Jul 31, 2005, 10:51 PM // 22:51
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#81
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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Earth spells can do more spike damage in a short amount of time to a stationary target. That's why they're hard to use, and why people prefer air's range. People like Pyromancers for choke points and places you need to defend, but smiters, or even hydromancers can cause more chaos there. Pyromancers are good with some snares or ward against foes, but they still can't hunt down a moving target.
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Aug 03, 2005, 05:02 AM // 05:02
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#82
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Academy Page
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Hey, I was told I can be both a fire and an Earth elementalist, but what do I do about weapons? Is there a combo staff around?
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Aug 04, 2005, 04:01 AM // 04:01
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#83
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: House Delletore
Profession: E/N
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I play a different kind of EN...
basically i just use the elementalist to build energy. Other than aura of rest. i almost never use elementalist skills. But, Ive worked to max out energy storage and blood magic, the idea being I can make some big attacks, keep myself alive, and have a large energy supply.
Vampiric gaze and the like are nice for the distance and I can, like a lot of E's, slip behind W on W or W on M etc one on ones and do a bit of damage, but I find some of the best trick that happens is Warriors will come right after me thinking I will be an easy quick kill, but the touch range skills do so much damage and keep me going such that they almost always fall quickly against me.
I am yet to see other people playing this style build, although I think itd work very similarly for a shutdown E/Me for example and quite effectively against casters. My major weakpoint is when i come up against a very strong mesmer...I simply can't do anything if I'm not backed up by someone, so sometimes I equip something to counter the mesmers...
Any thoughts?
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Aug 09, 2005, 07:40 PM // 19:40
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#84
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Academy Page
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Quote:
Originally Posted by GoblinFlesh
Hey, I was told I can be both a fire and an Earth elementalist, but what do I do about weapons? Is there a combo staff around?
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What? You don't need a fire staff just because you use fire...pick a weapon that has stats you want and use it. Heck use a hammer if you like its stats.
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Aug 09, 2005, 08:01 PM // 20:01
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#85
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Lion's Arch Merchant
Join Date: Apr 2005
Location: Quebec, Canada
Guild: L'ordre [LO]
Profession: Mo/W
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Quote:
Originally Posted by giroml
What? You don't need a fire staff just because you use fire...pick a weapon that has stats you want and use it. Heck use a hammer if you like its stats.
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He could use a hammer.. but won't meet the requirement. But as you said he can use anything he want. But you won't find a weapon doing fire & earth at the same time.
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Aug 11, 2005, 03:40 PM // 15:40
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#86
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Belgium
Guild: Dynasty Warriors [DW]
Profession: A/W
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He could use a Earth Wand (20 skill recharge / 20 casting speed) and a Flame Artifact (20 skill recharge or casting speed, don't know here)
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Aug 15, 2005, 03:59 AM // 03:59
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#87
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Academy Page
Join Date: Jul 2005
Guild: Blood Feud
Profession: E/Mo
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Quote:
Originally Posted by Damion the Dakentor
I play a different kind of EN...
basically i just use the elementalist to build energy. Other than aura of rest. i almost never use elementalist skills. But, Ive worked to max out energy storage and blood magic, the idea being I can make some big attacks, keep myself alive, and have a large energy supply.
Vampiric gaze and the like are nice for the distance and I can, like a lot of E's, slip behind W on W or W on M etc one on ones and do a bit of damage, but I find some of the best trick that happens is Warriors will come right after me thinking I will be an easy quick kill, but the touch range skills do so much damage and keep me going such that they almost always fall quickly against me.
I am yet to see other people playing this style build, although I think itd work very similarly for a shutdown E/Me for example and quite effectively against casters. My major weakpoint is when i come up against a very strong mesmer...I simply can't do anything if I'm not backed up by someone, so sometimes I equip something to counter the mesmers...
Any thoughts?
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Just recently I have been playing mostly mesmer with my ele primary (storage only here too). I'm still not fluent in mesmer yet and don't know what my eventual build will be as I am in the trying out stage but I seem to be much more effective than just raining down destruction over all. My main problem (other than a shortage of sp's) is explaining to folks that I'm not really an elementalist.
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Aug 18, 2005, 10:58 AM // 10:58
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#88
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Frost Gate Guardian
Join Date: Aug 2005
Guild: Hell's Circus
Profession: E/Mo
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I run E/Mo Fire + Minor Heal/Res.
My skill bar is as follows:
Fireball
Mark of Rodgort
Phoenix
Healing Breeze
Ressurect/Restore Life/Light of Dwayna (Depending on what i'm doing)
Heal Party/Heal Area/Heal Other
Meteor Shower
Fire Attunement
I have:
Fire Magic 11, Hat + 1, Rune + 1
Healing Prayers 9
Energy Storage 10, Rune + 1
Drop the rest of your points somewhere...
I have 560 HP and 90 Energy.
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Aug 19, 2005, 09:16 PM // 21:16
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#90
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: Order of Balthazar
Profession: E/Me
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I Have a few different builds i like to use for my ele.
One build i find very effective for PvE especially in uw and fow is an Echo Nuker
E/Me
16 fire +3 rune and +1 hat
12 energy +1 rune
6 domination
Immolate
Hex breaker
Arcane Echo
Echo [Elite]
Metoer Shower
Fire Storm
Rez Signet
Glyph of sacrifice
The glyph is normally not an effective skill, But since the echoed nukes to not recharge normally it becomes much more time saving. I dont like using attunes since i never remeber to keep them up But are a huge energy saver in this build. I suggest replacing hex breaker or rez signet depending on your situation.
Last edited by drazah5; Aug 19, 2005 at 09:27 PM // 21:27..
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Aug 21, 2005, 06:13 AM // 06:13
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#91
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Pre-Searing Cadet
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I use this build in PvE, Ive played a few GvG's with it and it seemed to do alright, but it works better in PvE.
E/Mo
air - 16
energy 10
healing 9 or something
Enervating charge
Lightning org
lightning strike
lightning surge
mending
aura of restoration
air attunement
ether renewal
use enervating charge, lightning strike and lightning surge to cast really fast, dealing a lot of dmg, and throw a lightning orb off when you can. With 4 enchantments on, just throw off a few spells with ether renewal on and you energy is back up to max in a few seconds. the bad thing about some of the more powerful air spells is that they cause exhaustion but have a fast recharge time, so your energy is down to bleh in no time. but with these 4 air dmg spells, you dont have that problem.
The only thing that really kills the build is when someone starts shattering my enchantments. If a warrior comes at you, just throw off enervating charge and keep casting spells with aura of restoration on to keep your HP up while dealing a lot of dmg. mending is always nice to have on, and with healing at 9, you get health regen of 3.
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Aug 23, 2005, 08:29 PM // 20:29
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#92
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: Society of Blood (SoB)
Profession: E/Mo
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Quote:
Originally Posted by legoman666
I use this build in PvE, Ive played a few GvG's with it and it seemed to do alright, but it works better in PvE.
E/Mo
air - 16
energy 10
healing 9 or something
Enervating charge
Lightning org
lightning strike
lightning surge
mending
aura of restoration
air attunement
ether renewal
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Wait... how is this possible. I thought you couldnt use more than one ELITE on your spell bar at any given time. Both Lightning Surge and Ether Renewal are ELITE spells.
Did you say Lightning Surge meaning to say something else?
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Aug 24, 2005, 09:27 AM // 09:27
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#93
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Banned
Join Date: Jun 2005
Location: Macau
Guild: www.exilesofdarksteel.com
Profession: E/
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yeah , only one elite spell , i use elemental atunement.
thaks for this thread
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Aug 24, 2005, 04:41 PM // 16:41
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#94
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Pre-Searing Cadet
Join Date: Jul 2005
Guild: Ascending Phoenix
Profession: E/Me
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I had an idea lately... Had anyone tried a "sprint spiker" depending on chain lightning copied with arcane echo and elite echo doubled with arcane mimicry? This would let you get 4 chain lightnings on your skill bar - potentially destructive (1272 dmg with 25% armor penetration in about 15 seconds), but costly - casting arcane mimicry (for an extra echo, of course)-arcane echo-lightning-echo-lightning-echo-lightning requires 80 energy total and gets you 40 points of exhaustion. While some energy can be regenerated thanks to the fact, that both mimicry and echo last a while and you can use glyph of lesser energy to further decrease the costs it still causes monstrous exhaustion rendering you almost useless after the initial blast.
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Aug 29, 2005, 12:00 AM // 00:00
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#95
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Academy Page
Join Date: Jul 2005
Guild: Aimless Wanderers
Profession: E/Me
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ohh i realised how arcane mimicry works now i thought it meant other ally lol i might try that i would like it in GvG im pretty sure thats enought to kill a guild lord
however i wouldnt waste my time on using glyph of lesser energy plus id still have around 40-50 energy left,minus 20 from casting air attunement and aura of restoration, leaving me with around 20-30 energy +12 from the chains due to attunement give me 32-42 energy meaning enough to cast a lightning orb,lighning surge and a chain lightining if itecharged by then. i may have made some miscalculations. cool though
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Aug 29, 2005, 05:48 AM // 05:48
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#96
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Pre-Searing Cadet
Join Date: Jul 2005
Guild: Ascending Phoenix
Profession: E/Me
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Quote:
i thought it meant other ally
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It does. You can't copy your own elite spell. The way to get dual echoes is by targeting an ally with echo while having one in your elite slot as well. But I guess this would only work in PvE, GvG and Tombs. You couldn't predict your party's setup in "normal" arena PvP.
Also, the glyph is better suited here than it might seem. You'd have to cast the attunement before the arcane mimicry getting a bit of downtime there (and it nets you 2 mana in the chain + all you'll get in the remaining time). With the glyph you can use it on both the first and the last spell of the chain (mimicry and the chain lightning no.4) for a total of 10+5=15 mana gain.
Too bad chain lightning got nerfed :/
I'm glad you like it though
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Sep 06, 2005, 01:58 AM // 01:58
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#97
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Lion's Arch Merchant
Join Date: Aug 2005
Location: Boston, MA
Profession: Me/Mo
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Do you think that a E/W is suited for pve? I have seen them around in pvp and they (from what I encountered) were very devastating, but I have never seen one in pve. I thought earth eles could tank very well.
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Sep 13, 2005, 07:39 AM // 07:39
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#98
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Ascalonian Squire
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I've had some great experiences with these fire PvP builds:
Ele/?
Fire 12 (16)
Energy Storage (The Rest)
Elemental Attunement
Fire Attunement
Fireball
Immolate
Meteor
Searing Heat
Rodgort's Incantation
Meteor Shower
The lack of a res sig not withstanding, I've found that it does an amazing amount of damage, particularly when coupled with the use of a flame item which increases casting speed and recharge times. And in all the right places too--each spell has some kind of tactical use. Almost all spells are AOE. Meteor and Meteor Shower for knockdown, Rodgort's Incantation and Searing heat cause status effects, Immolate to quickly finish off a lingering opponent.
But most importantly--As long as attunements are on, about the only way you can run yourself out of mana would be to overuse the exhaustion skills at every turn. Other than that you can cast all day. Using that fact I've also played around with a fast casting variant of my fire build:
Me/Ele
Fast Casting (16)
Fire Magic (Rest)
Arcane Echo
Elemental Attunement
Fire Attunement
Fireball
Immolate
Phoenix
Meteor
Rodgort's Incantation
Similar principle and mechanism--except that Searing and Shower are too much of a drain with regards to exhaustion, and their recharge times aren't particularly great either--aside from sometimes being difficult to land. Aside from being able to pummel a single target quickly, perhaps the nicest option here is arcane echo--even though the echo itself doesn't get refunded by attunements, having a second spell of your choice to cast (usually) immediately is a Good Thing--I often found myself copying meteor, fireball, and phoenix (in that order).
The first one has done reasonably well in 4v4 and in HoH (although I haven't had the chance to try it in a /serious/ party yet), while the latter has only been tried in the competition arena. Enjoy!
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Sep 17, 2005, 06:35 PM // 18:35
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#99
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Academy Page
Join Date: Jul 2005
Guild: None
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This is my knock down lock build for pvp.
ele/mes
12earth +1head +3sup=16
10energy storage+2major=12
8air+1minor=9
Stoning
Arcane Echo
Jightning Javelin
Enervating Charge
Earth Attunement
Elemental Attunement
Armor of Earth
Rezz Sig
Bascically you first cast both attunements to get back 80%of the energy for spells you cast. Then, find some1 a caster preferably and cast enervating charge on it followed by arcane echo and stoning. After this, you bascically cast 1stoning, a javelin, and another stoning every 5secs to make them not able to do anything. Reapply enervating charge as needed.
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Sep 25, 2005, 10:51 AM // 10:51
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#100
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Frost Gate Guardian
Join Date: May 2005
Guild: We Met In Team Arenas
Profession: W/
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Is chainlightning really that good in PvP /GvG? doesnt it require that the enemie are close to each other and it causes exhaustion which aint good ( if ur gonna spam it) .
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