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Old Jul 22, 2005, 11:58 PM // 23:58   #41
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maelstorm is amazing on hill tombs maps
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Old Jul 23, 2005, 05:05 AM // 05:05   #42
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Renewal really screws over water eles; a very shame

I seriously can't believe that nothing has been done about a skill that so blatently kills off so many potential playtypes.

Last edited by Zeru; Jul 23, 2005 at 05:23 AM // 05:23..
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Old Jul 23, 2005, 06:37 AM // 06:37   #43
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Quote:
Originally Posted by Rebeliel
Yes, the ward can be useless if people don't know about it. You should inform all people that you have the ward and tell about it's benefits. You can also tell them that you ping ward location on minimap when you create one. Warriors don't nessecarily need to be under the ward as they have high armor anyways and probably can't get to good targets under the ward.
Just a little helpful thing in case you or anyone doesn't know. After you tell them about it and its benefits. All you really have to do is hold control and click on that ward and it automatically tells them you are casting it: "Im casting such and such!" as well as giving a small ping on the radar at the same time.
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Old Jul 24, 2005, 11:55 PM // 23:55   #44
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Mixing 2 different elemental types you can do a real nasty works in pvp -
- one of them casting some Armor gaining spells on their monk to slow him as hell (but you must tell your team what you goona do OR you can basicly HELP their monk more than harm him) and then maelstorm him + water tridenting him. Hard to make - many things can go wrong but they can't stop the maelstorm and he can't cast while there.
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Old Jul 25, 2005, 12:11 AM // 00:11   #45
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A big problem with the water line at this point for tombs based PvP is that 13 out of the 18 water spells are hexes or enchantments. With the current broken NR being dropped nearly every 30 seconds in nearly 100% of tombs matches 72% of all water spells will take twice as long to cast.

Compare this to:

Air where 6/17 or 35% of the spells take twice as long under NR
Fire where 3/17 or 17% of all spells take twice as long under NR
Earth where 7/17 or 41% of all spells take twice as long under NR
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Old Jul 25, 2005, 12:24 AM // 00:24   #46
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NW can really screw 70% of the builds.


It can be done as double blade edge for all builds - like - every NW spirit removes all other NW spirits in its range...or similar effect.
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Old Jul 25, 2005, 12:56 AM // 00:56   #47
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Quote:
NW can really screw 70% of the builds.
I assume you mean NR? The point is the most of the water line gets screwed by NR so you can't really plan around it like with most other lines. You pretty much have to take NR into account with any build you take into tombs.
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Old Jul 27, 2005, 02:26 AM // 02:26   #48
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Aside from NR screwing water over horribly it is a powerful element that is underestimated. In PvE Fire is better for 90% of the game. However in PvP the side effects of water really shine. I find it very powerful in the smaller matches.
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Old Jul 27, 2005, 05:26 AM // 05:26   #49
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Our guild just started getting back into PvP, and usually I like someone to be an Elementalist besides the Mage Hench. I loathe Fire in PvP, so I always suggest the Ice Blighter if they dont have much unlocked. Lately though, one of our Warriors has gotten a pretty important task, and needs to keep up with our target all the time, so I adopted Water once again. Back in Better I liked Water, just not as much as Earth, so I felt a little bit off doing only 75 damage. But after seeing our Warrior tear through them after they are left helplessly snared made me have a feel of accomplishment.
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Old Jul 27, 2005, 12:28 PM // 12:28   #50
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Quote:
Originally Posted by Cs Coldize
I play all types but to be honest I think Earth is the best just because you run up to a mob, cast protective spells to reduce your damage input, then knock all the foes around you down and follow up by dealing more massive damage to them. Its simply amazing. The only problem I have is that you lose energy too fast and some skills take too long to recharge. Water eles are all about speed. I dont know why since I would think thats what air eles were about. Many water eles have skills that slow you down and they have the best speed booster in the ele set. So what I think it is, is that water eles are set up to take on warriors, where you can slow them down, increase your armor, and run away. Then, if he is stupid enough, you repeat, dealing tiny bits of damage until he dies. HE wont hit you, but then in all PvP games, there is someone who will.

[I]And the reason that you see a LOT of overly biased pyromancers out there is because, as has been said in here a couple times, the other elements just dont have any good skills until you get later into the game. By that time, most eles have found good fire boosting weapons, upgrades, runes and such.[/I] Its too much of a hassle to switch. What I did was I made a full pyro set of armor, with runes attached, then did the same for the other 3 elements. I am still in need of good weapons for all the other classes though because as was also said in here, its so difficult to actually find someone that is in need of those weapons.

Well, you also have the fact that a new player or someone making an E/* for the first time looks at all the massive AoE spells with awesome damage, then looks at say, Air for example, and goes "WTF? Air only has one AoE and the dmg is lower....." Not to mention that Fire just owns most mobs in PvE until late, late in the game... Then they take Mr. Fire Mage of Deathzor into an Arena, and have their teeth handed to them by everyone, and wonder why Firestorm suddenly sucks. I seriously had an opponent ask me why his firestorm wouldn't hit me ..... If you love to confound people, play an Earth mage with Obsidian Flesh... I had a Curses necro run in circles around me, making the "can't do that sound" because he kept trying to cast on me with OF up. I had to laugh for 2 seconds. I'm gonna try the water line out next with a necro secondary, probably. Can't wait to try Ward against Harm.
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Old Jul 27, 2005, 12:51 PM // 12:51   #51
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Quote:
Originally Posted by Tengoku No Yushosha
A E/Me can cast Blurred Vision and spread that even farther with the Mesmer's Epidemic.
Epidemic spreads conditions not hexes.
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Old Jul 27, 2005, 06:07 PM // 18:07   #52
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Maelstorm almost makes hydromancers worth it. With it you can counteract heal ball tactics, and create massive problems for casters who don't watch out for it. Things like [Arcane]Echoed Trident create problems for people that run a lot, while Echoed Ward Against Harm makes two areas where all your party members are much better defended. Most people who comment on hydromancers are thinking soley of the pre-made version of a hydromancer, which is quite bad.
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Old Jul 28, 2005, 06:51 AM // 06:51   #53
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Quote:
Originally Posted by silvertemplar
No, actually the PvE itself is too focused on direct damage. I took my Mesmer/Necro through the PvE part, i ended up with using pure Necro damage dealing spells because the Mesmer stuff is just nowhere. 90% of the of mesmer spells are SINGLE TARGET [which already disqualifies it from 90% of all general PvE use], the others simply do not have an effect [i.e. energy draining] . The only alternative requires a combo'ing multiple "non-damage" spells to achive damage [shatter hexes, epidemic, which not only costs energy but take up valuable slot spaces and casting time] , and you will start to wonder why you don't simply cast phoenix from a distance [where it is the least effective] to achieve the same....
Actually, the mesmer has a few AoE spells, not many, but as far as I am concerned, the mesmer is a much overlooked class. What they lack in dirrect damage, they make up in nerfing. If you want a damaging AoE mesmer, you almost have to be ascended, as powe surge is an effective way to damage many enemies in a single hit. Use that with chaos storm, and the mesmer is a high damaging PvE char. Also their non dirrect damage skills and their interrupts make them a valuable addition to any party. AoEs are nice, but having a target that can't do anything makes the mesmer better imo than a straight nuker. And mesmers are effective against casters as well as tanks, and rangers. Hopefully people won't realize how good a well played mesmer can be, otherwise they might become as common as the W/Mo.

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Old Jul 30, 2005, 07:46 AM // 07:46   #54
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at one point in time, I had a hydro that used QZ to make water trident completely spammable with ice spear. It dropped people pretty fast and due to the snares, they couldn't escape.
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Old Jul 30, 2005, 03:52 PM // 15:52   #55
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Quote:
Originally Posted by Haloknight9
All you really have to do is hold control and click on that ward and it automatically tells them you are casting it: "Im casting such and such!" as well as giving a small ping on the radar at the same time.
Nah, there's only the text message.
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Old Jul 30, 2005, 05:40 PM // 17:40   #56
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i just changed my air/pyro to full hydro! i guess the reason most ele dont like geo and hydro because you somewhat have to rely on your weapon, whereas you could go into battle with nothin as air/fire. i happen to have a water staff i am really likin, so it works out.

ill post screenies of my build and everything in a bit.
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Old Jul 31, 2005, 03:35 PM // 15:35   #57
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Quote:
Originally Posted by Tengoku No Yushosha
First, Hydromancing isn't all about "snaring". A E/Me can cast Blurred Vision and spread that even farther with the Mesmer's Epidemic. The Hydro spell Maelstrom, is good for spellscasters, If your running, casting a water hex spell such as Deep Freeze or Ice Spikes and water trident to knock them down gives you a better chance of hitting them. Sometimes its not all about pure damage, It could be about how the diffrent elements can benefit each other.
epidemic shouldn't be combined with blurred vision as it's a waste of mana,
if you read the description a little closer, blurred vision spreads to nearby enemies
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Old Aug 01, 2005, 10:39 PM // 22:39   #58
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pyros have no place in 4v4 unless you are organized and on TS so u can nuke away with combos with the meteor knockdown...

in gvgs or tombs pyros can be quite good if you know how to use it, but if all you do is cast firestorm or meteor shower during a battle with the other team then that is not going to do much...

go gank the guild lord
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Old Aug 03, 2005, 02:19 PM // 14:19   #59
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Quote:
Originally Posted by Rebeliel

The lesson is that the ward against harm owns. It is better than the two earth wards combined and that is a lot. Even the earth wards can easily decide a game, ward against harm does it even more clearly and you can even combine it with the earth wards for maximum effect.
While ward against harm is indeed a neat spell, i do not agree that it is better then the two earth wards (combined).

The ward against elements gives 24 bonus armour against elemental damage, while the melee ward greatly reduces melee damage (not only the basic damage but also skill damage, because adrenaline is gathered much slower).

Ward against harm on the other side gives "only" 20+ (25 maxed) armour against everything.
Thats a damage reduction of roughly a third.
Against elemantal attacks ward against elements does the same, and against melee ward against melee does even more.

So IMO only versus ranger-heavy enemy teams the ward against harm is truly "better", especially because the damage reduction on the earth wards stays the same no matter what your earth level is (only duration changes), while you would have to max water to get the best out of ward against harm.
(11 or 12 (with runes) on the earth-skill is enough to make the wards great)

All three wards in combination are a really good protection though... but the cost of 40 mana every 20 secounds somewhat would need a counterweight if the elementalist does not want to be a purle "ward spammer". (e.g. mesmer skills as suggested).

I would use (and i do with my char ) ward against melee and additionally based on the situation ward against harm, as a very good "allrounder" protection.
Even without earth armour you will drive the enemy W/Mo's nuts [if your team stays in the ward radius], WITH earth armour on yourself you are a better
tank then two of them combined... :P
Against mobs it is equally effective.

The big downside of ward against harm is that you cant bring the also great water trident with you...

Last edited by Therlun; Aug 03, 2005 at 02:26 PM // 14:26..
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Old Aug 04, 2005, 04:55 AM // 04:55   #60
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Hello one and all, sorry if any of the following tips are suggested already, I didn't read all the post.
One of my PvP character is a water using healer. In this example, this character is a healing character.

Attributes
----------------------------------
Water magic 11(+1 or +2)
Energy Storage 8 (+1 or +2)
Healing Prayers 9
Smiting Prayers 8
----------------------------------

Skills
----------------------------------
Mist Form
Armor of Mist
Orison of Healing
Healing Breeze
Heal Party
Dwayna's Kiss (or Heal Other)
Shield of Judgment (elite)
Zealot's Fire
----------------------------------
Ok with these skills, you could heal your allies and protect yourself. When battle started, use Zealot's Fire, cause for 1 min, whenever you use a skill on an ally or yourself, all foes adjacent to your target are damage. next, cast Mist Form and Armor of Mist. Now heal your party, if you become the target of the enemy, cast Shield of Judgment, and start casting spells on yourself, (cause of Zealot's Fire) This build is a great healer, but energy run out quick.
What do you guys think?
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