Mar 28, 2009, 11:27 PM // 23:27
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#2
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Wilds Pathfinder
Join Date: Jul 2008
Location: Wales
Guild: Order of the Azurelight[OA]
Profession: E/
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hm its ok, could use mindbender IMO but would need to loose GDWeapon i think.
Where are the attributes spent?
You said 14 in fire so i presume 12+2 or 12+1+1
EDIT: oh wait i see, 9 in earth.
energy storage must be about 10 whatever.
Last edited by lewis91; Mar 28, 2009 at 11:30 PM // 23:30..
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Mar 28, 2009, 11:45 PM // 23:45
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#3
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Krytan Explorer
Join Date: Feb 2007
Location: In my HoM
Guild: Canthan Refugees [TOGO]
Profession: E/Rt
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earth would be 8+1 if energy is 10+1
Why not just go Mind Blast+Rodgort's Invocation, with fire attune, aor, gole, 3 pve skills like that skill recharge ward, techobomb thing that causes daze, and dwarf breath or PI?
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Mar 29, 2009, 04:12 AM // 04:12
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#4
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Desert Nomad
Join Date: Aug 2007
Location: Boston
Guild: We D Shot Your Stances [GODS]
Profession: A/W
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[build prof=E/Rt fir=12+1+3 ene=12+1 resto=3][Mind Blast][optional][Rodgort's Invocation][Fireball][Liquid Flame][Optional][Fire Attunement][Flesh of My Flesh (PvE)][/build]
- [[Glyph of Lesser [email protected]].
- [[Glyph of Elemental Power].
- [[Mark of [email protected]].
- [[Glowing [email protected]].
- [[Meteor [email protected]].
- [[Pain Inverter].
- [[Mindbender].
Good Mind Blast Nuker, but doesn't support much.
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Mar 29, 2009, 08:45 PM // 20:45
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#5
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Earth, Air, and Water builds offer more for HM as the armor of monsters makes your damage drop significantly. Conditions like blind, weakness, cracked armor, and daze are available from Air and Earth. Knockdowns are available from all but Fire. Basically, in my opinion, and Elementalist should forget about damage in HM and worry about team support. Providing defense through wards, conditions, and knockdowns/snares makes your team safer. Providing damage support through cracked armor and snares makes your team kill things faster.
You basically took 2 Earth Magic spells that are nice for HM and combined them with some PvE skills. Then, you used Mind Blast for energy management. I'd be willing to bet you could do much better with energy management from Attunements, Glyphs, and Inspiration Magic, and take a more useful elite for a build using Earth Magic. I see no point in running a Earth+Fire hybrid for energy management.
Last edited by MagmaRed; Mar 31, 2009 at 06:13 PM // 18:13..
Reason: fixed error thanks to Isis pointing it out
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Mar 29, 2009, 08:53 PM // 20:53
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#6
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Wilds Pathfinder
Join Date: May 2007
Guild: Scions of Carver [SCAR]
Profession: E/
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[ebon vanguard assassin support][you move like a dwarf][assassin's promise][churning earth][eruption][earth attunement][finish him][empty]
It's a start but at least you have some solid offense/emanagement. This will allow you to spam eruption/churning if you add GoLE and use AP wisely. AP is a powerful skill and if you use it right your team will love you
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Mar 30, 2009, 02:46 AM // 02:46
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#7
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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The Ebon Battle Standard of Honor seems to be a popular addition to any build using AoEDoTs, since the bonus from the standard applies on every 'pulse'. As a Hard Mode Elementalist, damage isn't your forte, but that doesn't mean you can't do some - and increase that which your allies do in the process.
For best results, drop it when standing in a bunch of friendly Bone Fiends.
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Mar 30, 2009, 06:08 AM // 06:08
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#8
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Forge Runner
Join Date: Aug 2005
Location: Ashford Abbey
Guild: Hey Mallyx [icU]
Profession: Mo/Me
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IMHO, less pve-only skills and then you'll be able to call it an elementalist build.
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Mar 30, 2009, 08:58 PM // 20:58
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#9
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by ac1inferno
Good Mind Blast Nuker, but doesn't support much.
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Which is why it doesn't see play.
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Mar 30, 2009, 11:59 PM // 23:59
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#10
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Desert Nomad
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[[Mind blast] for PvE:
Quote:
Originally Posted by improvavel
first - [[mind blast] is used for making builds that deal some damage while adding support.
So you get in [[fire attunement] and [[mind blast] and that is all the energy management you need. If you need more better get a different elite.
Then you add [[rodgort's invocation] for damage. If you wish, a skill like [[liquid flame] or [[searing heat].
So basically, you want to be spamming [[rodgort's invocation] and [[liquid flame] alongside [[mind blast] to keep ur energy. As a side note [[mind blast] is back on 2 secs recharge.
That is ur main damage. And you still have 4 or 5 skills slot free.
In those you want to add stuff that makes improves your value for the team. You have a host of nice options.
[[you move like a dwarf], [[finish him] and [[ebon vanguard assassin support] are always great ways to boost your damage.
[[breath of the great dwarf] and [[there's nothing to fear] are great heal party skills with ok and great side effects, respectively.
[[ward against melee (pve)], [[ward of stability], [[ebon battle standard of honor], [[ebon battle standard of courage] and [[ebon battle standard of wisdom] are great support.
[[great dwarf weapon] and [[splinter weapon (pve)] will get you the love and gratitude of physical attackers.
[build prof=e/p name="e/p" ene=12+1 fir=12+2][fire attunement][mind blast][rodgorts invocation][liquid flame][ebon battle standard of courage][great dwarf weapon][theres nothing to fear][signet of return][/build]
[build prof=e/ri name="e/rt" ene=8+1 fir=12+2 cha=10 res=2][fire attunement][mind blast][rodgorts invocation][liquid flame][splinter weapon (pve)][ebon battle standard of honor][finish him][flesh of my flesh (pve)][/build]
[build prof=e/ri name="e/rt" ene=9+1 fir=12+2 ear=9+1 res=2][fire attunement][mind blast][rodgorts invocation][liquid flame][ward against melee (pve)][you move like a dwarf][ebon vanguard assassin support][flesh of my flesh (pve)][/build]
as you can see from the above builds, you can do decent damage and then have different ways to boost and augment/protect you party and still provide a ressurect method.
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Other options for energy management [Glyph of energy], [glyph of lesser energy], [energy drain (pve)] or [Ether Prism] for example.
In my opinion is a waste to use [mind blast] if u not using any other fire skill and no attunement.
Anyway, that bar still looks like it needs loads of energy.
Last edited by Improvavel; Mar 31, 2009 at 12:46 AM // 00:46..
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Mar 31, 2009, 04:02 AM // 04:02
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#11
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Academy Page
Join Date: Jul 2008
Guild: <none>
Profession: E/
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a mixture of damage/support/shutdown is a good way to go. I usually run Air magic in HM, something along these lines:
[air attunement][blinding surge (pvE)][lightning orb (PvE)][great dwarf armor][great dwarf weapon] The other three slots are open to the situation.
High level melee monsters can hit for huge damage, so having spammable, AoE blind can be very sexy. Lightning Orb provides good damage and cracked armor, the cracked armor in turns helps everyone on your party hit that monster harder.
The PvE skills are support. As has already been noted, all physicals on your team will love you for giving them a Great Dwarf Weapon.
Great Dwarf Armor is good, too. It provides +60 max HP and +24 armor (+48 armor if fighting destroyers). At max deldrimor rank, it lasts 40 seconds, which becomes 48 seconds with a 20% enchanting mod on your weapon. Since it casts in one second and recharges in ten, you can maintain it on as many as four members of the party at once. It's an effective prot and your monks will like you for making their work a little easier.
Some would preffer [ebon battle standard of courage] over [great dwarf armor] for this job, but a ward has its strengths and its weaknesses, too. Heroes are too dumb to stay in the ward to take advantage of the defense (even if you flag them in it they will kite out constantly). Players may need to leave the ward for a given reason as well. Great Dwarf Armor goes wherever the 'wearer' goes.
Depending on whether the area I'm going to is physical heavy or caster heavy, I may carry [thunderclap] over [blinding surge]. Dazing a whole mob for 10 seconds can be huge. [technobabble] works as well, but has a shorter daze duration. When I carry Thunderclap, blind is still on my bar, always. [blinding flash] fills the roll (with [epidemic] to give AoE too, if I can fit it on the bar.)
Last edited by Sage Tylos; Apr 20, 2009 at 09:07 PM // 21:07..
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Mar 31, 2009, 05:46 PM // 17:46
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#12
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Ascalonian Squire
Join Date: Oct 2005
Location: Charleston, SC
Guild: Defenders of the North [EYE]
Profession: E/
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Quote:
Originally Posted by MagmaRed
Conditions like blind, weakness, cracked armor, and daze are available from all but Air and Earth. Knockdowns are available from all but Fire.
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Not entirely correct: there are air skills that cause cracked armor, weakness, and blind plus they also have armor penetration. And also a few earth skills that cause conditions. You can also cause KD's from fire with Meteor and Meteor shower.
I always build my bar to adapt to the situation. It totally depends on the mission you are doing, the foes you are against and what builds your teammates bring. Ele's shouldn't be condemned to support just because it is HM. I do fabulous damage in HM in all campaigns. The only thing an Ele really has trouble in the damage capacity is against the destroyers, those quests are a great example of where you would need to adapt to be support over damage.
(this isn't a flame, just correcting a mistake )
Some great builds here too *thumbs up*
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Apr 18, 2009, 03:41 AM // 03:41
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#13
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Desert Nomad
Join Date: Dec 2005
Location: Houston, TX
Guild: The Academy [PhD]
Profession: E/A
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Quote:
Originally Posted by Isis
Not entirely correct: there are air skills that cause cracked armor, weakness, and blind plus they also have armor penetration. And also a few earth skills that cause conditions. You can also cause KD's from fire with Meteor and Meteor shower.
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Just to correct a misunderstanding here, he meant that Earth and Air can indeed apply all these conditions, implying that fire and water were lacking in this area. Most notably, these skills would be [lightning orb], [enervating charge], [blinding flash], [blinding surge] for air. For earth, [churning earth] (not necessarily a condition, but phenomenally useful, nonetheless) [dragon's stomp], [earthquake], [eruption], [ash blast], [stoning], [unsteady ground]. I'm sure there are many more, but these are all fairly useful, with Earthquake and Stomp being more conditional for the massive energy toll and the exhaustion (considering using [glyph of energy] for effective synergy).
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