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Old Jul 11, 2006, 01:35 AM // 01:35   #1
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Default Which elements are best for which mission/area?

I know that the answer to this seems obvious, but i don't mean something like.."well the monsters in ring of fire are weak against water, and in the shiverpeaks weak against fire". What I mean is...

What missions areas are best for (without taking into consideration the monster's defenses, because a ranger spirit can take care of that):

spikers, where there are very few mobs and monsters have high AL?
nukers, where there are huge groups of monsters?
geomancers, where there are groups of mobs but no mesmers or enchant strippers?
hydromancers, where snares and crowd control are useful?

I think it'd be wise if we came up with a list for each mission, and the best or most desirable for each (I guess we'd have to somewhat take into consideration the monster defenses; I'd never take anything but fire into the shiverpeaks).

It seems for the most part that groups are looking for nukers, even when they are not really necessary. I have also been told to go earth sometimes, without knowing that a lot of enchant strippers are nearby. Is there a list somewhere that lists exactly what types of monsters are in each mission, and if they exist mostly in mobs or by themselves? I think it'd be very helpful
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Old Jul 11, 2006, 03:38 AM // 03:38   #2
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Quote:
Originally Posted by The Great Al
I know that the answer to this seems obvious, but i don't mean something like.."well the monsters in ring of fire are weak against water, and in the shiverpeaks weak against fire". What I mean is...

What missions areas are best for (without taking into consideration the monster's defenses, because a ranger spirit can take care of that):

spikers, where there are very few mobs and monsters have high AL?
nukers, where there are huge groups of monsters?
geomancers, where there are groups of mobs but no mesmers or enchant strippers?
hydromancers, where snares and crowd control are useful?

I think it'd be wise if we came up with a list for each mission, and the best or most desirable for each (I guess we'd have to somewhat take into consideration the monster defenses; I'd never take anything but fire into the shiverpeaks).

It seems for the most part that groups are looking for nukers, even when they are not really necessary. I have also been told to go earth sometimes, without knowing that a lot of enchant strippers are nearby. Is there a list somewhere that lists exactly what types of monsters are in each mission, and if they exist mostly in mobs or by themselves? I think it'd be very helpful
Well, one general comment I made in another thread somewhere:

Hydromancers can be quite useful for defensive missions where the enemy attacks in overwhelming waves (such as Gyala and Eternal Grove - not TK so much, since that's more a constant stream of small groups than waves). Good, area-of-effect snaring can be an effective way for a small force to hold off part of a wave while the main portion of the party deals with another part.

And are geomancers really so reliant on enchantments (relative to the other elements, that is)? Yes, geomancers do have some nice defensive enchantments, but I'd say the line as a whole is more inclined towards wards and a little nuking, with Kinetic, Armour of Earth and so on there more as a kind of panic button.
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Old Jul 11, 2006, 04:28 AM // 04:28   #3
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Well I have to disagree with the Earth comments. If you're going to nuke, you go fire. IF you want maybe bring kinetic or armor of earth, but if you really want to go full out Earth, I thought you bring stuff like earthquake + aftershock, teinais crystals, shockwave, etc, along with the defensive spells. because of that, you need to get right up next to the big mobs, so you rely on the enchantments. all elems rely on enchants, but only earth elems rely on them for survival
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Old Jul 11, 2006, 05:05 AM // 05:05   #4
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I'm not a great fan of Fire, but it's what people usually pack for "teh b1g dmmage".

And on the Earth comments...if you want to deal damage as pure Earth, you'd probably PBAoE, which relys on Enchantments, whether it's AoD or armor buffs. Usually, however, I prefer warding, since I've warded since ages past. It's quite flexible too.

Air isn't really used. Mind I don't have Factions so I don't know about over there. If I were to run one I would run a Flashbot, which is really quite multipurpose and flexible. However, splashing Air for Gale is always nice.

I haven't seen a PuG utilize the potential of Water yet. I always like playing with Maelstrom/Deep Freeze, though.

In short, I don't really think such a list would be useful. :P
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Old Jul 11, 2006, 05:54 AM // 05:54   #5
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I've never really used Air for pve either...sometime i will use it for ring of fire area.

i sure hate playing against the water elementalist mobs so im sure it could be pretty useful.
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Old Jul 11, 2006, 08:12 AM // 08:12   #6
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After months of beating my head against the wall trying to make other eles that didn't feel terrible, I've basically resigned myself to only playing Air E/Mo in PvE. Sometimes I'll splash a Ward onto my bar, sometimes I won't. Earth is nice for solo farming but doesn't actually do anything when you're on a team (you have wards, splash that onto an air guy), water doesn't matter in PvE because mobility isn't an issue, and fire continues to make me want to throw up every time I try and play with it.

One thing I've learned over the last year and change is that if a build is a staple in PvP even though teams are actively countering it, then it's almost certainly going to be retarded in PvE where the mobs don't adapt to anything at all.

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Old Jul 11, 2006, 11:43 AM // 11:43   #7
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I found air only being useful in ascention missions in desert.

Earth warder build with Unsteady Ground is pretty good for general PvE with henchies, because they need to be protected every step of the way.

The only time I found water being useful is against burning titans, but even then it is easier just to bring Winter along.
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Old Jul 11, 2006, 03:37 PM // 15:37   #8
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I have found Earth to be a useful utility in almost every mission/area.

Fire is nice for cramped quarters (e.g. many of the quests in Factions in the city).

Water is nice for "defend so and so" missions/quests, in order to slow enemies down.

Air is nice to takedown a single boss due to spiking/knockdown ability.
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