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Old Apr 23, 2008, 08:24 PM // 20:24   #1
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Default New PvE Ele; Earth or Fire?

I've been interested in elementalists for awhile now, and have decided to make one since I'm having trouble keeping interest with the game, so I figure a new character will help. I'm a bit stuck between going Earth or Fire though. Earth is more appealing to me, but Fire is pretty proven to be amazing in PvE.

I'd just like to know, would an Earth Elementalist be viable for HM/NM Hero+Henching and also with players? I H/H usually, but I'd like to play with other players a lot more ... therefore gimping myself with a build that only works with my hero setup wouldn't work. Or, should I stay mainstream and go fire with a MB/RI nuker, or maybe a SF nuker.

If anyone could provide me with a decent Earth build, that'd be fantastic. I'm willing to buy tomes/farm out faction .. so don't worry about giving me abilities that are endgame.

I've considered air/water, but single target doesn't seem to be as useful in PvE and water isn't very impressive .. although I'd absolutely love to be one of the few water elementalists around, seems like it'd be hard to be useful in a player group.

Last edited by Iraka; Apr 23, 2008 at 08:27 PM // 20:27..
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Old Apr 23, 2008, 08:47 PM // 20:47   #2
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I don't play ele so can't say really...

But I always have atleast 1 SH nuker as a hero, pure Fire. And as a warrior I can barely run into the mob before they're all dead heh...
I'd say go fire for damage, though some mobs in Eotn (destroyers) resist fire so you an go earth there... Always good to be able to switch between the elements.
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Old Apr 23, 2008, 08:51 PM // 20:51   #3
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For a new ele go Earth with NF (if you want the survivor title)... if not go fire
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Old Apr 23, 2008, 08:58 PM // 20:58   #4
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Fire has Searing Flames, Mind Blast, Rodgort's Invocation and Savannah Heat.
Earth has Unsteady Ground, Ward Against Melee and Eruption.
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Old Apr 23, 2008, 09:01 PM // 21:01   #5
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Fire! Burn burn burn!... *achem*
I personally prefer fire, as it has great AoE and packs a punch. Earth has always appealed to me, but I have never been able create a viable build. If you want earth, find some skills you like from it and try to make a build. If the build fails, go to fire, which isn't a bad thing in my opinion.
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Old Apr 23, 2008, 09:36 PM // 21:36   #6
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Mind Blast + Earth Wards= owned
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Old Apr 24, 2008, 01:00 PM // 13:00   #7
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mindblast + a few fire spells + pve skills/wards + enchants and a res

That'll get you through anything in the game, but if you're lookling to have some fun I'd just make a pvp ele. Real easy to change their armour and you can change elements in a seccond.

Last edited by Proff; Apr 24, 2008 at 01:04 PM // 13:04..
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Old Apr 24, 2008, 02:07 PM // 14:07   #8
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Is buying two head sets and two minor runes that expensive?
Why would do want to run only one element on an elementalist?
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Old Apr 24, 2008, 02:21 PM // 14:21   #9
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Why only go one element, when you can go two?

[mind blast] + [fire attunement] + [rodgorts invocation] is really all the nuking you'll need in order to dish out a good DPS, only taking up 3/8 skills on your bar, leaving 5 to be used for whatever else you might want. Also, mind blast is an incredible energy engine.

If you want to spec into earth, you could consider some of the AoEs, such as [eruption] and [Churning Earth], as well as the wards. If you want to spec into water, you could bring [deep freeze], [steam], [blurred vision] or [maelstrom]. If you want to try out air, you could bring [blinding flash], [enervating charge], [gale] or [shell shock].

You could also pool into another class, and for instance bring /mo skills for party support, like [Aegis], [extinguish] or [heal party]. Or perhaps go /N and bring [enfeebling blood], [shadow of fear] or [rend enchantments].

You can also bring along PvE skills, such as [pain inverter], [Ebon Battle Standard of Honor], [Alkar's Alchemical Acid] or [Great Dwarf Weapon].

All in all, a mind blast bar allows you to use a variety of builds, and makes you very versatile, since the core is only 3 skills. For more reading, check out this.

Last edited by the ruloes; Apr 24, 2008 at 02:23 PM // 14:23..
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Old Apr 24, 2008, 02:23 PM // 14:23   #10
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Just swap between any element you want to use at that moment, you dont have to stick to just 1..
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Old Apr 24, 2008, 11:50 PM // 23:50   #11
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ya don't be like my friend who has 2 different ele's
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Old Apr 24, 2008, 11:56 PM // 23:56   #12
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you can always switch skills in any outpost... as for viable Earth build for PuGs. if PuGs know you're running earth they'll most likely say "wtf noob you dont run nuker?" or something along those lines. however Earth is still viable!
Sandstorm+Earthquake is a nice nuking combo. get some skills to reduce cast/recharge times besides 40/40 set, like Mind Bender, Glyph of Swiftness, Serpent's Quickness, etc and add a few wards/armor/utility from the Earth line and you're set. you can also go PBAoE with shock+aftershock+crystal wave or something but than you're not a real nuker and PuGs would really hate you not that it matters much but meh, thats what you want...
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Old Apr 26, 2008, 04:32 PM // 16:32   #13
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If you are starting your ele off from new then I don't really see ya have much choice than to start with fire, especially with propecies. They are the only skills you initially get that do any kind of damage. Even with that in mind I would continue with fire until you get used to the energy management then try all, as all are useful depending upon the area you are in and the team you play with.

I play with all the elements, but still find fire the most satisfying. My most used build atm for vanquishing etc. is an assasins promise build with glph of sacrifice, Meteor Storm and I used "you move like a dwarf" and "finish him", which pretty much means I can keep mobs sat down a great deal of the time while finishing off stubbern targets.
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Old Apr 26, 2008, 05:34 PM // 17:34   #14
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As popular as fire is, I'd start with earth. Fire teaches you to be a bad elementalist and fill your bar with nothing but damage. New fire eles often end up with bars full of the crappy ticking AoEs, no energy management and no utility.

Starting with earth will hopefully make you more comfortable sticking group utility skills on your bars, like wards. Then, if you do decide to change to fire, you'll have a better understanding of how the class works, and will make more useful builds. However, make sure you avoid the self-defensive skills, such as [stoneflesh aura] like the plague. They're bad.
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Old Apr 26, 2008, 07:59 PM // 19:59   #15
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There is one thing don't use superior runes in parties use minors and don't become a Nuking tank.

You might one day give Air and Water a try.
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Old May 08, 2008, 09:37 AM // 09:37   #16
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i personally run a water snarer build, most groups don't like it

but with a nuker ele too they realise how insanely viable i am as a party choice

i mean, slowing people to 66% when their trying to move out a meteor shower does have its advantages
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Old May 08, 2008, 09:45 AM // 09:45   #17
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Uhm. Actually, people don't use eles for nuking, but for longer Ursan. But with a good team fire nukers get fire nukes + Auspicious Incantation + Deep Freeze. Water snares are pointless in pve, as mobs don't kite.
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Old May 08, 2008, 10:10 AM // 10:10   #18
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I play fire mostly, but i used to love sandstorm and earthquake combo on my ele. It was also kinda fun (but i dont recomend it) to run an obsideon tank through a few missions where u can body block people in doors, and have 2 sh+arcane echo fire heros murder everything.
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Old May 08, 2008, 12:52 PM // 12:52   #19
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Quote:
Originally Posted by Iraka
I've considered air/water, but single target doesn't seem to be as useful in PvE and water isn't very impressive .. although I'd absolutely love to be one of the few water elementalists around, seems like it'd be hard to be useful in a player group.
Invoke Lightning, Chain Lightning, Deep Freeze, Ice Spikes. As far as the water ele usefulness is concerned think snares, blind and spiking. Air magic has a great spell called Shell Shock that inflicts Cracked Armor. Combine with blinding and weakness from Blinding Flash and Enervating Charge.

Use with Epidemic and Fragility. Add a MM with Shambling Horror to inflict Bleeding, a Warrior with Deep Wound, and a ranger with Poison and/or Burning. Oh man, oh man, oh man. If I were a hentai schoolgirl, I'd ge getting wet and start looking for a tentacle monster.
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Old May 08, 2008, 01:17 PM // 13:17   #20
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One of the great things about mind blast is it lets you fuel other skills too.

[build prof=e fire 12+1+1 energy =9+1][mind blast][rodgorts invocation][liquid flame][no skill][no skill][no skill][fire attunement][resurrection signet][/build]

you can then spec either 9+1 in water for [[blurred vision], [[maelstrom] or [[deep freeze]

in earth for [[ward against elements], [[ward against melee]

in air and /me for [[blinding flash], [[shell shock], [[epidemic].

You can also spec /mo and 9 healing for [[Heal party], 9 prot for [[aegis] + [[protective spirit] and a hard res.

If energy is an issue in any of your specced skills then there is always [[glyph of lesser energy].

Useful PvE skills can also be taken, allowing you to use your att points elsewhere.

Running 3 of those ele's each with [[cry of frustration] & [[cry of pain] & [[mind wrack]/4th player a mes can be fun too.
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