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Old Jun 23, 2005, 11:51 PM // 23:51   #61
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Could someone post a basic build for your Typical HoH Air Spike Ele?
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Old Jun 24, 2005, 12:17 PM // 12:17   #62
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Please post a generic Air E/Mo build for solo PvE. Thanks.
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Old Jun 26, 2005, 01:37 AM // 01:37   #63
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Hmm, looking through there is alot of fire or water or air/earth. Why is earth a good, second element.. this is if you are pure ele: 2 elements and energy storage.

I am making a Air/Fire (Air primary element). There doesn't seem to be much on this... will it work? My idea is to have the best of AoE from fire i.e using Meteor shower and fire storm.... might throw mind burn in too. Aura of Restoration might take up 4th spot, but might be replaced with Pheonix everynow and then. For the air side, what 4 skills should i use if i want to cause large amounts of damage to a single body (if it does that, and to others, even better)?
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Old Jun 28, 2005, 05:53 AM // 05:53   #64
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Maybe you guys could make a few suggestions on how to improve my Hydromancer's spells..

Ward Against Harm
Ice Spikes
Deep Freeze
Maelstrom
Glyph of Lesser Energy
Water Attunement
Aura of Restoration
Ressurection Signet

Its been working pretty good in PvP, I tell people that I'll be using the Ward Against Harm. Ice Spikes, Deep Freeze and Maelstrom are so that I don't have to worry about projectiles being blocked while I'm in the ward.. These are just the spells.
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Old Jun 30, 2005, 07:06 PM // 19:06   #65
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I just wonder some times, do you people who are posting more insidious builds want to do damage, or just be like a suppurt/slow character? Because most water elementalists have no spike damage, while fire elementalists have trouble dealing their damage in the first place because human players are smart enough to move aside. As for air elementalists, they're far from perfect, but so far the most powerful build i've seen is air. Instead of slowing opponents, you have blind, and you can take down an average caster in a few seconds. For the typical air spike, if you have ts/vent, use the basic skills. Lightning Surge+Chain Lightning, then cast Lightning Orb, Lightning Strike, and alternate between those. With a mic you can have one person count down from 3 and synchronize your spells and take out one single enemy fast. My air ele also uses drain enchantment and power drain as well as blinding flash.
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Old Jul 07, 2005, 05:46 AM // 05:46   #66
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Thought this was supposed to be the "basics" page.
Anyway, I've been having fun with a mediocre damage build I've been using. It exhausts itself pretty fast if you aren't careful, but it does well enough. I play it in the Random Collosium though, so it's probably not up to snuff with the other builds from Tombs:

E/Me

16 Earth
9 Energy Storage
9 Inspiration

Obsidian Flame
Stoning
Energy Tap
Drain Enchantment
Obsidian Flesh
Hex Breaker
Res Signet

And one skill I keep playing with; Obsidian Flesh is just a personal choice for when other E's or Me's are focusing on me too much. It makes them go away and Gale someone else. Also helps vs Warrs and Rangers. Hexbreaker beats Backfire at all times; Obs Flesh just doesn't work all the time, and I like all time protection. I usually take a healing skill into the Random PvP but that might just be me; can't count on having a monk, and it never hurts even when you do have one.
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Old Jul 07, 2005, 11:29 AM // 11:29   #67
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Quote:
Originally Posted by Slade xTekno
Could someone post a basic build for your Typical HoH Air Spike Ele?

I don't know if this is a basic HoH build, but this is as basic as it gets

E 20

Air Magic 12+1+3
Energy storage 12+ 1

Lightning Surge
Lightning Orb
Lightning Strike
Enervating Charge
Gale
Blinding Flash
Air Attunement
Res Signet

Very basic, very fragile, very lethal.

Last edited by C2K; Jul 07, 2005 at 11:31 AM // 11:31..
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Old Jul 07, 2005, 03:29 PM // 15:29   #68
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E/mes

Lightning Surge
Lightning Orb
Lightning Strike
Air Attunement
Gale/Blinding Flash
Power Drain
Channeling
Leech Sig/Drain Enchantment/Inspired Hex/Inspired Enchantment
Hex Breaker/Mantra of Lightning/Shatter Hex
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Old Jul 08, 2005, 10:32 AM // 10:32   #69
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Hey guys and gals. I've been playing for some time and i've been away from guild wars for some time too hehe. Just recently ascended and this is my E/Mo build. As of right now, all the monsters in the dessert have ruined my confidence in my build, i find myself just hammering spells and not doing as much damage as i would like. I also have 40 attribute points left to spend but i've got no idea where to put 'em.

Ele/Mo

Fire - 12
Energy - 9+1

Flare - I find myself hammering this spell over and over just hoping to see their life go down just a little bit
Immolate - You'd think this would do more dmg.... <.<
Meteor - A lovely little hit on the head if you want to knock down a hardened foe on his ass so the team can get a swing at him.
Fire Storm - Well, it's a fire build, what fire build doesn't use this baby.
Meteor Shower - Same as fire storm but with the lovely effect of dropping the foes on their tushies.
Fire Attunement -
Glyphg of Lesser Energy -
Resurrect - I see most builds never have this on but my experience tells me that, if i'm going to party with others, i'm going to be ressing 'em, especially if i'm running with the useless henchmen.

I've been pondering about going over to using Air spells because of the armor penetration and the more focused dmg. In PvE, having all the mobs gathered at one spot is a dream that never realy seems to come true.

And then there's the Monk part of my character, i don't realy know what to do with the monk skills except the resurrect skill.

Ps. Where should i hunt for skills, especially Elite skills, the last Ascension quest? The shard dragons?

Any help or input on the spells i'm using, what spells i could use instead would be greatly apreciated. I mean, there are so many great spells in this game that it's a bit overwhelming to know what to use. I mean, i could go Air and Earth. Get some great defence or knockdown spells and just kill one foe asap. Maybe even go water, there are some cool hex spells there but i don't realy know how fare it will be in PvE. On the other hand it's got Maelstrom which is just so lovely to use against those annoying healer enemies.

And as stated before, i've got the monk spells, hell, maybe putting alot of points into smithing prayers would kick ass, a fire smithin' ele/monk? Or maybe get alot of points in protection or healing?

Last edited by Cybrosys; Jul 08, 2005 at 10:36 AM // 10:36..
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Old Jul 08, 2005, 08:31 PM // 20:31   #70
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A lot of air spikers synchronize the following spells after blinding potential physical attackers: Lightning surge, Chaing Lightning, Lightning Orb, Lightning Strike.
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Old Jul 11, 2005, 05:41 PM // 17:41   #71
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Quote:
Originally Posted by Murdok
I'm going with a Elem/Monk build with fire / smiting spells and stats. I'm hoping I get high damage output. What do you think?
With an El/Mo you don't need smiting, specially if you're using fire. I would go with the healing/protection skills.
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Old Jul 11, 2005, 05:43 PM // 17:43   #72
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Quote:
Originally Posted by Immortal Flame
why are there no builds with two lines of elements, ex. points in energy storage, air, and fire?
Because there's not enough points to spread it around like that. If you want to do max damage, you need to have max points. The good thing tho is that you can switch them around if you want/need to use another element.
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Old Jul 12, 2005, 09:09 AM // 09:09   #73
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To update my previous post, my current skillbar is:

Lava Font
Flame Burst
Inferno
Phoenix
Fire Storm
Meteor Shower
Fire Attunement
Healing Breeze

Fire Magic: 12+0
Energy Storage: 9+1
Healing Prayers: 8

What i've done is go from ranged caster to close PBAOE and it's working great, Healing Breeze is wonderfull. Because i've gone from ranged to PBAOE i've noticed that i never cast Fire Storm or Meteor Shower, so any help on some spells that i could use to replace them would be great. I don't know if there are any more Fire Spells that i'd want on the list, maybe i could put some more Healing spells there, any comments?

Edit:

Aura of Restoration pretty much outclasses any of the healing spells when it comes down to getting healed because you were damaged or healed once every spell you cast or normal attack. (Tough AOR only heals on cast and not attack)

I'd love to get some more Energy regen, what about Balthazar's Spirit? The spell says that it does give Adrenaline and Energy after taking damage; and that the amount fo Adrenaline is descided on how much damage you take. But it doesn't say anything about energy.

Edit #2:

Does Live Vicariously see "hits a foe" as just melee dmg or dmg done by any kind, for example a spell?

Last edited by Cybrosys; Jul 12, 2005 at 09:22 AM // 09:22..
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Old Jul 17, 2005, 10:09 AM // 10:09   #74
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Anyone know of a good Ele/Ranger PvP build?..
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Old Jul 17, 2005, 02:21 PM // 14:21   #75
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Can someone name a build of some of the most successful PvP ele builds?

I mean is there a site where the top guilds post their builds?
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Old Jul 18, 2005, 02:31 AM // 02:31   #76
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Some builds I use:

PvE Fire Elementalist - Major Damage

Fire magic: 15 (12 +1, +2)
Energy storage: 13 (12 +1)

Glyph of Lesser Energy
Glyph of Energy
Fireball
Firestorm
Searing Heat
Meteor Shower
Mark of Rodgort
Res signet

This is designed for missions past the desert; the two glyphs give almost unlimited energy and prevent exhaustion. The skill recharge times work well, so you'll hardly be standing around at all, just repeatedly casting high-damage. If you do stand around doing nothing, mark of Rodgort on a strong enemy allows you to wand them for a while.

PvP Fire Elementalist - Burning

Fire magic: 15 (12 +1, +2)
Energy storage: 13 (12 +1)

Glyph of Lesser Energy
Glyph of Energy
Immolate
Fireball
Phoenix
Meteor
Mark of Rodgort
Res (Light of Dwayna if an E/Mo)

Similar to the PvE build, but with a few changes. Mark of Rodgort is very useful, and Meteor/phoenix can be a huge damage combo. Immolate is also nice for some quick damage. Light of Dwayna is a good quick res, often coming in handy to res two people, the energy cost is countered out by using a glyph

PvP Earth Elementalist - Major damage


Earth magic: 15 (12 +1, +2)
Energy storage: 13 (12 +1)

Iron Mist
Glyph of Energy
stone daggers
Obsidian Flame
Crystal Wave
Aftershock
Earthquake
Res signet

Theearthquake/aftershock combo is a great way of doing big damage quickly. Follow up with crystal wave and obsidian flame for a great way to kill monks. You can stagger people with this by having a second similar build in your party, meaning that they gt knocked down towice and die without being able to do anything.
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Old Jul 20, 2005, 10:21 PM // 22:21   #77
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Default Multi-element casters (using Elemental Attunement)

Quote:
Originally Posted by Dark Demonz
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 ?
IMO, the best way to make a multi-element caster is to capture Elemental Attunment and use it in your build. I went with Air/Water, but Fire/Water could be built similarly - even a devastating Air/Fire offensive juggernaut build could be done this way.

There are a few problems if you build around Elemental Attunement -
1) you will need to sacrifice energy storage to build your second element (you've got 45 seconds with Elemental Attunment's 50% regain, and that's if it doesn't get shattered).
2) you will need to buy or acquire major or superior runes to max out stats and leave other stats at decent levels, which impacts health. It may be better to have 14s or 15s rather and take the health hit - it's up to you. Personally, I invested in a major vigor rune (couldn't afford the 34 platinum for Superior)
3) you will have minimal to no points to spend on your secondary profession.

That said, I've gone through about 10 iterations. I started water heavy, but am currently doing some skill capture runs and have run air heavy. I have 2 sets of armor - 1 for water, and 1 that is fire (and which I use depends on if I'm partied with a ranger with Winter). Water superior runes are usually dirt cheap - I bought one for 121 gold and a second about a week later for 283. Air is much more expensive, and I've only managed a major (one found, one purchased).

My current build is mainly designed for laying down the hurt and is not very water heavy - my stats are
E/Me L20
Air Magic 15 (12 +2 rune +1 storm's eye)
Water Magic 13 (10 +3 rune)
Energy Storage 9 (8 +1 rune)
I have a rune of major vigor, giving me 396 health and 71 energy

Skills:
Enervating Charge: 50 lightning + 20sec weakness and 25% pen (10 Energy)
Ice Spikes: 72 cold dmg + 66% slower for 5sec (15 Energy)
Lightning Orb: 100 dmg + 25% pen (15 Energy)
Chain Lightning: 100 dmg + 25% pen, 3 targets + exhaustion (10 Energy)
Blinding Flash: blind for 10 secs (15 Energy)
Epidemic: to spam blindness (15 Energy)
Elemental Attunement: for 45 seconds regain 50% energy for Ele spells
Aura of Restoration or Res Signet (Aura does 301% health for 60 secs)

I beat the game using a 14/14 Water/Air mix with (I'll estimate damage)
E/Mo L20:
Shard Storm 10 Energy, freeze for 6 secs ~68 damage [sometimes misses]
Ice Spikes 15 Energy, freeze for 6 secs, ~84 damage [always hits]
Chain Lightning: 10 Energy, ~84 dmg +25% pen, 3 targets + exhaustion
Maelstrom: 25 Energy, ~26 dmg for 10 secs + exhaustion
Blinding Flash: blind 9 secs (15 Energy)
Elemental Attunement: for 45 secs regain 50% energy for elemental spells
Aura of Restoration 301% health for 60 seconds
Resurrect


Incidentally, if you want an extremely powerful mix for capturing Elemental Attunement, try a water mage with Ward against Harm and a Mesmer - water keeps the monsters at bay and limits their damage and Mesmer does their backfire antimagic spamming thing. My E/Mo (at the time with blurred vision and signet of capture and maybe a healing spell replacing lightning skills above) and a Me/Ne basically solo'd the ring of fire (for a while we had a warrior). The other party members dropped after the first skill capture.

If I were doing Fire/Water, I'd probably swap the Air spells with something like Rodgort's Invocation and Inferno (or whatever you like) and swap Maelstrom with Fire Storm (since it's a much better spell, except in late game PvE without Winter).

added 7/25/05:
an interesting hybrid build I tried this weekend is an Air/Earth. The 1-2 combo of enervating charge and stoning is fun, as is raping an over-extended W/Mo in a PVP game using Iron Mist and lightning combos (actually, I didn't do huge amounts of damage, but I did keep him busy until the rest of his team was down). I haven't really found the perfect skillset for this build, so if anyone tries it and finds a good one, let me know.

Last edited by False Prophet; Jul 25, 2005 at 04:48 PM // 16:48.. Reason: more build tries
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Old Jul 26, 2005, 12:12 AM // 00:12   #78
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Default geo built

I wanted to know what you all think about this pvp geomancer build I’m trying to make. It's not the best, but you can try to make it better.


earth magic- 13, 10+2(rune)+1(head)
energy storage- 14, 12+2(rune)
healing prayers- 8

kinetic armor
stone daggers
stoning
obsidian flame
ether renewal {elite}
aura of restoration
mending
armor of earth

the build is to outlast and weaken the opponent at the same time, and to keep tanks from attack important members of the party, the ether renewal is to help heal me and to heal lost energy, kinetic and earth armor is to keep me alive to try to kill and to keep players that attack me from trying to kill my party.

I also want to make a healing version of this, I just don't have a ton of monk skills, only about 5-15, so advice on how to make it better and how to make it into a good healing build will be helpful. But tell me what skill it is, briefly what it does (with its energy cost and cast time) and I’ll find out where it is. I'll be happy if I get help with the build.
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Old Jul 30, 2005, 03:30 PM // 15:30   #79
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Quote:
Originally Posted by Pharalon
Hmm, everyone's ignoring the Geomancer

Here's a build I run occasionally, but I don't play eles much.

Earth 12+4
Energy Storage 10+1
Air 8+1

Have a sword with +enchant duration on your weapon swap.

Elemental Attunement
Earth Attunement
Enervating Charge
Stoning
Aftershock
Obsidian Flame
Armor of Earth
Ward Against Melee

If you want more knockdown, run a mes secondary and arcane echo stoning, probably swapping out Aftershock.
People ignore geomancers and hydromancers, even though they can be devastating. People like Pyromancers cause they're simple and Aeromancers cause they rule!
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Old Jul 31, 2005, 08:50 PM // 20:50   #80
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Quote:
Originally Posted by Pyro Master
People ignore geomancers and hydromancers, even though they can be devastating. People like Pyromancers cause they're simple and Aeromancers cause they rule!
I can see why, geo is more tought of as defence, and air is manyly used for spiker groups, because of the damage output, the low cast time, and armor pentatration, fire is more for damage and area of effect, and I think water is for hexes from what I readed, so people think earth is not that great on it's own, the tanks could use the armor from armor of earth, there are combos for stoneing and athershock, and kintic armor is good for mages with the faster spells and recharge times. I never used water before so I don't know a ton about them. geo has great support skill and I love the obisin flame skill (srry if i missed spelled any skills, I was not looking at them at the time)
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