, 2005, 06:57 PM // 18:57   #1
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Default Build review : A case for the E/W over W/E (maybe??)

Rex has posted quite an exhaustive (sorry) post on the W/E, and as far as I can remember, also noted that an E/W is hard to get airborne, as you basically need at least 4 skills.

Here is an attempt to make it work. Note that I did not really consider the energy flow right now. If I felt the mana was too slow, I would probably go higher on EStorage and go ERenewal possibly?

Posting a few examples, and giving my comments;

Note that the core of the build is Conjure Frist, aided by Blurred vision and Frenzy. BV and Frenzy will cancel eachother out (double damage, 50% miss). Adding AoFrost, I am on the positive side. -10 to fire with +14fire armour. shrug.

BUILD I
First, the E/W (water)
I chose Water, because they seem to have a lot of utilty, and a built in Hamstring to boot in their spells

Class: Elementalist / Warrior
Attributes: (cost)
Energy Storage: 10 (61)
Water Magic: 11 (77)
Swordsmanship: 10 (61)

1) Frenzy (availability) - (5,0,4) For 8 seconds, you attack 35% faster but take double damage.
2) Hundred Blades (availability) - (5,0,8) Swing twice at target foe and foes adjacent to your target. You deal 75% damage with each hit.
3) Water Trident (availability) (elite) - (5,1,3) Send out a water trident at target foe. Water Trident strikes for 54 cold damage if it hits. If it hits a moving foe, that foe is knocked down. This is an elite skill.
4) Conjure Frost (availability) - (10,1,60) Lose all enchantments. For 60 seconds, your attacks strike for an additional 12 cold damage.
5) Aura of Restoration (availability) - (10,1,20) For 60 seconds, you are healed for 317% of the energy cost each time you cast a spell.
6) Water Attunement (availability) - (10,2,60) For 53 seconds, you are attuned to water. You gain 30% of the energy cost of the spell each time you use Water Magic.
7) Blurred Vision (availability) - (15,1,20) For 17 seconds, target foe and nearby foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks.
8) Armor of Frost (availability) - (5,1,45) For 27 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.

I would probably wear that +14 Fire armour, to cut the AoF negative bonus to -10.


BUILD II
Am also considering to drop AoR alltogether and the Attunement: Note that I bring Sever Artery. It is one of the best DPS weapon attacks in the game (6 DPS). It also paves the way for Gash or similar pleasant additions to the target.

I also "had" to pump EStorage to 10, I just did not have any other attributes to put points in. Sounds stupid, doesnt it?? I could go 7 ES and 8 Tactics to get a better shield maybe. I am not so bothered with the ES stats really..what you need all that mana for anyway?

Attributes: (cost)
Energy Storage: 10 (61)
Water Magic: 11 (77)
Swordsmanship: 10 (61)

Total attribute points used: 199/200


Skills:
1) Sever Artery (availability) - (4a,0,0) If this attack hits, the opponent will begin bleeding for 18 seconds, losing health over time.
2) Hundred Blades (availability) - (5,0,8) Swing twice at target foe and foes adjacent to your target. You deal 75% damage with each hit.
3) Frenzy (availability) - (5,0,4) For 8 seconds, you attack 35% faster but take double damage.
4) Conjure Frost (availability) - (10,1,60) Lose all enchantments. For 60 seconds, your attacks strike for an additional 12 cold damage.
5) Shard Storm (availability) - (10,1,10) This projectile strikes for 65 damage and slows the target's movement for 5 seconds.
6) Glyph of Energy (availability) (elite) - (5,1,15) Your next spell costs 20 less energy to cast. This is an elite skill.
7) Blurred Vision (availability) - (15,1,20) For 17 seconds, target foe and nearby foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks.
8) Armor of Frost (availability) - (5,1,45) For 27 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.

Blurred Vision+Frenzy cancels each other out.
AoFrost helps a bit, make sure I bring that +14 pyro-armour.

Glyph is there to make sure the BV stays up; Shard storm is (65+13) DD and built in slow.

I think maybe I like this one the best..Would be fun to use Erenewal but I do not have a 5 mana instant recycle to use.. :/

BUILD III
The W/water El, (did not look at Rex'es W/ElWater now, made my own, not sure how it compares)


Class: Warrior / Elementalist

Attributes: (cost)
Strength: 0 (0)
Swordsmanship: 11 (77)
Water Magic: 11 (77)

Total attribute points used: 154/200


Skills:
1) Sever Artery (availability) - (4a,0,0) If this attack hits, the opponent will begin bleeding for 19 seconds, losing health over time.
2) Frenzy (availability) - (5,0,4) For 8 seconds, you attack 35% faster but take double damage.
3) Hundred Blades (availability) - (5,0,8) Swing twice at target foe and foes adjacent to your target. You deal 75% damage with each hit.
4) Final Thrust (availability) - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 29 more damage. This damage is doubled if your target was below 50% health.
5) Shard Storm (availability) - (10,1,10) This projectile strikes for 65 damage and slows the target's movement for 5 seconds.
6) Conjure Frost (availability) - (10,1,60) Lose all enchantments. For 60 seconds, your attacks strike for an additional 12 cold damage.
7) Blurred Vision (availability) - (15,1,20) For 17 seconds, target foe and nearby foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks.
8) Glyph of Energy (availability) (elite) - (5,1,15) Your next spell costs 20 less energy to cast. This is an elite skill.

The glyph is there to make sure BV stays up. PPl say that warriors are the last to be targeted. If so consistantly, I would probably use the Glyph to ..well...do something nasty?? Bring Cleave instead (axe??). Dunno. Still, BV allows Frenzy to be cancelled out all by itself. That is fancy. But it costs me the Elite and 2 slots..However, if I am not under melee attack, for example if I attack casters, I can toss in a heavy DD/AOE with the 20 manasaver.

BUILD IV
As a comparison, we have the Abominable Snowman from the last show, which goes W/E;

1) Mighty Blow - (7a,0,0) This attack deals 26 more damage if it hits.
2) Hammer Bash - (6a,0,0) Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
3) Belly Smash - (5,0,30) If this attack strikes a foe who is on the ground, the resulting dust cloud will blind nearby foes.
4) Healing Signet - (0,2,4) You gain 92 health. You take double damage while using this skill.
5) Water Trident (elite) - (5,1,3) Send out a water trident at target foe. Water Trident strikes for 50 cold damage if it hits. If it hits a moving foe, that foe is knocked down. This is an elite skill.
6) Conjure Frost - (10,1,60) Lose all enchantments. For 60 seconds, your attacks strike for an additional 17 cold damage.
7) Frozen Burst - (15,1,30) Foes adjacent to you are struck for 65 cold damage and are slowed for 9 seconds.
8) Glyph of Lesser Energy - (5,1,30) Your next spell cost 15 less energy to cast.

Makes me wonder if he got the mana to use that Trident to much..I dont know.

SUMMARY
Anyway, would my third E/W build have a chance, as it looks above. I think its the one I liked the best. He will drown in mana (?) so I would have to use those shards rather often maybe? Or his Frenzy would burn 5 mana each say 10 seconds = 50 mana/minute. Quite a bit. And the 100Blades too a bit..I guess I need that Glyph to fuel BVision.

Last edited by torry; Mar 09, 2005 at 09:22 PM // 21:22..
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