Jun 25, 2005, 12:52 PM // 12:52
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#21
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Krytan Explorer
Join Date: May 2005
Location: Outside your window
Guild: First Degree [FiR]
Profession: W/Rt
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Im gonna get a 16 arm tall shield or something. Also, should i get a lot of buffing spells that give like 50% more armor for 10 seconds or something like that?
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Jun 25, 2005, 07:54 PM // 19:54
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#22
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Ascalonian Squire
Join Date: May 2005
Location: Southern California
Profession: Mo/Rt
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If you're still sticking with E/W, it's actually not that bad.
You could go Earth Magic, Energy Storage, and Tactics.
You'd be an Earth Elementalist, using defensive spells like Ward Against Melee or Kinetic Armor, plus the offensive Earthquake/Aftershock combo when opponents surround you. Other offensive and defensive earth spells are available.
The warrior side could be mainly used for Tactics, especially with skills like Shields Up! (energy), Gladiator's Defense (elite; energy), or Shield Stance (energy).
Going this route, you won't really need a melee weapon in order to gain adrenaline since most of the Tactics skills require energy instead.
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Jun 25, 2005, 07:55 PM // 19:55
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#23
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Frost Gate Guardian
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instead of everyone not helping you... you guys need to give him/her options until he/she is at a level to where there are enough attribute points to go around for higher level skills in elementalist to be worthwhile... so here is my suggestions...
Use the following sets of skills....
energy storage!
Water or Earth(not both)
Fire or Lightning(not both)
so.. from here on you have four options( water and fire, water and lightning or earth and fire or earth and lightning)
Now go into tactics Tactics... with skills like...(Balanced stance, disciplined stance, and healing signet)
There are a couple of suggestions... im gonna make another post with a set of thrown together skills and their attributes.. blah blah(not a fully thought out template).
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Jun 25, 2005, 08:06 PM // 20:06
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#24
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Frost Gate Guardian
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here ya go.. some ideas....
Class: Elementalist / Warrior
Assumed items:
+1 to Energy Storage
+1 to Air Magic
+2 to Water Magic
Attributes: (cost)
Energy Storage: 7+1 (28)
Air Magic: 10+1 (61)
Water Magic: 9+2 (48)
Tactics: 10 (61)
Total attribute points used: 198/200
Skills:
1) Water Trident (elite) - (5,1,3) Send out a water trident at target foe. Water Trident strikes for 49 cold damage if it hits. If it hits a moving foe, that foe is knocked down. This is an elite skill.
2) Ice Spear - (5,1,0) Ice Spear flies toward target foe, striking for 43 cold damage if it hits. Ice Spear has half the normal spell range.
3) Lightning Orb - (15,2,5) Lightning Orb flies towards target foe and strikes for 76 lightning damage if it hits. This spell has 25% armor penetration.
4) Enervating Charge - (10,1,8) Target foe is struck for 38 lightning damage and suffers from weakness for 16 seconds. This spell has 25% armor penetration.
5) Blurred Vision - (15,1,20) For 17 seconds, target foe and nearby foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks.
6) Armor of Mist - (10,2,30) For 17 seconds, you gain +32 armor and move 33% faster.
7) Balanced Stance - (5,0,30) For 16 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack.
8) Healing Signet - (0,2,4) You gain 115 health. You take double damage while using this skill.
basically your a debuffer from hell with blurred vision and enervating charge.... and with armor of mist and balanced stance running you cannot really be damaged or interrupted with knockdowns. Plus you can heal for 115 health every 4 seconds if need be...
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Jun 25, 2005, 09:26 PM // 21:26
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#25
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Krytan Explorer
Join Date: May 2005
Location: Outside your window
Guild: First Degree [FiR]
Profession: W/Rt
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Im sorta only level 11, cant use all of those skills
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Jun 26, 2005, 01:23 AM // 01:23
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#26
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Krytan Explorer
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I posted my E/W build in the build section under the Elementalist Basics topic if you want to take a look.
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Jun 26, 2005, 03:58 AM // 03:58
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#27
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
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ele/war might be possible for making a really, really, really annoying water kiter with sprint....
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Jun 26, 2005, 05:25 AM // 05:25
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#28
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Frost Gate Guardian
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Your not supposed to.. this is an example as i stated of things to follow... what you need to do is find similar skills... and use them.. plus like i said in the original post...there are tons of options... (its your character... doing you a service...)
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Jun 26, 2005, 05:34 AM // 05:34
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#29
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Academy Page
Join Date: May 2005
Location: south korea
Guild: Angels of Anarchy
Profession: W/R
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at lower levels like 11, e/w probably not use 2 hand staff, most dmg is from your fire spells i suspect so put some points in and use those for dmg. carry shield in other and use 1 or 2 of warriors defensive skills that you have.
also, you can swap weapon sets in battle using function keys. so, using the staff when you are not in melee and switching to shield when something is pounding on you takes 1 second tops.
a fun way to test what you can do with the skills you have is to make a custom pvp char, do some random 4v4 to see how your skills work together and play with your attribute distribution. swap out skills between matches. talk with teammates see what skills they have.
the biggest thing ppl leave out is that group composition and your role in group are important factors to success of your character build.
Last edited by King of Fools; Jun 26, 2005 at 05:41 AM // 05:41..
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Jun 26, 2005, 04:47 PM // 16:47
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#30
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Ascalonian Squire
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I think you just need to stick with one element, tactics, and energy storage. Use tactics skills to regen your energy, or defend yourself
hint: "Victory is Mine!" + any aoe conditioning
Also try Wary Stance (blocks Distracting Shot, etc.), Shield Stance (defense), "Shield Up!" (anti-ranger again), or even Balanced Stance (anti-knockdown). Because you are an Ele you will be able to spare those energy-related tactics skills EASILY.
Another skill you can consider is B's defense.
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