Jun 14, 2008, 05:08 PM // 17:08
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#1
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Jungle Guide
Join Date: May 2007
Location: WA
Guild: DH
Profession: Rt/
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AB Warder Support?
Hello, all.
I've thought about running an Earth support for Alliance Battles. The idea is to combine Wards with Anti-Melee capabilities. I don't play as Elementalists very much, so some assistance would be most appreciated.
My attributes are:
12 + 1 + 3 Earth Magic
12 + 1 Energy Storage
Skills Planned:
[Ebon Hawk][Stoning][Ash Blast][Blank][Ward Against Foes][Ward Against Elements][Ward Against Melee][Earth Attunement]
Unfortunately I haven't unlocked any Earth Elites yet, though I will once I get some more Balthazar faction and sage advice. [Stone Sheath] has potential Assassin-counter, but I doubt it's worth the elite slot.
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Jun 14, 2008, 05:10 PM // 17:10
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#2
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Emo Goth Italics
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Ward Against Elements doesn't stack with Ward Against Harm, and you're lacking Ward Against Melee. Superiors are also bad, especially in PvP.
[ebon hawk][stoning][gole][ward against melee][ward against foes][ward against harm][earth attunement][no skill]
Earth 12+1+1, Water 10+1, Estorage 8+1.
I would really prefer a Water Elementalist instead though.
[freezing gust][blurred vision][glowing ice][ward against melee][ward against harm][water attunement][armor of mist][no skill]
Water 12+1+1, Earth 10+1, Estorage 8+1.
Or even Glyph of Immolation + Steam instead of Blurred Vision.
Last edited by Tyla; Jun 14, 2008 at 05:13 PM // 17:13..
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Jun 14, 2008, 05:13 PM // 17:13
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#3
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Jungle Guide
Join Date: May 2007
Location: WA
Guild: DH
Profession: Rt/
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[Ward Against Harm] was a typo for [Ward Against Melee]...looking at too many skills at once. Wow...I didn't think I would get such a quick response.
So, if I should use Water, how would I allocate my attributes?
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Jul 12, 2008, 11:59 AM // 11:59
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#4
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Pre-Searing Cadet
Join Date: Jul 2008
Location: Netherlands
Guild: The Tiger Pirates[YaRR]
Profession: E/
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you also can use Glyph of Renewal. So you dont take ward against Harm.. And you just go Full earth. Like using glyph of renewal on Ward against foes orso.
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Jul 12, 2008, 11:17 PM // 23:17
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#5
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Jungle Guide
Join Date: Dec 2005
Location: Scotland
Guild: Fuzzy Physics Institute
Profession: E/
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The main problem with your strategy for AB is that generally you are going to be spread out in groups of 4 or less unless you get a rolling mass group going.
Wards have a small radius, therefore they are only likely to benefit you and whoever is near you at the time.
My advice (for what it's worth) would be to go for AoE with some survivability and possibly a speed boost skill. Earth has some skills that fit the bill, but probably fire is your best bet.
If you plan on defending shrines then the whole warder thing might have a some merit. Best of luck finding a group using that strategy though
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Jul 13, 2008, 03:59 AM // 03:59
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#6
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Banned
Join Date: Jan 2008
Guild: Team Apathy [aFk]
Profession: W/P
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Quote:
Originally Posted by Tyla
Or even Glyph of Immolation + Steam instead of Blurred Vision.
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I'd run both.
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Jul 13, 2008, 05:59 PM // 17:59
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#7
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Lion's Arch Merchant
Join Date: Nov 2007
Location: Great Soviet California!
Guild: Deputy Glitter's Shoe Squad [ghey]
Profession: Me/
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I would advise against wards in ab since ab is about capping shrines which means getting from one place to another as fast as possible. Mobility is the key.
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Jul 13, 2008, 09:03 PM // 21:03
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#8
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Forge Runner
Join Date: Nov 2005
Location: Character selection screen figuring what I want to play...
Guild: Purple Lingerie - :D
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Wards in ab are laughable. Honestly you shouldn't even need them if you cap fast enough.
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Jul 14, 2008, 07:47 PM // 19:47
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#9
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Desert Nomad
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
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In my opinion, wards in AB are a waste of skill bar real estate since there are no obvious places to stand your ground. If you are playing an elementalist in AB, you should be able to provide these:
- AoE to wipe shrines
- anti-melee (blind/blur or snares)
- "Fall Back!" (seriously, I'm not aware of a good reason not to bring it)
- point pressure (least important)
You'll most likely want to draw from two different elements to cover all of the above. Fire/air and water/earth combinations both provide fairly balanced builds.
Edit: could as well list my default AB build, not like there's anything super secret in it
[skill]Mind Blast[/skill][skill]Immolate[/skill][skill]Glyph of Lesser Energy[/skill][skill]Blinding Flash[/skill][skill]Searing Heat[/skill][skill]Rodgort's Invocation[/skill][skill]"Fall Back!"[/skill][skill]Fire Attunement[/skill]
Last edited by tmakinen; Jul 14, 2008 at 07:55 PM // 19:55..
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Jul 16, 2008, 02:12 AM // 02:12
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#10
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Jungle Guide
Join Date: May 2007
Location: WA
Guild: DH
Profession: Rt/
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Wow, I didn't think my thread would get resurrected.
It's funny you should all mention the futility of wards in AB. I came to that conclusion mere hours after my first question. They were incredibly helpful in stand-offs, but again, AB is about mobility.
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