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Old Jul 10, 2006, 10:59 AM // 10:59   #1
Krytan Explorer
 
Join Date: Jun 2005
Guild: Black Death Knights
Profession: E/
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Default FINALLY! a use for iron mist!

E/X


Stats:

Earth: max (sup rune + hat)
Energy storage: 10 (9 + minor)
air: whatevers left

Skills:

iron mist
gust
lightning hammer
lightning orb
lightning strike
obsidian flame
air attunement
aura of restoration

Tactics:

cast air attunement and then iron mist first and before the warrior has had chance to close with you to slow his movement by 90%. iron mist will make him immune to all damage except lighting so carry an air staff or wand. hit him with gust to knock him down for 3 seconds all the while punching out the lightning skills to do armour penetrating damage. use obsidian flame for a quick armour piercing spike only while iron mist is recharging as it will be wasted if he is still hexed with it.

basically the warrior never has chance to close with you to hit you as you will be keeping him slowed down and knocked down all the time

if you know you will be facing a W/ME with interrupts swap out a skill for mantra of resolve from the mesmer skill set to make yourself un-interruptable

should be a fun build to play with in scrimmage matches..
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Old Jul 10, 2006, 11:03 AM // 11:03   #2
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or if you have a guild use it in scrimmages with 2 air eles a monk and a earth ele

for wards and secondary healing
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Old Jul 10, 2006, 11:16 AM // 11:16   #3
Krytan Explorer
 
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Guild: Black Death Knights
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probably wouldnt work against a balanced team as it would only take i monk or mesmer with hex removal to render the whole build useless.. also the whole point is to stop warriors reaching you - it wouldnt be effective against characters with a ranged attack i dont think
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Old Jul 10, 2006, 01:52 PM // 13:52   #4
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similar build has been posted before by someone else, except that it also specified that warriors on your team should have shocking weapon mods on
Otherwise yes, iron mist + gust + whatever is a decent combo.
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Old Jul 11, 2006, 07:48 AM // 07:48   #5
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Guild: Black Death Knights
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dammit i thought i was being original with this one!
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Old Jul 11, 2006, 08:58 AM // 08:58   #6
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Location: Australia
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Why use Gust here? Isn't 90% slow enough?
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Old Jul 11, 2006, 11:05 AM // 11:05   #7
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i always use iron mist in RA or TA on warrior, especially he/she is the only survivor in his/her team and my whole group starts ROFL
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Old Jul 11, 2006, 11:41 AM // 11:41   #8
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Quote:
Originally Posted by Buzzer
Why use Gust here? Isn't 90% slow enough?
nope because they can still heal, remove conditions and hexes, shadowstep to you if they are assassin, switch to a ranged weapon or whatever.. by knocking them down for 3 seconds you take them out of the fight for 3 seconds and gust is spammable
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Old Jul 12, 2006, 07:38 AM // 07:38   #9
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Join Date: Jan 2006
Guild: KoH
Profession: W/E
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I usually like to take Iron Mist in RA to take one of their melee (warrior, assassin or toucher) guys out of the fight without actually caring about him for its whole duration. When he's last man standing he's no more a threat and there's no more need to slow him down usually. This way I can avoid specializing in Air and I'm allowed to concentrate in Earth/E-Storage.
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Old Jul 14, 2006, 06:20 AM // 06:20   #10
Wilds Pathfinder
 
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Guild: Just A Digital Pimp Slap [DPS] - Guild Co-Leader
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i have been using iron mist since testing of alliance battles. i wouldnt say that it is a new found skill for usage. any air spiker uses it where its atmosphere like alliance battle. or temporary snare.
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