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Old Oct 25, 2007, 02:35 AM // 02:35   #1
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Default Which element has best balance?

Well I finally got my elite tome, and now I'm deciding on which element to use. I'm looking for a element with good damage and defense, and here's my reasoning:

Lightning: (some of these spells look really awsome, Mind Shock, etc. but lack of defensive spells and a lot of exhaustion, espicially Chain Lightning darn!. Heard it's wonderful in pvp)

Earth: (Some farley good damage spells and some really good defensive spells, and cool armour ignoring spells)

Fire: (probably most useful of all elements in both pve and pvp for nuking capabilities, and a lot of raw dmge, no defenisive spells, and crap elites since I only have Factions and Prophecies.)

Water: (lowest damage, but Shatterstone and Vapor Blade looks incredibly powerful for spiking, and good defenisive line.)

So as you can see I'm a littile stubbed here. Any suggestions? and any help in making good builds?
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Old Oct 25, 2007, 02:44 AM // 02:44   #2
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For general PvE use, Prophecies/Factions only...

Elemental Attunement. You can use it with anything. You can run decent enough Air, Earth and Fire builds with it and Proph/Factions skills. Water's a bit weaker but... bleh. Water's not all too strong anyway, in truth.

If you really must have an Element elite though...
Unsteady Ground. You CAN run a strong Earth bar just proph/fac.
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Old Oct 25, 2007, 08:05 AM // 08:05   #3
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Earth is definitely the most balanced. Lots of defense, nuking, spiking and team support. No 1 For balance!
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Old Oct 25, 2007, 11:44 AM // 11:44   #4
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Water ftw.

Just for Blurred Vision.
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Old Oct 25, 2007, 11:50 AM // 11:50   #5
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Mindblast + skills of your choice for balance.

poster below:

oops. >_<
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Old Oct 25, 2007, 11:57 AM // 11:57   #6
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mindblast would be nice.. but isnt that NF?

did you read that he only has factions + prophecies? 0:
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Old Oct 25, 2007, 12:02 PM // 12:02   #7
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Also Chain Lightning is defo not good in PvP, too long a cast time its useless.
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Old Oct 25, 2007, 12:04 PM // 12:04   #8
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[skill]Glyph of Energy[/skill][skill]Glyph of Renewal[/skill][skill]Elemental Attunement[/skill]

Works wonders with every attribute/spell
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Old Oct 25, 2007, 12:07 PM // 12:07   #9
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[skill]Glyph of Lesser Energy[/skill] Is all you should need ^_^
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Old Oct 25, 2007, 02:10 PM // 14:10   #10
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Quote:
Originally Posted by Pyro maniac
[skill]Glyph of Energy[/skill][skill]Glyph of Renewal[/skill][skill]Elemental Attunement[/skill]

Works wonders with every attribute/spell
[skill]Glyph of Renewal[/skill]=amazing/skill description is worng, recharge is now 10secs
[skill]Elemental Attunement[/skill]=excllent
[skill]Glyph of Energy[/skill]=this skill is godawful
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Old Oct 25, 2007, 04:20 PM // 16:20   #11
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i say get ele attune cause you can just make a build like this

[skill]elemental attunement[/skill]Attunement of your choice[skill]aura of restoration[/skill]and insert whatever other skills you want. and with ele attunement you can just spam like a RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO and not have to worry.
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Old Oct 25, 2007, 04:50 PM // 16:50   #12
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Go triple spec.

12+1+1 (main element)
10+1 (energy storage)
8+1 (secondary element)
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Old Oct 25, 2007, 08:42 PM // 20:42   #13
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Or 12+2 main 10+1 secondary 8+1 ES. Or 12+2 main 11+1 secondary 6+1 ES. Who cares about a few points in ES?
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Old Oct 25, 2007, 08:50 PM // 20:50   #14
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You can run a pretty dang good Air bar with only Fac+Proph.

E/Rt

Air Magic.............12+1+1 or 3
Energy Storage.....12+1

Lightning Hammer
Lightning Orb
Air Attunement
Elemental Attunement {E}
Death Pact Signet
Blinding Flash
Gale/Lightning Strike
Enervating Charge/Windborn Speed


Blinding Flash and Enervating Charge make some really good support with melee shutdown.
You can also spike reasonably well by spamming Hammer and Orb on recharge.
Gale helps shut down.. anything, really. It's a KD! YAY!
Of course you can put in PvE skills into the last 2 slots, what goes there is up to you.


On a side note, I definitely agree with Ensign on ES. But really with this build, there's nowhere else to put those points.
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Old Oct 25, 2007, 08:55 PM // 20:55   #15
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Death Pact Signet? Is that not Nightfall?

...

force of habit, aye?
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Old Oct 25, 2007, 09:45 PM // 21:45   #16
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Yes. *hangs head*
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Old Oct 26, 2007, 01:51 AM // 01:51   #17
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Quote:
Originally Posted by Ensign
Or 12+2 main 10+1 secondary 8+1 ES. Or 12+2 main 11+1 secondary 6+1 ES. Who cares about a few points in ES?
Depends on the skills you want to use, the breakpoints, and what you are doing. As long as you have ok energy management skills, yeah, only 7 or 9 in ES is okay.
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Old Oct 26, 2007, 03:10 AM // 03:10   #18
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Quote:
Originally Posted by jesh
Yes. *hangs head*
There is still [skill]Flesh of my Flesh[/skill].
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Old Oct 26, 2007, 05:27 AM // 05:27   #19
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Quote:
Originally Posted by mazey vorstagg
Earth is definitely the most balanced. Lots of defense, nuking, spiking and team support. No 1 For balance!
Aye. I'm partial to Unsteady Ground and Eruption with wards and energy management. Makes the enemy physical damage dealers a lot less intimidating, so Elements is probably the better option if it's a choice between that and Melee.
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Old Oct 26, 2007, 01:28 PM // 13:28   #20
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Water is my game.

Earth is nice'n'all .... but the offensive skills either seem highly conditional or tend to be fixed-location AoE that is easy as heck to kite out of. Not only that but the really useful Earth Ele skills are all in Nightfall.


Water doesn't fail quite so badly at damage as people seem to think (recent buffs help), and more importantly it can keep the enemies at arm's length (out of damage range, in many cases) and pin them down for any other members of the party. A Water Ele with Deep Freeze and Maelstrom is a great ally to an Echo + Savannah Heat Fire Ele (assumed to be someone you could team with in this case).

Not only that but Nightfall didn't really add much to the Water Elementalist line, as most of the good skills are split between Prophecies and Factions (Ward Against Harm is Prophecies, Shatterstone is Factions, Mind Freeze is Core).
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