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Old Jun 19, 2006, 04:27 AM // 04:27   #1
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Arrow multiple personality E/A - Elementalist build

there are two sides to this character.. one that stands as a nuker who attacks with the percission and tatical command of an assassin. - and a quick spike, hit and run assassin, in nuker clothing. - i split both the builds i use on this character in order to post each one in their proper forums. i will cross link them to each other for ease of veiwing both sides and strategies.

Profession: E/A
Name: Tactical Nuker
Type: PVE
Category: strategic strike elemental

Attributes
fire:12
energy storage:12 (8+3+1)
Shadow Arts:12

battle mage armor
any max dmg el staff

Skills Set

Aura of Restoration
Glyph of Lesser Energy
Firestorm ( Fireball, any AOE spell)
Flare
Lava Arrows
Caltrops
Shadows Refuge
Shadow Form {E} or res sig

Summary:

this is a multi-purpose build, so each fight you get in, you'll find yourself equipped to play different roles. I use firestorm, but many people don't like it for many reasons; any AoE skill you prefer to replace it with should work in the same context of the strategy. my examples will discuss firestorm.

B4 any fight, start yourself off with Aura of Restoration, and keep it up as needed... Shadows Refuge, and Shadow Form are your secondary heal and damage avoidance, respectively. Shadow Form is probably another skill people have problems with, in general you should be good with Refuge, this build is vulnerable to multiple casters; so the “ you can not be targeted by spells” thing is a huge lifesaver. - if/when you become the center of attention as multiple casters decide you are a threat, throw up form, and run as far as you can out of their range.

If your enemy groups themselves up (i.e. standing sholder to sholder fighting your war), then your role becomes that of a first strike nuker. Pick a center target, and use Lava Arrows. This will draw you into half range, so your in position to use Caltrops to cripple all adjacent foes. After you've crippled the whole group, use your glyph and then firestorm. - then as all the gimps try hobbling out of your storm, pound on them with Flare and Lava Arrows.

If your enemies rush your caster line, target a rusher and slam him with Caltrops to cripple him while he's trying to get to you or a teammate. Once he's crippled use Glyph/Firestorm this will center the dmg on his gimp ass, while any other rushers will become encouraged to retreat. Then pick your targets, alternating between Flare and Lava Arrows. Using Glyph + Firestorm when ever they charge and you have things to shoot it at. - lesson learned from platoon, sometimes you have to napalm your own line.

If your enemies spread out and don't rush, use caution. Pick your targets in order of where they are on the battlefield, not by importance of class. You can start off with Glyph/Firestorm on the monk, because that has good range, and hurting the monk will leave him healing himself instead of the guys your team is pounding on. but then go into alternating between Flare/ Lava arrows on targets that are on the edge of the line they form, generally the monk will stand in the center of a semi-circle - if you run into this circle you going to be toasted, so work your way through the end guys 1 at a time, hitting the monk with firestorm when the skills are both recharged. Use Caltrops on anyone trying to engage you in melee, or any you notice chasing teammates.




Notes & Concerns:

Notes:

after the first round of combat, keep Caltrops in reserve. Use it to stop war's/sins that start chasing you or teammates. Because of Lava Arrows, your going to be fighting closer to the enemy then the rest of your casters, putting you in good position to be crippling enemies that are running around behind your war line.

Watch which enemies you're targeting, make sure not to pick a target that will leave you standing in a vulnerable position to the rest of his friends. Target the middle of groups, only if the whole group can be kept at the same relevant distance and direction from you. (i.e. when they are standing in adjacent range to each other)

It's generally accepted that you bring a res sig along with you, so ask your group if they would prefer you bring a res sig over a spell that will probably save you in a pinch.

This character is only Lvl 19, and started in factions, so the attribute points are based on 155, so you can adjust them to suit your own preference's. I've only played it in PvE, but would suspect it would work well PvP.

Concerns:

Assassins that use exhausting skills. - Losing energy at the beginning of battles will cripple the effectiveness of any caster.

Mesmurs – too many interrupts will leave casters with little energy and all your skills recharging slowly.

Shadow Form is going to leave you with 30 some odd health when it ends, so if enemy casters drive you into using it, make sure you run out of range of everything b4 it ends.

Assassin build >>>>http://www.guildwarsguru.com/forum/s....php?t=3060064
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Old Jun 19, 2006, 11:45 AM // 11:45   #2
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nice but i use

e/a


shockwave / crystal wave / tenais crystals / after shock /silver armor / armor of earth / earth attune / deaths charge

or unsteady ground / after shock / crystal wave / tennais crystals ...^^

Last edited by TheMadKingGeorge; Jun 19, 2006 at 11:49 AM // 11:49..
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Old Jun 28, 2006, 12:55 AM // 00:55   #3
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If you have a monk on your team you should let them know that Shadow Form is about to go out, and have them either Guardian, Prot SPirit, RoF, or get ready to WoH/Infuse you back up
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Old Jun 28, 2006, 03:38 PM // 15:38   #4
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yeah, i pretty much just bring the res instead of form anyway. the times i do bring it, i only use it when i get all of the enemy casters on me at 1 time. which only happens in 1-2 fights any trip out, which i've been able to run away from sucessfully.

i have replaced firestorm with meter shower, the knock down, ontop of caltrops cripple keeps them in the danger zone much longer. i actually like playing the sin build for this more, but the el is the build that gets me into groups.
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