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Old Jun 28, 2005, 06:53 PM // 18:53   #21
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All about snaring? Water magic does some good damage with the added benefit of having snares when you cast most spells. Arcane Echo + Water trident coupled with other slowing spells can do more than just snare.
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Old Jun 28, 2005, 07:16 PM // 19:16   #22
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A tag-teaming Geomancer and Hydromancer can give awesome protection to a team, there is no doubt about it. And yes, a Geomancer can definitely tank, considering with the right combination of enchantments, they can hit 160AL or more.
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Old Jun 30, 2005, 02:54 AM // 02:54   #23
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and with both water and earth spells on you...

armor of frost 40
armor of earth 50
kinetic armor 30
armor of mist 30
obsidian flesh/ward against harm 20/45
ward against element 24
regular armor 60
180 vs regular
204 vs elemental damage

now that is not max... we just wish there is a spell that let transfer all damage to yourself while you have those on @_@ don't we love to dream after looking at this number?

anyway... water still got goot things going... but unlike other element, hydromancer need to rely on their 2nd class to reach their full potential. The number on the skill page usually turn people down... Don't be.
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Old Jun 30, 2005, 04:02 AM // 04:02   #24
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I play all types but to be honest I think Earth is the best just because you run up to a mob, cast protective spells to reduce your damage input, then knock all the foes around you down and follow up by dealing more massive damage to them. Its simply amazing. The only problem I have is that you lose energy too fast and some skills take too long to recharge. Water eles are all about speed. I dont know why since I would think thats what air eles were about. Many water eles have skills that slow you down and they have the best speed booster in the ele set. So what I think it is, is that water eles are set up to take on warriors, where you can slow them down, increase your armor, and run away. Then, if he is stupid enough, you repeat, dealing tiny bits of damage until he dies. HE wont hit you, but then in all PvP games, there is someone who will.

And the reason that you see a LOT of overly biased pyromancers out there is because, as has been said in here a couple times, the other elements just dont have any good skills until you get later into the game. By that time, most eles have found good fire boosting weapons, upgrades, runes and such. Its too much of a hassle to switch. What I did was I made a full pyro set of armor, with runes attached, then did the same for the other 3 elements. I am still in need of good weapons for all the other classes though because as was also said in here, its so difficult to actually find someone that is in need of those weapons.
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Old Jun 30, 2005, 05:51 AM // 05:51   #25
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Maelstrom.

The priest killer. The Josso slayer. The Willa the Unpleasant destroyer.

On a slightly more superficial note: Hydromancer armor looks the best and the spell graphics are the keenest.
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Old Jul 14, 2005, 07:25 PM // 19:25   #26
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(-Error-)

Last edited by Tengoku No Yushosha; Jul 14, 2005 at 07:27 PM // 19:27..
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Old Jul 14, 2005, 07:26 PM // 19:26   #27
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(-Just to bring this back -)
I'm using...
1:Ward Against Harm
2:Ice Spikes
3eep Freeze
4:Maelstrom
5:Glyph of Lesser Energy
6:Aura of Restoration
7:Water Attunement
8:Ressurection Signet

Bonus:People hardly wear Water Resistant things! Buahahahahaha!
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Old Jul 16, 2005, 08:06 AM // 08:06   #28
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This is my Pvp Water Elementalist build

Glyph of Elemental Power
Water Attunement
Conjure Frost
Water Trident
Deept Freeze
Maelstrom
Ice Prison
Res Signet or Armor of Mist or Ressurect depending on my secondary

I really like the way the Hydromancer can control the pace of the battlefield. Of course, spell up with glyph/conjure/glyph/attune. Then smack em with a Deep Freeze when they are cluttered out in front of you tabbing through your group. I really like to see a 4-8 man hit with deep freeze, it gives me a warm fuzzy feeling inside Then, when your group calls targets, hit him with a Ice Prison (In case he was not hit by slow from DF or it was removed). Then just spam Water Trident. Usually the target called is a monk and they run. We all know that. Thwap, water trident FtW!!!

Also a good build for protecting your monk when he/she is under assault from multiple warriors. Nothing like an area slow to help your healing buddy get away. Or if he is able to withstand the pummeling, throw Maelstrom on the group of meanies and laugh as they stand in it, ignorant of course in their furious attempt to kill your healer.

It's also good in random arenas. Throw in Armor of Mist and play the "haha you can't touch me game" while you water trident them to death.
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Old Jul 18, 2005, 06:20 PM // 18:20   #29
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I'm going hydromancer with my Ranger/Elementalist as soon as I get Ward Against Harm. Or Water Trident. Whichever comes first. I just got Marksman's Wager, so now I can be more of an Elementalist primary, but with better armor, and all the nifty Expertise skills like Throw Dirt and Whirling Defense, etc.
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Old Jul 19, 2005, 03:53 AM // 03:53   #30
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Quote:
Originally Posted by Rebeliel
What is this?

The thread has been going on for so long and no one has brought up the absolute best reason to become hydromancer. I am talking about the ward against harm. It's the skill that suddenly makes your casters as good tanks as warriors are. The first time i saw it in skill list i was like "wow, thats ridiculously good".

Last night i was leading a tombs group with one water ele. I asked him to take ward against harm. After some negotiating he did take it over the water trident. I didn't take a single warrior and we had "only" two monks, i was playing interruption mesmer. (Damn i hate people who go 3 monk unless one is smiter). Right at the start we lost one player, he got replaced by fighter hench who wasn't any usefull.

So we flawlessed some weaker teams and came to a king of the hill match. We rushed to the middle and with the ward we stayed the whole time alive against two teams attacking us the same time, one of the teams was a air ele spike build. Who says a team needs 3 monks? If you want to take it one step further you can bring ranger elite, greater conflagration. Instead of having like 28 bonus armor against things, you get over 50 bonus.

After these great games, our hydromancer dropped and we were devastated in the next fight.

The lesson is that the ward against harm owns. It is better than the two earth wards combined and that is a lot. Even the earth wards can easily decide a game, ward against harm does it even more clearly and you can even combine it with the earth wards for maximum effect.

You could go hydro/earth being secoundary mesmer and putting few points to energy storage. You could bring mesmer skills for energy management and to prevent being interrupted. You could then cast 3 wards. You could also ask a ranger to bring conflagration sprit and your team would be pretty much untouchable
Ok I want to make a hydromancer now
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Old Jul 19, 2005, 08:38 AM // 08:38   #31
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I play a W/E during PvE - was an Aeromancer but since getting to the Ring of Fire I've had this strange attraction to Hydromancy (use Armour of Mist and Frozen Burst or Shard Storm)...

I was doing more damage as a secondary Hydromance than the primary Pyromancer was doing (seemed to like firestorms - when asked he said it was doing 4 damage to the titan...)

If I did a Primary Elementalist, I'd probably go for a Hydro/Aero combination (Lightning Touch would be fun )
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Old Jul 19, 2005, 08:35 PM // 20:35   #32
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I have a Ele/Ranger right now that im sorry i went ranger on (the pet idea was intriguing in pre-searing and this was my first char). I always liked cold as an mage (from d2, dungeon siege, etc.) and wanted to make a hydromancer, i noticed that i was one of very few of such types but i didn't care, i liked it and i had fun, so i didn't do more damage, i was still doing enough and it was very good.

I don't have ward against harm yet but im in the south shiverpeaks now (have 3 chars past kryta and 2 ascended) and plan to make him a farmer E/Mo with water and smites, between ward against harm and armor of mist you have your defensive abilities, and throw in aoe spells such as frozen burst and symbol of wrath as well as retribution and such and it seems like it would work well.

But its nice to know that others have used water to great affect adn i look forward to getting ward vs harm once i find it (where is it again? :P)
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Old Jul 19, 2005, 09:03 PM // 21:03   #33
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Save yourself the time and don't use "water nukes" to farm. They just wont cut it, use fire.
Ward against harm is in the frozen forest.
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Old Jul 19, 2005, 09:21 PM // 21:21   #34
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Who carries ward against harm? I've noticed the Seige Ice Golems using it, but haven't found the boss yet.
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Old Jul 19, 2005, 09:29 PM // 21:29   #35
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Default the boss with ward against harm....

is in Frozen Forest and is a pinesoul boss. (Forgot his name.)
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Old Jul 19, 2005, 09:32 PM // 21:32   #36
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"Arkhel Havenwood"; from Xennon's site

Sounds right, I picked it up a day or two ago myself.
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Old Jul 19, 2005, 09:37 PM // 21:37   #37
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the boss is almost always located in the southern area ... leave from Thunderhead ... go south and try get to the southern middle of the map ... many guildies of mine has had to cap it there
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Old Jul 19, 2005, 09:44 PM // 21:44   #38
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Quote:
Originally Posted by free4all
Save yourself the time and don't use "water nukes" to farm. They just wont cut it, use fire.
Ward against harm is in the frozen forest.
fire doesn't have 'aoe around yourself' spells (afaik, i haven't used fire too much), and it also doesn't have protect self spells, and i can't spec water, AND fire, AND energy storage AND smiting to have great affect. Also not enough skill slots

EDIT: whoops i guess there are a couple fire aoe spells...i'll experiment with it but water still has all the nice defensive spells to keep you alive.

Last edited by Freddeh; Jul 19, 2005 at 10:10 PM // 22:10..
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Old Jul 20, 2005, 01:14 AM // 01:14   #39
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I mean find a good balance between water/fire if needed.

Fire has TONS of 'aoe around yourself' spells. Phoenix is amazing, there's inferno, lava font, and flameburst. Those are caster location based. Then there's meteor shower, firestorm, incendiary bonds, etc.
Fire packs large damage in an AoE. It will do a lot more damage than water cheaper. Maelstrom does like 25 per second, but for 25 energy and exhaustion. Wow, it interrupts spells, but if you are farming, you aren't going to want to be fighting monsters that cast spells.
Meteor shower on the other hand, does about 120 damage per meteor, for the same energy cost and exhaustion, and it will interrupt any action of the targets (knockdown).

You may go along farming with water, but you are severly hampered by water's lack of raw power. Sure, it snares, but for farming you want to pack huge damage.
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Old Jul 20, 2005, 05:00 PM // 17:00   #40
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Ummm thats why im going smites...
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