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Old May 21, 2010, 04:18 PM // 16:18   #1
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Default Need Fire build

So one of the most powerful spells available to Elementalists is Meteor Shower. The skill does major damage with AoE KD and has no replacement. I realize that when I need controlled AoE KDs (e.g. the spawns in DoA Gloom) this is the spell I'll want to use, so I need a build including it. Fire builds necessarily have Fire Attunement, which gives:

Quote:
Meteor Shower, Fire Attunement
Meteor Shower has a 5s cast time, which is unworkable. Glyph of Sacrifice is the obvious fix. With 90s cooldown, another obvious skill to use is Assassin's Promise.

Quote:
Meteor Shower, Fire Attunement, Glyph of Sacrifice, Assassin's Promise
Meteor Shower is 25e, so Energy Storage is required, leaving a pretty straightforward spec:

Quote:
12 Fire, 10 Energy Storage, 8 Deadly Arts (or 10 Deadly Arts / 8 Energy Storage)
Meteor Shower, Fire Attunement, Glyph of Sacrifice, Assassin's Promise
4 slots left, including all three PvE slots open. What should go in there? Any suggestions?
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Old May 21, 2010, 04:32 PM // 16:32   #2
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You could roll mindbender as that works nicely with Ap of course cutting MS cast in half.
FH! is the perfect accompaniment to an offensive AP bar to score the kill/ap proc.
Buh for more boom boom and its downtime is again negated by ap.
Mark of rodgort for burning on everyone getting rock dropped on them to boost damage.

Used to run that on my alt account. And got a lot of use out of it. Tho you have WAY more exp on elem that i :P food for thought tho?
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Old May 21, 2010, 04:48 PM // 16:48   #3
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Depends what else is in your party. If you're running a mostly caster team, EBSoH is a must. Might want to just take ymlad/evas/fh with gole. Could also run some kind of mass aoe to take advantage of the large groups such as rodgorts.
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Old May 21, 2010, 05:32 PM // 17:32   #4
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Wouldn't AP cause a problem with exhaustion if you are using meteor shower?
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Old May 21, 2010, 06:15 PM // 18:15   #5
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AP will get removed in DoA
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Old May 21, 2010, 06:16 PM // 18:16   #6
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Seems like a strategy, however, I went a different route when doing guardian/vanquisher.

My standard build was

Fire attune
AoR
MoR
Twin Heats
MB
EVAS
Ruby Djinn

As long as you have something that can give some degree if balling up such as a MM or a good aggro holder, you can maintain constant burning on reasonably large numbers. Any direct fire damage was a bonus.

Obviously, there are some situations/areas where this is not optimal where I tended to go earth, but it got me through most areas and missions.
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Old May 21, 2010, 06:27 PM // 18:27   #7
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I't might be smart if u'r planning on nuking "big" mobs to take Air of Supriority instead of Assasins Promise as this will give you the ability to run something like Savanah Heat or Searing Flames. Altough if don't plan to nuke "big" mobs this advice is useless.
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Old May 22, 2010, 06:36 AM // 06:36   #8
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GoS
MS
Fireball
Liquid Flame
Assassin's Promise
Finish Him
Fire Attunement
By Ural's Hammer

This has gotten me through just about everything in HM. Just make sure you bring cracked armor and you will be doing strong damage in big bursts.

If you cast fireball right after MS the projectile usually lands when the Meteor hits. And right after that AP + Liquid Flame will time another double hit, and you can usually Finish Him for the kill, recharging the chain for more boom.

With By Ural's Hammer and cracked armor you can hit 100 or more on just about everything, even in HM.

Heat nuking is also pretty useful if you can ball things up really well.
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Old May 24, 2010, 03:44 PM // 15:44   #9
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Quote:
Originally Posted by Life Bringing View Post
Depends what else is in your party. If you're running a mostly caster team, EBSoH is a must. Might want to just take ymlad/evas/fh with gole. Could also run some kind of mass aoe to take advantage of the large groups such as rodgorts.
Mostly caster team yes, too bad EBSoH doesn't work with spirits

If I use YMLAD + EVAS + FH, then Fire Attunement won't be needed, leaving one free slot. GoLE conflicts with Glyph of Sacrifice, I don't know how well that works. It also feels really bare to have a bar with almost no damage to use (all long cooldowns / reliant on AP).

@Winterclaw - yes, but that's the idea. You throw enough Meteor Showers that the mob targetted becomes much less of a threat. Not something you do for every mob.

@expugnare - nice build, thanks. I'll try it out.
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Old May 24, 2010, 03:52 PM // 15:52   #10
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I do DoA every night, and we've played with the idea of using a Meteor Shower spammer to shut down mobs. However, our group finds it to be much too slow, and not really too effective. The damage is mediocre, and the AP gets stripped too much. Instead, we bring a Me/E or an E/Me with Visions of Regret and Maelstrom. With the constant interrupts, mobs can't get anything off, and when they do, they're punished. We use a perma to ball things up and glaivers to spike. Groups are usually dead within 5-7 seconds. If doing a full clear, it's possible to spike down entire rooms of foes if the perma balls properly. If doing skipclear, you can clear all of DoA in 45 minutes or less.

I'd imagine with the new mesmer buffs, Panic would be amazing to bring. Or if you're fixated on the idea of AoE KD, bring Psychic Instability.

Current setup is as follows:
1 Recall Perma
1 UA
1 E/Mo Infuse bonder
1 VoR/Maelstrom
1 Recall Spirit Spammer (for inexperienced groups. For more experienced groups, this slot is another glaiver, but with recall.)
3 Glaivers

Perma balls. UA heals. E/Mo heals, prots, and tanks at certain areas. VoR/Maelstrom stops Chilblains/Mirror of Disenchantment from eating the bonds. Glaivers spike. Recall is used in the skipclear to get things done faster.

Last edited by Faye Aeris; May 24, 2010 at 03:55 PM // 15:55..
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Old May 25, 2010, 02:27 AM // 02:27   #11
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Quote:
Originally Posted by expugnare View Post
GoS
MS
Fireball
Liquid Flame
Assassin's Promise
Finish Him
Fire Attunement
By Ural's Hammer
Tried that, energy on the bar was absolutely terrible. There's no way to replenish energy except via AP, which doesn't happen often enough. Need a different build; I'll think about it later.

@Faye - I just went through Gloom and didn't lose AP to hex removal once. It did get interrupted once, and another time I lost it because I died, but otherwise I don't get why you think removal there is dangerous.
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Old May 25, 2010, 03:03 AM // 03:03   #12
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I got an impression that you need more e-manag otside AP + Attune.

Few things I came up with to meet these requirements:

1. GoLE, "YMLaD!", EVAS, "FH!", GS, MS, AP, Attune.
2. GoLE, Rodgort's Invocation, Glowing Gaze (or Fireball), "BUH!", GoS, GS, AP, Attune.
3. Mark of Rodgort, Fireball, Glowing gaze, "BUH!", GoS, MS, AP, Attune.
4. GoLE (or Gaze), Incendiary Bonds, Smoldering Ambers, "BUH!", GoS, MS, AP, Attune. - Lulzy. IB, SA and MS will hit almost at the same time.

Personally, if I'm not running 1 then I will be running 2 with Fireball.
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Old May 25, 2010, 03:21 AM // 03:21   #13
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Quote:
Originally Posted by Jeydra View Post
Tried that, energy on the bar was absolutely terrible. There's no way to replenish energy except via AP, which doesn't happen often enough. Need a different build; I'll think about it later.

@Faye - I just went through Gloom and didn't lose AP to hex removal once. It did get interrupted once, and another time I lost it because I died, but otherwise I don't get why you think removal there is dangerous.
Wierd, I have never had energy issues with it.
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Old May 25, 2010, 03:57 PM // 15:57   #14
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Quote:
Originally Posted by Masmar View Post
AP will get removed in DoA
Don't open with it. Missing AP is generally the result of player error (although it is quite easy to do).

I say take Searing and Teinai's Heat - with EBSoH you should get a fair bit of extra damage on them. By Ural's Hammer is also really nice.
The trouble is now, you've run out of skills (AP, MS, GoS, THeat, SHeat, EBSoH, BuH, FA). You might manage if you're good with Assassin's Promise at a fairly high spec (9-10) but then Energy Storage starts to get dropped.

Dropping one of the Heat spells would free up a slot for something a bit cheaper (Liquid Flame or Fireball?) or energy management (but then you only have one regular attack skill). Alternatively drop one of the PvE skills for energy management (Glowing Gaze or Shock Arrow?). I'd want to avoid GoLE but if you saved GoS for MS only then it would save you a lot of energy when used with AP.

Last edited by Xenomortis; May 25, 2010 at 04:00 PM // 16:00..
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