Sep 26, 2005, 02:20 AM // 02:20
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#1
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Academy Page
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Earth, Fire, Wind, Water, CAPTAIN PLANET!
Okay. I play a Ele/Warrior as my tartiary character, and have used every element. The following is a list of elementalist (pure) builds that i have used with all my elements. (Not the full builds though. Just the basics of each). I am by no means a professional elementalist, so if anyone has critisism of any of these builds feel free to post.
A quick note on Energy Storage. Energy storage is a wonderful little attribute that makes an elementalist effective. Pure elementalists should have a 12 energy storage no matter what build they choose. (I can see critisism coming for this comment...)
Builds marked with a (^^) are my highest approved for their effectiveness or fun value.
Fire Bomber (^^)
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The fire bomber uses skills that have an Area of effect like meteor shower, rain of fire ect. The main purpose of a Fire Bomber would be to damage everything in an area. Attribute points would go to fire / energy storage.
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Fire Spiker (^^)
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Thats right. It says spike. With fire. Fire spikers utilize the fire skills that single out a single target, and wail attacks on them. Skills include meteor, mind burn, mark of rogart, and flare. Attribute points would go to fire / energy storage.
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Steam Grenade (^^)
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Confusing name... Sorry. Steam grenades are a fire/ water mix that utilizes the skills like swirling aura and armor of mist to protect the caster as he/she runs wildly into enemies and casts spells like frozen burst, infernos, phoenix. Points go 9/9/12 with the 12 in energy storage.
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Steam Machine
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Steam machines use fire and water skills in conjuntions to launch a hefty barrage at a single target. All skills have little or no recarge time and are pumped out quickly and efficiently with little down time. Very good against a moving target or against a team with a reversal of fortitude spammer. Skills would include flare, water trident, immolate. Points go 9/9/12, 12 in storage.
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Water Machine (^^)
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Water machines utilize the water element skills that have little cost and little recharge time such as ice spear, shard storm, and water trident. Unlike Steam machines, they have a specialty in water, making their attacks stronger, but narrowing their selections. Points go to water magic and energy storage.
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Water Nuker
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Water nukers are the opposite of Water machines, in the way that they utilize the water magic skills that take extra energy, but deal massive damage. Skills include Maelstrom, Ice spikes, Mind Freeze, ect. Points go to water magic and energy storage.
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Soil Warder (^^)
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Soil warders use both earth and water magic together in order to protect themselves and alies. Skills would include Ward vs Foes, Ward vs Harm, Ward vs Melee, ect. Attribute points would go 9 into earth and water, 12 in energy storage.
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Soil Machine
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Soil machines crank out skills of both the water and earth elements. Skills include Stone daggers, obsidian flame, Water Trident. Points go to 9 water magic, 9 earth magic, and 12 energy storage.
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Soil Grenade (^^)
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Soil Grenades fuse the armor spells of earth and water to have an ultimate defense against enemies. They then, like any other grenade, proceed to explode onto their nearby enemies. 9 Water/9 Fire/12 Energy.
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Earth Nuker
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Earth Nukers cast large spells that are effective but cost larger energy and have longer recarge times. Skills include Earth Quake, Eruption. 12 Earth, 12 Energy.
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Earth Grenade
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Earth grenades stack armor spells such as kenetic armor and armor of earth as they lumber over to their enemies and cast a series of self centered spells. Skills include, Earthquake, Aftershock, Crystal Wave. 12 Earth, 12 Energy.
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Molten Grenade
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Molten Grenades use the skills of an earth grenade and combine them with fire self targeting spells. Skills include Crystal wave, infernos, phoenix. 9/9/12 Earth/Fire/Energy.
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Molten Spiker (^^)
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Using both fire spikes and earth spikes, the molten spiker is an overlooked, but still effective, build. Skills include Meteor, Earth Quake, Imolate. 9 Fire/9 Earth/12 Energy.
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Molten Machine
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Molten machines launch a series of rapid fire attacks that can sometimes overlap them selves for very fast damage. Skills include Stone daggers, flare, immolate. 9 Fire / 9 EArth / 12 Energy storage.
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Dust Spiker (^^)
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The most effective spiker (in my opinion), the dust spiker uses air magic skills in conjunction with unblockable earth spells. Spells include obsidian flame, chain lightning, iron mist. 9 Air/ 9 Earth/ 12 energy. Very effective combo with Iron Mist and Air magic Spam.
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Air Spiker (^^)
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The most popular spiker of all time, air spiker's air magic skills are devistating and very hard to fend off. Spells include thunderclap, chain lightning, lightning orb. 12 Air/ 12 energy.
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Air Finger
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Build built directly on the small stockade of lightning touch skills, Air fingers can deal quite a bit of damage if they can live long enough. Skills include Lightning Touch, Shock, whirlwind. 12 Air, 12 Energy.
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I am not for any reason saying this is all possible builds, but this is a large list of them.
Recomdended Second Classes:
Machines: Monk (Vigorous Spirit)
Spikers: Mesmer (Immagined Burden or other slow)
Grenades: Warrior (Bonnetti's Defense)
Nuker: Mesmer (Echo o_o)
Warder: Warrior (Bonnetti's Defense)
Bomber: Mesmer (Energy Stealing Stuff)]
Feel Free to add on to or coment on this list.
O yea, one last little fun thing:
THIS BUILD IS COMPLETELY USELESS AS FAR AS I CAN SEE! (Except for scaring/confusing allies/enemies)...
Quote:
Captain Plantet:
Att:
Fire: 6
Water: 6
Energy: 12
Earth: 6
Air: 6
Inspiration: 5
Skills:
Chain Lightning
Meteor Shower
Maelstrom
Earthquake
Elemental Attunement
Swirling Aura
Kenetic Armor
Drain Enchantment
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Sep 26, 2005, 03:09 AM // 03:09
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#2
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Rawr.
Join Date: Apr 2005
Guild: Read or Die Stooge Forum
Profession: W/
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You forgot the most important one...
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Sep 28, 2005, 02:52 AM // 02:52
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#3
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Academy Page
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/me waits in suspense...
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Sep 28, 2005, 03:21 AM // 03:21
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#4
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Forge Runner
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captain planet:
(without rune)
10 fire
9 air
9 earth
8 water
armor of mist/ward
(AoE that you like)
incendiary bonds
phoenix
whirlwind/shock
aftershock
glyph of energy*E
rez sig
AoE (stand inside ur own AoE!) -> incendiary bond -> pheonix (close range) -> whirlwind -> aftershock
increase fire casting speed.
my 2 cents
Last edited by Vermilion Okeanos; Sep 28, 2005 at 03:24 AM // 03:24..
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Sep 28, 2005, 05:33 AM // 05:33
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#5
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Ascalonian Squire
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Heart!
EDIT: Somebody had to do it. =/
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Sep 28, 2005, 07:09 AM // 07:09
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#6
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on a GW break until C4
Join Date: Feb 2005
Location: In your shadow
Guild: Servants of Fortuna
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Just a short comment. 12 storage and 9 in your offensive element(s) is a very weak distribution. You want your attribute to be as high as possible (15 or 16 if possible) to get a drastic damage increase (more than 50%, it's linear). However 10+minor rune in storage is usually enough. Having more storage will just give you a slightly larger energy pool which is relevant during the first seconds of a fight.
__________________
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Sep 28, 2005, 07:52 AM // 07:52
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#7
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Krytan Explorer
Join Date: Aug 2005
Guild: Eternal Comrades
Profession: E/Mo
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You should try an air/earth knockdown build. Grab whirlwind/aftershock, or my favourite, enervating charge/stoning/aftershock. Shock works well, too, for that matter. You don't mention it, but really most good ele builds should probably try to take ether renewal, especially with as much energy storage as you're recommending. Finally, I notice that you use a lot of exhaustion spells, which I would avoid as much as possible. Certainly, I would never bring more than 1 or 2 into any build. Your energy capacity just isn't good enough to stand it.
Rico
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