Aug 09, 2005, 07:37 PM // 19:37
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#1
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Ascalonian Squire
Join Date: Aug 2005
Profession: E/Me
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n00b invents best elementalist build ever (really.. it is... unless it isn't ha..)
i'm going to venture that this is a pretty damn good build (on paper)
Gale
Lightning Orb
Lightning Javelin
Aura of Restoration
Windborne Speed
Air Attunement
Elemental Attunement
(whatever you want, chain lightning, ressurection signet, or something)
purpose: be able to effectively take one other person out of action quickly and effectively if left alone for a bit
real purpose: (for some reason i wanted to have an awesome...) uber 1v1 build.. which is.... ultimately useless
Strategy:
before battle starts - air attunement
right before it starts - elemental attunement then aura of restoration and windborne speed
here is the strategy:
spam the following three spells starting in this order:
1
------
Gale [5 energy / 1 second casting time / 5 second recharge]
Knock down target foe for 3 seconds. This spell causes exhaustion.
2
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Lightning Orb [15 energy / 2 second casting time / 5 second recharge]
Lightning Orb flies towards target foe and strikes for 10-82 lightning damage
if it hits. This spell has 25% armor penetration.
3
------
Lightning Javelin [10 energy / 1 second casting time / 5 second recharge]
Send out a Lightning Javelin that strikes for 15-43 lightning damage if it
hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted.
This spell has 25% armor penetration.
then back to gale, orb, javelin, etc.
Why is this cool?
air attunement and elemental attunement effectively make the casting costs of these spells nothing. you will lose more energy from the exhaustion from gale than from the energy costs of the spells. this doesn't really matter. what does matter is the fact that before the target can do anything to really screw you up
(rend enchantments and backfire each have a 3 second casting cost to your 1 second gale --- and shatter/drain enchantments will be wasted either on windborne speed or if speed ran off before any real engagement, aura of restoration)
they are knocked down. you smack them up with the orb, and as they are getting up, you interrupt anything they try to pull off with lightning javelin. as soon as you finish interrupting, you putem back on the ground again with gale. each repetition costs 10 energy because of the exhaustion from gale, and deals a respectable amount of damage (note the armor penetration, which is quite nifty) while keeping them from really doing anything. What's so funny is that there are only two attributes to this whole build, and there is even some flexibility with one skill left to do whatever you want with. Between head armor and a rune, that's at least 14 lightning magic so the damage is gunna be solid. 100+ "real" damage or more (150+ with 25% armor penetration) every five-six seconds and you can run through 5-6 repetitions before elemental attunement runs out and the batteries have to be recharged.
after you take out one person --- windborne speed yourself away (if you're in a hurry?) for maybe 15-30 seconds while exhaustion wears off.
real effective use? probably not much, (maybe there could be)
hypothetically speaking - can you come up with any other character that could do anything against this 1v1?
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Aug 09, 2005, 07:40 PM // 19:40
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#2
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Banned
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I would shut you down and make you beg for mercy with my mesmer.
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Aug 09, 2005, 07:41 PM // 19:41
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#3
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Ascalonian Squire
Join Date: Aug 2005
Profession: E/Me
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just wondering how
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Aug 09, 2005, 07:42 PM // 19:42
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#4
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Lion's Arch Merchant
Join Date: Jul 2005
Location: CA
Guild: [Ryuk]
Profession: W/A
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javelin is shit, get enervating charge and chain lighting in there. maybe try arcane echo and use it on lighting orb and you can almost spam lighting orb like flare... except for the recharge times.
hated could just use power spike, drain, block and backfire and you would be helpless
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Aug 09, 2005, 07:43 PM // 19:43
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#5
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Ascalonian Squire
Join Date: Aug 2005
Profession: E/Me
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point of this isn't damage... point of it is just that they can't do crap. they are knocked down, get up, get interrupted, fall down, etc.
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Aug 09, 2005, 08:19 PM // 20:19
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#6
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Desert Nomad
Join Date: Mar 2005
Location: Paradise
Guild: Agency Of Forbidden Fruits [Oot]
Profession: R/A
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Aha, but what if a ranger interupted your Gale before it casted? Then say used concusion shot and tigers fury. You would just be sitting there not able to do anything but try to run.
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Aug 09, 2005, 08:27 PM // 20:27
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#7
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Academy Page
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Mo/Wa, Wa/Mo - Spellbreaker, Balanced Stance, sprint and beat on you with what ever weapon they choose.
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Aug 09, 2005, 08:42 PM // 20:42
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#8
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Ascalonian Squire
Join Date: Aug 2005
Profession: E/Me
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ya those things would own me. awesome. thanks for more stuff to think about lol... not to mention nature's renewal lol
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Aug 09, 2005, 09:06 PM // 21:06
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#9
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Ascalonian Squire
Join Date: Aug 2005
Profession: E/Me
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ahhhh. tricky, tricky, tricky. Just realized something interesting. Glyph of concentration. that would let me screw over the mesmer a bit if i just spam it since it has a 2 second recast - if the cheese lock actually works, it guarantees that i could get it started. ... unless of course somehow the mes has balanced stance... hmm. ohh the complications...
btw is there any way to tell what conditions are on opponents at any given time lol?
Last edited by eme2512; Aug 09, 2005 at 09:08 PM // 21:08..
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Aug 09, 2005, 09:40 PM // 21:40
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#10
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Academy Page
Join Date: May 2005
Location: FL
Guild: Gaelic Storm
Profession: W/
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I would just like to point out that its funny how after everyone mentiones a build, there is always someone that says well if someone brought "exactly" this skill set you would be in trouble. Well, any caster would be in trouble with that shut down mesmer or that interrupting ranger. Just wanted to put that out. Other wise, I would change Gale for stoning and Javalin for Enervating Charge. With a few points on stoning you still do some dmg wich gale doesnt, it doesnt cost exhaustion and if you use it right after Enervating charge you knock them down.
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Aug 09, 2005, 09:41 PM // 21:41
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#11
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Academy Page
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Quote:
hypothetically speaking - can you come up with any other character that could do anything against this 1v1?
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Actually he asked us to.
Last edited by Zenos; Aug 09, 2005 at 09:44 PM // 21:44..
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Aug 09, 2005, 09:48 PM // 21:48
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#12
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Light red is bleeding, green is poison, just an arrow is usually deep wound, could be cripple?
I think the main problem would be spamming an exhaustion skill.. especially if you added chain lightning on top. Maybe if you were running archane echo + ether renewal this build would be put to better use?
There are always counters to anything you put in your build, so don't worry too much about that... Except.. nature's renewal.. but yeah.
Zenos - I know of no reason a warrior would carry spellbreaker an elite, since they are the last targetted. Seems stupid. If they did have it, it would most likely be on an ally or recharging.
DarkWasp - Concussion shot is 25e. You'd be better off with distracting. Oh, and you'll never kill anyone with just TF unless they're very inexperienced. Alternatively, he could throw a blinding flash at you.
Eme - Yes, mesmers are definetely scary on a caster. I suppose the best thing you could do would be to bring hex breaker, and start yelling at your monk. Inspired hex is too long of a recharge, unless you really wanted to use it for energy management.
Last edited by jesh; Aug 09, 2005 at 09:50 PM // 21:50..
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Aug 09, 2005, 09:58 PM // 21:58
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#13
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Academy Page
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Quote:
Originally Posted by eme2512
hypothetically speaking - can you come up with any other character that could do anything against this 1v1?
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This is what I was replying to. And you are right, I would never go into PvP with that warrior build. 1v1 is very different than 4v4 or 8v8.
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Aug 09, 2005, 10:18 PM // 22:18
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#14
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Ascalonian Squire
Join Date: Aug 2005
Guild: GRIM
Profession: N/Mo
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My Mesmer would have fun against this build
My skills for PvP usually are:
1) Power Spike
Activation Time: 1/4th of a Second
Recharge Time: 15 Seconds
If target foe is casting a spell, the spell is interrupted and target foe takes 20-86 damage.
2) Power Leak
Activation Time: 1/4th of a Second
Recharge Time: 20 Seconds
If target foe is casting a spell, the spell is interrupted and target foe loses 10-22 energy.
3) Power Drain
Activation Time: 1/4th of a Second
Recharge Time: 25 Seconds
If target foe is casting a spell, the spell is interrupted and you gain 1-25 energy.
4) Drain Enchantments
Activation Time: 1 Second
Recharge Time: 25 Seconds
Remove an enchantment from target foe. If an enchantment is removed, you gain 10-20 energy.
5) Chaos Storm
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Create a chaos storm at target foe's location. For 10 seconds, enemies near this location suffer 5-12 damage each second. Chaos Storm drains 1-6 energy whenever it strikes a foe casting a spell.
6) Res Signet
So the order of attack i usually follow for my interruption/blackout build woudl be
1) Interrupt your first spell you are casting with power spike (damage and fast cast time)
2) Interrupt your next spell with power leak (you lose energy and fast cast)
3) If you have an enchantment on you, next is drain enchantments and I get some energy
4) Next is Chaos Storm (which is health degen for you plus you lose energy if you try to cast during the duration of Chaos Storm)
5) If somehow you still have energy to cast, I interrupt with Power Drain
By this time, some of my first interrupt spells should have recharged and i can start over. So it's really hard to beat a mesmer at spell interrerupts. However, I'm also depending on my monk to heal me if i"m taking a beating and I hide in the back
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Aug 09, 2005, 10:27 PM // 22:27
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#15
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Krytan Explorer
Join Date: May 2005
Location: In Yak's Bend like always...
Profession: W/
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arcane conundrum....u can shut down their hex removal spell as they try to remove said hex lol
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Aug 09, 2005, 10:56 PM // 22:56
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#16
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Pre-Searing Cadet
Join Date: Aug 2005
Profession: Me/W
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Quote:
Originally Posted by Mistriss Of Darkness
5) Chaos Storm
Activation Time: 2 Seconds
Recharge Time: 30 Seconds
Create a chaos storm at target foe's location. For 10 seconds, enemies near this location suffer 5-12 damage each second. Chaos Storm drains 1-6 energy whenever it strikes a foe casting a spell.
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I personally would remove this and put in Shatter Enchantment. The Storm will be avoided, mostly people might take three hits of damage from it before leaving it's radius. Few experienced players will remain inside the Storm yet alone cast.
With Shatter Enchantment you have two enchantment removals which is always better then one and Shatter does good damage.
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Aug 10, 2005, 02:07 AM // 02:07
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#17
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Frost Gate Guardian
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Quote:
Originally Posted by eme2512
i'm going to venture that this is a pretty damn good build (on paper)
Gale
Lightning Orb
Lightning Javelin
Aura of Restoration
Windborne Speed
Air Attunement
Elemental Attunement
(whatever you want, chain lightning, ressurection signet, or something)
purpose: be able to effectively take one other person out of action quickly and effectively if left alone for a bit
real purpose: (for some reason i wanted to have an awesome...) uber 1v1 build.. which is.... ultimately useless
Strategy:
before battle starts - air attunement
right before it starts - elemental attunement then aura of restoration and windborne speed
here is the strategy:
spam the following three spells starting in this order:
1
------
Gale [5 energy / 1 second casting time / 5 second recharge]
Knock down target foe for 3 seconds. This spell causes exhaustion.
2
------
Lightning Orb [15 energy / 2 second casting time / 5 second recharge]
Lightning Orb flies towards target foe and strikes for 10-82 lightning damage
if it hits. This spell has 25% armor penetration.
3
------
Lightning Javelin [10 energy / 1 second casting time / 5 second recharge]
Send out a Lightning Javelin that strikes for 15-43 lightning damage if it
hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted.
This spell has 25% armor penetration.
then back to gale, orb, javelin, etc.
Why is this cool?
air attunement and elemental attunement effectively make the casting costs of these spells nothing. you will lose more energy from the exhaustion from gale than from the energy costs of the spells. this doesn't really matter. what does matter is the fact that before the target can do anything to really screw you up
(rend enchantments and backfire each have a 3 second casting cost to your 1 second gale --- and shatter/drain enchantments will be wasted either on windborne speed or if speed ran off before any real engagement, aura of restoration)
they are knocked down. you smack them up with the orb, and as they are getting up, you interrupt anything they try to pull off with lightning javelin. as soon as you finish interrupting, you putem back on the ground again with gale. each repetition costs 10 energy because of the exhaustion from gale, and deals a respectable amount of damage (note the armor penetration, which is quite nifty) while keeping them from really doing anything. What's so funny is that there are only two attributes to this whole build, and there is even some flexibility with one skill left to do whatever you want with. Between head armor and a rune, that's at least 14 lightning magic so the damage is gunna be solid. 100+ "real" damage or more (150+ with 25% armor penetration) every five-six seconds and you can run through 5-6 repetitions before elemental attunement runs out and the batteries have to be recharged.
after you take out one person --- windborne speed yourself away (if you're in a hurry?) for maybe 15-30 seconds while exhaustion wears off.
real effective use? probably not much, (maybe there could be)
hypothetically speaking - can you come up with any other character that could do anything against this 1v1?
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Yeah. a standard Air spike E/Mo or E/Me would pwn it. No offense, but I think you might wanna random arena this build first, and see why your skill line-up is sub-optimal. As for the underlined part of your statement, Lightning Javelin only interrupts an ATTACK. This may have been what you meant, but I felt the need to clarify. A domination mesmer will give you headaches (but that's true of any E/* up against a mez...) and possibly outright shut you down. A ranger will also cause problems.
Last edited by DarkAynjil; Aug 10, 2005 at 02:11 AM // 02:11..
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Aug 10, 2005, 11:27 AM // 11:27
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#18
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Ascalonian Squire
Join Date: Aug 2005
Location: CA
Guild: Global Army
Profession: W/Mo
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yea uh do you got any other builds
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Aug 10, 2005, 12:26 PM // 12:26
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#19
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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Why's everyone overdoing this? A decent Quick Shot ranger would kill that air ele in less than 8 seconds.
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Aug 10, 2005, 08:58 PM // 20:58
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#20
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Ascalonian Squire
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I would like to say spellbreaker and see how well you spells work then. yes I know its a long recharge. but thats not the point he just wanted to know what you throw a wrench in his build.
oh and to the guy above me nice phyrexian dreadnaught.
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