Jun 05, 2005, 05:31 PM // 17:31 | #21 | |
Ascalonian Squire
Join Date: Apr 2005
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Inspiration is kinda ok, too bad the 2nd and better mana drain is elite, not really worth it when compared to word of healing But Earth magic sounds nice. Armor of earth is great, ward vs melee awesome, ward vs foes is icing on the cake and obsidian flesh is your get-out-of-air-eles-cheese card. A load of very skilled Earth eles backed off by MO/E specced in earth could possibly win against Air ones. Weee! |
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Jun 05, 2005, 06:06 PM // 18:06 | #22 | |
Lion's Arch Merchant
Join Date: Apr 2005
Location: in my house
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Spell Breaker is not a target spell.. its an enchantmen. Meaning every enemy in sight are affected. it last 15 second max and recharge in 45 second.. 15x3=45 so having 3 monk doing coordinated Spell Breaker would stop enemy caster to do target damage.. Only whirlwind isn't a target damaging spell in air magic but it only affect adjacent foe.. so you can just move.
Spell Breaker {Elite} - Enchantment Spell For 5-15 seconds, enemy spells targeted against target ally fail. And i also agree that earth elementalist could do very good too. Quote:
They probably didn't realise that for some reason, summit beastmaster aren't doing their knockdown skill.. or that jugle troll could not use troll unguent suddenly... Most people don't understand Mesmers, Curses Necromancers or smiting Monks either =/ Last edited by Juhanah; Jun 05, 2005 at 06:20 PM // 18:20.. |
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Jun 05, 2005, 06:37 PM // 18:37 | #23 |
Frost Gate Guardian
Join Date: May 2005
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Well, this is easy.
Cry of Frustration
Arcane Echo Backfire Ether Feast Illusion of Weakness Mantra of Lightning Elemental Resistance Mantra of Recovery That build sounds remotely workable. I doubt any lightning elementalists will have any luck killing you, and if they try they'll most likely simply kill themselves. The basic idea here is to cast all of your preperation stances and spells to make yourself a walking lightning-rod. Then, when you find yourself being focused on, you simply drop the mantra, echo, and then backfire two opponents. If it gets a little heated you can inturrupt a spell here and there, and drop the feast for some health regen. With Mantra on, the second they stop casting, you'll be able to cast it again, so you should be fine. The only real issue is when they start removing the backfires, 'cause then you're offensively worthless, outside of your staff. Seeing as I don't know any Me spells that deal tons of damage, I'd assume you could replace elemental resistence with something. Also note that you'll never need to worry about energy, as Mantra of Lightning will always be regening that for you, assuming you get attacked. Last edited by Digital Limit; Jun 05, 2005 at 06:45 PM // 18:45.. |
Jun 06, 2005, 06:22 AM // 06:22 | #24 | |
Ascalonian Squire
Join Date: Apr 2005
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They ll just switch targets and kill the guy you just saved 15 secs later. Spell Breaker (elite) (Enchantment) For 15 seconds, enemy spells targeted against target ally fail. This is an elite skill. Casting cost: 15 energy Casting time: 1 sec Recharge time: 45 sec Relevant attribute: Divine Favor Last edited by blabla; Jun 06, 2005 at 06:29 AM // 06:29.. |
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Jun 06, 2005, 06:26 AM // 06:26 | #25 | |
Ascalonian Squire
Join Date: Apr 2005
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Does not help your healers that are getting wasted. And what do you do with these skills against warrior heavy teams? Yeah, staff em down! |
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Jun 06, 2005, 06:30 AM // 06:30 | #26 |
Frost Gate Guardian
Join Date: May 2005
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Lol, I was replying to the post that refered to teams consisting of only Air Elems. Honestly, I'd never use this build unless facing one - it's focused rather narrowly.
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Jun 06, 2005, 06:34 AM // 06:34 | #27 |
Lion's Arch Merchant
Join Date: May 2005
Guild: Knights of the Silver Flame
Profession: Mo/Me
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1. Divine Spirit (1/4 sec cast time)
2. Spell Breaker (1 sec cast time) 3. Reversal of Fortune (1/4 sec cast time) 4. Protective Spirit (3/4 sec cast time) 5. Repeat #3 and #4 on every ally you can target for 10 seconds. ... in that order. But you are right... with monks, this is a tough one to crack, IF they are well trained together. I am sure they are looking into this. Jana |
Jun 06, 2005, 11:15 AM // 11:15 | #28 |
Ascalonian Squire
Join Date: Jun 2005
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OK, here is my idea if we consider this will be two guilds fighting each other with teamspeak and one consists of 5 aeromancers and 3 monks.
Your team: 5 warriors with 2 weapon sets each: swords/focus and sword/shield (strength, sword) 3 rangers with longbows (expertise, marksmanship and optional beast mastery) Warrior skill set: Sprint Endure Pain Distracting Blow (5 energy) Savage Slash (5 energy) Healing Ability Res Signet Flourish (Elite) - optional Spell Breaker (Elite) - optional Ranger skill set: Concussion Shot (15 energy on 10 expertise) Savage Shot (6 energy on 10 expertise) Bestial Pounce (5 energy) Res Signet OK, now with an Aeromancer Team, their strength is their massive concentration of spike damage while the monks heal. This strategy I have isn't perfect and people will probably die, but if done right, it should shake up the Aeromancers. You can't defend against such power, so foget about monks. Eventually, those defences will crack and then you'll be smoked. The only other option is to take out their damaging capacity. 1) Rangers move into position at 100'. Each one takes targets one aeromancer. 2) Warriors Endure Pain and Sprint/Spell Breaker. 3) Warriors move in a pack towards one aeromancer ASAP. If one has spell breaker, let them charge first. This should waste a few seconds with the aeromancers targetting the first warrior to rush into range. 4) Rangers stop lighting on 2-3 aeromancers through their shots or beast pounce. This will lessen the amount of spike damage on a targeted warrior who has the boost of Endure Pain. 5) If done well, all warriors should survive the charge to an aeromancer. 6) Ignore the monks and pound away at an aeromancer. The collective damage of 4-5 warriors should take one out even if they are being healed. 7) Warriors use distracting blow or savage shot at the first sign of an aeromancer casting. Rangers continue to distract the casters. Finish one aeromancer and repeat. After 2 or three are gone, monks can be killed. If the monks become a problem, the one or two rangers can change targets. The weakness of the Aeromancer Team is that even though they are effective, taking out 2-3 will basically destroy their spiking capability. I'm assuming the monks are merely to heal. The basic strategy is to minimise the spike damage while the warriors take out aeromancers, thereby lowering their overall damaging capacity. If you wanted to be devious, a ranger could charge with the warriors and cast Frozen Soil after a few aeros go down to prevent easy rezzing. The skills I have chosen are all energy based skills and low to cast with no casting times. Also, by tweaking the skill set a little (make the warriors deal more damage), you should be able to take on other teams, not just spellcasting teams. The point is, each warrior and each ranger has several disrupt capabilities that have very little cooldown...you can interrupt anytime you want to. The trick is to get the warriors right up to the aeromancers ASAP and the disrupting rangers, sprint and endure pain are the key to that. Who knows? With a little luck, the team will panic and stop concentrating their spikes. In that case, your team has won. Last edited by osakaaet1; Jun 06, 2005 at 11:23 AM // 11:23.. |
Jun 06, 2005, 12:26 PM // 12:26 | #29 | |
Lion's Arch Merchant
Join Date: May 2005
Profession: Me/N
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I dont know what im missing and i know im not heavy into the PvP yet, but as an Air-Earth Elem theres one thing that majorly annoyed me in PvE (im sure if you went through Shiverpeaks areas you MUST have experienced it):
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Last edited by silvertemplar; Jun 06, 2005 at 12:29 PM // 12:29.. |
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