actually just last night me and my friends shockwave spiked our way to Halls with no monks. There are some funny screen shots of us blowing up all the teams. i'll see if I can get my friends to send em to me to post.
it was like the old school eoe bomb. Lots of dots, then very few dots
and yes we were spiking with it.
beat SWAY
R-Spike
Balanced
some build i have never seen.
it did really well surprisingly with
7 eles running that
1 kd sin using a bad soj assacaster build.
i love working with r5s who all they wanna do is mess around in HA
Easiest spike to preprot (sb), ever.
And about eles, in pve i find mb + rodgort + wards or sf + wards good.
And about eles, in pve i find mb + rodgort + wards or sf + wards good.
bordom is funny sometimes.
we weren't trying to even go anyware since most teams are no longer organized with vent you would be surprised what you can get away with.
and how much do not know how to spread out against eles.
it seriously was sad to watch.
if someone recorded it i'll post the video of how sad one of the matches was.
Earth is good if you combine it with Air.
Enervating Charge + Stoning + Glyph of Swiftness work wonders for me.
Regarding shrine capping, in my experience its always the ele or ranger doing the job. And its always laughable that most people avoid capping ele shrines unless their numbers are twice the amount.
The idiots in the group wouldn't stop yelling at me for not using fire magic. I assumed they knew nothing about the game, and pushed the incident aside. I entered another PUG. The same thing happened again.
Of the four elements availible to Elementalists, the only one i've ever seen used with any frequency is Fire. (Aside from myself, I prefer Earth.)
Do the other 75% of Elementalist abilities suck? Or were the people who I PUGed with just morons? I'm going to assume the latter for now, but I'd appreciate input.
The problem isn't so much the build as the mentality behind it. The majority of Earth eles simply like to sit there with armor of earth and stoneflesh not contributing anything to capping.
Fire is appreciated in AB because it does high damage to npcs, pretty decent PvP damage (for AB anyway), and has speed boosts. For the most part, a fire ele is preferable.
If you are one of those earth eles that sit and tank, then you can't blame them for not wanting you as you don't do your fair share. If you do cap, just realize that a fire ele would probably be more effective than you are.
Of course you could just find some friends to AB with....
well, each element has its uses:
Fire=Heavy damage and AoE
Air=Armour penetrating-quick casting spells
Earth=Armour bonuses and general tanking
Water=Block skills and lots of anti-speed hexes
I would reccomend Air or Fire for PvP, but earth can be extremely helpful in PvE
I use Air for the most part but Earth is good in say GvG for wards to and some snares.I wouldn't care what someone would want from me and this is the reason I don't like AB.
Elementalist is probably my second favorite profession. I don't use them as much as I used to, but I recently decided to take my old Earth elementalist for a spin in AB. I used a PUG, since none of the guild members that I knew well enough to group with were on at the time. The idiots in the group wouldn't stop yelling at me for not using fire magic. I assumed they knew nothing about the game, and pushed the incident aside. I entered another PUG. The same thing happened again.
Of the four elements availible to Elementalists, the only one i've ever seen used with any frequency is Fire. (Aside from myself, I prefer Earth.)
Do the other 75% of Elementalist abilities suck? Or were the people who I PUGed with just morons? I'm going to assume the latter for now, but I'd appreciate input.
ELEMENTALIST ATTRIBUTES-
AIR- No inherent effect. Many Elementalist skills, especially spells which deal lightning damage to and debilitate a single enemy, become more effective with higher Air Magic.
Air has no special bonus like energy storage does, however, it specializes in something very important- all out onslaught. IF you want to cripple an opponents team, air is not way to go- however, if you want to completely obliterate them, it most definitely is. Air has something called armor penetration in many of its skills, which means that if an enemy has 80 armor level, and you hit him with say, Lightning Orb, his armor will be 15% less effective. The amount of armor penetration is listed in all the titles of skills in the air attribute. Air can also blind, with blinding flash, or surge, or it can knock down, with skills like lightning surge, gale, and whirlwind. The one main problem with the air line used to be is that many of its better skills caused exhaustion. Not anymore- that has been fixed in some fairly recent buffs to the air line around the time of EOTN release.
EARTH- No inherent effect. Many Elementalist skills, especially spells which protect you or your allies or deal earth damage, become more effective with higher Earth Magic.
Earth has some large damage dealing skills, but they all cost too much for the earth line to be as viable as a nuker as the fire line, which is what most groups look for in an elementalist in PvE, although wards, shutdown, and spiking are all popular. Nuking with the earth line can be done however- Combinations such as Earthquake and Unsteady Ground are fairly common, but require good energy storage. Earth’s specialty though, is defense- earth packs tons of skills called wards, which reduce enemy elemental damage, physical damage, prevent knockdown, and bestow other, similar benefits. If you find, for some reason, that you need to have more armor against attack, or perhaps block any spell cast at you altogether, Earth is your line. Obsidian Flesh can prevent all spells from targeting you for a certain period of time, as well as add armor to you, so you don’t take as much damage from physical attacks. If you find you are being crowded in by melee attackers in the area you are at, you can take a skill like aftershock or splinter armor to cause them some damage or block attacks, and perhaps pull out a victory over your opponent. A good earth mage can also take out single targets with combos like the Ebon Hawk, Stoning combination.
FIRE- No inherent effect. Many Elementalist skills, especially spells that burn your foes or deal fire damage in large areas, become more effective with higher Fire Magic.
Fire is also a very good line, but it has far less versatility than the other three. With Air, Earth, and Water, you can have some armor skills, or a skill that allows you to disable an opponent while you run away- not so with the Fire line. The Elementalist’s fire line is focused solely on doing damage to your opponent. You will not find any party buffs, kiting skills, or heavy suppression skills in the Fire line. Instead, you will find skills like Meteor Shower, which can simultaneously knock down a target and hit him for 100+ damage, or immolate, which, while expensive seeming for its effect, is a very good skill for finishing people off with a small blast of damage and a short burn. You will also find skills like Fireball or Liquid Flame, which can target one person or a group, as you choose. If someone decides to harass a skilled fire mage, you should be aware that they will more than likely prevail if you brought only nuking skills. While Searing Heat, Rodgorts Invocation, and Meteor Shower are all good skills in the right context, they will not deter a warrior who is intent on hacking you to death, or a Mesmer who wishes to spike you to hell and back. In order to prevail against these kind of threats, a fire mage should always bring one or two single target fire spells, or, depending on whether you need a rez or not, your teams needs, and your personal taste, Flame Djinns Haste, which
Is a very versatile skill that will blast enemies for a sizeable amount of damage, and give you a speed boost to get away. The one major drawback to fire is that it has long casting times on many of the skills, which help keep defense difficult. You also can very easily scatter aggro with the fire line in PvE, so you should be careful.
WATER- Allocate points to Water Magic to increase the duration and effectiveness of your water skills, which slow enemy movement.
Water is probably my favorite line, although I do not find a use for it very often. There are large spike skills, such as Shatterstone or Vapor Blade, which can correlate to the fire skills Mind Burn and Liquid Flame, respectively. Water has some very good defensive skills, such as the elite Mist Form, which makes it so that you do not take or deal any physical damage in melee for a bit(they cant hurt you with a weapon, and you can’t wand). While this may sound like a detriment, the damage done by your spells far outweighs anything lost by not wanding someone to death- you spend most of your time casting anyway. The water line also has some nice AoE spells, such as Deep Freeze or Maelstrom, and some very good shutdown skills, such as (again) Deep Freeze or Blurred Vision. Deep Freeze is a versatile skill, since it can provide damage and slow people down- there are many skills like that in the water line.
Arrr.
And Tyla- When was the last time you saw a competent mesmer or necro in RA? Yaaa...
Last edited by Kendar Muert; Apr 14, 2008 at 07:26 PM // 19:26..