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Old Oct 13, 2005, 04:52 PM // 16:52   #1
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Default Fire vs. Air

Hey,

I was just wondering, what would really be the advantages of each side? I really can't decide...

Though I'm low level, the air spells don't seem to do much more than fire, though take alot longer to cast, and I'm not too keen on the lack of wider distance spells, but the blinding thing is pretty nice.

Anyway, will the gap between Air and Fire damage widen alot during the game? Because if this is all it's going to be like, then I'd rather stick with fire.

If anyone could list advantages of each type too, I'd be greatful. Thanks.

Sage
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Old Oct 13, 2005, 05:02 PM // 17:02   #2
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Yes, it's going to widen.

Air will become much more focused on single-targets, and will give you the ability to drop a target fast.

Fire will remain as it is now; area damage and immolating spells.

Water is a complex line with both utility spells (hexes and enchants) as well as a few single-target (Water Trident) and AoE. It's some kind of jack of all trades, but it's speciality (snaring) really shines in PvP more than PvE.

Earth is very special, as it can turn your Ele into something else. It has protective spells to make you a tank, Wards to make you a protector, AoEs to make you a knockdown or hexer... You have to try it to understand.
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Old Oct 13, 2005, 05:07 PM // 17:07   #3
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Okay, thanks.

But when I think of Air being based on single targets, I think of a group of things swarming me and killing me due to low armor...

When you say the ability to drop a target fast, will it still take long to cast? Or if there was say a group of them you could hit one target, wait a short time, then hit the next, or will I be dead by then?
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Old Oct 13, 2005, 05:18 PM // 17:18   #4
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As Guizzy pointed out as you advance in the game the types differentiate alot.

Fire is a good area damage dealer yet Air *deals* alot more to one target in comparison because of most of it's skills' abilities to pass armor.
Water (recently) has gotten an upgrade in damage. It usually deals damage while slowing down foes while Earth is all about defence and punnishing attacks at the same time.

Fire=good AoE
Air=good single target damage
water=good hinderer
earth=good defence

I like to use Earth because it's less common creatures have armor bonuses agaisnt it and it also makes you last longer than you would othrerwise.

Just check out the skills as you gaint them and try em out seperatly once you have a good selection.
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Old Oct 13, 2005, 05:18 PM // 17:18   #5
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You have to view most of GW as though youre part of a group, be it with other real players or henchman. So don't think of yourself as being out there alone like you typically are in pre-searing Ascalon (with the exception of that lil ho Gwen).
No spell/skill/weapon at any level in the game will take a monster down just like that, that is considering that you're progressing thru the game as you level and not hanging out by the river in pre-searing with a level10 character killing Tads.
Air spellls can cast super fast and do a fair amount of dmg at higher levels but typically are relagated to 1 target and so IMO an Air Ele in PvE is more a support dmg dealer and with the vast energy storage would be a great back up healer(monk) or disrupter (mesmer) or even battery (necro).
Fire Eles are purely designed for max damage out put on a grouping of Foes. The key to a successful FireEle is to let mobs agro on the heavily armoured Warriors and then rain down heavy AOE spells from a safer distance.
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Old Oct 13, 2005, 05:20 PM // 17:20   #6
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Quote:
Originally Posted by Volarian
The key to a successful FireEle is to let mobs agro on the heavily armoured Warriors and then rain down heavy AOE spells from a safer distance.
This is also the key to a great Earth Ele is to just walk towards them, cast then move away. Since Earth eles can take a beating before falling and do AoE centered on themselves most of the time.

I say mix the two!
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