Nov 25, 2006, 05:47 AM // 05:47
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#21
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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I sometimes play E/Mo Earth/Healing/Protection, with:
E/Mo
Energy Storage: 8 +1
Earth Magic: 8 +1 +1
Healing Prayers: 10
Protection Prayers: 10
Heal Party
Ether Prodigy
Ward Against Melee
Aegis
Heal Other
Ward Against Foes/Stability
Glyph of Sacrifice
Resurrection Chant
I rely on the single Mo/X in the group to get condi-removal and hex removal. (Or perhaps another character, like a Mesmer?)
__________________
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Nov 25, 2006, 06:51 AM // 06:51
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#22
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Quote:
Originally Posted by LightningHell
I sometimes play E/Mo Earth/Healing/Protection, with:
E/Mo
Energy Storage: 8 +1
Earth Magic: 8 +1 +1
Healing Prayers: 10
Protection Prayers: 10
Heal Party
Ether Prodigy
Ward Against Melee
Aegis
Heal Other
Ward Against Foes/Stability
Glyph of Sacrifice
Resurrection Chant
I rely on the single Mo/X in the group to get condi-removal and hex removal. (Or perhaps another character, like a Mesmer?)
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I'd probably toss ward vs. melee for shield guardian in this build. You're already got party-wide melee protection, why spec earth for another version of it? Shield guardian gives you pretty much unstoppabale melee defense on a single character, and with the low recharge it's very pretty with ether prodigy.
On the other hand, if enchants are a liability, wards are probably better.
EDIT: On the other hand, ward vs. foes and ward of stability can be insanely useful. Maybe I'll shut up and go to sleep
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Nov 25, 2006, 07:02 AM // 07:02
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#23
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Dr Strangelove
I'd probably toss ward vs. melee for shield guardian in this build. You're already got party-wide melee protection, why spec earth for another version of it? Shield guardian gives you pretty much unstoppabale melee defense on a single character, and with the low recharge it's very pretty with ether prodigy.
On the other hand, if enchants are a liability, wards are probably better.
EDIT: On the other hand, ward vs. foes and ward of stability can be insanely useful. Maybe I'll shut up and go to sleep
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I play with incompetent monks and people who don't like staying in one ward, so I put two wards down. They tend to stay in there then.
'Course, all this has changed with Nightfall.
__________________
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Nov 25, 2006, 07:17 AM // 07:17
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#24
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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Quote:
Originally Posted by LightningHell
I play with incompetent monks and people who don't like staying in one ward, so I put two wards down. They tend to stay in there then.
'Course, all this has changed with Nightfall.
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If only there was a ward against party that would snare your own team inside your own wards....
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Nov 25, 2006, 08:47 AM // 08:47
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#25
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Quote:
Originally Posted by Kakumei
You should probably look up the word "synergy" before posting again.
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You should probably try making a constructive post.
synergy
n : the working together of two things (muscles or drugs for
example) to produce an effect greater than the sum of
their individual effects [syn: synergism]
Oh look. Ether Prodigy and Elemental Attunement have a greater effect together than individually. What dictionary are you using?
Anyways.. LightningHell, do you ever use Extinguish on your elementalist when you play like that?
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Nov 25, 2006, 10:16 AM // 10:16
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#26
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by jesh
You should probably try making a constructive post.
synergy
n : the working together of two things (muscles or drugs for
example) to produce an effect greater than the sum of
their individual effects [syn: synergism]
Oh look. Ether Prodigy and Elemental Attunement have a greater effect together than individually. What dictionary are you using?
Anyways.. LightningHell, do you ever use Extinguish on your elementalist when you play like that?
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I do when I'm flagging, however, I usually leave it to the monk in PvE. Makes him feel important.
__________________
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Nov 25, 2006, 12:20 PM // 12:20
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#27
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by LightningHell
I sometimes play E/Mo Earth/Healing/Protection, with:
E/Mo
Energy Storage: 8 +1
Earth Magic: 8 +1 +1
Healing Prayers: 10
Protection Prayers: 10
Heal Party
Ether Prodigy
Ward Against Melee
Aegis
Heal Other
Ward Against Foes/Stability
Glyph of Sacrifice
Resurrection Chant
I rely on the single Mo/X in the group to get condi-removal and hex removal. (Or perhaps another character, like a Mesmer?)
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You might want to consider giving the monk the ability to spike-heal, which is something you can't do.
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