Jul 12, 2006, 04:29 PM // 16:29
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#2
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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There are a ton of different builds listed above, but I believe the most common are E/Me (for gaining energy) and E/Mo (for healing/ressurrection).
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Jul 12, 2006, 04:42 PM // 16:42
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#3
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Krytan Explorer
Join Date: Jun 2005
Profession: N/R
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it depends on how you want to use it, E primariesserve several functions -
if you want to play it as an El, then alot of people go E/Me for the mes's echo skill. ranger is also good as you can bring a pet to use to keep attackers off of you, and dodge stances to keep you safe
however, E is often put as primary to support the secondary, for it's storage capabilities. E/Mo's carry a standard healer set up and just use the E's storage properties. trap rangers also run an all ranger set up useing the storage to set up big mine feilds. - i run a E/A as a sin, utiliseing both the storage properties, and a fireball finisher for my sin build after i've dealt my spike and teleported out.
so it all depends on if you want to use the el skill set for your primary, or if you want to use your secondary as your primary skill set and just increase the ammount of energy you have avilible.
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Jul 12, 2006, 05:29 PM // 17:29
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#4
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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JetDoc and Wildmouse X are correct. There are many E/* build listed and it does depened on what your ultimate goal is for your character.
Best is a subjective term, what works for some, may not work for you. Each profession brings something that can help the Elementalist. Look at what is the elementalist missing and see what profession would fit for whatever you are looking for.
Warriors - stances, running and healing signet are very good.
Assassins - teleportation and movement are good
Ranger - stances, running and converting fire into cold damage is good
Necromancers - healing, hexes, and transfering conditions to enemies are good
Monks - healing, removing conditions and hexes, hard rez are all good
Mesmers - energy management, stances, hexes, hex removals, interupts are all very good
Ritualists - hard rez, healing are good too.
This is a very brief list for you to consider. There are more reasons to consider them, but I won't go into that.
Good luck and enjoy your new Elementalist.
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Jul 12, 2006, 08:50 PM // 20:50
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#5
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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E/R also has access to Serpent's Quickness and Quickening Zephyr. Your monks may hate you, but on the other hand.. they may be too dumb to notice.
88% recharge on an ele = win
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Jul 12, 2006, 09:15 PM // 21:15
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#6
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Frost Gate Guardian
Join Date: May 2005
Profession: E/
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Id go with /monk if you're a newer player.
The healing + the hard res can really help when your trying to get used to GW plus it seems to be a pretty user friendly secondary, to an extent.
But then most newer players tend not to sure their secondary proff's much anyway.
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Jul 12, 2006, 09:16 PM // 21:16
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#7
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Frost Gate Guardian
Join Date: May 2005
Profession: E/
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Eh, for some reason it posted twice ;\
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Jul 15, 2006, 05:16 AM // 05:16
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#8
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Lion's Arch Merchant
Join Date: May 2005
Location: Texas
Guild: Phoolz Like Us
Profession: E/Me
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Gotta agree with that.
If you're a new player then with just about any profession being a monk secondary will help ya thru the learning curve and beyond for quite awhile. You can always check out some of the other builds later after you've grown accustomed to the game.
Good luck!!
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Jul 15, 2006, 02:20 PM // 14:20
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#9
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Academy Page
Join Date: Jul 2006
Guild: AoE
Profession: Mo/A
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I prefer E/Mo due to thier much higher surviability rate and thier ability to farm alot more efficently than other E/* clases due to being able to utilize a 55 build.
E/Me is another good combo and nice in pvp, but if you go E/M Id highly advise utilizing mostly mesmer skills as the mesmer degen + arcane echo with lightning orb is deadly combo
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