Nov 27, 2007, 01:53 PM // 13:53
|
#1
|
The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
|
"I Only Have Prophecies / Factions / Nightfall...What's a Good Nuker Build?"
"I Only Have Prophecies / Factions / Nightfall...What's a Good Nuker Build?"
It's a question that has plagued this forum since the dawn of time I'm sure. I write this in hope that at least some of those who create threads asking for "the best nuker build for <Campaign>" will see it, and perhaps even find it vaguely useful.
It is not always possible for players to own all the Guild Wars games. Due to this, this forum gains a lot of requests for "1-campaign only" "nuker" builds. The recent volume of such requests provoked me to construct this article. This is in no way meant to be a definitive list of Fire Magic builds, as such, if anyone has any others, or has improvements on the ones I have created here, feel free to let me know.
What This Article Contains.
1. What is a Nuker?
2a. "I Only Have Prophecies..." - Ideas for those who only have the first campaign.
2b. "I Only Have Factions..." - Ideas for those who only have the second campaign.
2c. "I Only Have Nightfall..." - Ideas for those who only have the third campaign.
3. Combining Campaigns
4. Rune Choices
5. Final Comments
1. What is a Nuker?
Guildwiki describes a nuker as:
Quote:
Originally Posted by Guildwiki
Nuking is a term used in gaming for causing great amounts of damage to a number of enemies. This is normally done with using high-damage area of effect spells (like Meteor Shower) to take out a group of enemies at once. A player who Nukes is referred to as a Nuker.
|
Quote:
Originally Posted by Guildwiki
When asking for a Nuker, players almost always mean pyromancers who inflict highly damaging AoE spells such as Searing Flames and Meteor Shower.
|
So, so far what have we learnt? Well, we've learnt that whenever players speak about "nuker builds" they invariably want Pyromancer (Fire Magic) AoE Builds. These sort of builds are quite clearly the type of builds many new players lean towards, and in that light, this article will attempt to cover that topic from the viewpoints of owning each of the campaigns.
2a. "I Only Have prophecies..."
Both Prophecies and Factions have a problem when it comes to Fire Magic builds in that neither have any outstanding Fire Magic elites for general PvE play. There is, however, one Elite Skill which is common to both campaigns which serves as a good "catch-all" skill for any elemental build. That skill is [[Elemental Attunement[].
As it would happen, Elemental Attunement makes a fantastic skill, when paired with Fire Attunement, to make it possible to spam some of the high-damage, low-recharge Prophecies skills such as Rodgort's Invocation.
For information, the skills available to you are the following:
Core Fire Magic skills
Prophecies-Only Fire magic skills
Attributes:
Fire Magic: 12 + Headpiece + minor rune
Earth Magic: 9 + 1
Energy Storage: 9 + 1
Ok, let's take a look at this build. Starting off with Elemental Attunement and Fire Attunement. These two skills manage your energy very well indeed, and give you the power to spam Rodgort's Invocation. [[Ward Against Melee] gives you a secondary use to the team by way of being able to provide some sort of defense. You don't need to fill your skillbar with damage spells just because you're using Fire Magic.. Ward Against Melee can be substituted for another ward if necessary, such as Ward Against Elements.
Because Rodgort's Invocation now has a 5-second recharge, you aught to be using that as often as you can, as it is a high-damage AoE skill with additional burning. Burning should not be overlooked, as Rodgort's causes 3 seconds of burning, which after the 3 seconds will have resulted in another 42 health loss. Immolate is another quick-recharge skill which causes burning, although only to one target, whilst Fireball is a high-damage AoE skill, hitting adjacent foes.
Now we come to the optional slots. Many people would encourage you take a Resurrection skill here. If you have Monk secondary you can take a "Hard Res" such as Restore Life. Rebirth is bad for Elementalists as it causes you to lose all energy, you should steer away from this skill outside special situations. If you don't have Monk secondary you can always take Resurrection Signet if you need a Resurrection skill. The other optional slot can be used for your AoE of choice, such as [[Searing Heat], or [[Meteor Shower], or even another Ward spell from the Earth Magic line if you want to be able to give more party support. A further option is to play E/Me and take [[Arcane Echo] to echo Rodgort's Invocation. This will give you periods of 20 seconds in which you can spam Rodgort's Invocation at double the rate.
Alternative Prophecies Nuker Build since the Ether Renewal buff:
At least for PvE, [[Ether Renewal] has become useful again, and provides you with some insane energy management:
Attributes:
Fire Magic: 12 + Headpiece + minor rune
Energy Storage: 12 + 1
Optional slots much the same as before really, but always try to keep Aura of Restoration on as a Cover Enchantment for Ether Renewal.
2b. "I Only Have Factions..."
As Prophecies, Factions' Fire Magic Elite skills are not amazingly good, even though you have a choice of 3. Let's look at these.
[[Mind Burn] - This skill happens to be a core elite, and therefore is also available in Prophecies. It is easy to meet the condition, due to your Energy Storage attribute giving you inherently higher energy than most of your foes, however, it has a 5 second recharge, and causes exhaustion. Repeated use of this skill which is allowed by it's recharge leads to a great deal of exhaustion, so care needs to be taken, meaning it's not a good idea to cast this skill as often as you might like.
[[Double Dragon] - This skill used to cause exhaustion, and though it does not any more, does still have it's 30 second recharge, meaning it's spammability goes down the drain. This skill is also what is known as "PBAoE" (Point Blank Area of Effect), which means you need to get up close to your foe. This can be dangerous for an Elementalist as you only have 60 armour, and are more vulnerable than, say, a Warrior, when running up to foes.
[[Star Burst]- Like Double Dragon, another PBAoE skill, and as such, should be avoided for the majority of PvE with Factions-only builds.
Running up to foes to poke them with Star Burst, or use Double Dragon may sound fun at the time, but consider your Monks. If you begin taking a lot of damage because of your high-risk manoeuvre, you risk draining your Monk's energy trying to keep you alive.
Considering the usefulness of the 3 Factions Fire Magic elites, I would consider Elemental Attunement to, once again, be the most useful and appropriate elite available in Factions for Fire Magic builds.
For information, the skills available to you are the following:
Core Fire magic Skills
Factions Fire Magic Skills
Attributes:
Fire Magic: 12 + Headpiece + minor rune
Earth Magic: 9 + 1
Energy Storage: 9 + 1
Much the same as Prophecies I guess, reason being, Factions contains some skills which are "Prophecies Duplicates"...but unfortunately it does not have a copy of that sexy skill Rodgort's Invocation. I've replaced Rodgort's with Teinai's Heat, which incidentally, is a copy of Searing Heat, as it at least has the chance of causing burning on it's 5th pulse of AoE damage.
I included Ward of Stability in this build, mainly to make people aware of it since we all know how boring wards seem when you first start playing Ele, though any ward can be used in it's place. Ward of Stability can potentially be decent support in Kaineng City, as it can stop the party being knocked down by the Jade Brotherhood's AoE knockdown skill, Dragon's Stomp. Alternatively you may find Ward Against Melee useful here due to the high numbers of Jade Brotherhood Knights and Am Fah Assassins.
Again, 2 optional slots. One could be used for a Resurrection skill. Decent Resurrection choices would be [[Resurrection Chant] for an E/Mo, or [[Flesh of my Flesh] for an E/Rt, anyone else is stuck with [[Resurrection Signet], should you choose to take a Res. Other skills for the optional slots are [[Smoldering Embers] due to it's quick recharge. It is of course possible to use another AoE skill here such as [[Breath of Fire], though it does have a long-ish recharge, is a very cheap spell.
2c. "I Only Have Nightfall..."
Well it needs to be said. Nightfall is King of Fire Magic. For once, Elemental Attunement is surpassed by all 3 of it's non-Core Fire magic Elites. As well as Mind Burn, Nightfall has Searing Flames, Savannah Heat and Mind Blast.
For information, the skills available to you are the following:
Core Fire Magic skills
Nightfall-Only Fire magic skills
Let's take a quick look at some of these new elites in a little more detail.
[[Searing Flames] - Searing Flames relies on foes in an area to be on fire in order for it to deal damage. Searing Flames (Often abbreviated to SF) also sets foes on fire if they are not already. In order for Searing Flames to work well it is a better idea to use 2 or more "SF Eles", this is so that does can be kept on fire as much as possible, and through continual spamming of Searing Flames, take a great deal of damage.
There is a potential issue with Searing Flames, and that is, it's a 15 energy spell with a 2 second recharge. Clearly, you can't take Dual Attunements with Searing Flames, but there are other devices which can be used to manage your energy. [[Glyph of lesser Energy] and [[Glowing Gaze] are two such skills. The latter allows you to gain energy if it hits a burning foe.
So let's look at a Searing Flames build:
Well that's pretty much the core of a Searing Flames build, and with 2+ SF Eles works very well on bunches of foes, and incidentally, with Nightfall, Ele Heroes come in very handy in that you can set them up as SF Eles also. There are of course 4 optional slots. Skills which could be used here include a Resurrection skill, Liquid Flame or Fireball, perhaps an AoE Fire Skill. You could go E/Me for Shatter Hex or Power Drain, or E/Mo for Aegis or Convert Hexes.
[[Savannah Heat] - This skill becomes more powerful on each pulse of damage, so it becomes important to keep the enemy in the area of effect for as long as possible. One way of achieving this is with a snare. The Water Magic line contains a core skill called [[Deep Freeze], which provides an unconditional 10 second 66% speed reduction to foes in an area. Another way of keeping enemies in this AoE is with a knockdown skill, however, Nightfall lacks effective AoE knockdown skills.
Let's take a look at a potential Nightfall-Only Savannah Heat Build:
Attributes:
Fire Magic: 12 + Headpiece + minor/major/sup Rune
Water Magic: 8 + 1
Energy Storage: 10 + 1
In this build, energy is less of a concern, as there is no uber-spammable 15+ energy skill, however, Glyph of Lesser Energy can be very useful in powering Deep Freeze, as Fire Attunement will not give any energy back from the use of this expensive snare.
The optional slots, once again, could be a Resurrection skill, or another water magic skill such as [[Steam] or [[Blurred Vision]. Steam can be used after Immolate to give 8 seconds of blind along with dealing a respectable 76 cold damage. Due to Deep Freeze snaring you could incorporate a further AoE Fire Magic skill in here, though the only other available to you in Nightfall would be Fire Storm.
[[Mind Blast] - Finally we move onto Mind Blast. Mind Blast is quite possibly one of the most flexible skills an Elementalist has. Mind Blast provides some stunning energy management, and allows an Elementalist to use skills that other forms of Energy Management are not compatible with. Unfortunately, Nightfall offers few fire magic skills which do Mind Blast justice.
3. Combining Campaigns
Clearly the more campaigns you have, the more varied, and improved builds you can create. If you only own one campaign you will almost always be lacking something that another campaign could give you. One skill I am thinking of in particular is [[Mark of Rodgort] which can really improve a Fire Magic build since Burning is such a potent condition.
Mind Blast really comes into its own when combined with other campaigns. With that in mind, to do Mind Blast justice, it should be paired up with one of the most Legendary skills, Rodgort's Invocation.
Attributes:
Fire Magic: 12 + Headpiece + minor/major/sup Rune
Earth Magic: 9 + 1
Energy Storage: 9 + 1
The above is purely one example of Mind Blast's potential applications. It can also be used to power all manner of things, just make sure you change the Earth Magic attribute to whatever suits what you're trying to achieve.
Glyph of Elemental Power is not crucial in this build, to quote Ensign:
Quote:
Originally Posted by Ensign
There's nothing really wrong with Glyph, it's something to default to when you don't know what to take on that kind of bar, I've just always found something else I've wanted in that slot, something that gives another ability - Gale, Blind, Wards, Flame Djinn's, Mystic Regen, a Res, Kaolai, you name it.
|
Next let's consider the Searing Flames build described in section 2c. This build has the capacity to incorporate many different skills. If Prophecies is owned as well, Glyph of Sacrifice + Meteor Shower can be used as a quick opening to a battle. A Further advantage of using more than 1 SF Ele is that it only takes one to carry Mark of Rodgort, a Prophecies skill which can be used to great effect to keep foes burning.
Another popular "Pack as many AoEs in as you can" build of recent times is "Triple Heat". The build revolves around the use of Savannah Heat, Teinai's Heat and Searing Heat to deal a lot of AoE damage to foes. Foes are usually snared with Deep Freeze.
4. Rune Choices
Anyone who's made it this far should have noticed that the attributes for Fire Magic are given as "12 + Headpiece + minor/major/sup Rune". It is customary to attach a Fire Magic rune to your headpiece, to further increase the damage dealt by spells, amongst other things. The choices open to you are:- A Minor Rune of Fire Magic. This rune gives you +1 in Fire Magic with no downside.
- A Major Rune of Fire Magic. This rune gives you a +2 in Fire Magic at the cost of 35 HP
- A Superior Rune of Fire Magic. This rune gives you a +3 in Fire Magic at the cost of 75 HP
It is advised, particularly for newer players, to avoid the Superior Runes, as the 75 health loss is a lot of health to lose, for what really is a small amount of damage gained. Let's take an example: Fireball deals 112 Fire Damage at 15 Fire Magic, and 119 Fire Damage at 16 Fire Magic. You as a player need to consider yourself whether it is worth losing the additional 40 health (from Major to Superior) for the increase of 7 Fire Damage. Usually the conclusion is this is not worth it.
5. Final Comments
Wow, I didn't think it was possible for me to write so much. I hope that some people find this useful, and I haven't made any major errors anywhere. If anyone else notices anything that is just plain wrong I'll be happy to amend it.
I've always found PuGs demanding "Fire Magic Nukers" to b e quite single minded and stereotypical. This thread is in no way meant to suggest that this is the only thing an Elementalist can do - it's just something that hopefully, next time someone asks for "a good fire nuker prophecies build" I can direct them here.
___________________
Edit 28/11/2007: Rune Choices.
Edit 29/11/2007: Section 3; Mind Blast Build
Edit 10/12/2007: Spelling
Edit 10/06/2008: Updated GW BBCode.
Edit 29/07/2008: Added Ether Renewal Build to Prophecies section.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
Last edited by Cebe; Jul 29, 2008 at 08:09 AM // 08:09..
|
|
|
Nov 27, 2007, 02:05 PM // 14:05
|
#2
|
Jungle Guide
Join Date: Sep 2006
Location: Northern Ireland
Profession: R/
|
Nice post
|
|
|
Nov 27, 2007, 04:19 PM // 16:19
|
#3
|
Frost Gate Guardian
Join Date: Dec 2006
Profession: Mo/
|
Nice guide, hopefully it will cut down on the number of dupe posts on here - seems there have been tons lately.
As far as "nuking" in the classic sense goes, fire is the only way to go, and this is a great guide.
One thing you might consider for players new to the game is that the better skills for these builds are usually not accessible until later in the game (in Prophecies, much much later). Both Rodgort's spells are not available until you get to the Southern Shiverpeaks or Ring of Fire. If you feel like expanding, you might cover some tactics and advice for the crawl-before-you-walk period - I know I had trouble with my elementalist's build through the jungle and desert.
Last edited by Vexed; Nov 27, 2007 at 04:21 PM // 16:21..
|
|
|
Nov 27, 2007, 04:26 PM // 16:26
|
#4
|
The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
|
Quote:
Originally Posted by Vexed
Nice guide, hopefully it will cut down on the number of dupe posts on here - seems there have been tons lately.
|
Well, it would be nice, but I doubt it. Still, it gived me something to link to when someone "needs" the "best" nuker build.
Quote:
Originally Posted by Vexed
As far as "nuking" in the classic sense goes, fire is the only way to go, and this is a great guide.
|
Couldn't agree more. This dawned on me as I was writing this...more so with the Factions bit. "Fire Magic" and "Nuke" really don't go together with Factions-only skills.
Quote:
Originally Posted by Vexed
One thing you might consider for players new to the game is that the better skills for these builds are usually not accessible until later in the game (in Prophecies, much much later). Both Rodgort's spells are not available until you get to the Southern Shiverpeaks or Ring of Fire. If you feel like expanding, you might cover some tactics and advice for the crawl-before-you-walk period - I know I had trouble with my elementalist's build through the jungle and desert.
|
You have a fair point. If I get time I might add something in about that. I felt for the time being it would be best to assume the player had full access to skills for now...I can see an "Early Prophecies Fire Magic Nuker" build to be umm... Fire Storm and... hmm...
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
|
|
|
Nov 28, 2007, 01:00 AM // 01:00
|
#5
|
Wilds Pathfinder
Join Date: Aug 2005
Location: Los Angeles, California
Guild: Picnic Pioneers
Profession: E/
|
Glyph of elemental power is meh.
|
|
|
Nov 28, 2007, 01:54 AM // 01:54
|
#6
|
Desert Nomad
Join Date: Oct 2006
Location: Southern California
Guild: Charter Vanguard [CV]
Profession: Me/Rt
|
Great post, but take off the option for using sup runes. They're unneeded and a waste, so they shouldn't steer newbs astray.
|
|
|
Nov 28, 2007, 08:18 AM // 08:18
|
#7
|
The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
|
Quote:
Originally Posted by mrmango
Great post, but take off the option for using sup runes. They're unneeded and a waste, so they shouldn't steer newbs astray.
|
Superior Runes work very well on Mind Blast builds, but I see your point.
Quote:
Originally Posted by TheGuildWarsPenguin
Glyph of elemental power is meh.
|
Since there's only one build I included that in I'll assume you're talking about the Mind Blast build. Perhaps it is a flexible skill, but I've always liked GoEP in my Mind Blast builds since firstly, there is not much need for Glyph of Lesser Energy, and secondly, it boosts Fire magic to 18, which means Mind Blast returns 11 + 2 Energy.
With Glyph of Elemental Power, the combination Mind Blast > Rodgort's Invocation > Mind Blast leaves you with a net energy loss of 1, which is mopped up by energy regen. GoEP isn't "needed", but it helps in regaining energy faster with Mind Blast if, say, Rodgort's Invocation were interrupted, that and it increases the damage dealy by all the spells.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
|
|
|
Nov 28, 2007, 06:19 PM // 18:19
|
#8
|
Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
|
Top notch post, bookmarked for future linking.
Quote:
Originally Posted by Celestial Beaver
.more so with the Factions bit. "Fire Magic" and "Nuke" really don't go together with Factions-only skills.
|
That's because earth is the kind of AoE for factions-only people.
[skill]unsteady ground[/skill][skill]churning earth[/skill][skill]dragon's stomp[/skill][skill]ward against melee[/skill][skill]glyph of lesser energy[/skill][skill]earth attunement[/skill]optional, optional
with the optionals being stone daggers and a rez, or enfeebling blood/stoning
Last edited by Dr Strangelove; Nov 28, 2007 at 06:27 PM // 18:27..
|
|
|
Nov 28, 2007, 11:58 PM // 23:58
|
#9
|
Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
|
Quote:
Originally Posted by Celestial Beaver
Superior Runes work very well on Mind Blast builds, but I see your point.
|
You generally need a major to be stable. The superior is fluff.
Quote:
Originally Posted by Celestial Beaver
secondly, it boosts Fire magic to 18, which means Mind Blast returns 11 + 2 Energy.
|
It's really a waste of a slot if that's how you're using it. 1 more energy on Mind Blast woohoo, that means it pays for itself and not much more eh?
I have used GoEP on a Mind Blast bar before; the big advantages are being able to drop down to a minor fire and still get +10 off Mind Blast, and +2 to your secondary attributes (blind, wards, etc). However you usually run into a slot squeeze when you try and use it this way and it's clearly the skill to go.
Pumping your main attribute up a bit higher is something to make the kiddies squeal, not something that is truly effective, in general.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
|
|
|
Nov 29, 2007, 12:57 AM // 00:57
|
#10
|
Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
|
What about the fact that factions elementalists can sub sassi... they can get in, drop their PBAoE and teleport out, or you can sub earth for extra defense and nuke with a little more ease?
This is more of a theory question than anything else.
|
|
|
Nov 29, 2007, 01:15 AM // 01:15
|
#11
|
Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
|
Quote:
Originally Posted by Winterclaw
What about the fact that factions elementalists can sub sassi... they can get in, drop their PBAoE and teleport out, or you can sub earth for extra defense and nuke with a little more ease?
This is more of a theory question than anything else.
|
It's not as cool as it sounds. Most PBAoE spells have a painful aftercast, so it ends up being more of a "teleport in, cast spell, stand still for 1.5s, cast another spell, stand sti---die" The only spell worth mentioning for this strategy is starburst, which saw some play as a spiky HA gimmick. However, to make it work you need to take 2 shadow step skills. Those 3 slots are generally better used on something else.
Similar deal for packing on armor skills. First, you're very reliant on those enchantments, anything screwing with them is going be really bad news. You then have to spend a fair amount of time running up to enemies, time which a ranged caster could've used to blow stuff up. Finally, it wastes skill slots. What's the point of running 2 skills to support starburst when you could run 3 of whatever you feel like?
Last edited by Dr Strangelove; Nov 29, 2007 at 01:19 AM // 01:19..
|
|
|
Nov 29, 2007, 01:49 AM // 01:49
|
#12
|
Desert Nomad
Join Date: Jun 2006
Location: Netherlands
Guild: No Inherent Effect [NiE]
|
arcane echo + savhana heat, or glyph of sac + meteor shower helps a lot too for a fire nuker
|
|
|
Nov 29, 2007, 01:58 AM // 01:58
|
#13
|
Forge Runner
Join Date: Aug 2006
Profession: R/
|
Quote:
Originally Posted by Dr Strangelove
Top notch post, bookmarked for future linking.
That's because earth is the kind of AoE for factions-only people.
[skill]unsteady ground[/skill][skill]churning earth[/skill][skill]dragon's stomp[/skill][skill]ward against melee[/skill][skill]glyph of lesser energy[/skill][skill]earth attunement[/skill]optional, optional
with the optionals being stone daggers and a rez, or enfeebling blood/stoning
|
Agree, you probably want to run that if you're trying to "nuke" with Factions only.
You "might" be able to get something useful out of [skill]Assassin's Promise[/skill][skill]Breath of Fire[/skill][skill]Teinai's Heat[/skill][skill]Fire storm[/skill] with Factions only
|
|
|
Nov 29, 2007, 08:14 AM // 08:14
|
#14
|
The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
|
Quote:
Originally Posted by Ensign
It's really a waste of a slot if that's how you're using it. 1 more energy on Mind Blast woohoo, that means it pays for itself and not much more eh?
I have used GoEP on a Mind Blast bar before; the big advantages are being able to drop down to a minor fire and still get +10 off Mind Blast, and +2 to your secondary attributes (blind, wards, etc). However you usually run into a slot squeeze when you try and use it this way and it's clearly the skill to go.
Pumping your main attribute up a bit higher is something to make the kiddies squeal, not something that is truly effective, in general.
|
You make a valid point of course, what might you suggest I use in it's place, another Ward perhaps?
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
|
|
|
Nov 29, 2007, 01:26 PM // 13:26
|
#15
|
Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
|
Quote:
Originally Posted by Celestial Beaver
You make a valid point of course, what might you suggest I use in it's place, another Ward perhaps?
|
You can support a blind and a ward easily, especially with Glyph of Elemental Power. There's nothing really wrong with Glyph, it's something to default to when you don't know what to take on that kind of bar, I've just always found something else I've wanted in that slot, something that gives another ability - Gale, Blind, Wards, Flame Djinn's, Mystic Regen, a Res, Kaolai, you name it. I'll use it in AB on occasion, but never in GvG - it's not worth dropping a ressig for and a 6 skill Mind Blaster is pretty sketchy.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
|
|
|
Nov 29, 2007, 03:59 PM // 15:59
|
#16
|
The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
|
Quote:
Originally Posted by Dr Strangelove
That's because earth is the kind of AoE for factions-only people.
[skill]unsteady ground[/skill][skill]churning earth[/skill][skill]dragon's stomp[/skill][skill]ward against melee[/skill][skill]glyph of lesser energy[/skill][skill]earth attunement[/skill]optional, optional
|
Couldn't agree more. Factions Earth Builds can be very sexy, but sadly, lack Eruption :'(
Quote:
Originally Posted by Ensign
You can support a blind and a ward easily, especially with Glyph of Elemental Power. There's nothing really wrong with Glyph, it's something to default to when you don't know what to take on that kind of bar, I've just always found something else I've wanted in that slot, something that gives another ability - Gale, Blind, Wards, Flame Djinn's, Mystic Regen, a Res, Kaolai, you name it. I'll use it in AB on occasion, but never in GvG - it's not worth dropping a ressig for and a 6 skill Mind Blaster is pretty sketchy.
|
Updated OP.
Kaolai in a Mind Blast build sounds quite a cool idea.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
|
|
|
Nov 29, 2007, 08:55 PM // 20:55
|
#17
|
Krytan Explorer
Join Date: Mar 2007
Location: in my house
Guild: The Arctic Maruarders [TAM]
Profession: A/
|
hmm very interesting should be good for the people with the lack of games 0;
|
|
|
Jun 10, 2008, 06:56 PM // 18:56
|
#18
|
Wilds Pathfinder
Join Date: Mar 2008
Location: Odense, Denmark
Profession: E/
|
Quote:
Originally Posted by Marverick
Agree, you probably want to run that if you're trying to "nuke" with Factions only.
You "might" be able to get something useful out of [skill]Assassin's Promise[/skill][skill]Breath of Fire[/skill][skill]Teinai's Heat[/skill][skill]Fire storm[/skill] with Factions only
|
Yes - exactly!
Assasins promise nuker are the only way to go as a nuker in Factions imo.
|
|
|
Jun 10, 2008, 07:38 PM // 19:38
|
#20
|
Forge Runner
Join Date: Dec 2007
Profession: E/
|
the standard SF nuker build is also a good option tho
or SH too i think
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 07:43 PM // 19:43.
|