May 17, 2005, 05:31 PM // 17:31
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#41
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Ascalonian Squire
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Well don't everyone usualy have def against fire? Since its commenly used by Eles Which is why I might go Air
and the only way I can ever get close to an enemy is by weilding a sword and attack then switch to wand >> Since it sorta lags a little when i play the game i cant really click beside them and walk there
I guess I'll try air when ever I get Enervating Charge and I'll try useing fireball instead of Ob Flame
Edit: Okay well I tried it and I didn't like it much
I tried out:
Air 10
Earth 16
Enegry 10
Chain Lighting
Glyph of Elem Power
En Charge
Stoning
Ob Flame
Aura of Restore
Earth Armor
Earthquake
This worked out better well for Killing someone really fast in a flat sec
Elem Power -> Ob Flame -> Elem Power -> Chain Lighting -> Elem power -> Earthquake -> En Charge -> Stoning pretty much kills
but after useing all that if i cant kill them Im pretty much useless >_>
When ever I get Elem Attu Im placing it On Aura of Restore or use Ether Renewal
Last edited by NoKey; May 19, 2005 at 05:39 PM // 17:39..
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May 23, 2005, 08:41 PM // 20:41
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#42
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Ascalonian Squire
Join Date: May 2005
Profession: E/Mo
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How about a E/Mo built for fire elements and smiting? Points into Fire, Smiting, and Energy Storage. Anyone tried that?
Lava Font and Symbol of Wrath are my friends....
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May 26, 2005, 03:44 AM // 03:44
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#43
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Pre-Searing Cadet
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Is this any Builds for a E/Me Fire i only saw Water Earth and Air
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May 26, 2005, 08:41 PM // 20:41
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#44
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Ascalonian Squire
Join Date: May 2005
Guild: Fool of Fate (FOF)
Profession: E/R
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Quote:
Originally Posted by Eramor
I was looking at an Elementalist/Ranger build... just wondering, is it a waste of time to try to shoot arrows when you can cast spells instead? I was thinking I'd mostly use spells but throw in a conjure lightning and dual shot. My concerns are that by doing so I'd be doing less damage after all and that giving up a focus for the bow wouldn't be worth it. Still, it might give me something against caster-haters. Is an archer mage even do-able in GW?
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Definately yes... think about the time when the foe took all your energy, it would be nice if u can attact long range with a bow, plus u still got the lovely pet
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May 29, 2005, 07:14 PM // 19:14
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#45
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Just putting down on paper for new comers what a lot of people hate koreans for:
Warden
Energy Storage: 10
Water: 10+2
Earth: 11+1
Ward Against Foes
Ward Against Melee
Ward Against Elements
Ward Against Harm [E]
Blurred Vision
Light of Dwayna
Glyph of Lesser Energy
Aura of Restoration
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May 29, 2005, 10:47 PM // 22:47
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#46
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Ascalonian Squire
Join Date: May 2005
Location: Omicron 5
Guild: Seekers of Sanctuary
Profession: E/Me
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I just posted my build on this forum today. I'll post the link here. If anyone is too lazy to click one link, then I'll make the giant post. But I don't want to take up page space. So, I'll just give the link.
http://www.guildwarsguru.com/forum/s...ad.php?t=16382
Enjoy! And please leave comments on either this thread or the thread with the build.
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Jun 01, 2005, 10:14 AM // 10:14
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#47
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Pre-Searing Cadet
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I know allot of builds and specs can be good if the player knows how to use the build to the best of its ability and correctly but:
Is it better to go Protection or Healing Spec on an E/Mo?
If you had a Mo/___ and E/Mo in your group, which would you want to go protection, and which would you want to go healing basically. ?
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Jun 02, 2005, 02:18 PM // 14:18
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#48
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Ascalonian Squire
Join Date: May 2005
Location: Mountain Home AFB
Guild: Pheonix Fire Legion
Profession: E/N
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okay, one quick question.. with the elementalist hat..
there is only that flame eye of +1? i am a level 13 fire elementalist, and i have a feeling i'll have the same hat throughout the game.
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Jun 03, 2005, 12:25 AM // 00:25
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#49
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Ascalonian Squire
Join Date: May 2005
Profession: E/
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Quote:
Originally Posted by zoomy942
okay, one quick question.. with the elementalist hat..
there is only that flame eye of +1? i am a level 13 fire elementalist, and i have a feeling i'll have the same hat throughout the game.
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YOu can get eyes with more armor. But1 +1 is that max on ANY helm in the game before you put a rune in it.
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Jun 03, 2005, 06:52 AM // 06:52
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#50
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Pre-Searing Cadet
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Take a look at this PvM build for me
I thought of an elementalist/ranger PvM build a few days ago, looks a little like this:
Attributes:
Fire: As high as you can get it with runes/gear (I hate superior skill runes)
Engery Storage: 8-11
Wilderness Survival: 8-11
Skills/Spells:
Meteor Shower (or other big damage fire spell, this causes exhaustion but has knockdown)
Phoenix
Flare
Winter
Ether Renewal
Fire Attunement
Aura of Restoration/Healing Spring/Dryderr's Defence/Res Signet (or whatever else you want in this slot)
The Winter spirit turns all the elemental damage in it's very large area of effect into cold damage. What this means is you have very high fire damage, and when you need it, the highest cold damage you can get.
Keep Fire Attunement up as well as Aura of Restoration. Cast Ether Renewal and spam as many Flares as you can to regain mana after using your big guns. With Winter, Fire Attunement, and Aura of Restoration on, thats going to gain you some mana back fast.
Healing Spring with high Wilderness Survival can heal your entire group 50ish hp per person every 2 seconds for 10 seconds. It's not a ton but it can help your monk(s) out alot in certian situations.
The only downsides I can see for this is no Arcane Echo, no slowing/blinding type utility spells, and no Armor of Mist or Earth tree buffs. Can use Dryderr's Defense though.
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Jun 03, 2005, 03:57 PM // 15:57
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#51
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Academy Page
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Does a Fire/Water build work?
If so, what skills would it need in the build ?
And, does fire/water build work on pve and pvp ?
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Jun 16, 2005, 05:45 AM // 05:45
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#52
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Pre-Searing Cadet
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How is this build? I just made it and haven't been able to really test it.
Water magic: 12 + 3 (rune) +1 (hat)
Energy storage: 10 +1 (rune)
inspiration magic: 8+
1. Ice Spear
2. Maelstrom
3. Deep Freeze
4. Armor of Mist
5. Frozen Burst
6. Inspired Hex
7. Energy Tap
8. Mantra of Recall {E}
Basic idea:
Use Mantra of Recall early and whenever possible to keep your energy up. Cast Deep Freeze and Maelstrom around monks and/or elementalists so they're damaged, interupted and can't run away. Use Armor of Mist to keep away from warriors, and if worse comes to worse and you get surrounded, use Frozen Burst to run away. Use Inspired Hex to replenish energy and remove an ally's hex at the same time, maybe even use the hex against the enemy. Use energy tap to replenish energy more directly, and take away the enemy's energy. Use Ice Shard when you can't use anything else so you don't have to rely on your weak weapon to do damage.
So, does this look like it could work?
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Jun 18, 2005, 02:17 AM // 02:17
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#53
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Pre-Searing Cadet
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No one has any advice for me?
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Jun 19, 2005, 05:31 AM // 05:31
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#54
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Krytan Explorer
Join Date: Feb 2005
Profession: E/
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Hi, I have played around with all of the water skills and am currently still using water. As far as energy is concerned, if you run a 12 water/12 es build water attunement and glyph of lesser energy can keep up with most any water build well enough to make energy a moot point. For fire and to some degree other lines, a secondary source of energy is more important.
The water line suffers from a lack of a good spammable skill except for water trident. Ice spear's range renders it pretty ineffective. If you run a water build you should reallyuser water trident or mist form. Otherwise, just run an air or fire build and do more damage. The slows really aren't all that important and maelstrom is situational at best.
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Jun 19, 2005, 06:19 AM // 06:19
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#55
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Krytan Explorer
Join Date: Jun 2005
Location: America
Guild: The Kansas City Hotsteppers [KCHS]
Profession: R/
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I don't see why an E/R would use any ranger stat but wilderness survival. Serpent's Quickness is probably a good choice, as it's a stance with a low energy cost. Melandru's Resilience would be nice for a "tank" earth mage to gain health and energy, though it's probably not the best elite for that (or maybe it is? a stance is less likely to be removed, and resilience can be kept up about 50% of the time with respectable wild points). Storm Chaser could have some potential as an energy source. You could stand on top of a Dust Trap, Barbed Trap, or Spike Trap to gimp attacking warriors. Some of the nature rituals are worth looking at, with your team's consent. Dryder's Defenses is a top notch defensive stance, but recharges quite slow and doesn't last long to begin with. It's still better than swirling/magnetic auras, though.
I think you're wasting your time with beast mastery or marksmanship. Rangers do both of these so much better.
Doesn't the above advice applies to pretty much all the caster primaries?
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Jun 20, 2005, 02:43 AM // 02:43
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#56
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Frost Gate Guardian
Join Date: Jun 2005
Guild: The Heron Guard
Profession: W/E
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Anyone ever use Ele/War?
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Jun 20, 2005, 03:04 AM // 03:04
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#57
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Pre-Searing Cadet
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Thank you, Zonzai. That helped me a lot.
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Jun 21, 2005, 05:36 PM // 17:36
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#58
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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I've Been Testing The "Blasty McBlasterson" Build In Yaks Bend. So Far My Elementalist Has Killed Every Single Foe I've Encountered In 4 Spells Or Less (Providing They Don't Heal Fast). Order Would Be Mind Shock, Chain Lightning, Lightning Orb, Lightning Strike. One Thing About This Build Is That The Few Mesmer Energy Leech Skills Don't Cope With Exhaustion.
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Jun 21, 2005, 06:09 PM // 18:09
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#59
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Krytan Explorer
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Quote:
Originally Posted by Casonetto
Anyone ever use Ele/War?
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Used this in PvE and PvP, it seems to work alright.
E/W
12+1+3 Earth Magic
11 Hammer Mastery
6+1 Energy Storage
1: Earthshaker Bash (Elite)
2: Counter Blow
3: Crushing Blow
4: Earthquake
5: Aftershock
6: Ward against Melee
7: Armor of Earth
8: Crystal Wave / Res Signet
Use Armor of Earth to get high armor and run in swinging. Ward against Melee if you get into fights with Warriors. Earthquake tends to be more of a finisher because no one usually runs from you until they are at about 20% life(either from Deep Wound/Aftershock or light armored characters that get hit from 1 aftershock), and since your a tad slower than everyone(Armor of Earth) it will either kill the target or buy some time for either you or a teammate to close in. I prefer to use Crystal Wave over Res signet, because at 16 it does 106 damage that can't be reduced in anyway. But most of the time, I need to take signet with me at the party's request.
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Jun 22, 2005, 07:03 PM // 19:03
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#60
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Ascalonian Squire
Join Date: Jun 2005
Location: Phoenix, AZ
Guild: Furious George
Profession: E/Me
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I'll go ahead and add my build to this discussion... this is pretty current... he's your more generic PVE fire E/Me, but he's pretty effective at ranged AoE.
14 Fire (11 +2 rune, +1 headgear)
10 Energy Storage (+1 rune)
9 Inspiration
I think I've got about 8 left over at this point.
He's lvl 20 right now, and ascended, but haven't done the attribute point quests yet.
Flare
Fireball/Immolate
Power Drain/Ether Lord/Channeling
Energy Tap
Flame Burst/Incendiary Bonds
Fire Storm
Meteor Shower
Fire Attunement
I'm building this character as mainly PvE, and trying to max out my ranged AoE damage output. I also threw Power Drain and Energy Tap in there to regain some energy, since a lot of these ranged AoE spells are pretty taxing on my energy reserves.
When I complete those quests for my extra 30 attribute points, I'll probably stick more into Energy Storage and Inspriation if I can afford it... and I'd like to add another into Fire, provided I've got enough points to spread around.
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