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Old Sep 29, 2005, 03:21 PM // 15:21   #21
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You're right about the quantity of snares in PvE; it's rarely as useful. That said; it's good to have many snares because many enemies don't always attack the tank (and some stay behind), so it's good to be able to snare many groups without having to wait all that long. And now that I've removed Deep Freeze, I really need to have multiple snares if I want to snare more than 2 targets at a time.

That said, there are rarely reasons to snare more than one target at a time. The damage is decent, though, so it's mostly for that.

It can surely be refined for PvE (maybe using some fire AoEs), but as it is, it's good enough for SF farming with a group of 4 (thanks to Maelström; already great for PvP, it's ultimate in PvE)

And for mantra of resolve... Well, I don't know; what would it accomplish? I mean; sure, it can allow me to cast through interrupts, but what good will it be if I don't have a good skill to stop that ranger from killing me anyways? Spirit Shackles at least did something to them as they kill me. There ARE ways with mesmers to kill Rangers (and ranger spikes), but I'd have to sacrifice so many skills to do so that I'd no longer be a Water Elementalist.

Last edited by Guizzy; Sep 29, 2005 at 03:47 PM // 15:47..
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Old Sep 29, 2005, 03:44 PM // 15:44   #22
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A very solid build. Playing to your secondary is hard due to efficiency issues like I've stated before, but you've broken the mold with this one.

An ingenius battle system. Maelstrom and then snare+Knockdowns for NO HEALING! ^_^

You can't counter the effects of Maelstrom and worse, monks never bring Balanced Stance and can't use Dolyak Signet at any efficiency.

I do see the exhaustion from Maelstrom being a nuisance and wonder what you do to deal with it. I was thinking of using Glyph of Energy [WOOT 0 EXHAUSTION] but it's not worth it due to Water Trident being elite as well.

This is one of the best Water builds I've seen. Excellent work!
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Old Sep 29, 2005, 05:48 PM // 17:48   #23
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Quote:
Originally Posted by Guizzy
Also, dropping 2 slow hexes is unfortunately a waste, because their effect do not stack.
What if the first one gets removed?

I like to make sure of my kills.
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Old Sep 29, 2005, 09:08 PM // 21:08   #24
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Indeed; but rarely does a monk take the time to remove it. When Water Ele will be FotM , this might change. Plus; will he realize it before Maelström goes up? Not if I'm Fast Casting

If there is another monk healing your target monk, he might still survive the Maelström, but you will have occupied TWO monks for the price of one Maelström. GG! And there's nothing to protect them from Water Trident if they try to run.
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Old Sep 29, 2005, 11:12 PM // 23:12   #25
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this build sounds so much better now that they improved the water skills
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Old Sep 29, 2005, 11:40 PM // 23:40   #26
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... Seriously, I just checked the ajustments and...

*cries* Oh no! Water Elementalist will become ridiculously overpowered now.

I mean; my build was already on par with most other builds, now it's going to be so overused!

Snares are now more powerful, and they stack! Monks will start removing them, and I'll no longer be able to own as much. Damage has been upped... I hope I'm wrong, or else I'll have to start looking for a new ugly duckling to beautify.
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Old Sep 30, 2005, 12:09 AM // 00:09   #27
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Already, there is no stock of superior water runes...

Inspiration magic is still only 100g for a superior.. Looks like an ugly duck to me!
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Old Sep 30, 2005, 12:37 AM // 00:37   #28
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It's ridiculous, Water WAS balanced!

I must be one of the only Water Ele that's pissed by the boost, but it means that there will actually be counters to Water.
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Old Sep 30, 2005, 12:50 AM // 00:50   #29
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Quote:
Originally Posted by Guizzy
It's ridiculous, Water WAS balanced!

I must be one of the only Water Ele that's pissed by the boost, but it means that there will actually be counters to Water.
don't worry about it. how many counters are their to water in the first place? only 4 skills the game that can remove hexes. 1 cannot target the caster. 1 makes you lose all enchantments. the only spamable is 2 sec casting time. 4th has a 15 sec recharge.

water is going to be going strong but only as a support class. it won't be spiked in hoh or gvg. its ok your build is safe. with all the updates they had to up the dmg to keep up with other buffs.
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Old Sep 30, 2005, 12:54 AM // 00:54   #30
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Again, I tried this build out and loved it so much, its so much more fun than any other build i have done before, thanks again!

-Venus
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Old Sep 30, 2005, 04:28 AM // 04:28   #31
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Well, I've been toying with the new balancing and concluded that those that didn't like Water won't change their mind. The snare stack is much less spectacular than expected (exept for AoE snares, which creates the new starter combo of Deep Freeze-Ice Spikes). The increased snare is nice, but a well snared target was already pretty useless.

The impact on my build is small, I switched Ice Storm to get Deep Freeze back. I also switch my Blurred Vision for Water Attunement as rangers are nerfed. Deep Freeze-Ice Spikes requires some kind of energy management.

Last edited by Guizzy; Sep 30, 2005 at 11:01 AM // 11:01..
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Old Sep 30, 2005, 06:26 AM // 06:26   #32
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I have to wonder if the water magic boosts weren't to make runners unhappy. Running droks has become somewhat harder, as well as many of the other popular running routes. Almost all w/ Ice Imps...
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Old Sep 30, 2005, 09:26 AM // 09:26   #33
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Water didn't change with the update? Maelstrom + Mind Freeze = angry caster.

90% slower is quite a snare, even if it only lasts 6 seconds.
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