Jul 04, 2005, 08:59 AM // 08:59
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#1
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Pre-Searing Cadet
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Elementalist/Monk -- What Element?
I am currently on the verge of reaching the nineteenth level on my E/Mo, but I am lost. Up until this point I have been a pyro elementalist, and loved every bit of it. The AOE spells are great for PVE; I've never had any trouble in missions.
However, it is no secret that pyro elementalists leave something to be desired in PVP. This is where I need help. What elements and attributes should I be focusing on?
I searched the forum earlier and really didn't find anything that suited my needs, so I'm asking in a new thread. Any tips or strategy would also be much appreciated.
Thanks.
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Jul 04, 2005, 09:12 AM // 09:12
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#2
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Frost Gate Guardian
Join Date: Mar 2005
Location: Chicago
Guild: Storm Haven
Profession: N/
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Air if you want to join a Fading Fad of the Moment "Air Ele Spike" team or you just want to spike damage on a traditional team.
Earth if you want to lay down some support wards or to drag along some self-preservation.
Water if you want to take on a more controlling role with freezing/knockdown/interupts/hexes.
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Jul 04, 2005, 10:46 AM // 10:46
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#3
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Ascalonian Squire
Join Date: Jun 2005
Profession: E/Me
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Hydromancers roxx (-XD-)
Elementalists now are trying a bit too hard to try something new, for example using earth and air, ooo yes defense and brute force, nobody will ever go for me. Try something a bit simple, for example using a Ward Against Foes and a Fire Storm to keep them in place as they are burned to a crisp. Though, I don't use 2 diffrent elements, so I use Water Magic. Alot of benefits with Hydromancing, for example, using Blurred Vision on a Warrior hitting a monk can help the monk alot, giving the monk the chance to heal others. Using Maelstrom on spellcasters (-Mesmers especially XD-) to distrupt they're spells to prevent damage on yourself and allies is quite useful (-Adding a slowing spells such as Ice Spikes to keep them in it longer-). If your using healing and protection spells for allies, Ward Against Harm is a great addition to keep allies alive and healthy. People usually over look the power of Water for an Elementalist Though, the downside of Hydromancing is that the Water hexes....can be removed. -NUUUUUUUU-) Just suggesting. (-Oh and if you wanna try a Hydromancer, I don't suggest the pre-made, a big no no-) Usually using one element means your spells related to that element are stronger then using 2. Usually.
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Jul 04, 2005, 10:50 AM // 10:50
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#4
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Frost Gate Guardian
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I have only tired fire and water so far..
Water Magic makes me feel abit like a ranger in PVP. Looks and feels abit useless but is usally very helpfull to the team i'd vager; in takeing down human players. Doesnt feel very effective in PvE.
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Jul 04, 2005, 11:44 AM // 11:44
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#5
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Lion's Arch Merchant
Join Date: May 2005
Guild: WOR
Profession: Mo/
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Quote:
Originally Posted by ocoini
Water Magic makes me feel abit like a ranger in PVP. Looks and feels abit useless but is usally very helpfull to the team i'd vager; in takeing down human players. Doesnt feel very effective in PvE.
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Water is great in PvE, for the simple reason that npcs are too stupid to move out of Maelstrom. That one spell alone can kill a monk hero faster than an entire team of warriors.
I'll admit though, that switching from Fire to Water is hard at first, because you do miss the mass damage.
For Pvp, all the elements have their place, you just have to appreciate that PvP is almost always about focusing damage on one target whilst preventing the non-targets from killing you. The standard Fire spells don't really do either of those things. Fire can work in PvP, just rethink that Meteor Shower/ Firestorm build.
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Jul 04, 2005, 01:36 PM // 13:36
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#6
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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Quote:
Originally Posted by Tengoku No Yushosha
Elementalists now are trying a bit too hard to try something new, for example using earth and air, ooo yes defense and brute force, nobody will ever go for me. Try something a bit simple, for example using a Ward Against Foes and a Fire Storm to keep them in place as they are burned to a crisp. Though, I don't use 2 diffrent elements, so I use Water Magic. Alot of benefits with Hydromancing, for example, using Blurred Vision on a Warrior hitting a monk can help the monk alot, giving the monk the chance to heal others. Using Maelstrom on spellcasters (-Mesmers especially XD-) to distrupt they're spells to prevent damage on yourself and allies is quite useful (-Adding a slowing spells such as Ice Spikes to keep them in it longer-). If your using healing and protection spells for allies, Ward Against Harm is a great addition to keep allies alive and healthy. People usually over look the power of Water for an Elementalist Though, the downside of Hydromancing is that the Water hexes....can be removed. -NUUUUUUUU-) Just suggesting. (-Oh and if you wanna try a Hydromancer, I don't suggest the pre-made, a big no no-) Usually using one element means your spells related to that element are stronger then using 2. Usually.
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Most people who have experience run out of the maelstorm or interrupt the long casting time. Same goes with fire storm, or any mass aoe in general.
You could just use surge, chain, orb, strike, orb[echoed], strike[echoed], and kill an enemy in seconds. Of course air spikers run out of energy frequently, so you'll need a way to recuperate while helping party members, or energy stealing spells. Air also has blind, so you can cycle blinds for the whole enemy party. You can also get a bit of earth for the wards.
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Jul 04, 2005, 06:25 PM // 18:25
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#7
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Pre-Searing Cadet
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Air seems to do the most damage to a single target. Anyone have some good builds for it?
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Jul 04, 2005, 09:34 PM // 21:34
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#8
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Air builds are basically take all of the spells that do 82 damage, echo them and then use whatever elite you feel. surge to do more damage, thunderclap to known down and so forth.
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Dec 21, 2006, 01:26 PM // 13:26
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#9
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Pre-Searing Cadet
Join Date: Dec 2006
Profession: E/Mo
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When you switch from fire to water you feel helpless because your used to dealing loads v damage instead v pissing the enemies off so i would advise switching to air first cause you still deal a good bit v damage but only to one enemy but beggars cant be choosers.
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Jan 09, 2007, 09:51 PM // 21:51
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#10
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Pre-Searing Cadet
Join Date: Jan 2007
Profession: A/W
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nothing wrong with staying with fire, searing flames is quite capable of reducing an unsuspecting...err..anything to cinders in short order, just best to move away from the nuking thing'mibobbers, as people have a habit of wandering out of them, the pesky fiends!. Ultimately you should try them all out, personally I favour water magic as its the most annoying. But it takes some work to get used to, and can seem a bit weak at first glance. Splitting elements can work, but in general your effect is a bit diluted. Anyway, play about, if your stuck theres lots of builds around.
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Jan 09, 2007, 10:51 PM // 22:51
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#11
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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basic air build
[skill]Air Attunement[/skill][skill]Elemental Attunement[/skill][skill]Aura of Restoration[/skill][skill]Blinding Flash[/skill][skill]Lightning Strike[/skill][skill]Lightning Orb[/skill][skill]Extinguish[/skill][skill]Resurrection Chant[/skill]
not amazing but its a pretty decent setup. got me all the way throught factions until i stopped using my ele
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Jan 10, 2007, 04:43 AM // 04:43
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#12
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Teenager with attitude
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare]
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Date of first post: 07-04-2005
Threadomancy is bad. Closed.
__________________
People are stupid.
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