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Old Dec 23, 2005, 02:40 PM // 14:40   #1
Ascalonian Squire
 
Join Date: Dec 2005
Location: fl
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Default how to build the best posible fire ele?

what would you guys consider the best way to build a fire ele character (weapons, armor, artifact)

oh also what are the best spells?

tks for the help
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Old Dec 23, 2005, 02:41 PM // 14:41   #2
Jungle Guide
 
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There's an ele forum where a bunch of us eles talk about all that kinda good stuff. I'd suggest heading there
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Old Dec 23, 2005, 02:45 PM // 14:45   #3
Ascalonian Squire
 
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im sorry im new to the site so i got no idea where to go i feel lost lol tks for sugestion
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Old Dec 23, 2005, 02:54 PM // 14:54   #4
Jungle Guide
 
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go to the top of the forum chain and see all there is to offer

you want http://www.guildwarsguru.com/forum/f...play.php?f=205

the very top http://www.guildwarsguru.com/forum/index.php
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Old Aug 09, 2006, 03:10 AM // 03:10   #5
Pre-Searing Cadet
 
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Guild: GR
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well my build works pretty well as long as theres a healer. Im a E/Me and heres my old skills set.


as for my new set I have
1 Flare
2 Fireball
3 (changes all the time) leech sig ,rez sig ,fire attunement
4 Echo
5 Archane echo
6 Rodgorts invocation
7 Meteor
8 Meteor shower
Note with both echos you can cast 3 nukes but you will be very low on energy after

for runes I was using all minors remember that they dont stack so one per char
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Old Aug 09, 2006, 07:19 AM // 07:19   #6
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There is no just one build which does everything better than other builds. It depends which area you are.
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Old Aug 09, 2006, 08:15 AM // 08:15   #7
Wilds Pathfinder
 
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Usually, I'll go with:

1. Flare
2. Rodgort's Invocation / Incendiary Bonds
3. Fireball
4. Fire Attunement
5. Res sig / Sig of Capture / Aura of Restoration / Firestorm
6. Echo (E)
7. Meteor Shower
8. Glyph of Lesser Energy

Fire 12 + 3 + 1
Energy Storage 12 + 1
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Old Aug 09, 2006, 08:56 AM // 08:56   #8
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Flar,Fireball - Just spells with no affect.
Immolate,BOF - Spells with fire affect
Meteor,MeteorShower , spells big damage with knockdown.
Tehnkai Heat,Elemental Attunument,
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Old Aug 09, 2006, 09:04 AM // 09:04   #9
Wilds Pathfinder
 
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For me it depends heavily on where I go. If it's a high-end area I almost always take Glyph of Renewal over Echo, as I'll be using is on Meteor Shower mostly (yes, with Echo you can get 2 meteor showers off quick, more even with A.Echo in it as well, but afterwards there is a huge wait for MS to be available again, I've found using Glyph of Renewal to be a much more constant nuke).

So, my skilllist is usually something like this:
1. Fire Attunement
2. Fireball
3. Phoenix or Incendiary Bonds
4. Rodgort's Invocation
5. Meteor Shower
6. Glyph of Renewal
7. Open spot, sometimes A.Echo, sometimes a ward, usually a Cap sig
8. Rez sig
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Old Aug 10, 2006, 07:58 PM // 19:58   #10
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Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
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Hmmm, usually I go Ether Prodigy for Fire... what with all the enchantment stripping there is around, I've gone off dual attunes...

--> Incendiary Bonds
--> Fireball
--> Rodgort's Invocation
--> Open Slot 1
--> Open Slot 2
--> Aura of Restoration
--> Ether Prodigy (Elite)
--> Ressurection Signet (if not /Mo) / Rebirth (/Mo)

For the two Open Slots, it depends on where I am, what the party has/has not got, etc. Immolate is a nice spell to have, as Burning surpasses high-AL enemies and bosses natural health regen. If an area is heavy with melee mobs, then point-blank spells (either a high-damage Inferno to kill them off, or a DoT Lava Font to make them run) are a good choice (I believe it says somethin' in da book about 'wise elementalists' using point-blanks if surrounded ). If I'm /Me at the time, then Arcane Echo is an obvious choice (2-3 extra Fireballs hurts), as is Power Return (7 second-recharge interrupt against seemingly infinite Energy monsters? ty). Heck, sometimes I go /N, sink a few points into Blood Magic, and take Blood Ritual and Well of Blood. Ward Against Melee is another spell that requirse little inpput to get a lot out of, as are some Curses (Shadow of Fear springs to mind if you don't have an SS necro with you). Btw, I generally only take Meteor Shower into areas that truly need it's use, such as multi-monk mobs in, say, FoW.

The use of it is fairly simple, pre-cast Aura of Restoration before battle for some minor healing, then open up with Rodgort's. Then, proceed to cast Incendiary Bonds on the called target, and follow up immediatley with Fireball. Incendiary triggers at roughly the same time Fireball hits. Spikeage FTW . Then cycle Rodgort's/Fireball, and follow up with another Incendiary/Fireball spike if it recharges/the mob is still alive. Use Ether Prodigy in battle if you drop to about 20 energy (following up STRAIGHT AWAY with Aura of Restoration if you're fighting enchantment strippers), but be careful with it's use if the enemies seem to want to eat YOU, as the health loss at the end can be fatal (I generally call I'm using Prodigy, so the healer know's what's coming). Feel free to use Prodigy as well after battle to regain energy, so you have even less downtime between fights. You're generally pretty reliant on the rest of your party to keep you alive, but I can pull my weight pretty well and churn out lots of damage, so I ain't no hindrance. And that's pretty much how I handle Pyromancy. Good luck, and have fun.
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