Mar 29, 2005, 12:27 AM // 00:27
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#1
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Frost Gate Guardian
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Elementalist/Warrior, Earth/Hammer
Earth Magic: 12+2
Hammer Mastery: 12
Air Magic 3+1
Selected Skills
Skill: Armor of Earth (10,3/4,15) [Enchantment]
Earth Magic Level : 14
For 30 seconds, you gain 58 armor, but move 16 % slower than normal.
Skill: Aftershock (10,3/4,10) [Spell]
Earth Magic Level : 14
Nearby enemies are struck for 95 damage. Knocked down characters are struck for 64 additional damage.
Skill: Ward Against Melee (10,1,20) [Spell]
Earth Magic Level : 14
You create a ward against melee at your current location. For 20 seconds, allies in this area have a 50% chance to evade melee attacks.
Skill: Enervating Charge (10,1,8) [Spell]
Air Magic Level : 4
Target foe is struck for 17 lightning damage and suffers from weakness for 9 seconds. This spell has 25% armor penetration.
Skill: Gale (5,1,5) [Spell]
Air Magic Level : 4
Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Skill: Earth Shaker (elite) (10 adren,0,0) [Hammer]
Hammer Mastery Level : 12
All adjacent foes are knocked down. This is an elite skill. (50% failure chance with Hammer Mastery attribute of 4 or less.)
Skill: Heavy Blow (6 adren,0,0) [Hammer]
Hammer Mastery Level : 12
Lose all adrenaline. If this attack hits a foe suffering from weakness, that foe is knocked down and you strike for +24 damage.
Skill: Flurry (5,0,5) [Stance]
No linked attribute
For 5 seconds, your attack rate is increased, but you deal less damage.
Interupting monks with alot of knock downs, coupled with Aftershock to do quite a bit of damage.
The weakest/mismatch skill I feel here is ward against melee, I might replace it with obsidian flame, or crystal wave.
I might also change up Earth Shaker for Backbreaker (4 second knockdown), unfortunately both take 10a
Last edited by Allmightybob; Mar 29, 2005 at 05:23 PM // 17:23..
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Mar 29, 2005, 01:10 AM // 01:10
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#2
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Ascalonian Squire
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Quote:
Air Magic 3+1
Skill: Gale (5,1,5) [Spell]
Air Magic Level : 4
Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
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Sure you want to risk 50% failure? Otherwise looks good.
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Mar 29, 2005, 01:32 AM // 01:32
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#3
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Frost Gate Guardian
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whoops, I misread it I thought it was under 4, grrrrr one sec
Earth Magic: 11+2
Hammer Mastery: 12
Air Magic: 6+1
Selected Skills
Skill: Armor of Earth (10,3/4,15) [Enchantment]
Earth Magic Level : 13
For 30 seconds, you gain 55 armor, but move 19 % slower than normal.
Skill: Aftershock (10,3/4,10) [Spell]
Earth Magic Level : 13
Nearby enemies are struck for 90 damage. Knocked down characters are struck for 60 additional damage.
Skill: Ward Against Melee (10,1,20) [Spell]
Earth Magic Level : 13
You create a ward against melee at your current location. For 19 seconds, allies in this area have a 50% chance to evade melee attacks.
Skill: Enervating Charge (10,1,8) [Spell]
Air Magic Level : 7
Target foe is struck for 26 lightning damage and suffers from weakness for 12 seconds. This spell has 25% armor penetration.
Skill: Gale (5,1,5) [Spell]
Air Magic Level : 7
Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Skill: Earth Shaker (elite) (10 adren,0,0) [Hammer]
Hammer Mastery Level : 12
All adjacent foes are knocked down. This is an elite skill. (50% failure chance with Hammer Mastery attribute of 4 or less.)
Skill: Heavy Blow (6 adren,0,0) [Hammer]
Hammer Mastery Level : 12
Lose all adrenaline. If this attack hits a foe suffering from weakness, that foe is knocked down and you strike for +24 damage.
Skill: Flurry (5,0,5) [Stance]
No linked attribute
For 5 seconds, your attack rate is increased, but you deal less damage.
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Mar 31, 2005, 03:52 AM // 03:52
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#5
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Frost Gate Guardian
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I changed the build again due to some suggestions
Earth 11(9+2)
Air 10 (9+1)
Energy Storage 4 (3+1)
Hammer 12
199/200
Selected Skills
Skill: Devastating Hammer (elite) (7 adren,0,0) [Hammer]
Hammer Mastery Level : 12
If Devastating Hammer hits, your target is knocked down and suffers from weakness for 17 seconds. This is an elite skill.
Skill: Heavy Blow (6 adren,0,0) [Hammer]
Hammer Mastery Level : 12
Lose all adrenaline. If this attack hits a foe suffering from weakness, that foe is knocked down and you strike for +24 damage.
Skill: Flurry (5,0,5) [Stance]
No linked attribute
For 5 seconds, your attack rate is increased, but you deal less damage.
Skill: Armor of Earth (10,3/4,15) [Enchantment]
Earth Magic Level : 11
For 30 seconds, you gain 51 armor, but move 23 % slower than normal.
Skill: Aftershock (10,3/4,10) [Spell]
Earth Magic Level : 11
Nearby enemies are struck for 80 damage. Knocked down characters are struck for 52 additional damage.
Skill: Crystal Wave (15,3/4,20) [Spell]
Earth Magic Level : 11
Foes near you are struck for 76 damage, but are cured of any negative conditions. This spell ignores armor and magic resistance.
Skill: Gale (5,1,5) [Spell]
Air Magic Level : 10
Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Skill: Shock (10,3/4,10) [Skill]
Air Magic Level : 10
Target touched foe is struck for 45 lightning damage and is knocked down. This spell has 25% armor penetration.
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May 20, 2005, 05:36 PM // 17:36
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#6
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Pre-Searing Cadet
Join Date: Apr 2005
Guild: A Murder of Ravens
Profession: R/E
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Does using a two handed weapon and not being able to use an off-handed item, such as an icon or whatever for + energy, not cause much concern? I am wondering because I have been thinking for a while about doing a E/W with Hammer Mastery, but read some other people's concerns that the off-hand items were just too useful to forgo.
Last edited by GROGK; May 20, 2005 at 09:42 PM // 21:42..
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May 20, 2005, 05:46 PM // 17:46
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#7
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Academy Page
Join Date: May 2005
Guild: The Royal Palace Guards
Profession: W/N
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Looks pretty good. One thing -- why Gale? If you're getting Air magic, I'd be inclined to go for Whirlwind instead -- it hits everything around you and should knock down a few of them, so you can use Aftershock more often.
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May 30, 2005, 09:37 AM // 09:37
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#8
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Pre-Searing Cadet
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ok it sounds great, but what is the advantage of having elementalist as the primary profession?
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Apr 22, 2007, 03:58 PM // 15:58
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#9
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Pre-Searing Cadet
Join Date: Apr 2007
Guild: Friends of Sanity (LOCO)
Profession: E/W
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Armor
I am currently trying this build with a few changes to it. I have picked up whirlwind instead of gale as it hits everyone and knocks down some. Also I had a suggestion for a hammer. I am using a vamp 5/1 15^50% + 30 hp break hammer and it seems to work very well.
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Apr 22, 2007, 07:22 PM // 19:22
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#10
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Having gale+shock is a bad idea. You're never going to be using both. Personally, I'd just run 12+1+1 earth, 12 hammer and go with shock+sliver armor or something.
In hindsight, why even run a build like that? The damage isn't nearly as good as a conjure lightning ele with a sword or something, the energy may be hard to keep up, and the defense isn't that good due to low mobility.
Oh, and gale is 10 energy, not 5.
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Apr 22, 2007, 10:44 PM // 22:44
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#11
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Hold it!
Join Date: Jul 2006
Location: In your local courthouse.
Guild: The Arctic Marauders [TAM] (elite PvE, PM)
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Well this is in the wrong section...it should be in the Ele area.
So I'll move it then.... >_>.
/moved to Ele area
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Apr 23, 2007, 02:29 AM // 02:29
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#12
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Krytan Explorer
Join Date: Mar 2005
Location: I am in a transitional period.
Guild: GRE
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You have nothing in Energy Storage AND you have no Attunement for energy return. So you are primary ele for... less armor and 2 more earth points?
Not every skill combo complements every class, my friend. :S
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Apr 23, 2007, 04:19 PM // 16:19
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#13
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Desert Nomad
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a nice try however it ends up pretty ugly...
dont try to mix both Earth and Air along with Hammers... Hammers give you plenty of knockdowns already, Earth has some too so why bring Air as well?
if you insist on doing a Hammer Ele I'd go with something like this:
Earthshaker{E}
Crude Swing
Crushing Blow
Aftershock
Sliver Armor
Armor of Earth
Stoneflesh Aura
To the Limit!
11+1+1 Earth
11 Hammer
8 Tactics
3 Energy Storage
this way you bring plenty of defensive skills to counter your low armor while still having knockdown power and even a deep wound...
a zealous hammer will be helpful here as energy is lacking a bit...
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Apr 23, 2007, 05:08 PM // 17:08
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#14
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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I too recommend Stoneflesh Aura. Immunity to critical hits and huge damage reduction. A zealous hammer of enchanting would help immensely.
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Apr 23, 2007, 11:25 PM // 23:25
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#15
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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i fought someone like that in RA .. i was Weapon of Remedy Rit... he died quite fast.
anyways its an odd build... ive used something like it just with shock/gale and gust to have an almost constant KD with grasping earth... it worked out quite nicely. but then again that really only works in 1v1.
suggestions: drop the hammer elite tak ehammer down to 10, put some points in estorage
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Apr 24, 2007, 03:53 AM // 03:53
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#16
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Krytan Explorer
Join Date: Jun 2005
Profession: Mo/
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u should get rid of gale or shock and put in storm dijinn
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