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Old Mar 21, 2006, 06:04 PM // 18:04   #141
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Why? i know that but why?
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Old Mar 21, 2006, 09:05 PM // 21:05   #142
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Most fire spells are useless in PvP because:

1. People don't cluster together, so you don't get AoE benefit.
2. People run away from them before or after they hit.
3. They get interrupted during the long casting time.
4. Monks put up Reversal of Fortune while the spell is on its way.

Air is more popular in PvP because

1. Blinding Flash really annoys warriors and rangers.
2. So, to a much lesser extent, do Enervating Charge and Lightning Javelin.
3. Air is the only line with multiple spells that regularly succeed in doing good damage against a single opponent. (Immolate is the only one in the Fire line.)
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Old Mar 22, 2006, 01:05 PM // 13:05   #143
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Couldn't have put it better myself.

And, well, I can. One more point for Air.

GALE GALE GALE GALE!
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Old Mar 27, 2006, 10:19 PM // 22:19   #144
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Quote:
Originally Posted by Francis Crawford
Most fire spells are useless in PvP because:

1. People don't cluster together, so you don't get AoE benefit.
2. People run away from them before or after they hit.
3. They get interrupted during the long casting time.
4. Monks put up Reversal of Fortune while the spell is on its way.

Air is more popular in PvP because

1. Blinding Flash really annoys warriors and rangers.
2. So, to a much lesser extent, do Enervating Charge and Lightning Javelin.
3. Air is the only line with multiple spells that regularly succeed in doing good damage against a single opponent. (Immolate is the only one in the Fire line.)
Air also has the uncanny ability to give its spells some knockdown, most have 25% armor penetration and Lightning Javelin with its new recharge and interrupt capability is nice.

In PvP Air followed by Earth and Water are the only elements Ive seen being used. Fire only if its a Fire Mesmer which Ive seen only a few times and Im not sure how they fare (though with their fast cast and stacking degen with burn effects they might be effective.)
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Old Mar 29, 2006, 09:57 AM // 09:57   #145
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This is a PvP build which is rlly effective
Try an ele anti-tanker like this...
Water magic 12+4
Domination magic 8+1
Energy Storage 10+1

Deep freeze
Mist form
Ice Prison
Maelstrom
Chaos Storm
Empathy
Ice Spear
Resurrection Signet

Have some weapon with 20% longer enchantments. Basically when the warrior attcks you just use mist form. Then either deep freeze or ice prison then either maelstrom or chaos storm. After those have worn out use the ones you didnt use previously. Empathy helps for extra damage, especially ehrn you dint have mist form on you. Use ice spear while you have mist form on as a basis for your damage...
Hope you like it...
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Old Mar 29, 2006, 01:46 PM // 13:46   #146
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Quote:
Originally Posted by magnetic mage
This is a PvP build which is rlly effective
Try an ele anti-tanker like this...
Water magic 12+4
Domination magic 8+1
Energy Storage 10+1

Deep freeze
Mist form
Ice Prison
Maelstrom
Chaos Storm
Empathy
Ice Spear
Resurrection Signet

Have some weapon with 20% longer enchantments. Basically when the warrior attcks you just use mist form. Then either deep freeze or ice prison then either maelstrom or chaos storm. After those have worn out use the ones you didnt use previously. Empathy helps for extra damage, especially ehrn you dint have mist form on you. Use ice spear while you have mist form on as a basis for your damage...
Hope you like it...
In higher end PvP, Warriors don't seem to attack you. I'll go through the skill list as a whole...

And don't ever say Tank in PvP.

Quote:
Deep freeze
Deep Freeze is good. Nothing to comment.

Quote:
Mist form
Warriors that are smart are smart enough to take down a Mesmer first. Tabbing FTW.

Quote:
Ice Prison
30 Recharge? Sad.

Quote:
Maelstrom
4 Cast Time, 25 Energy, AND Exhaustion, for an AoE effect. Not worth it. IMHO, it's about as worth it as Meteor Shower is.

Quote:
Chaos Storm
It's AoE. No more to say.

Quote:
Empathy
Hex removal hihi. Empathy is a mediocre hex that is well-recognized.

Quote:
Ice Spear
This does barely enough damage to justify its energy usage, and definitely doesn't do enough to justify wasting a slot on the skillbar.

Quote:
Resurrection Signet
Nothing to say.

My biggest gripe about this is why are you bringing Maelstrom for an anti-Warrior build?
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Old Mar 29, 2006, 06:00 PM // 18:00   #147
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Right, thanks for your comments, ill modify the build..
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Old Mar 29, 2006, 11:43 PM // 23:43   #148
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Mist Form is tough to justify in PvP, I'd think, due to:

1. Enchantment stripping
2. Disruption (of the recast)
3. Periods when it's down (unless you use the Ele/R Permanent Mist Form build)
4. Conditioning/hexing/vampiric life drain/wand attacks/direct damage spells/etc.

If Mist Form averted ALL effects of physical weapons, it might be a different matter ...
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Old Apr 20, 2006, 11:49 PM // 23:49   #149
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Also, the amazing ability for warriors to tab-space and change targets is soooo unheard of, Mist Form is definitely a must. [/sarcasm]

They could just change targets, kill the rest of your team, then kill you. Or let their casters kill you.
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Old Apr 27, 2006, 05:50 AM // 05:50   #150
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What is the most efficient build for a Elementalist/Monk ?
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Old Jun 05, 2006, 12:45 PM // 12:45   #151
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Quote:
Originally Posted by cloudwazker
What is the most efficient build for a Elementalist/Monk ?
I would say a Flashbot, in PvP, and in later parts of PvE. Gawd I'm typing this up loads.

E/Mo
Energy Storage: 11 +1
Air Magic: 10 +3 +1
Healing Prayers: 10

Or you could adjust a bit, and let both Energy Storage and Air have 12. Somewhere like that would be fine.

Blinding Flash
Lightning Orb
Enervating Charge/Gale
Windborne Speed/Gale
Heal Party
(Healing Breeze) (I use Heal Other, because of incompetent monks...)
Ether Prodigy {E}
Resurrection Signet/Rebirth (PvE)

Last edited by LightningHell; Jun 05, 2006 at 01:48 PM // 13:48..
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Old Jun 05, 2006, 01:07 PM // 13:07   #152
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Quote:
Originally Posted by LightningHell
I would say a Flashbot, in PvP, and in later parts of PvE. Gawd I'm typing this up loads.

E/Mo
Energy Storage: 11 +1
Air Magic: 10 +3 +1
Healing Prayers: 10

Or you could adjust a bit, and let both Energy Storage and Air have 12. Somewhere like that would be fine.

Blinding Flash
Lightning Orb
Enervating Charge
Windborne Speed(/Gale for PvE)
Heal Party
(I use Heal Other or Infuse Health here...) (For runners, Healing Breeze?)
Ether Prodigy {E}
Resurrection Signet/Rebirth (PvE)
I would even take Healing Breeze for an Ele at the stand. It is a very efficient heal when you get the most out of it, it's problem being likelyhood to overheal. With a character powered on the energy engine of Ether Prodigy that doesn't really make much of a difference. Especially when you would be running a 20% Enchantments set anyway, for Windborne/Ether Prodigy.

Gale is also awesome in PvP, and I would take that over Windborne on anything but a flagger, in which case I would drop Enervating for it.
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Old Jun 05, 2006, 01:48 PM // 13:48   #153
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Thanks for the corrections. Will edit.
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Old Jun 06, 2006, 01:32 AM // 01:32   #154
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Don't you want a cover enchantment for Ether Prodigy? Doesn't that swing the balance in favor of Healing Breeze?

(And in RA I can't imagine playing without Aura or Restoration, actually ...)
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Old Jun 06, 2006, 03:33 AM // 03:33   #155
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Quote:
Originally Posted by Francis Crawford
(And in RA I can't imagine playing without Aura or Restoration, actually ...)
I can.

Don't you want to kitekitekite away when you get hit, instead of standing there and cast?

I use Heal Other because the general reaction time of the Monks I play with is about five seconds.
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Old Jun 06, 2006, 04:30 AM // 04:30   #156
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I'm really enjoying the elementalist class. I'm level 20 e/me in southern shiverpeaks so far, so a few more missions to beat. But anyway, for the most part I've played your basic fire elementalist, but have recently been trying earth. I love earth, but at this point have really only been using it for solo farming, which is great fun. I tried some builds with earth in the ice caves of sorrow mission to no avail, so went back to fire.

Anyway, my current build is like this:
Fire: 12 + 1 + 3
Energy Storage: 11 +2
and the rest doesn't matter too much, sa I basically only use skills frmo here
added a rune of vigor as well to boost my hps a bit.

Flare
Fireball
Meteor Swarm
Inferno
Fire Attunment
Aura of Restoration
Ether Renewal (E)
Rez Signet

So basically I just like to have some distance damage spells, a big area affect one, and one for close quarters. I originally chose mesmer as my secondary for energy management, but I find Ether Renewal from the energy storage line is really nice. Flare is nice here because it's cheap, does some decent damage at 16 fire for a spammable spell, and is nice to spam when using ether renewal. I tried this a few times running ice caves of sorrow, and it seems pretty good. Meteor swarm is good for the big clumps of dwarves, and the other spells have there uses. Didn't have energy problems, and always had a nice damage spell to cast.

For farming I switch over to earth and basically use the standard earth/ether renewal build. Just switch out the points from fire to earth

Stone Daggers
Aftershock
Crystal Wave, Rust, or Ward of Stability depending on the area
Kinetic Armor
Armor of Earth
Earth Attunement
Aura of REstoration
Ether Renewal (E)

Like I said, this is the standard one. It's really nice though, and I can solo lots of areas with it pretty easily.
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Old Jul 09, 2006, 03:02 AM // 03:02   #157
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I just played this build in FoW earlier, with two other eles being Renewal nukers. It works well, because it nullifies the rangers, skeles, and Abyssal groups (which is what most PUGs have trouble with). Not my build, I saw someone else using it when I was playing my monk and thought it was awesome. And indeed it was.

Air: 12 (8 + 3 + 1)
Fire: 12 (11+1)
Energy Storage (11 + 3)
Protection Prayers: Whatever's left

Blinding Flash
Enervating Charge
Immolate
Fireball
Meteor Shower
Air Attunement
Elemental Attunement {E}
Rebirth

I thought about bringing Prodigy, but there isn't that much strippage in FoW and my attunements only got stripped two times or so. Not a problem.

Basically I just spam flash and charge on all the W's and R's (which is what the air attunement is for) and unload my other fire spells wherever they'd do the most damage.

Last edited by Samuel Dravis; Jul 09, 2006 at 03:05 AM // 03:05..
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Old Jul 11, 2006, 07:56 AM // 07:56   #158
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I accidentally stumbled across the idea of a build a few days ago while helping a load of lvl 12s try to complete The Captured Son (I'm lvl 20 - and got bored!). I have a dreadful feeling I'll be shot down for this as I'm about to suggest that an elementalist behaves like a tank, but remember people, it's all just for fun! This build is for an E/N, by the way.

Kamikaze Mage

Blood Ritual
Ride the Lightening {E}
Tenai's Wind
Lightening Touch
Whirlwind
Chain Lightening
Lightening Strike
Enervating Charge (could substitute for Arc Lightening - as it is cheaper but won't cause weakness)

I had 15 points in Air magic (12 + 2 + 1), about 10 in energy storage (with other things [eg storm artifact] - totalling 92 energy), about 541 Health

The basic plan is to go down fighting. I decided the lvl 12s were such weaklings that I should just probably sacrifice myself and give myself a 15% death penalty just to keep the mission alive! The plan is this, use Blood Ritual on the monk (they might as well try to keep you alive as long as possible) - wait until they're in a group and pummel them with some Chain Lightening from a distance. Immediately follow it with Ride the Lightening and knock them over with Tenai's Wind. Give them a Lightening Touch and knock them over again with Whirlwind. Tenai's Wind should have recharged now so knock them over again! If you're still alive you can try picking off each one, alternating between Lightening Strike and Enervating Charge.

You might well die but that's the point! You sacrifice yourself so the noobs can win - although they'll probably not thank you for it! And quite possibly not realise they are supposed to go in and finish the lot off after you've 'softened them up'. Think of yourself as a meat tenderiser!

The only bonus this really has is that, unlike using a warrior to tank, it will be difficult for any of the rest of your team to drag the mob off you as an elementalist has low armour anyway.

Go on...what are you waiting for - the correct response is "How can you suggest an elementalist would make a good tank - that's a warriors job"

Last edited by Cebe; Jul 11, 2006 at 08:03 AM // 08:03..
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Old Jul 17, 2006, 04:53 AM // 04:53   #159
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1. pheonix= most damaging FIRE spell

2. I perfer Earth or Fire to air for max area damage. You hardly ever see a monster/player travelling alone, its suicide.
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Old Jul 17, 2006, 04:55 AM // 04:55   #160
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Quote:
Originally Posted by d1st
what about an air build, where do you get pheonix, what are runes please answer
answering this.
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