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Old Dec 19, 2005, 08:15 PM // 20:15   #121
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Does anybody know if Burn stacks across several burn spells: Like Mark of Rodgort+Rodgorts Invocation+Immolate?
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Old Dec 19, 2005, 11:48 PM // 23:48   #122
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I think they just reset or something, doesn't do the +3 Second, +3, + 3 sorta thing, they just merge.
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Old Dec 27, 2005, 09:54 AM // 09:54   #123
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i am doing the elementalist ranger mode now. its very sundden on what skills you have to choose from at the begining. you definitly wnt enchant animals... for good reason, get a monster that is a higher level than you, WHAM! protection that costs nothing.
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Old Dec 27, 2005, 10:01 AM // 10:01   #124
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Quote:
Originally Posted by Tellani Artini
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?
marksmanship, yes, but not beast mastery. the animals are always there. its an easy akill to learn and its not exhausting at all.
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Old Dec 29, 2005, 06:56 PM // 18:56   #125
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my build for ele would have to be earth/air for knockdown

earth magic 11 +1(hat) =3 sup rune
air magic 9 + 1 min rune
energy storage 10 + 1 minor rune

armor of earth/ ward against melee
obsidian flame
stoning
aftershock
enervating charge
shock
(your choice of elite) basically any one goes with this rather it be one of the glyphs elemental attunement or obsidian flesh, but if you want more knock down I suggest using lightning surge or mind shock.... but for life use aura of restoration, but that means no elite...ahh
resurrection sig

basically this build can take out casters in a flash. My combo is enervating charge first, then stoning... while knocked down use shock so you run up to them and just as they get up to cast something are knocked down again, then you use aftershock for great damage, then I usually cast obsidian flame to finish the job... with warriors and rangers I find this build to be alot better if you ahve help from someone else i.e. warrior... but other than that youve got a great build.

Last edited by eternal_despair; Dec 29, 2005 at 07:01 PM // 19:01..
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Old Jan 01, 2006, 12:16 AM // 00:16   #126
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just for the record u guys r thinking waaaaaaaaaaaaaaaaaaay to big for echo spells. Really, meteor shower, meteor, even fireball or lightning orb, wheres the energy gona come from and wut about exhaustion. think smaller...... alot smaller!!!
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Old Jan 02, 2006, 08:20 AM // 08:20   #127
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I Just Make This E/me (PvP) Build yesterday and it looks like a this:

Atributes:
Air magig 15/16
Energystorage15/16

SKills:

Mind shock(E)
Lighting orb
Lighting strike
Blinding flash
Glypht of lesser energy
Arcane echo
Aura Of restoration
Res sig


Frist cast Aura Of restoration,then glyhpt of lesser energy and then arcane echo.After Arcane Echo cast Mind Shock(elite skill)Twice on your target,and then cast Lighting orb,lighting strike,This combo does 350-450 dmg on your dammage in 5 seconds!And Remember us Your blinding flash on anoyngin rangers,warriors so they cant hurt you expect if they use cure condition skills.
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Old Jan 04, 2006, 08:41 PM // 20:41   #128
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The build's i'm currently using are as follows.

PvE - Archduke Asmodeus (E/Me)

Attributes:
Earth Magic 11 (+1)
Fire Magic 14 (+2, +1)
Energy Storage 11 (+1)

Points Spent - 199

PvE Skills:
1.Flare
2.Immolate
3.Fireball
4.Rodgorts Invocation/Conjure Fire
5.Meteor Shower/Res Sig/Aura of Restoration
6.Armour of Earth
7.Fire Attunement
8.Elemental Attunement

PvP - Asmodeus Pvp (E/Me)

Attributes:
Air Magic 16 (+3, +1)
Energy Storage 11 (+1)
Inspiration Magic 8

Points Spent = 195

PvP Skills:
1.Lightning Strike
2.Lightning Orb
3.Lightning Javelin
4.Mantra Of Resolve
5.Resurrection Signet
6.Glyph of Elemental Power
7.Air Attunement
8.Elemental Attunement

I hope these two build's were any help.
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Old Jan 06, 2006, 01:40 PM // 13:40   #129
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Hi everyone, this is my first post so I'll get straight to the point:

Elementalist build I'm currently using:

E/W "Fencer"

Earth Magic 9+1
Swordsmanship 9
Tactics 12
Energy Storage 3+1+1

Armour Of Earth
Magnetic Aura
Crystal Wave
Deadly Riposte
Riposte
Gladiators Defence (E)
Savage Slash
Healing signet

And what do I do with this ever-so-slightly deranged build?
* Tank in PvE
* Farm Desert Griffins
* Die versus Rangers
* Kill Glint? Hell Yeah
* Prove to be utterly useless in PvP, because, despite rumours to the contrary, PvP Warriors aren't stupid...
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Old Jan 12, 2006, 01:41 PM // 13:41   #130
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I use a two magics approach with my ele when I use him to farm.
I have 15 air (12+3), 12 energy storage (10+1+1) and 8 earth

Lightning strike
Aura of restauration
Lightning surge (e)
Lightning orb
Air attunement
Enervating charge
Aftershock
Whirlwind

The idea is to use charge to get their attention, both surge and orb after eachother while they come for you, lightning strike for them to get up, then whirlwind followed immediately by aftershock. Whirlwing and aftershock both have a 3/4 sec cast time, and are both based around the caster. They also dmg all targets around you, making it a good leave-me-alone-combo.

I use this build farming, and I can handle 3 lvl 18 lightning drakes at the same time with it. What do you guys think about it?
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Old Jan 14, 2006, 07:07 PM // 19:07   #131
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I also use a dual-magic approach... I use this build to farm Ettins outside of Beetletun for the good rune drops.

E/Me
Earth Magic 15 (11+3+1)
Air Magic 9 (8+1)
Energy Storage 12 (9+3)
Inspiration Magic 6

Stone Daggers
Whirlwind
Aftershock
Ether Renewal {elite}
Channeling
Armor of Earth
Earth Attunement
Aura Restoration

Set up enchantments from bottom to top in that order (Aura - Attune - Armor - Channeling). Then draw the ettins to you, as you put your back to a wall to limit the amount attacking you. Use Whirlwind/Aftershock as much as possible, whenver they are both charged. In the meantime, spam stone daggers, because you lose NO energy with channeling, attunement, and natural recharge. Ether Renewal is a GREAT way to gain healt AND energy, because of how many enchantments you have on you. After you cast Ether Renewal, cast Stone Daggers as many times as possible before it runs out. You should be able to get anywhere from 4-6 in. Each cast, you gain 85 health and 15 energy. Maintain enchantments as needed, and energy should be no problem. Good luck + happy gaming.
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Old Jan 17, 2006, 08:32 AM // 08:32   #132
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Quote:
Originally Posted by dagger bird
just for the record u guys r thinking waaaaaaaaaaaaaaaaaaay to big for echo spells. Really, meteor shower, meteor, even fireball or lightning orb, wheres the energy gona come from and wut about exhaustion. think smaller...... alot smaller!!!
'nuf said !

Quote:
Originally Posted by Asmodeus
PvP - Asmodeus Pvp (E/Me)

Attributes:
Air Magic 16 (+3, +1)
Energy Storage 11 (+1)
Inspiration Magic 8

Points Spent = 195

PvP Skills:
1.Lightning Strike
2.Lightning Orb
3.Lightning Javelin
4.Mantra Of Resolve
5.Resurrection Signet
6.Glyph of Elemental Power
7.Air Attunement
8.Elemental Attunement
my favourite
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Old Jan 24, 2006, 02:49 AM // 02:49   #133
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I'm still fooling around to get a nice effective ELE build for PvP. Right now, I've got an E/R like this:

Air Magic 10
Fire Magic 16
Energy Storage 10
Wilderness Survival 6

Troll Unguent
Aura of Restoration
Phoenix
Meteor Shower
Glyph of Energy
Fireball
Immolate
Gale

Are the attribute points in Air magic a waste? I like them because I can use Gale to interrupt other player's spells and attacks, specifically healing spells and Rez signets. Is this a good build?
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Old Jan 24, 2006, 04:13 AM // 04:13   #134
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Yes, the points in Air Magic are a waste. You only need Air Magic to be a 5 in order for your Gale to be 100% Guarenteed Effective, therefore having it anything higher is a waste for your specific build. You should move it down to 5, and then see what other attributes you can improve with the extra skill points.
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Old Feb 15, 2006, 09:48 AM // 09:48   #135
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This is the build i currently use in PvE:
E/Me

Fire magic 15+1 (eye)
Storage 11
Domination 9

1.Immolate
2.Power Spike
3.Energy Burn (or backfire)
4.Inferno
5.Fireball
6.Aura of Restoration
7.Meteor
8.Meteor Shower

I must admit I'm still new at this game, still collecting skills and modifying builds, so any feedback is most welcome. I use domination as anti caster since most PUG's fair badly vs. casters. Then I meteor or shower them, get close and unleash inferno. Had phoneix equipped but its fairly slow, changed it to Meteor. Stopped using Fire storm in most missions, it just gets more aggro.
Meteor shower is great for bosses imo and useful for defending.

I also loved Lava font....but I'm experimenting all the time...can't decide between nuking and PBAoE (which I love). Exhaustion and energy management is mostly not a prob since I use Shower sparingly (very...) and timing is essential for a elementalist. I pick my targets and usually manage to pin 'em down while they're distracted.

I'm thinking about changing Meteor for something else....not sure though. Damage is nice, knockdown especially, but it causes exhaustion...
I found it fairly effective in most PvE situations, but I somehow think it would suck in PvP.
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Old Feb 16, 2006, 08:00 PM // 20:00   #136
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I got tired of having my enchantments stripped, and since capping Glyph of Energy have been using mainly double-glyph builds.

The basics are:

Glyph of Energy (E)
Glyph of Lesser Energy
Rodgort's Invocation
Incendiary Bonds

One can cast four Rodgort's Invocations and four Incendiary Bonds in 75 seconds if things go perfectly smoothly, at a total energy cost of 80. In those 75 seconds, you regenerate 100, and of course you don't spend energy at maximum efficiency, so clearly you need other expensive spells to be optimal. Situationally, ones I use include

Any rez
Fireball
Immolate
Maelstrom (AoE disruption; who cares about damage?)
Cry of Frustration (AoE disruption)
Meteor Shower (AoE disrupton AND damage)
Heal Party
Heal Area (when playing with a MM)
Arcane Echo
Flare
Mend Ailment

I plan to start playing around more with Inspiration Magic too, although I haven't used that much since a lot earlier in the game (Mantra of Lighting was great farming gargoyle skulls ...)

A couple of notes on attribute levels and spell choice:

Fire Magic = 12 is the cutoff for all those spells to set victims on fire for 3 seconds. You can't get it up to 4. Leaving Fire Magic down at 12 is not crazy, depending on the build.

Setting on fire is better than just doing fire damage, against high AL opponents. AoE is better than just hitting one victim. I think this balances out to Fireball being better than Immolate in most scenarios.

59 point Heal Party, spammed, can take a lot of pressure off of monks.

There's little point in running Aura of Restoration. In most Elementalist builds, you use close to or even a lot over 100 points of energy a minute casting spells (plus your initial endowment). This build only has a 50 points per minute run rate, plus the initial endowment.

Not running Aura, and using both Glyphs, you don't need to have Energy Storage terribly high. So you can invest heavily in a third attribute, such as Healing.
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Old Mar 09, 2006, 10:00 AM // 10:00   #137
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Quote:
Originally Posted by dagger bird
just for the record u guys r thinking waaaaaaaaaaaaaaaaaaay to big for echo spells. Really, meteor shower, meteor, even fireball or lightning orb, wheres the energy gona come from and wut about exhaustion. think smaller...... alot smaller!!!

*cough* 120 max nrg!!! *cough*
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Old Mar 21, 2006, 10:26 AM // 10:26   #138
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I dont understand you people... Why all air and earth...
The most damage comes from fire, isnt it?
and if you keep out of sight you and your surrounding spells do al lot of damage
much more than air i think
If not so, i like to know
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Old Mar 21, 2006, 10:29 AM // 10:29   #139
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and what means AoE?:$
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Old Mar 21, 2006, 12:21 PM // 12:21   #140
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AoE is Area of Effect.

In PvP, Fire is useless. Near that, anyways.
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