May 22, 2006, 08:47 PM // 20:47
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#1
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Frost Gate Guardian
Join Date: Mar 2006
Location: ...wouldn't u like 2 know...
Guild: Tha Skullz
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Builds for the Deep
Today I did The Deep (elite mission) for the first time, and I noticed that my usual, standard fire echo nuker build was less than ideal, as I feel my fire E/Mo would be.
So, I would be interested to hear what elementalist builds people have come up with for this mission. Secondary profession or chosen element(s) don't matter to me, really.
Please, feel free to contribute ideas, even experimental ones!
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May 22, 2006, 08:51 PM // 20:51
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#2
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: Numurian Vanguard
Profession: Me/R
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Try snares like ice spikes with some good AoEs bring heal party
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May 22, 2006, 08:55 PM // 20:55
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#3
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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Funny, I was just going to make a thread about this. I use E/Mo as well, I feel my build is definetly not the best. I use:
Gale (I always request room 1, its so helpful when the monsters are calling Resurrection) - i guess this skill isnt a necessity
immolate
fireball
meteor
meteor shower
glyph of concentration
elem attune
rebirth
I'm considering taking out the glyph, and gale...three exhausting spells are too much, and immolate and fireball are the only ones with decent recharge time. AoE is VERY helpful in The Deep...but all of the good AoE spells besides fireball have like a 3 second casting time, and theres so many damn interrupters that the glyph is almost a must. for that reason, ive been having a lot of trouble coming up with a good build.
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May 22, 2006, 08:59 PM // 20:59
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#4
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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i have a question..theres one air spell, i forget what its called..it interrupts attacking foes....when those monsters are casting the resurrection spirit, does that count as attacking? would it interrupt them? id much rather have that spell in, than gale
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May 23, 2006, 12:22 AM // 00:22
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#5
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Frost Gate Guardian
Join Date: Mar 2006
Location: ...wouldn't u like 2 know...
Guild: Tha Skullz
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Quote:
Originally Posted by Pi_Numurian
Try snares like ice spikes with some good AoEs bring heal party
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I assume that by snares, you mean ranger traps. Heal party is obviously a monk skill. Your ideas might have some merit, but we're discussing the elementalist here, not R/Mo or Mo/R.
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May 23, 2006, 12:24 AM // 00:24
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#6
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Wilds Pathfinder
Join Date: Oct 2005
Location: A long time ago, in a galaxy far far away...
Guild: Frank Ought To Monk [FotM]
Profession: W/
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Actually he obviously means stuff like Deep Freeze
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May 23, 2006, 06:41 PM // 18:41
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#8
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Heal Party is awesome McAwesomesauce on a 12 man team. Elementalist damage is forgettable against level 28 monsters.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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May 24, 2006, 01:13 AM // 01:13
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#9
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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i was trying to debate with myself whether i should bring ward against melee or ward against elements, to help out both myself and the other casters.
i have never been in a group that got to the very end, but i really cant think of anything that has really high attack spells, so i counted out elements
although ward against melee is nice, even with it on, if something is rushing towards you, it is probably best to run far, far away, instead of stayign in the ward zone...or am i wrong?
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May 27, 2006, 08:34 PM // 20:34
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#10
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Krytan Explorer
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what attribute Should heal be on if you take Heal party let's say you have 10point on heal that will only give you like 56-59heal is that realy that good? aint it better to bring Healing breeze and heal individial target??
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May 28, 2006, 03:54 AM // 03:54
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#11
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Frost Gate Guardian
Join Date: Mar 2006
Location: ...wouldn't u like 2 know...
Guild: Tha Skullz
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When i have E/Mo set I usually bring healing breeze rather than heal party because of the casting time, energy cost, and recharge. In a place like the Deep your party has to have good monks. There's no reason for an ele to have spells for healing others becuase that's generally a monk's job. Either you have good monks or you don't , but you can't depend on eles to help heal others. That's why I use healing breeze, and I only use it on myself, for those times when a monk is unable to heal in time or just doesnt happen to be paying attention
Usually heal party with an elementalist doesn't really contribute much to the party's survival, so it's ususally best to concentrate on simpler, more practical self-healing skills.
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May 28, 2006, 04:05 AM // 04:05
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#12
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Frost Gate Guardian
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Quote:
Originally Posted by Shred Dread
There's no reason for an ele to have spells for healing others becuase that's generally a monk's job. Either you have good monks or you don't , but you can't depend on eles to help heal others.
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No offense, but I don't believe you've ever seen the effectiveness of a Prodigy-powered Heal Party spamming Ele in even 8-vs-8 GvG. And here, we're talking about a 12-man team. It's borderline stupid to not even consider a Prodigy/Heal Party Ele. Obviously, this is in addition to your primary Monks. The Ele's role is to take a lot of the pressure off the Monks, leaving them to attend to the spike healing.
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May 28, 2006, 10:54 PM // 22:54
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#13
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Ascalonian Squire
Join Date: May 2006
Guild: Luna
Profession: R/Mo
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I run a straight echo/nuker build. It's quite good against the mobs of onis/shadows/etc.
Fireball
Immolate
Rodgort's Invocation
Meteor Storm
Arcane Echo
Drain Enchantment/Firestorm
Meteor
Elemental Attunement
If you're being interrupted you're too close to the mobs. Let the warriors draw the aggro.
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May 29, 2006, 06:28 PM // 18:28
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#14
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Krytan Explorer
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Ive been to ''The Deep'' a few times
i just run
1flare
2.fireball
3.Metour shower
4.Metour
5.elemental attunment
6.fire attunment
7.firestorm(just to make them move around if they get to close)
8.Resurect
Havent had any prob's ore complains so i guess it works...
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May 29, 2006, 07:40 PM // 19:40
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#15
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by Nexium
what attribute Should heal be on if you take Heal party let's say you have 10point on heal that will only give you like 56-59heal is that realy that good? aint it better to bring Healing breeze and heal individial target??
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59 point Heal Party at 10 Healing, yes. It is the best thing you can do with 15 energy when you can hit the entire party with it. It is still the best thing you can do with 15 energy when you can hit half the party with it.
No, it's not better to bring Healing Breeze. Not only is Healing Breeze roughly 3x less energy efficient and a whole lot less time efficient, but that's assuming that your Healing Breeze is going to hit for full in the first place, which it won't in a 12-man environment, ever. Breeze is only good when the damage, and the healing, are very predictable and you get the maximum effect out of the Breeze. It becomes weak as soon as there's a second healer on the team, and with a 12-man backline it is a waste of energy.
And that's if you have the only copy of the skill. From experience with pugs, you can expect roughly one copy of Healing Breeze for every two people in the team. As there's rarely a point to having more than one copy of the skill on the entire team I would never consider taking it outside of a fully organized team.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jun 01, 2006, 11:50 AM // 11:50
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#16
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Krytan Explorer
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Whould Ele/Ne be good in ''the deep'' if you make standard build but take Blood ritual whith you and spamm BR so the monks have continues flow of energy?
i meent BR for the last Boss so when monk stand from safe place and cast heal party you can stand next to them and just cast Br as much as you can????
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Jun 01, 2006, 11:55 AM // 11:55
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#17
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Forge Runner
Join Date: Feb 2006
Location: UK
Guild: Duality Of The Dragon
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Unless you plan on killing the final boss. Only bring one spell that knocks down because meteor will make the damned nightmares spawn.
3KD x 10 Nightmares (Per KD) = 30 Nightmares + Boss + -7 Health Degen
When you do the math it doesn't work out well.
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Jun 01, 2006, 11:59 AM // 11:59
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#18
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Krytan Explorer
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Quote:
Originally Posted by NinjaKai
Unless you plan on killing the final boss. Only bring one spell that knocks down because meteor will make the damned nightmares spawn.
3KD x 10 Nightmares (Per KD) = 30 Nightmares + Boss + -7 Health Degen
When you do the math it doesn't work out well.
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yes i know but i pretty much just use MS/M to get to the boss then the KD warriro's do their work when you arrive that what i meent by taking BR since fire ball and flare wont help that much at then end you might as well help out the monk whith some BR???
it just got me thinking since someone stated Heal party whould be Good i though BR whould be nice at the end..
Last edited by Nexium; Jun 01, 2006 at 12:03 PM // 12:03..
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Jun 01, 2006, 03:34 PM // 15:34
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#19
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Lion's Arch Merchant
Join Date: Jun 2006
Location: a really small town in colorado
Profession: E/
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elementalist damage is not forgettable on any monster,u would still b one of the hardest hitting members on ur team.e/mo would b best for deep.b the support and go with earth wards.bring a dragon stomp for KD on bosses.hael party and extinguish with ether prod. r great for the various condition rooms
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