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Old May 24, 2006, 07:55 PM // 19:55   #141
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maybe if you play the game instead of reading thread of how they suck and you will find there is not big probrem.

When a warrior hit is eviscerate button mean he aready have past some time to build adrenaline , against good team this may even mean 15+ second time.

plus the hit may miss , blocked , the target can kite etc etc.

stop using number for saying elementalist suck.

when i play HA or GvG i always take some elementalist to help with damage and support.

A elementalist damage is much more reliable then warrior damage.

a elementalist may get interupted that true , but the warrior can get blinded , kited etc etc.

They do different kind of damage. STOP

No one say the elementalist have to do more damage in number then other. maybe you get it from the manual or box. but in the box there also wrote harmstorm is deadly combination.
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Old May 24, 2006, 08:06 PM // 20:06   #142
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Quote:
Originally Posted by Mandy Memory
Double dragon @ 18 = 133 * 2 (Assuming this is your start skill and you used the glyph)
Fireball @ 16 = 119
Flame burst @ 16 = 127
Inferno @ 16 = 142
Meteor @ 16 = 119

Anyways...Double dragon & any 2 other skills will deal ~450 aoe.

Of course 101 is standard warrior armor with an of defence mod and a shield.
That mighty 142 turns into a managable 69.

So really
65 * 2
+ 58
+ 58

Your 500 damage turned into a measely 246 that takes place over ~5 seconds. Good luck convincing the monk to not heal.

Also, warriors have penetraiting blow...which they can use a lot faster than orb. (Did anyone mention orb misses 75% of the time due to sparatic movement of everything)
a warrior suffer much more due sparatic movement.

anyway

from the 110(deep wound apart) damage of eviscerate only 42 is armor free.
plus you can deal 110 damage only if you get a critical hit. who is certain only if the foe is running away from you.
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Old May 24, 2006, 08:30 PM // 20:30   #143
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Quote:
Originally Posted by lishi
When a warrior hit is eviscerate button mean he aready have past some time to build adrenaline , against good team this may even mean 15+ second time.
Elementalists don't exactly cast instantaneously, either.

Quote:
plus the hit may miss, blocked, the target can kite etc etc.
That's true of any attack that actually has to hit to deal damage. Anything that's not health stealing or direct damage can be missed, dodged, or blocked. And what do you know, that precludes most elementalist skills.

Quote:
stop using number for saying elementalist suck.
What the hell are we supposed to use? I'll stop using numbers to do that when you stop using words to defend them. Deal?

Quote:
when i play HA or GvG i always take some elementalist to help with damage and support.
Support, eh? Yeah, they're great support. Blind, snares, wards, good ol' heal party spam... But they don't do damage. The manual tells me, hell, the in-game NPCs tell me, if I throw around meteors and lightning, I'll deal a load of damage. Unfortunately, that's not true. Either increase the damage potential or stop telling people it's there.

Quote:
A elementalist damage is much more reliable then warrior damage.
A warrior can deal consistent damage with no skills. Can you say the same of an elementalist?

Quote:
a elementalist may get interupted that true , but the warrior can get blinded , kited etc etc.
That proves nothing. Anything can be shut down; the point is how dangerous it would be to not shut down the other player. A warrior, if not shut down, will easily do 2000+ damage per minute on a consistent basis. Elementalists can do that much... if they have 8 or 9 pips of energy regeneration. Which, coincidentally, they don't.

Quote:
They do different kind of damage. STOP
Yeah, and elementalists do less of it.

Go read the great work done here:
http://www.guildwarsguru.com/forum/a.../t-113319.html,
because you don't seem to be working with all the facts.
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Old May 24, 2006, 08:36 PM // 20:36   #144
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If Elementalists are a support class, then add some damn support skills.

I understand there's ward, snares, blinds, but there's like 5 support skills that are actually good. The fire line has NO support skills at all. Please do not say AoE will make a warrior run from your monk, it doesn't make me run, it does like 10 damage per hit when I play warrior.

Last edited by Hurricane; May 25, 2006 at 04:45 PM // 16:45..
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Old May 24, 2006, 08:36 PM // 20:36   #145
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Character: Tongloid Tarthwood
Guild: The Obsidian Phoenix
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point proven
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Old May 24, 2006, 08:43 PM // 20:43   #146
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Originally Posted by Priest Of Sin
I dunno, I seem to get tunderclapped+lightning striked+lightning orbed+that evil skill that knocks me on my butt to death when i try to take the ele shrine with another warrior. And eles do NOT need better armor.
Lacking proper support from the rest of your team does not constitute a profession being in balance. As far as the armor commentary is concerned, ask yourself the following. Why do rangers have the best armor against elementalists? Then examine how elementalist armor has bonuses to AL against elemental damage, with the exceptions being to the newly introduced armors with +health and +physical damage bonuses. I found the latter to be amusing since monks always had that option before.

One of the questions that arise is, "what profession is the ele designed to counter?" It is clear that at least 4 of the core professions have different design options that are meant to counter one, or more, of the other core professions. This conclusion can be derived from different aspects such as armor and skills available. Some would argue that the elementalist should be parrallel to the warrior damage capabilities, while others would argue that elementalists should be the raw force that can stop the warrior dead opposed to disabling which are other professions' specialty.

The problem is that the elementalist does neither at the same time and players have been forced to become creative to make the profession useful by blending in the energy storage, with energy recovery, and exploiting the deep options of the secondary professions more "spamable" skills.

Quote:
Originally Posted by Priest Of Sin
They have more energy than any other class, and if they had the armor of a warrior they'd be unstoppable. Consider it for a moment. You're getting obsidian flamed to death, you move in, try to kill the mo-fo that is doing that to you, and HE JUST WON'T GO DOWN, because you're doing like THREES to him. And if that wasn't frustrating enough, lets view the scenario with a whole team of them.
The ratio of cost versus recovery time is more important than total pool of energy available. This is why expertise is far superior to energy storage in every possible instance. As for the commantary following that, i guess you dont know what enchantment removal is. If you were insinuating that the ele class's natural armor goes up to the 200+ level, then i think you have other issues to deal with or play an assassin too much.

Quote:
Originally Posted by Priest Of Sin
Eles are a SUPPORT class, not a primary damage class. Get over it, stop whining.

(however, the ele exhaustion is just stupid. Remove exhaustion or make less of it plz Anet)
Its only playable as a support class. Its strange though, considering from a design perspective, to give a "support class" 109 skills where only 16 of them affect other people and are not based upon damage. You can extend that number slightly further including the water snares that deal damage by another 5 skills and adding in envenerating charge, gust, and ash blast for a total of 24 possible "support skills". It is ignoring how many of those are eliete skills and could not be used together on the same bar, assuming ether prodigy wasnt taken anyway. This is excluding energy management as every energy based profession works that into a build to help its longevity. It is rather silly to state that the class was designed to support given the skill selections and their effects. The elementalist is a support class given the nature of monk spells, particularly heal party, combined with ether prodigy.

I also find it amusing, since your previous gross misinformation was attempting to support elementalists as damage dealers and now you do a 180 degree turn on that position. Do everyone a favor and just walk away, because it really doesnt sound like you understand what you are talking about.
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Old May 24, 2006, 08:45 PM // 20:45   #147
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E are an offensive support class. As it is already, they can be effective if the target is under a Guardian or Aegis, and the W or A can't get through, whereas the Meteor or Mind Freeze of the E would devastate it. That's why they work so well in combination. even if you say they deal less damage, as it's a different kind of damage, it forces the enemy Monks to take more skills to protect from those different kind of damages.
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Old May 24, 2006, 08:50 PM // 20:50   #148
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Originally Posted by Arx Baron
E are an offensive support class. As it is already, they can be effective if the target is under a Guardian or Aegis, and the W or A can't get through, whereas the Meteor or Mind Freeze of the E would devastate it. That's why they work so well in combination. even if you say they deal less damage, as it's a different kind of damage, it forces the enemy Monks to take more skills to protect from those different kind of damages.
Protective spirit is fairly universal for damage protection originated from a monk. This single spell neuters the ele's ability to deal damage more than anything else in the game. Yes, it can be removed, but monk spells recycle faster than the majority of enchantment removal available and even then 1 reversal of fortune still stops the bulk of elementalist based single large packet damage.
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Old May 24, 2006, 09:39 PM // 21:39   #149
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Originally Posted by Buoyancy
You kill them slower than the warrior would. You kill them incredibly slower than spiteful spirit would. I told you to go read Ensign's "Why Nuking Sucks" thread, and since you obviously hasn't, I'm going to treat you like the ignorant child that you apparently are for the rest of this message.
Haha, I'm not reading some unlinked 25 page monstrosity just because you have apparently made it your Holy Nukie Bible. Throw us a link to it and maybe we will read some of it (or maybe all of it if it's less insulting and patronizing than your tone).

I have yet to see any compelling arguments that truly show Elementalists to be significantly underpowered and unequal of other classes. They have ways to get through armor if they want, ways to buff their own armor, ways to make spells against them fail, ways to help protect the party, ways to deal AoE affects to clumped up enemies in PvE, ways to KD, ways to condition, a large energy pool to play with and spells that significantly boost their energy regen, speed buffs, damage buffs, etc. etc. etc.

You throw me a bunch of numbers and say "Elementalists don't do enough damage to Warriors" and I say to you have you ever been a Mesmer getting hit by Chain Lightning or a Lightning Orb? It freakin' hurts. A Warrior hit with Weaken Armor and a max dmg Fireball? Guess what, that hurts too.

I honestly don't know what you would suggest they do to Elementalists that wouldn't just instantly overpower them. No exhaustion? Hello Echo-Obsidian Flame build. Faster casting & recharge times? C'mon, that's the downside to being able to have 4-5 spammable 50-120 damage spells on your bar. More energy? My PvP ele has a pool of about 100 energy with a weapon set to switch to that will protect about a third of it from E-denial. How much energy is enough? You say a Warrior or Ranger can attack all day long without wasting energy? That's what the Flare type spells are for.

What do all you complainers want that would even be close to reasonable?
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Old May 24, 2006, 10:36 PM // 22:36   #150
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Haha, I'm not reading some unlinked 25 page monstrosity just because you have apparently made it your Holy Nukie Bible. Throw us a link to it and maybe we will read some of it (or maybe all of it if it's less insulting and patronizing than your tone).
If you're not going to research what you say, how can you have any ground in this arguement? I can easily say that, let's use an extreme and ludicris example, WW2 never happened, and say "blow me" when someone throws me a history book, but then of course no one would take me seriously.

Quote:
That's what the Flare type spells are for.
Read the first post please, if nothing esle.

Quote:
have yet to see any compelling arguments that truly show Elementalists to be significantly underpowered and unequal of other classes.
You have just been given the 25 page compelling arguement which proves they are unequal and underpowered in terms of pressure damage, , you just haven't bothered reading it.

Last edited by DieInBasra; May 24, 2006 at 10:41 PM // 22:41..
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Old May 24, 2006, 11:07 PM // 23:07   #151
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Elementalists don't exactly cast instantaneously, either.
building 8 hit of adrenaline = 2 second cast time?
Quote:
That's true of any attack that actually has to hit to deal damage. Anything that's not health stealing or direct damage can be missed, dodged, or blocked. And what do you know, that precludes most elementalist skills.
most of elementalist damage cant be dodge , half other is projectile.
Quote:
What the hell are we supposed to use? I'll stop using numbers to do that when you stop using words to defend them. Deal?
different kind of damage mean the comparison of number are not good


Quote:
Support, eh? Yeah, they're great support. Blind, snares, wards, good ol' heal party spam... But they don't do damage. The manual tells me, hell, the in-game NPCs tell me, if I throw around meteors and lightning, I'll deal a load of damage. Unfortunately, that's not true. Either increase the damage potential or stop telling people it's there.
they cant do a good spike of damage when needed(spike or for finish the target). and offer good support damage.

Quote:
A warrior can deal consistent damage with no skills. Can you say the same of an elementalist?
a warrior can deal a consistent damage with no skill agaist a pratice target. real target can move , heal etc etc. the damage is reduced consistently.


Quote:
That proves nothing. Anything can be shut down; the point is how dangerous it would be to not shut down the other player. A warrior, if not shut down, will easily do 2000+ damage per minute on a consistent basis. Elementalists can do that much... if they have 8 or 9 pips of energy regeneration. Which, coincidentally, they don't.
a warrior if not shoutdown can make 2000+ damage for minute(agaist real team i say more like 1000) who can be healed or protected easly watching the warrior target.

a elementalist if not interupted can finish a target or heal the team for a lot of damage.
Quote:
Yeah, and elementalists do less of it.

Go read the great work done here:
http://www.guildwarsguru.com/forum/a.../t-113319.html,
because you don't seem to be working with all the facts.
i read that thread when it was 5 pages.

the probrems is not if warrior do more damage then elementalist(who i'm not sure on real against real team)

the probrem is they are balaced?

IMO yes.
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Old May 24, 2006, 11:14 PM // 23:14   #152
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the probrems is not if warrior do more damage then elementalist(who i'm not sure on real against real team)
If you didn't get it after reading 5 pages, you think you might have after seeing the Finals. Name one elementalist that was used for constant damage. You can't. Water was used for snares, and Air was used for spike assist. That's it. The only damage dealers were warriors.


Quote:
the probrem is they are balaced?
If a elementalist bent on constant damage is not even a possibility, there is an imbalence, at least in that respect.
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Old May 24, 2006, 11:43 PM // 23:43   #153
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different kind of damage mean the comparison of number are not good
So false it's not even funny. Damage is used to kill. That is all it is there for. Whether its 'magic' damage or 'shadow' damage or 'holy' damage or 'your adjective here' damage, it's sole purpose is Health depletion. Numbers mean everything. The higher the number associated with that damage skill, the better it accomplishes its one and only true goal: killing things. Elementalist skills that only do damage, or that do damage with a subsequent effect that is considered as good as damage (burning), are only as good as their numbers indicate, because that is as effective as they are at accomplishing your goal in using them.

(If you're talking about different kinds of secondary effects, then you may have a point. But damage is only damage, regardless of descriptive modifiers.)
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Old May 24, 2006, 11:58 PM // 23:58   #154
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Originally Posted by Beat_Go_Stick
Haha, I'm not reading some unlinked 25 page monstrosity just because you have apparently made it your Holy Nukie Bible. Throw us a link to it and maybe we will read some of it (or maybe all of it if it's less insulting and patronizing than your tone).
I'm not sure why you're proud of the fact that you're ignorant and have refused to do basic research about the topic you're debating. Anyways, the thread is located at: Why Nuking Sucks

Quote:
You throw me a bunch of numbers and say "Elementalists don't do enough damage to Warriors" and I say to you have you ever been a Mesmer getting hit by Chain Lightning or a Lightning Orb? It freakin' hurts. A Warrior hit with Weaken Armor and a max dmg Fireball? Guess what, that hurts too.
And guess what. It hurts less than eviscerate+executioner's strike.

Quote:
I honestly don't know what you would suggest they do to Elementalists that wouldn't just instantly overpower them. No exhaustion? Hello Echo-Obsidian Flame build.
Actually, that would be a good start towards balancing their squishiness with their current lack of damage capability.

Quote:
Faster casting & recharge times? C'mon, that's the downside to being able to have 4-5 spammable 50-120 damage spells on your bar.
They definetly need faster casting and recharge times. After all, even the best elementalist damage over time currently falls behind the best warrior damage over time.

Quote:
More energy? My PvP ele has a pool of about 100 energy with a weapon set to switch to that will protect about a third of it from E-denial.
And that energy buffer is absolutely useless once you've spent it. Are you expecting your opponent's to be so incompetent that they can't manage to survive through the roughly 400 damage that 100 energy will provide an elementalist?

Quote:
How much energy is enough? You say a Warrior or Ranger can attack all day long without wasting energy? That's what the Flare type spells are for.
Flare spam requires 8 pips of energy regen to maintain, and causes no more damage than an autoattacking warrior.
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Old May 25, 2006, 12:41 AM // 00:41   #155
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Originally Posted by Rhunex
Hey, stop hatin' lightning orb.
I have a definite love-hate relationship with that skill. The packet size and recharge are nice, but it really does cost too much for the effect, and the accuracy, particularly at long range, is something that drives me to tears at times. It is a skill that, everything being equal, I would not run.

Except there is *nothing* else to run on an air guy. For all of its faults, you absolutely need to have Orb on your bar if you want to even pretend that you can threaten a kill. Otherwise you're just a walking decoy, and that's just awful.


Quote:
Originally Posted by Rhunex
If you base your entire argument vs. eles on lightning orb than it's kind of sad.
The argument against eles (if it hasn't been reiterated enough, strictly as damage dealers) comes to bear on Lightning Orb fairly often because for all of its faults, Orb is one of the better DDs available. If you're not talking about Lightning Orb you have to look at skills like Lightning Hammer or Shock Arrow and that isn't going to get you anywhere.


Quote:
Originally Posted by Rhunex
you obviously haven't seen a good elementalist in action, PvE or PvP, elementalists can be useful.
I have seen an awful lot of elementalists, and a few exceptionally good ones (I make a point of watching Dan Jang play ele through obs mode, he's an outstanding player). Played right, they are indeed very useful characters. I would know. But they are not *offensive* characters. The job of a well-played ele is somewhere around 80-90% defense. Once you realize that you're a fancy monk that can toss an Orb when it's called for, you can start playing the class well.


Quote:
Originally Posted by Rhunex
Just a few examples, in PvP, air eles can be good vs. warriors. Obviously blind, along with the armor penetration does wonders vs. the high armor class of warriors.
Your game against warriors starts and ends with Blinding Flash. That's not to knock the gameplan because Blinding Flash will frustrate a warrior to tears if he can't get it pulled off.

Armor penetration most certainly does not even things out against heavy armor. Sure it removes a larger chunk of armor from a heavily armored target, but a heavily armored target has *much more armor to begin with*. That a warrior only has ~30 more armor than a softie against your spells instead of ~40 really doesn't amount to much. Your DD is still poor to begin with, and their damage reduction from armor is way more than neccessary to keep you from being able to kill them. You can't kill them through a competent Healing Signet.

The value of an air elementalist against a warrior is that he can effectively prevent him from making any progress in killing NPCs, and can survive for a substantial amount of time (~2 minutes) without support against a physical. The only risk the warrior suffers, however, is his own stupidity.


Quote:
Originally Posted by Rhunex
I'm not going to tell you how though, because I don't share my builds with n00bs
Quote:
Originally Posted by Rhunex
My basic point, is that an elementalist with decent skills(not one who spams lightning orb or meteor shower or stone daggers or flare or w/e) can keep the heat on the enemy.
I am always encouraged by people who state explicitly that they have no intention of backing up their points. You don't even have to refute them, you just point it out and they're discredited.


Quote:
Originally Posted by Buoyancy
Actually, you would need the math class. Armour penetration makes spells work better against targets with low armour than targets with high armour.
It actually creates a bit of a curve on raw added damage dealt - obviously armor penetration does nothing against 0 AL, but against high AL the added damage becomes trivial because it's still being reduced so thoroughly. Somewhere in between you reach a point where armor penetration is maximally effective at adding raw damage.

With the way Guild Wars rounds numbers, the AL against which 25% armor penetration is maximally effective is 61.


Quote:
Originally Posted by Arx Baron
E are an offensive support class. As it is already, they can be effective if the target is under a Guardian or Aegis, and the W or A can't get through, whereas the Meteor or Mind Freeze of the E would devastate it.
This is half right. If the target has block effects up and you have a build with a meaningful physical component, it is unlikely that they are going to die, ele or no ele. On the other hand, if those block effects are not present a Meteor or Mind Freeze (not that I'd run it but still) become rather effective because they are strong mes effects - they will hold your target in place long enough for your warriors to unload their adrenaline and your assassins to use their combos.

My favorite 'spiking' skill with an elementalist is Ice Spikes, because it contributes a non-trivial amount of damage, but more importantly snares a target for 5-6 seconds, which effectively deals *more* damage from the extra hits my warriors will get in. It's similar to why Shatter Enchantment is such a strong spiking skill, in addition to dealing a good amount of damage the Shatter will likely pull off some prot that would have prevented more warrior damage, effectively increasing the damage on the target.

In other words the warriors are always the vehicle for damage, but the right kinds of support make them significantly more dangerous.


Quote:
Originally Posted by DieInBasra
If a elementalist bent on constant damage is not even a possibility, there is an imbalence, at least in that respect.
It's only an imbalance if they decide that they want elementalists to be a damage profession. Clearly they're useful in some other roles that don't seem to upset the balance of the game. The elementalist 'problem', basically, is that they keep making all of these skills that have no real purpose other than dealing damage, enough of them that they clearly dominate the elementalist lines, and yet a vast majority of those skills are nigh-unplayable.

I would be mildly disappointed, albeit satisfied, if they just gave up and decided to make the ele a support class. Instead of giving us more Lightning Hammers and Shock Arrows, they could give us more utility spells like Windborne Speed and Blinding Flash and Gale, skills that people actually want to use. Then you'd have a profession that's more than a dozen skills deep.

On the other hand, if they want the elementalist to be an offensive class, and want to keep making spells that deal damage above all else, then those skills have an obligation in my mind to not be complete shit. If all the advertising for the game talks about elementalists dealing lots of damage, and the in game training tells people about elementalists dealing damage, and you put a bunch of spells in the game that serve no purpose other than to deal damage, then the profession had damn well better be able to deal damage.

Peace,
-CxE
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Old May 25, 2006, 12:48 AM // 00:48   #156
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1) Thanx undivine, your doing a good job holding off the masses

2)
Quote:
Quote:
A elementalist damage is much more reliable then warrior damage.

A warrior can deal consistent damage with no skills. Can you say the same of an elementalist?
This isnt even a point. Seriously, listen to yourself talk. WHAT are the main points of the defendant, blinding and MULTIPLE hexes. NO DUH (refrains) an ele doesnt do the same dps with a wand than a sharp metal object, WTF did u expect!?!?!?!?!? *breathes* comparing them, A TANK and an ELE are different classes. CAN ANY caster outdamage a war without using ANY SKILLS??? NO! i swear your not listening, at all.

3) Forget Spam spells. NOW. They suck, dont even TRY to compare to a sharp metal object of your choice. (i dont count lightning strike as a spam btw).

4) Just up all ele spell by like 50% and itd fix so many problems.....


Aw man, i wish i had gotten back to this thread earlier, SO many mistakes with what people are saying. When you play an ele for a year, like me, in PVP + PVE, you realize whats effective and whats not. AOE nerf, good idea IMO. And my first char = ele. I dont mind it. Have the spells that do DoT AoE arent worth it. I gave up on Fire magic a long time ago. Water and Earth are damage + support, all for the low cost of energy. REALLY.

Ele/A Earth
Shockwave {E}
Crystal Wave
Tenai's Crystals
Obsidian Flame
Deaths Charge
Earth Attunement/Armor of Earth
Ward Against Melee/Foes
Rez

Simple, good spike of over 300 damage, kill em with an obby flame or 2.

Ele/Necro

Shatterstone {E} OR Weaken Knees {E}
Ice Spikes
Shard Storm/Blurred Vision
Icy Prism (the signet interupt one)
Soul Barbs
Parasitic Bond/Incidous Parasite
----curses spell----blurred vision----Ice prison
Rez Sig

Also simple and does some OK damage, but its mainly a war shutdown.

Hmm... exhaustion spells: 1, 0. Spells more than 15e? Uh, no. Skills doing more than 100 damage a hit? 5... Dot 100+? 2... These are two builds i personally think are great.

ps: Meteor Shower, is one, if not worse, ele spell i have ever seen. Meteor is SO much more versatile and usefull.

My suggestions:

Meteor Shower: 25e, 1s, 45r
Hit for for (119) fire damage and KD them for 1 second. After the initial cast, for 2 seconds you recast meteor shower for no energy and hit target for (119) fire damage. You do this 1...4(5) times.

Post if you want me to explain better...

Last edited by Trylo; May 25, 2006 at 01:23 AM // 01:23..
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Old May 25, 2006, 12:51 AM // 00:51   #157
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Originally Posted by Hurricane
If Elementalists are a support class, then add some damn support skills.
Ice spikes, deep freeze, blurred vision, maelstorm, blinding flash, enervating charge, gale, shock, glimmering mark, meteor, meteor shower ....

There's a reason fire doesn't include many support skills - fire is primarily a damage attribute and includes more damage AoE spells than the others, what you're asking for is an overpowered "all in one" element.

Calling eles a support class is interesting, it reveals that the poster believes the metagame is between the monks, warriors and mesmers while eles, necros and rangers are along for the ride.

Last edited by pork soldier; May 25, 2006 at 12:57 AM // 00:57..
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Old May 25, 2006, 01:00 AM // 01:00   #158
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I'm very sorry to say this, but i doubt half the people arguing for a war have never tried a DECENT ele build. Fire doesnt count. at all. just wipe it from ur memory and look at some water hexing builds. Or earth spike support. Even some air spells are really worth it (Gust {E} is one of my new fav skills).
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Old May 25, 2006, 01:17 AM // 01:17   #159
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Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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I quit my pve ele for a couple reasons


1 he started to look like crap... i mean male aeromancer armor = batman in san francisco

2 energy storage seems cool, but once you use your energy you = screwed i didnt cap either prodigy yet...

3 if you are " the master of elements" than why can't you just summon a ring of fire around the enemy and smoke them to death

4 a lot of their skills may be cast in a certian time, but they don't actually activate that time

I think elemantalist should be one of the strongest damage classes, it should be feared enough that they will beat the junk outta us the first time a sin or something sees us. They should live in fear
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Old May 25, 2006, 01:18 AM // 01:18   #160
Desert Nomad
 
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Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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Quote:
Originally Posted by lishi
a warrior suffer much more due sparatic movement.

anyway

from the 110(deep wound apart) damage of eviscerate only 42 is armor free.
plus you can deal 110 damage only if you get a critical hit. who is certain only if the foe is running away from you.
Well everyone defending elementalists are saying that kiting is the best way to avoid damage. Kiting = moving = criticals. besides...60 AL = 100% damage. The 42 armor ignoring damage could very well hit armor, it wouldnt matter.
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