Feb 09, 2007, 09:11 AM // 09:11
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#21
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WTB q8 15^50 Weapons!
Join Date: Nov 2006
Guild: アoo アugs アlan [ァアァ]
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Well. you should use same as i am. Fire staff golden
+10energy
20HRT
20HCT
20HCT
30Hp
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Feb 09, 2007, 09:20 AM // 09:20
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#22
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Quote:
Originally Posted by Coloneh
there is never a best option if your not telling us your build. but a staff is usually the worst weapon an Ele can have. Fire/+5E/+20%Enchant spear + HRT/+1fire or+30HP is better 99% of the time.
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Staves are considerably, ...no...., infinitely more elegant. I always use a staff because it just looks so much better than a wand and focus. I will use a wand and focus sometimes but I wouldn't say they were that much better than a staf anyway. Granted, they'll give you maybe an extra 20% to half skill recharge, or maybe a little extra energy (not that an ele needs that anyway) but that, to me, doesn't make a great difference...and isn't enough of a reason to use a wand and focus over my beautiful array of staves.
Enchanting is also not neccessary on an elementalist if the only enchantments you're using are Elemental Attunement and/or Fire/Water/Air/Earth Attunement because they cover themselves anyway. Perhaps if you were using an enchantment like Windborne Speed which only lasts 10 seconds anyway, but how often does anyone use anything like that in PvE?
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Feb 09, 2007, 02:40 PM // 14:40
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#23
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Jungle Guide
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I just use a 20/20/20 +7vs Elemental staff. Nothing special, but I've beaten all three chapters with it.
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Feb 10, 2007, 01:45 AM // 01:45
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#24
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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I'm favoring a 10% recharge / +30 health weapon coupled with a +10 vs * / 30 health shield for most GW PvE these days. But I do change regularly.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Feb 10, 2007, 02:11 AM // 02:11
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#25
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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imo.
I use a 10% hsr 20% enchanting and a 20% health +30 offhand, because it gets fun with frozen burst, and I sure do love frozen burst.
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Feb 10, 2007, 05:38 AM // 05:38
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#26
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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Quote:
Originally Posted by Celestial Beaver
Staves are considerably, ...no...., infinitely more elegant. I always use a staff because it just looks so much better than a wand and focus. I will use a wand and focus sometimes but I wouldn't say they were that much better than a staf anyway. Granted, they'll give you maybe an extra 20% to half skill recharge, or maybe a little extra energy (not that an ele needs that anyway) but that, to me, doesn't make a great difference...and isn't enough of a reason to use a wand and focus over my beautiful array of staves.
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I didnt say anything about wands. I said get a spear, wands suck.
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Feb 10, 2007, 06:18 AM // 06:18
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#27
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Forge Runner
Join Date: Jul 2006
Guild: Grenth's Rejects [GR]
Profession: R/Mo
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Icy Wintergreen Sword of Enchanting confuses everyone I PuG with. They soon see that the Wintergreen Nuker owns all.
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Feb 16, 2007, 06:44 AM // 06:44
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#28
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Academy Page
Join Date: Sep 2005
Location: van down by the river
Guild: The Seraphim Knights [TSK]
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WARNING: opinionated sob is about to use logic to make his point. read at your own risk.
here's the way i see it:
with +5 energy, what do you really need it for? with energy storage, 5 energy is seriously just a drop in the bucket. even if you are pressed for energy, switching off to a +15/-1 set is going to save your butt for whatever emergency situation you may face. 5 energy is not worth that valuable slot imho.
the same goes for the +30 health. ideally, if you are kiting correctly and have competent monks, the 30 health is not going to help you nearly as much as, say, an extra 20% recharge. armor bonuses work the same way. the majority of the time, +5 or +7 armor really isn't going to make that big of a difference in the grand scheme of things.
as for the 20% enchantment duration, it's really kind of pointless if you are playing a standard fire nuker. the only enchantment you will have is *generally* fire attunement, which lasts like 15 seconds longer than the recharge time anyway at 16 fire magic. so again, the 20% enchant mod is pointless for most builds.
same goes for the +1 (20%) mod. the way i see it on this one is that you can either deal an extra 10 damage 20% of the time with that fireball/searing flames/what have you, or you could cast it twice for the recharge of one/at half the casting time. the +1 mods have never been worth it, imho, 'cept maybe for MM's. but even that's debatable.
the 10% recharge is too vague and general for me. given a standard fire ele build, the majority of the skills you want to have recharge quickly are going to be fire spells. the same goes for 10% casting time. however, if you are looking to limit yourself to one weapon set for all of your builds, then this is probably the way to go.
so what are we left with? 20/20, of course! given the purpose and function of the standard fire ele in the typical group, you want to deal as much damage as possible as quickly as possible to as many things as possible. as long as you know how to manage your energy well and kite like a maniac, a 20/20 wand/focus set will give you the optimal results. I find that on the majority of my spells, one of the two (or both) is triggered, giving me faster nuking power. granted, there are many exceptions to these rules and it really all depends on your specific build. for instance, the +20% enchant mod would be really good in a situation that calls for a slow-recharging enchantment. but in general, i would recommend the double 20/20 set along with the spear/shield set and a +15/-1 set for emergency situations.
one final thing to note: you can be an effective nuker no matter what weapons you're using. heck, you could use a sundering warhammer of charrslaying and still be useful to the party (albeit at a significantly low efficiency), provided you have a decent skillbar. it's really all a matter of tiny preferences in functionality and aesthetics. the once-heated debate over what is better boiled down to the fact that everyone has their own opinions and uses whatever works for them.
HOWEVER: given the topic/question of the original post, i'd hafta go with koosun's from that set. only two of them (koosun's and rago's) give a casting time bonus, and the +60 health would beat out the other two mods for the reasons stated above.
how did this topic get rezzed so much, anyway?
Last edited by draco inferno; Feb 16, 2007 at 07:43 AM // 07:43..
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Feb 16, 2007, 01:57 PM // 13:57
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#29
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Desert Nomad
Join Date: Nov 2005
Guild: Dragon Slayer Guild [DSG]
Profession: R/
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I think the ideal weapon to have is :
20% Recharge (20%);
Comes in very handy when using long recast skills
20% Reduced Cast (20%);
Comes in very handy when using long casting skills
Fire Attribute +1 (20%);
Yes it doesnt occur too often but when it does its a nice boost of damage and every little helps.
+5 energy;
Although isnt critical its always nice to have a little extra energy
With all 3 20% bonus on average u get a 3/5 chance of something useful happening which is a very nice bonus to have.
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