Mar 29, 2011, 02:40 PM // 14:40
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#1
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Krytan Explorer
Join Date: Feb 2011
Guild: Girl
Profession: E/
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Elemental Attunement
With the last update, this elite is harder to stript/ rupt now, even though its power remains the same. For PvE or for PvP, which uses can we have of EA? Which interesting combos can we have with multi-elemental spells?
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Mar 29, 2011, 04:26 PM // 16:26
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#2
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Jungle Guide
Join Date: Dec 2005
Location: Scotland
Guild: Fuzzy Physics Institute
Profession: E/
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It's still an enchant spell, so no harder to strip. As for uses - not a lot unless you have to go dual attune for energy return. Look at Master of Magic and the playtime it gets......
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Mar 29, 2011, 05:42 PM // 17:42
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#3
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Ele Attunement is bad because unless you're running 25 energy spells or dual attunement, it's not much help (and if you're running one 25 energy spell glyph of energy is better):
50% = 12 /25 vs 8/25 from regular attunement ; 7/15 vs 6/15 ; 5/10 vs 4/10; 2/5 vs 2/5. You're better off with AoR+Attune unless you dual attune or run 2 attributes at high spec (which is unusual).
Another problem is nonelites in fire and earth are really hard to rationalize (except with AP).
So the best I guess would be a chain lightning + water AoE mix with chilling winds or something.
12+1+2=15 air
12+2=14 water
3+1=4 energy storage
Chain lightning (4e)
Rust (4e)
Blurred Vision (4e) / Blinding Flash (7e) /Frigid armor (2e)
Ice spikes (7e)/Deep Freeze (12e)
Chilling Winds (2e) / Lightning Orb (7e)
YMLAD (replaces Gust)
Ele attunement
AoR
don't know how else to use it. Rodgort spam + Water hexes or something...dual heats are on long recharge and firestorm is only 10 energy anyhow.
Quote:
Originally Posted by AndrewSX
Oh, and remember that, instead of Master of magic, with Ele attunement you still have to spec in attribute lines. So, locking 10-12 rank on ES, the choiches aren't that great.
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Ele attunement needs 0 energy storage due to the recharge change to 30s.
Quote:
| elite = y
| energy = 10
| activation = 1
| recharge = 30
| description = [[Elite]] [[Enchantment Spell]]. For {{gr|30|55}} seconds, you are attuned to [[Air Magic|Air]], [[Fire Magic|Fire]], [[Water Magic|Water]], and [[Earth Magic|Earth]]. You gain 50% of the base [[Energy]] cost of the [[skill]] each time you use magic associated with any of these elements.
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http://wiki.guildwars.com/wiki/Elemental_Attunement
Last edited by LifeInfusion; Mar 29, 2011 at 05:59 PM // 17:59..
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Mar 29, 2011, 05:56 PM // 17:56
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#4
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Jungle Guide
Join Date: May 2010
Location: Italy, Turin
Guild: Lake
Profession: E/
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As for master of magic, the main problem is the lack of cross-attribute lines combos.
Chilling winds+water hexes, ele flame+ water hexes, gust+water/earth hexes, steam+burn,...and that's all. Everything else ins't enoughto be a real "combo", and anyways not is taking elite slot. Oh, and remember that, instead of Master of magic, with Ele attunement you still have to spec in attribute lines. So, locking 10-12 rank on ES, the choiches aren't that great.
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Mar 29, 2011, 06:20 PM // 18:20
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#5
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Frost Gate Guardian
Join Date: Oct 2006
Guild: Society Of Souls [Argh]
Profession: N/Me
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dual attune and rodgorts is about all i've ever used it for.
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Mar 29, 2011, 07:01 PM // 19:01
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#6
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Jungle Guide
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It's good on heroes so you don't have to worry about their energy at all. I've used it for air nuking (lightning hammer+orb spam is pretty decent on its own), earth warding (less so since they got destroyed) and occasionally water (maelstrom+snares+blurred vision is pretty good for control and provides more dps than a curses necro)
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