Aug 22, 2008, 02:32 PM // 14:32
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#1
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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Expermental Build - Your thoughts
Here's an experimental build, what are your thoughts
Elemental / Any
Energy Storage: 12 + 2
Fire Magic: 7 + 1
Air Magic: 6 + 1
Earth Magic: 6 + 1
Water Magic: 7 + 1
Enervating Charge
Glyph of Lesser Energy
Churning Earth
Rodgort's Invocation
Steam
Deep Freeze
Kinetic Armor
Master Of Magic (Elite)
Template Code - OgBFgWa6tHzD4AZw06FON1hpQsC
General Usage
Keep Master of Magic up at all times, so all elemental attributes are at Lvl 12.
Use Glyph of Engery to less cost of Chruning Earth and Rodgort's especially.
Rodgort's Inovcation -> Steam
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Aug 22, 2008, 02:42 PM // 14:42
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#2
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Frost Gate Guardian
Join Date: Apr 2007
Profession: E/
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Well, right off, if you plan on keeping "master of magic up at all times" there is no reason to use minor runes of every element. Use some vitae or w/e.
Secondly, a major ES rune is probably not needed. 3 energy for -35 health and it isn't a break point for MoM. Stick with a minor.
Enervating charge is OK, but consider either /N or better yet bring a necro hero (if available) with [enfeebling blood]. That would free up a spot for [fire attunement] to better fuel roddy and a cover enchant for MoM since your build centers around it.
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Aug 22, 2008, 02:49 PM // 14:49
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#3
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Ascalonian Squire
Join Date: Dec 2006
Guild: GILD
Profession: E/Mo
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From wiki:
Quote:
Do not confuse "non-elemental skill" with "non-elementalist skill", as Master of Magic will end if you use any skill that does not fall into the air, earth, fire, or water magic attributes, Elementalist no attribute and Energy Storage skills included.
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Now doesn't that mean that the Glyph of Lesser Energy will ruin your build ?
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Aug 22, 2008, 03:03 PM // 15:03
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#4
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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Update
Forgot to show the break down on the Engery 12+1+1
Right about Glyph possible breaking MoM.
Tweaked build but your right, a cover enchantment would be good, still thinking. Hate to use Fire Attune for just 2 slow recharge skills... Maybe a elemental weapon damage boost?
Armor - Considering Prismatic, considering how with MoM it would be +20 vs all since all four attributes will be above 9
Elemental / No Profession
Energy Storage: 12 +1 +1
Fire Magic: 7 +1
Air Magic: 6 +1
Earth Magic: 6 +1
Water Magic: 7 +1
Shell Shock
Churning Earth
Meteor Shower
Rodgort's Invocation
Steam
Deep Freeze
Kinetic Armor
Master Of Magic
Last edited by EternalTempest; Aug 22, 2008 at 03:06 PM // 15:06..
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Aug 22, 2008, 03:18 PM // 15:18
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#5
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Furnace Stoker
Join Date: Jul 2006
Profession: N/A
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I might consider [skill]frigid armor[/skill] instead of [skill]kinetic armor[/skill] It has a nice bonus against physical damage; (+34 armor vs physical @ 12 water) a reasonable recharge of 20 seconds and can be maintained constantly as a cover enchantment for Master of Magic. Also immunity to burning is always nice.
Considering you will probably be running prismatic insignia anyway for the 20 armor boost it gives in conjunction with Master of Magic, your armor level will make you a very low priority squishy anyway - it's comparable to a warrior and with frigid incorporated its actually better than most warriors base armor level = 80 vs elemental 114 vs physical .
Because of this I think that kinetic armor might be overkill. It also has a very long cast time and recharge and moving between mobs will mean downtime.
Last edited by Zamochit; Aug 22, 2008 at 03:34 PM // 15:34..
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Aug 22, 2008, 03:24 PM // 15:24
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#6
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Frost Gate Guardian
Join Date: Apr 2007
Profession: E/
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Ah yes...good catch with the glyph.
Every 8 seconds with roddy at 25E is still probably worth the attunement. Drop meteor shower, it isn't worth the 8seconds it will take you to get damage from it.
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Aug 22, 2008, 03:40 PM // 15:40
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#7
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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Fidget armor is a much better choice, and love the immunity against fire.
Fire Attune add's another cover...
Elementalist / No Profession
Armor - Prismatic (+20 Armor with MoM in effect)
Energy Storage: 12 + 1 +1
Fire Magic: 7 + 1
Air Magic: 6 + 1
Earth Magic: 6 + 1
Water Magic: 7 + 1
Shell Shock
Churning Earth
Rodgort's Invocation
Steam
Deep Freeze
Master Of Magic
Frigid Armor
Fire Attunement
Keep up Master of Magic -> Frigid Armor -> Fire Attune (stack initial in that order).
Edit - Ah this worked to display skills in forum.... see below
[build prof=E/? name="" ene=12+1 fir=7+1 air=6+1 ear=6+1 wat=7+1][Shell Shock][Churning Earth][Rodgort's Invocation][Steam][Deep Freeze][Master Of Magic][Frigid Armor][Fire Attunement][/build]
Last edited by EternalTempest; Aug 22, 2008 at 08:26 PM // 20:26..
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Aug 22, 2008, 05:44 PM // 17:44
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#8
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Wilds Pathfinder
Join Date: Jul 2007
Guild: Relentless Aggressors [rA]
Profession: R/Mo
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Why fire attune when you have 3 water spells?
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Aug 22, 2008, 05:49 PM // 17:49
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#9
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Furnace Stoker
Join Date: Jul 2006
Profession: N/A
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I think its mainly to help fuel Rodgort's useage on recharge
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Aug 22, 2008, 05:57 PM // 17:57
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#10
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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Meh...
What about
[deep freeze][master of magic][churning earth][glowing ice][water attunement][ward against melee][blurred vision][optional]
For the optional slot, if you have weakness, in your team, think about [glowstone]. Otherwise, I'd take [meteor shower], [earthquake] You'll want weakness, I think for glowstone. But Meteor Shower might be nice as well
Energy will hurt, but if you use glowing ice properly, you should be ok. A master of magic build should focus on utility, seeing as you can bring some serious speccing into the water/earth lines. I might try this actually, it looks really fun.
Last edited by Snow Bunny; Aug 22, 2008 at 06:00 PM // 18:00..
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Aug 22, 2008, 07:29 PM // 19:29
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#11
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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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little tip, may not be worth it to you. but if you bring 2 sets of armor and swap armor with the [[master of magic] up, you will actually get the bonus to the attributes. But when the enchantment ends you will need to swap armor again after you re-cast the enchantment.
Also, if you could put [brackets] around your skills, those of us who are more visual in nature may get a better feel for your build
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