Aug 07, 2006, 07:05 PM // 19:05
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#161
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: Prefer Unlight Beer [PuB]
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Quote:
Originally Posted by Ice
i was wanderin if anyone could help me out..i wanna be a PvE elementist and is this build PvE or PvP..and i dont know what to have for secondary class..any suggestions would help alot..
Fire Magic 12, +3 Rune, +1 Hat
Water Magic 12, +3 Rune, +1 Hat
Energy Storage 11, +1 Rune
Fire Magic
-Fire Attunement
-Flare
-Phoenix
Water Magic
-Water Attunement
-Mist Form{Elite}
-Frozen Burst
-Armor of Mist
Energy Storage
-Aura of Restoration
thanx 4 ur help
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Wouldnt be enough atts for that high stats. Also you cant have two 'hats'
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Sep 04, 2006, 03:28 PM // 15:28
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#162
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Academy Page
Join Date: Sep 2006
Location: UK
Guild: Sol Blades [Sol]
Profession: E/Me
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First char was Ele, but I've kinda lost interest. I mostly played a variety of fire nukers and various other builds (mostly fire/air). I know Earth has some good builds, but does anyone have a decent PvE Water build that can stand up to any another element?
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Nov 11, 2006, 02:42 PM // 14:42
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#164
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Ascalonian Squire
Join Date: Aug 2006
Guild: Insanity United
Profession: E/N
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I'll add some of my PvE builds wich work fairly well. I always play support and try to focus on weakening enemies rather then aiding in the kill since other classes are quit capable of that themselves.
Ele/Me 1 (alround)
Fire 16 (Superior fire, + Aura)
Enrgy 14 (Superior nrgy storage)
Earth 7 (minor earth rune)
Skills:
Flare
Fireball
Rodgorts Invocation
Meteor Storm
Kinetic armor
Fire attunement
Elemental attunement
Hex breaker/Echo/cry of frustration if you can time it
Flare only to keep up Kinetic armor in between recharge time of the other skills, though it can come in handy to finish off a enemie very low on HP and 2flares can kill him otherwise it's pretty useless.
Ele/R (Fire islands)
same only take winter instead of the Mesmer skills
Ele/Me 2 (area's with many Elemental enemies)
Fire 16
Nrgy 14
Inspiration 6
Glowing gaze (NF)
Searing flames (NF)
Liquid flame (NF) or Imolate
Fire attunement
Aura of Restoration
Glyph of lesser nrgy
Mantra of flame (or another depending on what kinda of Ele dmg you will encounter in the area)
Elemental resistance
just a few quick builds wich have worked well so far. good comments always welcome.
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May 10, 2007, 10:34 PM // 22:34
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#165
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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Ok here is mine
[skill]Flare[/skill][skill]Aura of Restoration[/skill][skill]Glyph of Sacrifice[/skill][skill]Fireball[/skill][skill]Meteor Shower[/skill][skill]Fire Attunement[/skill][skill]Elemental Attunement[/skill][skill]Resurrection Signet[/skill]
16 fire
15 storage
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May 16, 2007, 01:05 PM // 13:05
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#166
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Ascalonian Squire
Join Date: May 2007
Location: In a Court of Law
Guild: Guild Nirvana [GN]
Profession: W/D
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What about those fire ele builds that set people on fire and gain energy from that and do more damage? Something like Rodgorts invocation and searing flames or something, any help\?
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May 16, 2007, 09:31 PM // 21:31
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#167
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Academy Page
Join Date: Jan 2007
Guild: Gods and Legends (GODS)
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Quote:
Originally Posted by For Great Justice!
What about those fire ele builds that set people on fire and gain energy from that and do more damage? Something like Rodgorts invocation and searing flames or something, any help\?
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That one includes SF, Rodgort's, usually Glyph of Lesser Energy and a few utility skills. The two energy gaining skills in that build are Fire Attunement and Glowing Gaze.
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May 16, 2007, 10:34 PM // 22:34
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#168
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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Quote:
Originally Posted by For Great Justice!
What about those fire ele builds that set people on fire and gain energy from that and do more damage? Something like Rodgorts invocation and searing flames or something, any help\?
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Mark of Rodgort and glowing gaze sets them on fire and you get energy then you use sf for mass dmg.
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May 17, 2007, 12:07 AM // 00:07
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#169
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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ok some REAL tips
ok i dont mean to flame or sound like an evil bastard but i have been reading this thread for shit and giggles cause 99.9% of the build in here are just rediculous and only reason they work *if they do, many i have doubts on* is cause pve NM, you can take almost anything and do alright lol.
now the only reason im pipeing in is cause i was thinking if anyone really reads this and starts doing as some people say then eles al around will be considered bad *which is bad for me lol* and i would like to post some basic I MEAN BASIC, ele builds that have utility in almost any situation, even pvp.
ok first off the build posted by sir pandra pierva is actually my build *i told him it, he is a guildie if you didnt notice lol, but he as the bar so out of order lol* and that is very good for basic pressure, it has perfect synergy so spaming is fine and with aura of resto you gain decent healing.
of course he put 16 fire 15 energy which is what i use but thats cause i have sup vigor, for those of you who dont drop it to 13 or 14 energy and you will be fine.
also for basic single target utility this is good
[skill]lightning strike[/skill][skill]enervating charge[/skill][skill]lightning javelin[/skill][skill]blinding flash[/skill][skill]elemental attunement[/skill][skill]air attunement[/skill][skill]aura of restoration[/skill][skill]resurrection signet[/skill]
16 air 15 energy*or 13-14 with no sup vigor*
temp code: OgBCgMzg5g7N3kGOtCA
this is a simple build and works very effectivly in pvp too, in this build you use first 3 skills to do non-stop damage output, and because of fast casts interupts are hard to stop you. blinding flash has 2 main uses in this 1 is for a quick heal *15e + aura o resto at 15 = 60 health in 1/4 sec* and for anti attacks along with enervating charge.
[skill]meteor Shower[/skill][skill]glyph of renewal[/skill][skill]auspicious incantation[/skill][skill]mark of rodgort[/skill][skill]fireball[/skill][skill]fire attunement[/skill][skill]aura of restoration[/skill][skill]resurrection signet[/skill]
16 fire 10 insperation 11 energy
Temp code: OgVDMqyMKAzyI6+iugL0iAA
this is your basic glyph nuke with auspiscous as energy management and fireball as a down skill. to use just glyph before every shower and when you need energy *when you get down to 35 energy about* use auspicious, then glyph then meteor shower and you will have full energy again.
basic sf is as follows *or at least my version*
[skill]searing flames[/skill][skill]mark of rodgort[/skill][skill]glowing gaze[/skill][skill]meteor shower[/skill][skill]glyph of sacrifice[/skill][skill]fire attunement[/skill][skill]aura of restoration[/skill][skill]resurrection chant[/skill]
16 fire 15 energy *or 13-14 with no sup vigor*
temp code:OgNDoMz9M0NfxYFYoMwF0C0I
ok this is easy just mark your intended targets and sf them followed by glowing gaze, the mark will keep them burning whole time and glowing is energy management, the MS is for difficult groups and you jsut glyph it and keep going with sf, the rez is the best cause you just use glyph then rez for 1 sec cast full rez with a 20 second down time about.
now i think i will continue to post more on here so people do not get misinformed cause it is much better to hear ele tips from a 2 year ele than a war witha mybe 2 month ele *no offense guys*
Edit: added temp codes
Last edited by tenshi_strife; May 17, 2007 at 02:20 AM // 02:20..
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May 17, 2007, 01:30 AM // 01:30
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#170
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Forge Runner
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Quote:
Originally Posted by For Great Justice!
What about those fire ele builds that set people on fire and gain energy from that and do more damage? Something like Rodgorts invocation and searing flames or something, any help\?
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I presume you're mixing up Rodgort's Invocation and Mark of Rodgort.
Anyhow, the four essentials of a Searing Flames build -- unless you have another party member giving you energy -- are Searing Flames, Glowing Gaze, Fire Attunement, and Glyph of Lesser Energy. If you want to speed up your damage output, Arcane Echo is pointless, but Serpents Quickness (a ranger stance from Wilderness Survival) works well as an alternative. I generally go Ele/Ran for that reason, unless I'm skill capping or something.
We had a long thread on Rodgort's Invocation some months back; most experienced players decided it was pointless. The best case scenario is that you have a net gain of 1 or 2 Searing Flames damages over a 30 second period, plus a few additional seconds of burning, and Rodgort's has a smaller AoE than SF. Even so, I gather it's gained a bit of popularity nonetheless.
Skills I'd consider adding are:
Sunspear Rebirth Signet
Lightbringer's Gaze
Liquid Flame
Fireball (but I'm getting away from that)
Meteor Shower
Aura of Restoration (as a cover if there's going to be enchantment stripping, or in a heavy degen zone where you're likely to get near the full benefit of the 600+ HP/minute Aura theoretically can provide)
The occasional Ward could go well too, or even Kinetic Armor, but I usually don't bother.
Sometimes I go Ele/Me instead for Mantra of Resolve.
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May 17, 2007, 02:18 AM // 02:18
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#171
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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here is a good water build since everyone asks for one, and you will be surprised it does not use maelstrom, but it is by no means a quick caster.
[skill]shard storm[/skill][skill]vapor blade[/skill][skill]ice spikes[/skill][skill]deep freeze[/skill][skill]elemental attunement[/skill][skill]water attunement[/skill][skill]aura of restoration[/skill][skill]resurrection signet[/skill]
16 water 15 energy *or 13-14 with no sup vigor*
Temp code: OgBCsMzS1I2Tj6QKQDtIAA
this build is really self explanatory, you lead with deep freeze to cause some good starting damage and slow down the enemies, then fallow with ice spikes vapor blade then shard storm, keep your attunements up and continue to cast upon recharge.
this is a pretty effective build, i use it myself sometimes, it very effective in things like ring of fire and such. but you have to watch out for creatures that take less dmg from water like the stone summit and such. though this does have some aoe damage this is a mainly one target build.
hope this helps
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May 20, 2007, 08:00 PM // 20:00
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#172
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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Tenshi do you mean sup energy storage?
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May 25, 2007, 09:34 PM // 21:34
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#173
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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no i do mean sup vigor cause sup energy storage is so cheap they can get that, but if you do not have a sup vigor your health will be way to low to truly survive in combat
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Jun 02, 2007, 05:25 PM // 17:25
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#174
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Wilds Pathfinder
Join Date: Sep 2006
Guild: Englishmen Don't Drink [Tea]
Profession: W/R
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Anyone got a good earth build? Made a new ele for earth. Got all 3 campaigns
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Jun 03, 2007, 11:24 PM // 23:24
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#175
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Ascalonian Squire
Join Date: Mar 2006
Location: Brazil
Guild: You Is [Bofe]
Profession: W/
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First of all, in PvE you need to know what to expect. Most of the time you'll fight fast battles against medium sized groups so you can't get skills with a too long casting time, otherwise when that nice Meteor Storm comes out it won't hit nothing cause everything is dead. But there'll be times when you'll fight longer battles with a single target, like agisnt Varesh, so it's pointless to bring DoT Fire spells where Air Nuking is better, but i'll talk about the everyday PvE not the exceptions.
You really don't have to worrie THAT much with recharge time or energy cost since battles usually don't last too long, most of the time an Attunement is enough. Skills with a 30 seconds recharge at most is ideal, this way you probably won't need to wait them recharge to aggro the next group.
I think that an Ele can't just think "Oh, let's get the higher dmg skill".
Taking a look at Fire Storm for example:
Cost 10
Casting Time: 2
Recharge: 30
Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 5...29...37 fire damage each second.
An Elementalist who's not very experienced would say "Well, 37 multiplied by 10 is 370. Wow, that's a HUGE damage.". Yes, it is a huge damage, but it takes 10 seconds to do all this damage and the "Adjacent" area it's just a little larger than melee range so it's really small, easily avoidable. I observed that in Normal Mode critters usually run from AoE spells after the 4th hit, so you'll connect only 37x4=148 dmg, and even if you do something to slow the target groups movement the area of efect is still small, so it's easy to run from it, they'll only take one more hit from the spell if you're lucky, finishing with 37x5=185 dmg.
I use Searing Heat Instead of Fire Storm. Let's take a look at the spell:
Cost: 15
Cast: 2
Recharge: 30
Cause searing heat at target foe's location. For 5 seconds, foes near this location are struck for 10...34...42 fire damage each second. When Searing Heat ends, enemies in the area of effect are set on fire for 3 seconds.
Each hit do more damage than Fire Storm so, after the 4th hit when the monsters run away, the final damage would be around 42x4=168. The area is bigger, you'll hit more foes with it, and if you use something to snare the foes the probability of them getting struck by the last 5th hit is a lot bigger. And if they're in the area of effect of the spell when it ends they'll burn for 3 seconds, that's a total of more 42 armor-ignoring damage. So, if you snare the targets you'll get a total of 42x5=210 dmg plus 3 seconds of burning finishing with 252 total dmg after 8 seconds.
My Elementalist bar is like this:
Ressurrection Skill
Flare
Fireball or Phoenix or Liquid Flame any fast cast one hit big dmg Nuke will do.
Lava Font
Glyph of Renewal (Elite) I lack a better Elite skill right now.
Searing Heat
Teinay's Heat
Fire Attunement
I think this bar is really useful, you can keep almost all the battlefield under the effect of Searing Heat. Lava Font is usefull to keep melee attackers awya form you and form you squishys, by damaging them and by making them run, but you can always change this one.
But all my post i said about Snare skills and my bar don't have any, but my Zhed is a Water Elementalist with a lot of area Snares. So, everytime i cast a Searing Heat or Teinai's i ping my target, this way Zhed can Snare them for me, it works pretty well.
Those concepts are pretty basic i think, but that's what i've learnt with my Ele until now.
Last edited by Gawayne; Jun 03, 2007 at 11:28 PM // 23:28..
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Jun 18, 2007, 07:38 PM // 19:38
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#176
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Pre-Searing Cadet
Join Date: Jun 2007
Profession: E/R
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Would this work?
Hello im about to start GW and i was wondering would an E/Mo work but using water magic rather than fire magic as implicated in the ideal builds? Just wondering =\
Ignore my details, i filled them in randomly so i could make an account and talk to you guys
Last edited by Lyon_Bizzle; Jun 21, 2007 at 05:54 PM // 17:54..
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Aug 31, 2007, 12:48 AM // 00:48
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#177
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Ascalonian Squire
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Maybe a fun build for the Fire ele against destroyers although havent tried it out against them yet...
1 Fire Attunement
2 Stonestriker
3 Fireball
4 Arcane echo
5 Rodgort's invocation
6 Glyph of lesser energy
7 Ether Prism
8 Meteor Shower
Fire Magic 16 / Energy storage 12 / Earth Magic 9
Play a bit with your staff and armour and your max health should be around 490 hp and max energy should be around 86 e.
Bet its very sensitive against kd's/interrupts/daze/strips though might be fun to try out although it allows you to spam all your spells and maintain your max energy if you keep it cool.
Stonestriker is very costly though and you could use that slot/points for just about anything else so it would be a good idea for some1 in the team to equip the spirit winter.
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Sep 18, 2007, 07:24 PM // 19:24
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#178
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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Quote:
Originally Posted by Lyon_Bizzle
Hello im about to start GW and i was wondering would an E/Mo work but using water magic rather than fire magic as implicated in the ideal builds? Just wondering =\
Ignore my details, i filled them in randomly so i could make an account and talk to you guys
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Water magic is really more used for snaring or a pvp element, but however the one that tenshi strife is pretty good and if you really wanna go monk secondary then you can use a monk hard rez like [skill]Resurrect[/skill]or [skill]Resurrection Chant[/skill] however don't use [skill]Rebirth[/skill]. It's never a skill an ele should for the fact of the energy loss that the ele will experience.
Last edited by Sir Pandra Pierva; Sep 18, 2007 at 07:34 PM // 19:34..
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Sep 18, 2007, 08:18 PM // 20:18
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#179
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Krytan Explorer
Join Date: Dec 2005
Guild: hydrponic agriculture society [Herb]
Profession: Mo/
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hey guys... nice thread.
some Ab ones.
note this builds run around a moderate amount of damage output with some self heals.
this 3 run around melandrus resilience as the elite. with choosing the right area to fight u gain hp and energy. be careful from any stance remove aka wild blow warriors.
A Frozen Melandru's:
[skill]ice spear[/skill][skill]freezing gust[/skill][skill]ice spikes[/skill][skill]maelstrom[/skill][skill]water attunement[/skill][skill]aura of restoration[/skill][skill]armor of mist[/skill][skill]melandru's resilience[/skill]
14 water, 9 energy storage, 9 wilderness
if energy get you to much down time switch aura of restor for glyph of lesser.
A Stoned Melandru's:
[skill]obsidian flame[/skill][skill]stone daggers[/skill][skill]ebon hawk[/skill] [skill]stoning[/skill][skill]storm djinn's haste[/skill][skill]kinetic armor[/skill] [skill]earth attunement[/skill][skill]melandru's resilience[/skill]
14 earth, 8 storage, 5 air, 9 wilderness
A burning Melandru's :
[skill]lava arrows[/skill][skill]mark of rodgort[/skill][skill]fireball[/skill] [skill]breath of fire[/skill][skill]flame djinn's haste[/skill][skill]troll unguent[/skill] [skill]fire attunement[/skill][skill]melandru's resilience[/skill]
16 fire, 9 storge, 9 wilderness
( i use a pve pvp rdy so im using my sup fire. u can use minor)
took troll just because u don't have any armor buff over here. most of the time armor buff +run skill can save in most cases even w/o any true heals.
you can add more fire power like [skill]liquid flame[/skill] whice is amzing in ab.
anyhow more l8r,
keep in mind that the main idea is to kill and stay alive, yes a full fire ele can kill any cap opint in 5 sec, but he will die right after also in most cases.
yes u can run the e/d mistic regen with all the earth dmg redaction. i just found it lame.
helios.
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Sep 23, 2007, 03:31 AM // 03:31
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#180
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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lol interesting builds but those eles must really suck if they die at capping....unless they get mobbed
[skill]flare[/skill][skill]Aura of Restoration[/skill][skill]Arcane Echo[/skill][skill]Meteor shower[/skill][skill]Glyph of Sacrifice[/skill][skill]Elemental Attunement[/skill][skill]Fire Attunement[/skill][skill]Fireball[/skill]
16 fire
15 energy storage
using this build I can solo cap and not die.
I think this build was posted earlier or some form of it by Tenshi Strife.
But basicly you maintain the attunes at all times in the order of ele->fire->aura of resto then find a shrine and then cast archane echo->met shower->glyph of sac->the copied met shower-> finish them off with fireballs and flares(mostly this is used to get the monk shrine which can still heal in between met shower dmg). Also this build can fight a little by using the glyph met shower combo with archance echoing for a mass heal of 100 plus health then spamming flare to keep up your health and then using fireball every once in a while. Using 2 people with this build and then one more person using a distraction monk, I need to find his build later, and then 1 other person we usually use a toucher we can pretty much solo cap the whole map.
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