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Old Jul 29, 2009, 06:59 AM // 06:59   #1
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Default Elementalist/Necromancer

I've just returned from a long hiatus from the game, and honestly have forgotten most of what I used to know, and decided to start a new character. I was mostly unaware of any builds that would work for my playing style, etc, but I decided to grab an Elementor and a Necromancer build.

What I'm here to ask, is whether or not this will be a viable build for being a 'support-style' class? - Whereby I can use my expansive energy pool to command many minions at once, and also (maybe?) combine Fire magic for additional damage dealing.

- I'm currently level 18, but have not yet used any necromancer skills, besides occasionally using minions to minimal effect.

Should I also be focusing on using runes that increase death magic? or should I focus on ones that increase energy storage?

Any directions to guides I can be sent to would be great! I also would be grateful for any help in general, like advice or a combination of skills that would work.

Cheers,

David.

Last edited by David Harrison; Jul 29, 2009 at 07:01 AM // 07:01.. Reason: Added info.
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Old Jul 29, 2009, 10:28 AM // 10:28   #2
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First off... you can't use Necromancer runes except on a Necromancer primary.

(edit) Along those lines, you can only use Necromancer insignias on Necromancer primaries, including the Bloodstained Insignia, which makes casting Minion spells faster.

If you're looking for support-style playing as an Elementalist, you do have several options. Wards from Earth Magic are great, especially Ward against Melee and Ward against Elements.

That being said, I wouldn't really recommend using Minions on an Elementalist - just because you have a lot of energy doesn't mean you can manage it well. Unless you take skills specifically meant for managing energy. And at that point - you're better off just using a Necromancer for it. They can take the same attribute investment as Energy Storage and get the energy management (Soul Reaping) without using their 8 skill slots.

Generally speaking, Necromancer secondary on Elementalists is only used for Gaze of Contempt in PvP.

But really though, in PvE, your build has a lot of flexibility, so you can pretty much go with whatever you think is fun.

Here are a few links you might find helpful...
http://www.guildwarsguru.com/forum/s...php?t=10314574
http://guildwars.wikia.com/wiki/Seco...n_Elementalist

Last edited by Magic Wut Huh Asdf; Jul 29, 2009 at 10:32 AM // 10:32..
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Old Jul 29, 2009, 10:51 AM // 10:51   #3
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The reason necromancers are good with minions is because of soul reaping, they gain energy whenever anything dies, allowing them to keep raising minions without needing to worry about energy.
Energy storage is not really energy management.
I would suggest looking into curses for an E/N. Grab "Weaken Armour" "Rip Enchantment and possibly "Rend Enchantments" or "Gaze Of Contempt". This way you can debuff enemies before hitting hard with elemental spells. For support you could also delve into earth magic for wards.
These effects are also of great assistance to your party, you can stop the opponent using blocking spells so your warriors can hit more, lower enemies armour so you whole party does more damage, or increase the armour of you party.

On the subject of runes, you may only use runes from your primary profession, so you will only have access to Elementalist runes.
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Old Jul 29, 2009, 05:24 PM // 17:24   #4
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I second using curses if Necro is your secondary. That's how I play my Ele. "Weaken Armor" and "Enfeebling Blood" are some of the most underrated curses and I've always got the first one on my girl's bar.
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Old Jul 30, 2009, 06:26 AM // 06:26   #5
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Thank you all very much for your assistance. I believe it would be in my interests to focus on the elementor skills, but also take advantage in using those curses available to me.

I think I'll leave the minion spells for when I want to mess around

Cheers once again,

David.
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Old Jul 30, 2009, 07:01 AM // 07:01   #6
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A good sort of support build would be an Ether Renewal orders (provided you have a lot of melee on your team.

Other then that, you could go Air/Earth and bring Blinding Surge, wards, Enfeebling blood/Weaken armor (they are effective even at low ranks).
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Old Jul 31, 2009, 01:13 PM // 13:13   #7
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If you have Eye of the North, don't forget to bring along Great Dwarf Weapon to toss on your melee party members for kicks. Bonus damage and % chance to KD on all their attacks will make them <3 you, and since it's a Deldrimor PvE skill, it won't split your attributes!
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Old Aug 03, 2009, 04:31 PM // 16:31   #8
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Great PvE skill for E/N is Necrosis - cheap and spammable armor-ignoring damage, very usefull at higher levels when elemental damage is too low because of high monster armor. And it is Sunspear skill so no need to invest skill points. Just be sure you or your teammates/heroes mass hex or inflict condition on enemies (many ways to do this, my favourite was Ward Of Weakness).

Are you playing Prophecies campaign? If not, you can easily switch secondary profession so no need to be fixed on E/N only.

Last edited by waeland; Aug 03, 2009 at 04:36 PM // 16:36..
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Old Aug 04, 2009, 05:38 AM // 05:38   #9
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Quote:
Originally Posted by Malla13 View Post
I second using curses if Necro is your secondary. That's how I play my Ele. "Weaken Armor" and "Enfeebling Blood" are some of the most underrated curses and I've always got the first one on my girl's bar.
While the latter synergises with various Elementalist skills that key off Weakness. While Elementalists can dish out Weakness themselves, Enfeebling is usually quicker and easier.

Be aware that Cracked Armor has a cap on its effect, so it may not do anything to lower-level enemies (especially spellcasters).
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Old Aug 04, 2009, 10:52 PM // 22:52   #10
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Originally Posted by draxynnic View Post
While Elementalists can dish out Weakness themselves, Enfeebling is usually quicker and easier.
I admit that "Weaken Armor" and "Enfeebling Blood" work great even with moderate level of curses, but still you need to put some skill points into them. On the other hande for earth ele build combination of Ward Against Melee and Ward Of Weakness makes great and unremovable defense against melee for whole party. Also if you inflict elemetal damage regulary (which is so easy), the Weakness from WoW is immediately re-applied when removed. And great synergy with earth magic spells Stoning (knockdown) and Glowstone (energy gain).

Last edited by waeland; Aug 04, 2009 at 10:56 PM // 22:56..
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Old Aug 05, 2009, 03:12 AM // 03:12   #11
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Quote:
Originally Posted by waeland View Post
I admit that "Weaken Armor" and "Enfeebling Blood" work great even with moderate level of curses, but still you need to put some skill points into them. On the other hande for earth ele build combination of Ward Against Melee and Ward Of Weakness makes great and unremovable defense against melee for whole party. Also if you inflict elemetal damage regulary (which is so easy), the Weakness from WoW is immediately re-applied when removed. And great synergy with earth magic spells Stoning (knockdown) and Glowstone (energy gain).
This requires a) that your enemies are within the ward, and b) that you deal elemental damage to them while they're within the ward. I'm not saying it doesn't work, but the two-step process is a bit fiddly when you can just throw Enfeebling Blood at the clump - and possibly get the ranged attackers as well. (And if you don't, you can simply throw an EB at the ranged attackers once it recharges after throwing the first at the melee fighters.)
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Old Aug 05, 2009, 09:21 AM // 09:21   #12
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This requires a) that your enemies are within the ward, and b) that you deal elemental damage to them while they're within the ward.
Well, melee professions have to come to you if they wand to do any harm, don't they? And ele is so easy do deal (PB)AOE elemental damage.

I think both waye has its pro and cons. "Enfeebling Blood" is easier to use and "Weaken Armor" is great to enhance ele damage. So safe choice for non-earth build, especially fire nukers. For earth ele you can force let enemy to come to you (or my favourite - just run in the middle od enemy group and cast wards there, earth ele has no problem to survive) and let them fight in double warded area... all this without sacrificing single skill point outside of your main element.

BTW this is what I like on Earth so much - great combination of self protection, damage (even armor-ignoring), group support, knockdowns...
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Old Aug 06, 2009, 05:40 AM // 05:40   #13
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Originally Posted by waeland View Post
Well, melee professions have to come to you if they wand to do any harm, don't they? And ele is so easy do deal (PB)AOE elemental damage.
Up until the point where your AI allies kite out of the ward... or if you pin them so they don't, they get eaten by any AOE that the other side might have.

As you say, both sides have their pros and cons... but even when running Earth, I find Enfeebling Blood is worth sinking some attribute points into. Do you really need that 13 in Energy Storage?

If you were triple-speccing already, then you might want to keep it in the attribute and use the ward.
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