Nov 28, 2006, 10:04 AM // 10:04
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#21
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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The mobs that make Searing Flames look terrible are pretty robust and a pain to kill in general though. Base weapon damage gets rocked by armor as well after all. That's not to say that other options aren't stronger, just that there isn't anything that really rips through end-game mobs like paper.
The best option being Barragers and Dragon Slashers going berserk under Order of Pain, of course.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Nov 28, 2006, 10:46 AM // 10:46
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#22
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Academy Page
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That's true, however Elementalists do get fewer ways to get around their difficulty killing. The only mobs I've had much difficulty with are those that pack evasion stances which being rangers typically also have high elemental resistance. Playing a melee class they're easily dealt with by carrying Wild Blow and then going to town with your attack skills, as an elementalist though what can you do about the armour?
I should however clarify, the damage isn't what depresses me so much, it really isn't all that bad especially with the AI being all to happy to hold hands with one another. What does depress me is how little intelligence is required to play a Searing Flames ele, I really feel like I could be half asleep pressing the same keys over and over without losing much efficiency. That's why I let my heroes play with Searing Flames instead of my ele.
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Nov 28, 2006, 04:53 PM // 16:53
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#23
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Academy Page
Join Date: Nov 2006
Guild: Deployed Assault
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Just use fire attunement and spam flare like all other elementalist noobs
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Nov 28, 2006, 09:03 PM // 21:03
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#24
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Quote:
Originally Posted by Avatar of Odin
Just use fire attunement and spam flare like all other elementalist noobs
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You mean renew and spam Meteor Shower.
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Nov 29, 2006, 02:29 AM // 02:29
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#25
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Academy Page
Join Date: Aug 2006
Profession: E/Mo
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Basic premise I go by. Your not an elementalist until you've mastered pure fire.
But fire is the start... Elementalists get better Much better after that.
90% of begin an elementalist is energy management. You would be unwise to think 90energy!? Haha I dont need to regulate that.
If you don't manage your energy it will trickle through your fingers as it if was water. dispite the depth of your energy well you still only have the 4 pips of energy.
so if your going with fire.
Fire attunement (MUST!!!)
they even buffed fire attunement so you can spam flare for a very long time without running out of energy +1 +33% if you take into account the timeing and your natural regneration you now only loose .25 of an energy point per flare.
immolate + Glowing gaze.
I like this personally when under fire attunment if you fire this combo off you will slap somthing for a sizeable chink of there lifebar and you will still GAIN energy from this attack.
Glyph of lesser energy
it has it's uses but I'm not as great a fan of it as others are I use it in my PvE searing flames build to negate the cost of searing flames for one cast then I use glowing gaze to spike my energy back up if I foolishly overextended myself.
Now I know I will probably get grilled for this last one but I'm quite fond of combining
Glyph of renewal (e) + Metor
At 5 energy you can fire it off repeatedly and K/D a foe who needs finishing I love it because it gives you the power to be a pain in the ass to your foes when a necro stripped your attunement and some somthing else is trying an E-Deny tactic on you. what better tactic to use to conserve dwindleing energy reserves than to not use energy direct at all but rely on exaughtion to finish your foe.
(It's like those chocolate boxes you get your first 90 energy then OMG theres a whole other row of 90 in here hidden behind my energy proper.!)
although I don't advise it for fire usually but you have to try really hard to beat the energy management power of dual attuments
"elemental attunment (e) + Fire attunment"
I use dual attunments on my Air build and I use it to predate warriors or assassins as it allows me to spam 15e spells with only 2 energy net loss and anything less is no loss or actually leaves me with more energy than before the cast. These two working together are so powerful you simply won't need to bother with any other form of energy management.
That should give you some experimental ideas to play with. enjoy.
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Nov 29, 2006, 03:53 AM // 03:53
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#26
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Jungle Guide
Join Date: Jul 2006
Location: guildhall
Guild: [DETH]
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aye, duel attunment and air is really nice
just need a interupt for healing sig, or some other work around
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Dec 03, 2006, 02:12 PM // 14:12
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#27
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Jungle Guide
Join Date: Jan 2006
Location: NYC
Guild: The Circle Of Nine[NINE]
Profession: E/N
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Elementalists have been gimped since the retail release of Prophecies, and have taken the nerf bat beating more than most other classes,and if not more..then they have been hit harder by aforementioned bat.
That said, when the community finds an ele skill that is good or "overpowered" in their eyes, then it must be studied. GoLE now is the perfect skill to spread an SF bomb on a mob, since it gives you 2 free 15E casts with one use that only takes 5E to activate.
What a coincidence! SF is 15E to activate,isn't it? What does that mean to the SF Ele?
Two free SF uses, or 1 free and a free GG to boot. Now that gets the ele motors running. We get to do damage again? SWEET!
Yay! Put the Heal Party and Ether Prodigy away and do what we were said we were supposed to do! DAMAGE!
Sure, a good couple pyrebound rangers may take us out, and yeah, a warrior with Dreadnaught armor may make it to us with his body all ablaze, but he won't outlive the rest of the team if the SF Ele can help it. Nuke til the gloves and staff burn up!
Air? I like throwing lightning and getting my Emperor Palpatine on, but hitting one guy isn't helping the PvE cause, and Chain lightning hits a max of 3, so it becomes a bit situational,although fun to see in action.
Earth and Water...defense based for the most part, save a couple choice spells,like Obsidian Flame, that make you feel like you're doing something,but become a problem with overuse. Snares and wards make you feel like your not part of th foliage,but in the end,...your still not as important.
Fire has always been the eles saving grace,and now that it's viable in PvP as well. Take the baton,and run, run with windborne speed.
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Dec 03, 2006, 08:00 PM // 20:00
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#28
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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my favorite ele build to play is ward against harm and some snares (deep freeze = very close, if not, best ele spell out there). It doesnt have much energymanagement, but you dont really need it. You stop so much damage by stopping enemies then also +24 armor vs everything? you cannot get rid fo it, you cannot stop it. Its there for 20 secs. The only good aoe damage you can do is with fire, and you get an insane amount of armor vs that, so you can pretty much not worry about SF or fireball or w/e those other pvp ppls feel like using. you also get armor of mist and other armor buffs with water. water is just all around great.
I must say i have fallen for glowing gaze due to its usefulness... autohit, damage, energy... 5 sec recharge? it just works well in general. (better than glowstone at least...)
ok well, earth and water are stonger, they have support, direct damage and buffs beyond what you need. Air is offense (if you really want aoe, chain lightning and Invoke Lightning are good choices), fire just fails in general.
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Dec 03, 2006, 08:07 PM // 20:07
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#29
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Lion's Arch Merchant
Join Date: Aug 2005
Profession: W/E
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For PvE?Once you've gotten to the mainland this is what I'd suggest Searing Flames,Liquid Flame,Glowing Gaze,Fire Attunement,Aura of Restoration,Metor Shower,Rez sig or a hard rez(ex: rebirth ressurct ext),Rodgort's Invocvation or meteor or something.
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