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Old Jan 16, 2006, 01:27 AM // 01:27   #1
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Default Perfect my ele support build (BEFORE I use it)

Currently running air/mo and earth/mo so I was thinking of WATER since the superior runes are so cheap. This is mainly for PvE by the way.

------------------------------------------------------------------------
"EleMonk Healing Rain"

Elementalist/Monk
Level: 20

Energy Storage: 9 (8+1)
Water Magic: 16 (12+4)
Healing Prayers: 11
-------------------------------------------------------------------------
Aura of Restoration (Energy Storage)
For 60 seconds, you are healed for 300% of the Energy cost each time you cast a Spell.
Energy:10 Cast Time:0.25 Recharge:20

Ward Against Harm [Elite] (Water Magic)
Create a Ward Against Harm at your location. For 21 seconds, allies in this area have 63 armor against fire damage and 25 armor against other damage.
Energy:15 Cast Time:1 Recharge:20

Armor of Frost (Water Magic)
For 35 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.
Energy:5 Cast Time:1 Recharge:45

Glyph of Lesser Energy (Elementalist other)
Your next Spell costs 15 less Energy to cast.
Energy:5 Cast Time:1 Recharge:30

Remove Hex (Monk other)
Remove a Hex from target ally.
Energy:5 Cast Time:2 Recharge:7

Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 127% of the amount you lost.
Energy:10 Cast Time:0.25 Recharge:0

Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 140 points.
Energy:10 Cast Time:1 Recharge:5

Restore Life (Healing Prayers)
Touch the body of a fallen party member. Target party member is returned to life with 43% Health and 77% Energy.
Energy:10 Cast Time:8 Recharge:0


Without Infuse health
--------------------------------------------------------------------------
Heal Area (Healing Prayers)
Heal yourself and all adjacent creatures for 140 points.
Energy:10 Cast Time:1 Recharge:5

Ward Against Harm [Elite] (Water Magic)
Create a Ward Against Harm at your location. For 21 seconds, allies in this area have 63 armor against fire damage and 25 armor against other damage.
Energy:15 Cast Time:1 Recharge:20

Remove Hex (Monk other)
Remove a Hex from target ally.
Energy:5 Cast Time:2 Recharge:7

Glyph of Lesser Energy (Elementalist other)
Your next Spell costs 15 less Energy to cast.
Energy:5 Cast Time:1 Recharge:30

Heal Other (Healing Prayers)
Heal target other ally for 141 points.
Energy:10 Cast Time:0.75 Recharge:3

Healing Seed (Healing Prayers)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 23 Health.
Energy:10 Cast Time:2 Recharge:25

Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +7 Health regeneration.
Energy:10 Cast Time:1 Recharge:2

Light of Dwayna (Monk other)
Resurrect all nearby dead allies.
Energy:25 Cast Time:4 Recharge:30
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Old Jan 20, 2006, 10:57 AM // 10:57   #2
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Join Date: Oct 2005
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imo healing can be done best by a monk (as they have divine favor).

why support with an ele?
1. because of some nice support ele spells, u selected the great ward against harm.
Other nice water spells could be blurr vision (hex, but nice way of supporting)
And that would be about it I'm afraid...u could go for some self protection here, using armor of frost, armor of mist and/or swirling aura, however, with some good healing and ward against harm I think this isn't really nescesary...
u could of course go for earth, there are some nice self protection spells in this catagory and some nice wards as well (in fact I think ward against melee+ward against elemental damage would work better except vs fire damage)
2. elementalists have the great attribute energy storage, which gives u a huge amount of energy, making it possible to spam some heavy spells.

however, as I said, healing is done best by monk because of their divine favor. but monks do more than just healing. they also offer protection with aegis and some other protection spells, they can remove conditions and they can remove hexes. shose things could be done very well by an elementalist. however, energy could still be a problem. ward against harm itself already consumes over 2 pips of energy regen (as 3 pips gives u 1 energy per second, u'll need 15 energy in 20 seconds, that is about 2 pips). if u want to cast any other spell, that would give u only 2 remaining pips of energy regeneration.

I would bring a good energy management skill, my personal favorite is ether prodigy, which would give u (as long as u keep it up) constant energy regeneration of 10. as ward against harm would drop out u could switch to earth, 2 wards = 4 pips of energy regen and then u would have 6 pips left for other spells. yes, it messes up your build, it might be very bad self protection and less support, but at least the energy management is better and in the long run I think it will be better.
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Old Jan 21, 2006, 04:28 AM // 04:28   #3
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I'd advise Convert Hexes over Remove Hex, as an ele the energy requirement of it shouldn't hurt too much if used sparingly. Save the people with only one hex for the monks.

I'm not sure about the general usefulness of wards in PvE though, I've only really used them in PvP. From what I've seen in PvE, few people stay in them, and in alot of missions you don't stay in one area all that often.

Oh, and don't take armour of frost with you on any of the Ring Of Fire missions :P.
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Old Jan 27, 2006, 05:07 AM // 05:07   #4
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Armor of frost ends if YOU use fire magic.
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Old Jan 27, 2006, 06:19 PM // 18:19   #5
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Really? Dang, I missed that description.

Wow, the skill seems alot more useful now...
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Old Jan 27, 2006, 06:36 PM // 18:36   #6
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regardless of when armor of frost ends, the statement about the ring of fire missions still holds. i certainly wouldn't want to run around with -24 armor against fire damage in that place as an elem.
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Old Jan 27, 2006, 07:22 PM // 19:22   #7
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Quote:
Originally Posted by striderkaaru
regardless of when armor of frost ends, the statement about the ring of fire missions still holds. i certainly wouldn't want to run around with -24 armor against fire damage in that place as an elem.

Haha, ah that's what I was talking about. I should've just read the skill description...
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Old Jan 28, 2006, 01:44 AM // 01:44   #8
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You COULD just use Armor of mist if you are doing ring of fire missions.
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Old Feb 01, 2006, 12:25 AM // 00:25   #9
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Quote:
Originally Posted by LifeInfusion
You COULD just use Armor of mist if you are doing ring of fire missions.
Seems like a good call in a souly fire magic environment, and besides, the ring of fire missions aren't a huge part of the game anyways.
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