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Old Dec 28, 2005, 02:15 AM // 02:15   #1
Ascalonian Squire
 
Join Date: Dec 2005
Location: Norway
Guild: TDV
Profession: E/Mo
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Default Need help setting up a lvl 20 E/x! Please :)

Hi!

I am currently a E/Mo lvl 20, Ascended.

Current attribs are:

15 Fire Magic (12+3)
14 Energy Storage (10+3+1)
4 Healing Prayer

Have a Pyromancers Armor (51 armor rating)

But the problem is, the Elementalist and Monk have no (good) way of working together...
I can only be either the Elementalist or the Monk.. And that sucks.

So since I have Ascended and all, I can change the second profession.
And I would like to get some tips on what to take?
I only do PvE with this char.

Also, maybe I should change the attribs to Air magic? Not sure though..

PLEASE HELP!
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Old Dec 28, 2005, 02:20 AM // 02:20   #2
Underworld Spelunker
 
Join Date: Feb 2005
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ele/necro is fun.

good self heal using the blood magic line (vampiric touch vampiric gaze, life siphon, life transfer ) while damaging the enemy.
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Old Dec 28, 2005, 11:17 PM // 23:17   #3
Ascalonian Squire
 
Join Date: Dec 2005
Location: Norway
Guild: TDV
Profession: E/Mo
Default

Yeah...
I was thinking of the E/N build too now...
Since Elementalist have sirius problems with health...
A few direct physical hits, and he is out... (And no, I don't have a beginner armor)

But still, anyone else have other suggestions?
Maybe on what I should do with my Elementalist?
I am definetly looking for damage dealing, not tanking.
So earth is kind of out of the question, and so is water i guess..
But Air magic sounds a bit tempting...
But it will cost me a fortune to convert to a Air Ele, so that's why I wanted to get a confirmation on the matter :P

Thanks!
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Old Dec 28, 2005, 11:51 PM // 23:51   #4
ump
Lion's Arch Merchant
 
Join Date: Nov 2005
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There are a few options with your monk secondary that don't conflict with your damage from the primary. (There are still a few more defensive-minded options I left out that can work well with 0-3 offensive spells.)

1) Rebirth - basically just the ability to resurrect people.
2) Martyr/Purge Condition - ability to handle conditions for the team.
3) Holy Veil or Remove Hex - ability to handles hexes for the team.
4) Part-time protection such as Aegis and Protective Spirit (enhanced by a staff wrap of enchanting).

However, most groups will just want you to do maximum damage, so other than the first option, it's not really worthwhile to do something else (unless you go pure healing or pure protection or mostly wards/defense). It's better to be really good in one role than just being average in two different roles. Also, is 9 extra energy (from the superior energy storage rune) worth 75 health?
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