> Forest of True Sight > Questions & Answers Reload this Page What are the best upgrades for my pvp air staff?
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Old Jun 30, 2005, 07:00 PM // 19:00   #21
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defensive defense

+10 defense is >>> +60 hp
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Old Jun 30, 2005, 07:03 PM // 19:03   #22
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Originally Posted by Arcadium
What collectors do you get those from?
there are 2 of them in the Crystal Desert that provide this. one takes Hdydra Claws the other takes something else.
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Old Jun 30, 2005, 07:09 PM // 19:09   #23
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Defensive of Defense. If you don't need the enchanting on an Elementalist, it's the only staff to take. +5 energy is negligible given your already large energy capacity, and the +5 defense will more than pay for itself, energy-wise, from the healing your monks *won't* have to do while taking care of your soft ass.

Of course if you're running an Ether Renewal build or the like you're probably going to want the Enchanting part.


The +30 HP mods are better if you're using multiple superior attribute runes that would otherwise drop your health below 400. But under normal circumstances, Defensive upgrades just keep you alive better.

Peace,
-CxE
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Old Jun 30, 2005, 07:24 PM // 19:24   #24
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^See! I wish I could lock him in a cage in my basement and poke him with a stick when I need an answer.
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Old Jun 30, 2005, 07:29 PM // 19:29   #25
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Ensign is indeed god.
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Old Jun 30, 2005, 07:33 PM // 19:33   #26
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Quote:
Originally Posted by Ensign
Defensive of Defense. If you don't need the enchanting on an Elementalist, it's the only staff to take. +5 energy is negligible given your already large energy capacity, and the +5 defense will more than pay for itself, energy-wise, from the healing your monks *won't* have to do while taking care of your soft ass.

Of course if you're running an Ether Renewal build or the like you're probably going to want the Enchanting part.


The +30 HP mods are better if you're using multiple superior attribute runes that would otherwise drop your health below 400. But under normal circumstances, Defensive upgrades just keep you alive better.

Peace,
-CxE

FYI !!!! Croud Controllers dont need more Armor

and as for Increasing your HP well thats a waste to becasue believe me a monk will spend more of his energy on a tanker to keep the Preys at bay than you..

What you want as a elemental is the ablity to spam faster ane a large pool of energy to keep the spams going...

Last edited by salatious; Jun 30, 2005 at 07:38 PM // 19:38..
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Old Jun 30, 2005, 09:07 PM // 21:07   #27
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Originally Posted by salatious
FYI !!!! Croud Controllers dont need more Armor
Go play a Monk for a day, then come back and tell me that with a straight face. And yes, I'm talking PvE. In PvP this isn't even up for debate.

Elementalists are the *biggest* healing tax in a group. They have low armor, low hit points, draw a lot of fire, and it's *always* an emergency situation when they get hit. It's attitudes like this one that cause it.


Quote:
Originally Posted by salatious
and as for Increasing your HP well thats a waste to becasue believe me a monk will spend more of his energy on a tanker to keep the Preys at bay
A good one won't. If a group is pulling well and keeping the aggro on a Warrior or two I can play Monk one handed, without dipping significantly into my energy reserves. You know what chews up energy? When things don't go according to plan. When an Elementalist gets too close and gets attacked, or when pulls don't go perfectly and the baddies run past the Warriors to rampage in the back ranks. When enemies start using AoE attacks or spreading around DoTs that force you to do triage. THAT burns up energy like no one's business.


Quote:
Originally Posted by salatious
What you want as a elemental is the ablity to spam faster ane a large pool of energy to keep the spams going...
Tell me this - just how much of a difference do you think a 75 energy maximum is going to make as opposed to a 70 energy maximum? Do you think that's going to be the difference between winning and losing a textbook battle? I don't. If the Warriors pull melee aggro into a nice little clump where they can sit invincibly under Healing Seed while the baddies die in a Meteor Shower, you win, and whether you have 14 Fire Magic or 16 Fire Magic or 85 Energy or 90 Energy is really just a bunch of e-penis measuring that doesn't amount to anything.

What I want is for my Elementalists to be able to be able to do more than run around screaming for heals when plan A fails. I want them to ditch their foolish 'I can put everything into offense, I'm never going to get hit and the Monks will take care of me anyway!' attitudes. Things are going to go wrong, you are going to take fire, and your 60 armor, 380 hit point pushover is going to get rocked. You know what's going to save you there? A bit more defense, the ability to absorb a bit more damage, to buy your Monks, and your team, much needed time to pull through. 5 more energy on top of your already abundant energy capacity is not going to win the tough battles. The 10% damage reduction, and the energy you'll save the Monks healing you, will.


Quote:
Originally Posted by MCS
Anything you can get with a staff you can get with an wep+artifact and more.
I'm not so sure of this. Take your generic 'top' focus (say, a 20/20) and a 20/20 staff. The two 20/20s are a wash, the damage is the same with a wand, and the energy is comparable (+12 energy from a focus, +10 from a staff).

So the real difference between the two is up to two rare mods on the wand, plus two energy, versus two staff upgrades. You can value things in different ways, but +5 armor as a mod is hard to beat with any of the natural, rare mods. Two of them? Well, I think there's some room for debate here but not much.

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-CxE
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Old Jun 30, 2005, 09:58 PM // 21:58   #28
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:O

Yeah but I play a monk. Having the 12 from focus and 5 from weapon is awesome, along with offering of blood my energy is very nice. 17 versus 10.

I'll take any energy I can get. I honestly don't find myself being targeted as much anymore in PvP. I stay a safe distance away and to get to me they'll have to run through whatever group I'm with which will cause more problems then it solves for me to just get healed.

It's just those nasty mesmers that are a problem.
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Old Jul 01, 2005, 04:54 AM // 04:54   #29
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Regarding air staves, I'm currently hunting Bleached Shells for that one collector staff with 20% for both cast and recharge and I have a defensive staff head to put on it once i get it, but I don't want to risk losing the defensive. So, is this staff the one with the best inherent attributes availabe?
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Old Jul 01, 2005, 04:57 AM // 04:57   #30
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Quote:
Originally Posted by MCS
They stack, ensign is god.

Anyway I'd have to suggest using a 1 hand wep and an artifact :\.

Anything you can get with a staff you can get with an wep+artifact and more.
they stack but if you read corectly on gwonline.net it say

Code:
however the same type of modifier cannot be drawn for both modifiers (i.e. you can't have two modifiers that affect your health).
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Old Jul 01, 2005, 05:53 AM // 05:53   #31
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Quote:
Originally Posted by deathwearer
they stack but if you read corectly on gwonline.net it say
That line refers to random modifiers that appear on weapons. You won't find, for example, a wand with "+5 energy while health above 50%" and "+5 energy while health below 50%".

At least, in theory. I know this applies to fast cast / fast recharge modifiers, but it doesn't apply to some other modifiers, such as -2 damage per attack based on a condition. I'm not sure of the exact list of what doesn't stack.

In any case, this does not apply to which upgrades you can put into a staff. You can put in two +30 health upgrades and they'll both work just fine.

Peace,
-CxE
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