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Old Oct 25, 2006, 07:47 PM // 19:47   #1
Frost Gate Guardian
 
Join Date: Nov 2005
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Default I'm trying to make a new build for E/R

I will do so the foe get -10 regen in health...

I use a bow... But not sure what kind you needed...

The Build is'nt finish, but maybe some help would help...

The spells and skills i have choice:
Aura of Restoration, Apply Poison, Mark of Rodgot, Gylph of lesser Energy.

But i dont know what that will be good to take in this build...
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Old Oct 26, 2006, 06:03 AM // 06:03   #2
Frost Gate Guardian
 
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If i use this in AB, Ha or something ells...
Maybe Melandru's Resilience will work... Cause in AB you get lots of condition and hex on you, right? So maybe that will work...
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Old Oct 26, 2006, 08:00 AM // 08:00   #3
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you could always get a fiery bow with conjure flame for extra damage but im not sure what to do with the other skills.
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Old Oct 26, 2006, 04:27 PM // 16:27   #4
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How about using Kindle Arrows and Conjure Flame, then you can keep your 5/1 Vampiric string I'm sure you have, right?
I don't know what all you could do with a lack of expertise.. That's really the core of doing damage with a bow. BTW.. 10 degen is 20 damage per second. You can do better than that, I think by wanding a target with a conjure. If you really want to use a bow though.. I would run something like this.

I guess you can try these.. I can't say I would reccommend any of them, but these are better than those dam flare spammers. -.-

12 Air Magic/Water
12 Marksman
9 Energy Storage
7 Beast Mastery

Conjure Lightning/Frost
Hunter's Shot/Keen Arrow
Needling Shot
Tiger's/Bestial Fury
Marksman's Wager {E}
Favorable Winds - this skill is NON NEGOTIABLE, otherwise Marksman's Wager may hurt more than help.
Optional - might want to use Freezing Gust, Lightning Bolt, or Lightning Strike - I wouldn't reccommend a 10 energy skill.
Res Sig


Usage: Lay down Favorable Winds well before the battle. Use your conjure spell. A few seconds before the battle, use your prep - Marksman's Wager. Once the enemy is in range, use Tiger's Fury and hit Hunter's (or Keen) right away. Plink away with a couple regular attacks until Hunter's recharges, and use it again. Use res signet when one of your allies falls in battle. Pretty simple.



12 Fire Magic
12 Marksman
9 Energy Storage
7 Wilderness

Kindle Arrows
Conjure Flame
Mind Blast {E}
Hunter's Shot/Keen Arrow
Immolate/Smoldering Embers - this skill, Mind Blast, and Glowering are here only for energy, don't think damage.
Favorable Winds
Glowering Gaze
Res Sig


Usage: Lay down Favorable Winds well before the battle. Activate your prep first - Kindle - then use your conjure. In battle, spam Hunter's/Keen whenever you can. Use Immolate or Smoldering Embers and follow immediately with Glowering Gaze. Do not use Glowering Gaze unless your opponent is on fire! Regardless of whether you take Smoldering or Immolate, you will be able to use this combo every 10 seconds. Spam Mind Blast when you have time to maintain your energy. If you are blinded, or otherwise shut down, you can switch to only spamming Mind Blast and your 2 other spells. The most important thing to remember here is that your conjure spell will NOT work unless you have Kindle Arrows already on you.

Some notes on this build - I actually think it might work the best, but not until Nightfall. (obviously)
Immolate and Glowering will spend 8 energy every 10 seconds for about 90 ish damage. If you go with Smoldering Embers instead, you spend 3 energy every 10 seconds. Mind Blast is really the core here. Targeting a warrior or another ranger is almost a guaranteed way to make your energy steadily rise, and the recharge is only 2 seconds. If you know an enemy monk is low on energy, this can be a good way to make sure it stays that way. *Theoretically* if you are able to find a foe with less energy than you every time this skill recharges, you can net (30*7)-(30*5)= 60 energy per minute. In reality, this will be lower, as you want to actually be attacking as often as possible for more damage. You may also make a mistake, and target a foe with more energy than you, thus not getting the bonus 7 energy from the skill. Still, I would hedge my bets on this build out of the 3.



I can't warrant taking Dual Shot, especially with no real energy management. =x Unless.. lol this is gonna be funny.

12 Fire Magic
12 Marksman
11 Energy Storage
2 Wilderness

Ether Prodigy {E}
Conjure Flame
Kindle Arrows
Hunter's Shot/Keen Arrow
Dual Shot
Favorable Winds
Liquid Flame
Res Signet


Usage: Lay down Favorable Winds before the battle. Kindle must be activated first, then conjure, like the last build. Start off with a Dual shot and immediately follow with a Hunter's or Keen. Use Ether Prodigy when needed. Switch to a bow that has negative energy, (or a shield and weapon with the same effect), when Ether Prodigy ends to avoid the damage. Use Liquid Flame when you can, and try to hit an enemy that's casting a spell. This will most likely be an enemy necro or elementalist.



The first build, you must use a lightning or ice string. The other ones, you are free to use what you wish. In fact, the last build just has Kindle on there to get the fire bonus without wasting a string.
Most of these builds use spammable 5 energy bow attacks. 10 energy attacks are obviously more effective, and also impossible to run on an elementalist. In fact, 5 energy attacks might be impossible also, I wouldn't know.
You can also try a build with Thunderclap and Conjure Lightning.. your energy will suck, but it's funny to watch. Once again, all these are just FOR FUN but I tried at least a little to make them somewhat viable. XD *laughing at this post*

(If someone could test these builds in Isle of the Nameless and post back here that would be awesome.. I don't have an elementalist, so yeah.)

Last edited by jesh; Oct 26, 2006 at 05:54 PM // 17:54..
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Old Oct 27, 2006, 03:59 PM // 15:59   #5
Frost Gate Guardian
 
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Thanks for the good advice, but i wanna use my build...
Now i Have: Apply Poison, Conjure Flame, Melandru's Resilience, Mark Of Rodgot, Gylph Of Lesser Energy...
Some help with the other skills?
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Old Oct 29, 2006, 10:06 AM // 10:06   #6
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...

Whatever.
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Old Oct 30, 2006, 09:22 PM // 21:22   #7
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Im currently testing a simlar idea.

Conjure Flame
Mark of Rod
Barrage
Favorable Winds

Troll Urgent
Rez

(Fire Bow string needed)

Not found other skills massivly effecteve, still working on it, but as you can see very like flame slinger barrager R/E. Thing with this you can spread Mark of Rod more to spread fire damage further.

Depending on team, I find Mark of Rod and greater Con to be very effective aswell for E/R.

Im loving the new Mark of Rod with effect multiple targets.
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Old Oct 31, 2006, 04:20 AM // 04:20   #8
Frost Gate Guardian
 
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i have been using an elemental barrage build for a long long time, in prophicies it was great at going into the jungle and anythign before it to help ppl with but in the desert and ring of fire it was lacking punch. in factions it works pretty good but with sins at evercorner i found my self running the water verson more then antyhing els for the snares and blurred vision aswell as it is the only build with a cover enchantment, but now with the buff to the conjures (more damage and 1/2 the cool down) i have been using the barrage builds to great success, i havnt played anything past the vabbi so far but i look forward to trying it out.

the below is how i have my templates set and often i will change 1 or 2 skills based on my experiance in that location. i try to keep them flexible so i dont have to reskill often so most have a higher damage skill a snare and alll have an interupt and spirit, i like to have meteor for a KD/interupt and whirlwind often saves me, blurred vision is great for anti warrior and ranger, in factions i was running bed of coals insted of the flames djinns haste but its nice to have a fire run skill that has a bit of a punch.

lightning barrage

conjure lightning
Barrage -E-
distractiing shot or savage shot
chain lightning
whirle wind
fav winds
barbed trap
res sig

fir barrage

conjure fire
Barrage -E-
distracting or savage shot
fire ball or barbed trap
meteor
flame djinns haste
fav winds
res sig

water barrage (my fav)

conjure frost
Barrage -E-
distracting or savage shot
armor of mist
blurred vision
ice spikes or barbed trap
fav winds
res sig

attributes

prime ele 16 (12+1+3)
marks 10
e storage 9 (8+1)

now if im running fire i will often go to 9 marks and up my e storage.
with all i recomend a 15^50 or 15 enchanted flat or long bow with the elemental string needed and 20% enchanting.
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Old Nov 14, 2006, 01:45 PM // 13:45   #9
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has anyone tried using the ele/ran in a similar way as a toucher?
im giving it a go at the minute and it seems to be going really well.
with skills such as:
bed of coals
tenais wind
flame burst
whirlwind
dodge/escape
aura of rest
elemental attunement or flame attunement (both if you dont take escape)
pin down

now i know youll be saying a couple of those are expertise skills so you dont get much out of them, but this can deal such large damage and their on the floor so much of the time, that it doesnt matter.
if anyones got a better seeking build let me know cos i love annoying people with this.
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Old Nov 14, 2006, 04:24 PM // 16:24   #10
Frost Gate Guardian
 
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Location: victoria
Profession: E/R
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i think using some of the close range earth skills would give you more kick.

whirlwind
aftershock
shockwave
t. crystals
crystal wave


depends on if you want to do enough dmage to kill things outright or finish them off.
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Old Nov 14, 2006, 05:17 PM // 17:17   #11
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If you are going E/R and wielding a bow, don't expect to be very efficient at what you do. The build might be fun, but relying on energy storage instead of expertise is going to restrict you to being useful only in short fights. Also an E/R using Searing Flames and Serpent's Quickness will easily outdamage any build that relies purely on degen for damage. Trying out new things can be fun, just don't expect to get far running around with a bow on an ele.
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