Aug 15, 2005, 03:51 PM // 15:51
|
#101
|
Academy Page
Join Date: Jun 2005
Guild: SL
Profession: Mo/Me
|
Quote:
Originally Posted by Weezer_Blue
If I had to rank the elements from worst to best it would be...
Fire, Water, Air, Earth. Fire sucks. Earth is good if you know what you're doing. Air is a close second, and water is pretty close to fire. Yeah, you can snare. Wow. It's pretty good considering it's a hex that can only be removed by anti-hex, but it's not worth it when your team expects damage, damage, and more damage.
Fire is only good for PvE, where your enemies are stupid enough to stand in the middle of your AoEs. It has uses in PvP, but not common ones.
|
Aha, Weezer this ranking was true before Anet descided to bring out the nerf guns on Earth. They made the time before you can use a spell again enormusly high. (I also discussed this with Skye....so I'm not crazy) Its air then Earth/Water then Fire (ok people before you bring out your pitchforks and try to kill me I'm talking about PvP...fire is a good skill in PvE.) Oh and my skills are ranked from best to worst
|
|
|
Aug 15, 2005, 08:37 PM // 20:37
|
#102
|
Wilds Pathfinder
|
One of the main reasons that earth is so good is because of wards, especially ward against melee.
Water is only being held back by natures renewal. The constant snaring/kd ability gives too much battlefield control to be overlooked. Mobility is by far the most underrated concept of pvp.
|
|
|
Aug 16, 2005, 12:18 AM // 00:18
|
#103
|
Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
|
i still just dont see how snaring someone can be better than killing them.
it does basically come down to that too. i mean instead of deep freeze or something you can do a nice spike. ive never seen a water ele do good in 4-4
maybe in tombs. but i really never saw one...
|
|
|
Aug 16, 2005, 10:04 AM // 10:04
|
#104
|
Academy Page
Join Date: Aug 2005
Guild: The Sith Caboose [Scab]
Profession: Mo/A
|
water eles can help ppl keep away from you or stay where you want them to stay. one of the main defenses against a warrior is running away. with water eles, the target can be easily chased or it might even discourage the target to run away. same goes for ur typical air ele. orb misses often because ppl move away from it. with a water ele, all the orbs hit (until the hex removals come in that is). snaring isnt better than killing but snaring means more efficient killing. hence the importance of skills such as pin down and hamstring and many of the skills in the water ele line
|
|
|
Aug 16, 2005, 12:03 PM // 12:03
|
#105
|
Krytan Explorer
Join Date: Apr 2005
Guild: Zero Files Remaining [LaG]
Profession: R/Mo
|
water is good for two things snare and hill maps with maelstorm . Conjure frost is 1337 with water trident on a warrior
|
|
|
Aug 16, 2005, 02:18 PM // 14:18
|
#106
|
Frost Gate Guardian
|
Quote:
Originally Posted by Kampfkeks
Maybe you should read again. I said it works great in conjunction with other spells, or backup from your team. Yeah, go on mister invulnerable, try to step out of it with Deep Freeze or another Snare stucking you to the spot.
I wonder why you are acting all elitest when you obviously got no clue at all. You haven't been to the tombs neither. Else you'd know there are a lot of scenarios where stepping out is just no solution.
Sure some wards might counter it and Ward against Harm might nearly nullify it. Yet it is a teamgame and your ranger might just have brought winter. OOOPS, what was that added defense against fire again?
But compared to an Aeromancer, yes.. every other Attribute actually requires skill. With Earth you've got to either get your wards right or live up to heavy exhaustion with those few damage spells they got. With Water you've got to know whom to attack when (Even if it is not the teams common target) Whom to snare and whatever. With fire you've got to know when to use it and where to use it. As you obviously are too uber to understand it: Cast it twice on the close combat guys and elementalist who came too near to your monk. Snare them with a deep freeze. Watch them stuck to the place and getting knocked down a lot. Have your monk just sit there and tank the little damage that got through. Watch the other teams monk go crazy about the hefty incoming damage. Once again try moving when you are snared with 66% movement decrease or a 50% malus. Try moving with getting knocked down from two simultaenous Meteor Showers... yeah, sure you are mister uber super.. you can do... sure thing pal. You're not even bringing balanced stance as you are just too uber. bla bla bla. Gotta love wanna be Elitegamers.
And don't try to come with interruption. We all know there is a counter to EVERYTHING out there. And EVERYTHING has its equal share of power under certain conditions. Just saying Fire is useless in PVP is like saying Necros/Mesmers and Rangers are useless in PVE. Both is just plain nonsense.
But speaking about skill... we finally have got the Aeromancer. Hit T. Press Button 1. Press Button 2. Press Button 3. Rinse and repeat. Spam "ololoool ownzorized by leet skills".
Yes, yes i'd love to see you hitting someone with protective spirit on him. Oooops, that just totally nullifies your leet Aeromancer. I guess Air has no use in PVP then...
|
Umm, it takes skill to play an Aeromancer. *NEWS FLASH* You can't just walk up be like, "Hi! Stand still while I Chain/Surge/Orb/Strike." It takes a team, you must not be used to the concept: The air-spike orginated with ppl coordinated over voice chat. The TEAM-build included a Necro or two with Rend, which is timed to hit just before the Chains/Surge/Orbs. If you think it takes no coordination or skill, it is because you have never played one (or played one well, anyhow.)
Way to not read all of my post there. BTW, I notice most ppl who complain about lack of skill behind an Air-spiker are the ones who continually die to them. Yes, you can prot. spirit. Yes, your buddy the monk might save you...
No one ever asked for mental masturbation on what happens in your imaginary match, but did it ever occur to you that I would have teammates too?
Some of them do useful things like (GASP!) rend enchantments, rendering you just as dead. Oh yeah, and my Daddy can whip your daddy's butt. (Felt one childish reply deserved another.)
Protective spirit also hurts "your" build, so I fail to see why you are so purposely obtuse about the subject.
Maybe YOU should read again: I WAS talking about a pyromancer's use in a PvP Team which is - umm? not much?
Last edited by DarkAynjil; Aug 16, 2005 at 02:25 PM // 14:25..
|
|
|
Aug 25, 2005, 05:07 PM // 17:07
|
#107
|
Frost Gate Guardian
|
Now is the time to build a hydromancer... Spinal Shivers is looking good to me now.
Thinking of a shivers/water build... any suggestions?
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 08:52 PM // 20:52.
|