Nov 19, 2008, 08:18 PM // 20:18
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#1
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Pre-Searing Cadet
Join Date: Nov 2008
Guild: Lords of Confusion
Profession: E/Me
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ELE build for Hells precipice mission
I am having difficulty with the Hells precipice mission. i am usually a fire elementalist with either a monk or mesmer secondary profession. I need advice or sample build that will deal cold damage and be effective in this mission. i have the folowing elite skills at my disposal Shatterstone, Water Trident, Elemental attunement.
Last edited by Lireal Nix; Nov 19, 2008 at 08:26 PM // 20:26..
Reason: spelling
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Nov 19, 2008, 09:59 PM // 21:59
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#2
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Emo Goth Italics
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[shatterstone][glowing ice][glyph of immolation][steam][blurred vision][freezing gust][water attunement][no skill]
Spam your bar on recharge. You've already won. Oh, Maelstrom and Deep Freeze are great skills to use.
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Nov 20, 2008, 01:02 AM // 01:02
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#3
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Wilds Pathfinder
Join Date: Dec 2005
Location: Southern California
Profession: R/Mo
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I would say maelstrom and deep freeze were necessary, maelstrom is good especially for those damn imps
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Nov 20, 2008, 01:08 AM // 01:08
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#4
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Forge Runner
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Shatterstone isn't a good elite to run in 8-man areas - it's single target damage and not very effective.
I suggest using Elemental Attunement, using the Water AoE snares (Deep Freeze, Ice Spikes), Maelstrom, Blurred Vision and possibly Vapor Blade and Freezing Gust depending on your playstyle. You can run Glyph of Immolation + Steam if you so desire (spec 8 Fire), or run Ward Against Elements / Aegis.
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Nov 20, 2008, 01:13 AM // 01:13
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#5
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Frost Gate Guardian
Join Date: Jun 2006
Guild: Warriors of Factions [WOF]
Profession: E/Me
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bring [skill]winter[/skill]. problem solved.
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Nov 20, 2008, 05:38 AM // 05:38
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#6
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Jungle Guide
Join Date: Aug 2008
Location: In my own mind
Guild: The Dragon Exchange
Profession: E/
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I used this build to complete mission and bonus in Hard Mode.
the trick is whatever you do, for the love of god, do not bring [[winter] because it will ruin [[ward against harm] and [[mantra of flame]
Instead give all your casters (if you can) [mantra of flame]
I smash through Hells precipice when it used to give me such a hard time
i take 2 water eles with me
Me [water [email protected]][mantra of [email protected]][[email protected]][glowing [email protected]][[email protected]][[email protected]][arcane echo][deep [email protected]] ---Water mag:12+1+2... E Stor:10+1... Inspiration: 8
zhed [water [email protected]][mantra of [email protected]][ward against [email protected]][[email protected]][blurred [email protected]][glowing [email protected]][frigid [email protected]][[email protected]]---Water mag:12+1+2... E Stor:10+1... Inspiration: 8
Gwen [mantra of [email protected]][[email protected]][leech [email protected]][power [email protected]][hex eater [email protected]][drain [email protected]][ether [email protected]][rebirth] ---Fast cast:12+1+1... Inspiration 12+1
ogden [mantra of [email protected]][heavens [email protected]][divine [email protected]][blessed [email protected]][leech [email protected]][[email protected]][protective [email protected]][vengeance] ---Divine prayers: 12+1... Prot: 10+1+2... Inspiration: 8
basically that is the team build. it is loaded with interrupt and damage reduction. Between the 2 copies of [[maelstrom] and gwen, the enemies should be barely getting off any skills. With [[mantra of flame] and [[ward against harm], any damage done to you should be severely minimized. Also [[mantra of flame] helps quite a bit with energy management.
For henchies, id bring the monks for overkill on defense, then the necro, then another damage dealer of your pick. Or you could just grab a halfway decent party of a monk, a SS necro, and whatever.
*edit* the description for [[tease] is very wrong : Elite Spell. If target foe is using a skill, that foe and all foes in the area are interrupted and you steal 0...4 Energy from each interrupted foe.
Question: how do you get the mesmer skills to reflect the casting time for 14 fast casting?
Quote:
Originally Posted by matsif
bring [skill]winter[/skill]. problem solved.
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sure [winter] works, but its not as idiot proof. Spirits die, people over aggro. [winter] does nothing to soften the blow from when sparks cast [rodgorts [email protected]].
When you combine [ward against [email protected]] and [mantra of [email protected]] when enemies cast AoE fire damage on you, its laughable. And 98% of the enemies deal fire damage in that mission anyways.
The only thing that [[winter] does is increase the damage dealt to the enemy.
You could bring [winter] and [mantra of [email protected]] but it doesnt minimize the damage as much and during times when the spirit of winter is dead, your mantras will be useless. Its a much better option to just protect your party as much as you can from fire damage.
Not to mention that this is the ele forum and the OP is asking for ele builds Unless something has changed, [[winter] does not belong in an ele build.
Where to find [Ward against harm]
Arkhel Havenwood is the name of the Boss Frozen Forest is the location
Last edited by daze; Nov 20, 2008 at 11:31 PM // 23:31..
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Nov 21, 2008, 12:23 AM // 00:23
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#7
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Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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Ward Against Harm, while strong in this instance, is really not worth it when Blurred Vision and Maelstrom protect the party far better and without taking up the elite slot.
And there's always Ward Against Elements.
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Nov 21, 2008, 12:49 AM // 00:49
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#8
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Krytan Explorer
Join Date: May 2008
Location: New Jersey
Guild: League of Elite [LoE]
Profession: D/
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Yeah you could just either bring [winter] yourself or have a ranger bring it, while sticking to fire magic.
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Nov 21, 2008, 12:49 AM // 00:49
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#9
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Jungle Guide
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Quote:
Originally Posted by daze
Not to mention that this is the ele forum and the OP is asking for ele builds Unless something has changed, [[winter] does not belong in an ele build.
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like i said before someone massacred this thread:
we have secondary professions, and teams, so you can actually use skills from multiple professions. (ghasp!)
and before you say you need those attribute points, if you cant play a fire ele build with one less point in energy storage for one mission you would never have gotten to hell's in the first place.
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Nov 21, 2008, 01:43 AM // 01:43
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#10
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Jungle Guide
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Quote:
Good job with your observation. "Legendary Master of the Obvious"
You are correct that there are multiple professions in this game.(good job) But once again if you read the OP post, you will see that he said that he plays Monk and Mesmer secondary profession so your suggestion of adding a ranger secondary is poor help.
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wanna hear somthing shocking? you can change your secondary profession. so can the rest of your team
Quote:
Once again "Legendary Master of the Obvious" is correct. Ele's will work very well with only 10 points spec to E Storage. Still Ranger is a dumb secondary profession for an ele. Especially if all you are using it for is Winter. If you look at my example above, you might see that i have 8 points spec to inspiration for the [[mantra of flame]
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Do you know any eles that play fire builds that actually use skills from their secondary? other than echo for their godly Mshower?
Edited by Celestial Beaver: Removed reference to deleted quote.
Last edited by Cebe; Nov 21, 2008 at 08:39 AM // 08:39..
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Nov 21, 2008, 09:13 AM // 09:13
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#11
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Quote:
Originally Posted by Scythe O F Glory
Yeah you could just either bring [winter] yourself or have a ranger bring it, while sticking to fire magic.
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As far as the Winter Argument goes, this is a "/winthread" moment.
4 points in Wilderness Survival on a Ranger hero is enough to have this spirit cover itself. All it takes is a little micromanaging on the player's part to get it to work properly; Disable the skill on the hero, and have them cast is a little way further back just before you head on in to battle.
Also...taking a Ranger hero means you get a member of the party with high armour against elemental damage, someone to spread the love with BHA, oh, and plenty of D-Shot!
As for the question at hand:
Quote:
Originally Posted by Lireal Nix
I am having difficulty with the Hells precipice mission. i am usually a fire elementalist with either a monk or mesmer secondary profession. I need advice or sample build that will deal cold damage and be effective in this mission. i have the folowing elite skills at my disposal Shatterstone, Water Trident, Elemental attunement.
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If you're usually fire, then play fire. It's a reasonable assumption to make that if it's what you've played all the way through, then it's an Element you have plenty of skills in, and reasonable experience with.
You don't tell us which professions you have. It's difficult to help with a build if you don't tell us what you have access to. I notice you have Factions, but what about Nightfall - is Mind Blast an option?
If you wanted to play Water, Shatterstone spikes are always good. Going E/N with [[Gaze of Contempt] (to strip enchantments from Spark of the Titans and Risen Ashen Hulks), followed by [[Shatterstone] and [[Vapor Blade] can be effective, though it is only good for single-target killing.
Rodgorts Invocation + Fireball spamming is probably a good way to go, if you have Winter to convert your damage type, and using something like [[Mind Blast], [[Elemental Attunement] or [[Ether Renewal (PvE)] as the elite. The only reason I don't like using enchantments in that mission is because of those pesky Risen Ashen Hulks and their [[Strip Enchantment]...
[[Ward Against Harm], whilst it would provide good defense versus the Spark of the Titans, it is a wasted skill in there, since the Sparks can be dealt with by using a few well placed [[Protective Spirit]s, or having a Ritualist toddle around the back pooping out [[Shelter]. Greater sustained pressure comes from the melee; the Hands and Fists of the Titans. Too many of those eviscerating your ass might be enough to cause party members to fall. This happens more with groups who are not careful about how the kill the Titans (work on one titan "chain" at a time to minimise the amount of Hands and Fists roaming around!).
You should consider bringing party support, as an Elementalist, in order to deal with the melee. Skills like [[Blurred Vision], [[Ward Against Melee (PvE)] or the good old [[Blinding Flash] + [[Epidemic] combo all work well.
Given your background in Fire Magic, and knowing you at least have Factions I'd be tempted to suggest something like:
[build prof=E name="Maybe a good Hell's build?" box Fire=12+1+1 Earth=9+1 Energy=9+1][Ether Renewal (PvE)][Fire Attunement][No Skill][Rodgort's Invocation][Fireball][No Skill][Ward Against Elements][Ward Against Melee (PvE)][/build] + a Ranger Hero with [ [email protected]]
Optional Slot #1: Use a third enchantment to help power ER ([[Aura of Restoration] is often used, but you can consider [[Elemental Lord (Luxon]/[[Elemental Lord]).
Optional Slot #2: Either another Fire Magic skill, or a PvE skill.
Or if you felt like dabbling more in Water Magic:
[build prof=E/N name="Maybe another good Hell's build?" box Water=12+1+1 Earth=9+1 Energy=9+1][Water Attunement][Glyph of Lesser Energy][Gaze of Contempt][Shatterstone][Vapor Blade][Blurred Vision][Ward Against Elements][Deep Freeze][/build]
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
Last edited by Cebe; Nov 21, 2008 at 09:25 AM // 09:25..
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Nov 21, 2008, 10:42 PM // 22:42
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#12
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Desert Nomad
Join Date: Mar 2008
Location: Sacramento, CA
Guild: Geezers
Profession: R/
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[build=OgVCsMz0aJ0Apg6wSw1AkYuI]
This worked well for me (I ran Sabway with it).
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Nov 26, 2008, 11:26 PM // 23:26
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#14
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Where is [skill]Rust[/skill]? AoE water damage, long duration for glowing ice trigger, AND the ability is actually relevant- all the warrior titans spend 4 seconds heal sigging and take double damage in the process!
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Nov 27, 2008, 12:39 AM // 00:39
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#15
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Lion's Arch Merchant
Join Date: Aug 2008
Profession: Me/Rt
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As far as I know [[Rust] doesn't have AoE damage. Just the hex part (double signets) is AoE, not the damage.
Generally: Fire sucks. I know everybody plays it because it is supposed to be the damage line, but it simply fails at that.
Take a look at earth magic. The spells there do exactly the same damage as the fire magic spells and they have some useful secondary effects (knockdown, blind and so on). On top of that you get awesome wards.
Fire will get you through normal mode, sure, but earth is simply so much superior. There is no reason to ever play with fire, except maybe when facing plants.
(yes I know, tank'n'spank teams are harder/impossible with earth magic since it lacks [[Searing Flames] - but in normal play, SF isn't all that strong and gets outclassed by earth spells causing knockdown)
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Nov 27, 2008, 08:08 AM // 08:08
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#16
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Forge Runner
Join Date: Aug 2005
Location: Ashford Abbey
Guild: Hey Mallyx [icU]
Profession: Mo/Me
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I'd go air with Thunderclap. But that's just me. Air magic groupie.
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Nov 27, 2008, 10:51 AM // 10:51
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#17
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by daze
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That's such a waste of the mesmer hero.
You have ALL the energy in the world - but no skills to use it on.
Lower Inspiration and FC, dump things into Dom - and bring CoF, Shatter Hex, Power Spike. Power Drain, Drain Ench, MoF (if you run it that is) should cover your energy needs.
The mesmer should be the mid-battle rezzer of choice - and Rebirth is just bad for that. (If you INSIST on having a rez on your monk - bring Rebirth on him and disable it. The guy shouldn't be rezzing mid-battle - so Vengeance is a wasted slot.) DPS FTW!
Which still leaves your elite slot open. You could still run Tease - use it instead of PS in that case. HEV is also a contender (it replaces Shatter then or just run it alongside). Considering the insane amount of interrupts VoR doesn't seem like the best option - but could be microed for the non-spellcaster foes. If you lack a normal skill - something like Overload would be decent also since it's designed to be spammed and the guys will do that.
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Nov 27, 2008, 11:12 AM // 11:12
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#18
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Jungle Guide
Join Date: Aug 2008
Location: In my own mind
Guild: The Dragon Exchange
Profession: E/
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Quote:
Originally Posted by upier
Lots of good advice
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Ya i agree with most of your ideas.. But in all honestly, that build is only used for hells precipice and Seeing it in action, i really dont see how i could sweep through the mission any faster even in HM. (Unless they brought back the old ursan and let the heroes use it too) It has everything i need out of it. Extreme damage mitigation through [[mantra of flame], heavy interrupts, decent hex removal, and lots of self preservation.
I may remove [[rebirth] for a different res, but i usually keep that one disabled as you suggested and use it for emergencies. I could probably spec to Domination But honestly, i dont know what a few of those acronyms you threw at me means so i might tweak it a bit more if i get bored, but in all reality, im satisfied with it. Her main focus is interrupts and she is heavy on the self preservation between [[drain enchantment] and [[ether feast]. but i could throw in [cry of frustration]
Last edited by daze; Nov 27, 2008 at 11:33 AM // 11:33..
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Nov 29, 2008, 02:18 AM // 02:18
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#19
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Wilds Pathfinder
Join Date: May 2008
Location: Volterra, Italy
Profession: A/
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Dual Attunement is better. Maintain both, spam water hexes that do fux loads to the titans...you win
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