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Old Mar 26, 2008, 02:51 AM // 02:51   #21
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Quote:
Originally Posted by Cruel Intentionsz
You guys are forgetting the point. using the mb build with glowing eyes etc may keep ur energy management up but with the cost of doing an large amount of damage and AoE. if i recall Mb max damge is 60 and glowing eyes is 56..

Or, you can compress your bar and keep your energy up at the same time as dealing massive AoE damage!

[skill]Mind Blast[/skill][skill]Rodgort's Invocation[/skill][skill]Fire Attunement[/skill] + 5 optional!
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Old Mar 26, 2008, 03:58 AM // 03:58   #22
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Quote:
Originally Posted by Captain Miken
Or, you can compress your bar and keep your energy up at the same time as dealing massive AoE damage!

[skill]Mind Blast[/skill][skill]Rodgort's Invocation[/skill][skill]Fire Attunement[/skill] + 5 optional!
gg close topic now he wins the thread<_<
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Old Mar 26, 2008, 04:22 AM // 04:22   #23
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Looking at the TC's build, aside from Arcane Echo is there much difference between that and a generic Dual attune build?
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Old Mar 26, 2008, 04:23 AM // 04:23   #24
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Originally Posted by blue.rellik
Looking at the TC's build, aside from Arcane Echo is there much difference between that and a generic Dual attune build?
Yeah, it lacks Ward Against Melee.
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Old Mar 26, 2008, 05:00 AM // 05:00   #25
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I like to have dual heats with my serving of MB myself, that and a side order of extinguish and another high energy prot skills, a res and maybe Ebon Battle Standard of Wisdom.
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Old Mar 26, 2008, 05:14 AM // 05:14   #26
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You don't have a dedicated nuker and a dedicated warder for the same reason why you don't run a pure healer monk and a pure protector monk, just on an even higher level. At least the Healer/Prot monk will be doing something. What is a warder going to do besides sit around mashing Stone Daggers while his skills recharge? Considering you can compress your bar's considerably with a Mind Blaster template, as well as make room for skills that actually do something or perform better than any of the skills your taking ("YMLaD!", Great Dwarf Weapon > Meteor Shower), there's really not much point in going pure anything unless you like to sit around and see big numbers pop up while your team wipes.

On a second note, what the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO is glowing eyes and where can I get it?
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Old Mar 26, 2008, 07:39 AM // 07:39   #27
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The point of dual attunement builds is to be able to pump out a LOT of 10-15 energy range skills. Given that most of your skills are long recharge or really costly, it doesn't fit the dual attunement idea.

Essentially, in between your rodgorts (8s recharge) and liquid flame (15s recharge), you're just standing there wanding. Dual attunement builds should be pumping out immolate after fireball after rodgorts after immolate with the help of glyph.

Plus, why wouldn't you go SF for pure damage? Dual attunements were only good back when there weren't more broken skills like SF or MB.
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Old Mar 26, 2008, 09:33 AM // 09:33   #28
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Quote:
Originally Posted by Bront
I'll buy that if you don't have another Ele to take care of that.

If you end up with a dedicated Ele to warding (or primary warding with a few other tricks), and one to nuking, you win on both ends. At least that's how I'd see it.

This is of course, all in regards to PvE. PvP things are probably different.

I'd still toy with both to see which worked better.
In actuality, what happens is that you get 2 eles not living up the their full potential. You never need a full warder ele, 2 fire guys carrying a couple of wars between them is just as good.

Eles go hybrid. Because it's good.
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Old Mar 26, 2008, 11:39 AM // 11:39   #29
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Quote:
Originally Posted by Stormlord Alex
In actuality, what happens is that you get 2 eles not living up the their full potential. You never need a full warder ele, 2 fire guys carrying a couple of wars between them is just as good.

Eles go hybrid. Because it's good.
Ele newbie here, is it possible to give a good example of a hybrid build?

I'm assuming its running the likes of mindblast, fire attunment, rodgorts, then putting in an earth ward, or some pve skills?
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Old Mar 26, 2008, 11:56 AM // 11:56   #30
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Quote:
Originally Posted by Lodar Aric
Ele newbie here, is it possible to give a good example of a hybrid build?

I'm assuming its running the likes of mindblast, fire attunment, rodgorts, then putting in an earth ward, or some pve skills?
Yes, your bar example is more or less what a MB bar looks like. There are some variations for a E/Mo that specs into utility Prot spells like Aegis, Prot Spirit and Draw Conditions
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Old Mar 26, 2008, 12:07 PM // 12:07   #31
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Quote:
Originally Posted by Lodar Aric
Ele newbie here, is it possible to give a good example of a hybrid build?

I'm assuming its running the likes of mindblast, fire attunment, rodgorts, then putting in an earth ward, or some pve skills?
That's pretty much it, actually.
Mind Blast / Rodgort's Invocation / Liquid Flame / Great Dwarf Weapon / Ebon Battle Standard of Honour / "Finish Him!" / Fire Attunement / Death Pact Signet

... is what I was running in a team with a pair of paras and a pair of rangers the other day, and it was scary - and infinitely more powerful than a 'pure' nuker. Team support is /win.
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Old Mar 26, 2008, 12:53 PM // 12:53   #32
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Quote:
Originally Posted by Cruel Intentionsz
SKILLS:
Meteor Shower
Arcane Echoes
Rodgorts Invocation
Mark of Rodgorts
Liquid Flames
Glyphs of lesser energy
Elemental attunement (elite)
Fire Attunement
You shouldn't need GoLE with dual attunement. You could say if your attunement get remove it would help, but then you shouldn't run that in the first place if you know your attunements will be strip frequently.
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Old Mar 26, 2008, 03:26 PM // 15:26   #33
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Quote:
Originally Posted by Stormlord Alex
That's pretty much it, actually.
Mind Blast / Rodgort's Invocation / Liquid Flame / Great Dwarf Weapon / Ebon Battle Standard of Honour / "Finish Him!" / Fire Attunement / Death Pact Signet

... is what I was running in a team with a pair of paras and a pair of rangers the other day, and it was scary - and infinitely more powerful than a 'pure' nuker. Team support is /win.
Other skills that may be useful on a MB bar:
splinter weapon + ancestors
aegis + convert hexes/draw conditions
heal party + cure hex/spotless skill
Blinding Flash
Ward Against Melee
Mystic Regen + Mirage Cloak (however team support > self-heal)
and other PvE skills: Breath of the Great Dwarf, Air of Superiority, Pain Inverter, Technobabble, Great Dwarf Armor, Ebon Battle Standard of Wisdom, You move like a dwarf.
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Old Mar 26, 2008, 11:51 PM // 23:51   #34
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Ok well i guess i was wrong Mind blast is the best. in that case give me a build with MB team Pve and please explain it throughly thanks
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Old Mar 26, 2008, 11:56 PM // 23:56   #35
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BTW, get your skill names right. You don't have two GoLE's and wtf is Glowing Eyes?

/facepalm[/QUOTE]

if u dont know what glowing eyes is then you must not have factions
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Old Mar 27, 2008, 12:08 AM // 00:08   #36
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Quote:
Originally Posted by Cruel Intentionsz
if u dont know what glowing eyes is then you must not have factions
Wow.

The skill is glowing gaze, and it's a nightfall skill.

Last edited by Vexed; Mar 27, 2008 at 12:17 AM // 00:17..
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Old Mar 27, 2008, 12:09 AM // 00:09   #37
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ouch i stand corrected lol
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Old Mar 27, 2008, 12:56 AM // 00:56   #38
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The basic MB build revolves around three skills.

[skill]Mind Blast[/skill]
[skill]Rodgort's Invocation[/skill]
[skill]Fire Attunement[/skill]

The rest is purely optional. There are a plethora of skills you can bring.
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Old Mar 27, 2008, 01:24 AM // 01:24   #39
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With Rodgorts now having 8 sec recharge, you should generally bring another nuke skill (Fireball or Liquid Flame) as well.
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Old Mar 27, 2008, 04:26 AM // 04:26   #40
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Quote:
Originally Posted by Nyktos
With Rodgorts now having 8 sec recharge, you should generally bring another nuke skill (Fireball or Liquid Flame) as well.
Would help damage wise, but the mind blast ele don't really have to be damage oriented, so its good to keep it optional
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