May 28, 2006, 11:43 PM // 23:43
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#21
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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I hate mind burn in the fact that its conditional, requires an elite slot, and causes exhaustion.
The main downfall to fc spikers is that they are somewhat unreliable to begin with (duel attunements are needed)...but thats true for the ele profession in general.
If you plan on using anything from the ele profession at all, 9 out of 10 times you are going to need insane energy management. Ether prodigy, duel attunements, or short duration battles and a huge energy reserve.
Problem is; the third option cannot happen in gvg (since when have they ended before you were done spamming spells?)
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May 28, 2006, 11:48 PM // 23:48
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#22
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Eaimirth was talking to me, Hella.
Well, I'm just daring you to use it.
(Well, there was the Hammer War/3 AS-Elementalist spikers...but IMO it sucked.)
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May 29, 2006, 12:21 AM // 00:21
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#23
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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I'm still wondering why the mind skills are elite...
I remember this one TA team of fc fire mesmers that could cordinated spikes well alternating fireball/meteor together. Was interesting to watch (I was playing prodigy heal'er ele at the time) as they would cast all 4 spells at a single target or group of targets and nearly kill them. (Fireballx2+meteorx2=91x4=364) Considering I was running armor of earth(and cover for prodigy) for war hate on eles...add magnetic aura I also had obs flame in my bar which led for some interesting spikes.
Also worth noting that they are both aoe; and the knockdown from meteor prooved quite devestating (Although the damage was lacking)
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May 29, 2006, 01:17 AM // 01:17
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#24
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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Quote:
Originally Posted by Eaimirth Etaivella
Who said I was referencing your post in the first place hella?
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*sigh*
Quote:
Originally Posted by LightningHell
I'd like to see you GvG with Crystal Wave/Teinai's Crystals and Aftershock and Shock. All point-blank stuff...
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->
Quote:
Originally Posted by Hella Good
I wish people would read sometimes... Yes, it doesn't work in GvG, and to some extent HA (altho I hear high ranked people complain about PB Ele spike in HA often), but it is absolutely viable in AvA, and any 4v4 format. I used to do it in Randoms and Team. Works perfectly fine.
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.....
Quote:
Originally Posted by Eaimirth Etaivella
Its not like I'm always talking about you. Paranoid people *rolls eyes*
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No kidding... You know, you set yourself up pretty easily, gotta work on that.
It's my fault I didn't quote who I was referencing but it seemed obvious that the GvG comment was for LightningHell. While I'm at it:
Quote:
Originally Posted by LightningHell
How do wardmaidens fare nowadays? Not very good, I'll wager. Or maybe not.
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and
Quote:
Originally Posted by Eaimirth Etaivella
Watched a few rounds of the tourny; no warders. iB ran two eles...both ran obs flame prodigy and deep freeze...but no wards from what I could see. Maybe I just joined the match late however.
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->
Quote:
Originally Posted by Hella Good
The Eles that were used in the championship were the classic Blinding Flash/Enervating, Water Hex, Wards (yes, there were Wards in some of the games), Obs Flame, Heal Party, and any combo of the above Eles.
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May 29, 2006, 01:29 AM // 01:29
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#25
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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Quote:
Originally Posted by LightningHell
Eaimirth was talking to me, Hella.
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Always one step ahead of me hella.
Anyway; lets get back on topic. If mesmers had some sort of mp reducer in fc attribute...or ias in that attribute for that matter.
Last edited by Eaimirth Etaivella; May 29, 2006 at 01:34 AM // 01:34..
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May 29, 2006, 02:41 AM // 02:41
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#26
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Oops, small mistake. I switched Eaimirth and Hella 'round...
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May 29, 2006, 03:44 AM // 03:44
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#27
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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Whatever guys can we get back on the topic of elementalist damage being in the lacking of actual damage and being used for the side affects of said damage?
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May 29, 2006, 08:35 AM // 08:35
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#28
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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Eaimirth I'm still thinking mind burn {E}. You complain about exhaustion, what about meteor ??, its a nice spike + 6 seconds of set on fire. I mixed mind burn with a energy denial build (kinda) to make sure I had more energy than monks. Combo used (if I remember) E-Tap, (p.leak + p.drain, 2 skills which ensure you had more energy than target foe, -26 for them + 21(-5) for you -- but requires an interrupt making mind burn not spamable but kind of the finishing move of a combo) Drain Enchantment and Weariness. This pretty much always worked drain monk's energy enough so I had more and so I could use mind burn.
Fire magics damage is boosted imo by 'set on fire' condition. Things like Mark of Rodgort, Immolate and Incendiary Bonds. If you incorporated these into a duel attune build (or at least some of these, imo immloate is the best option) then you can still use meteor and fireball as well as immloate every 5 seconds (costly only 3 energy with duel attunes). My idea is.
Fire Attunement
Ele Attunement {E}
Fireball
Meteor
Immolate
Drain Enchantment
Energy Tap - Or Power Drain
Res
Could this work ?? Immolate should cast in 1/2 second with decent FC, Meteor should be about a second and fireball should be a bit less than a second. All these (except meteor) should be spamable increasing your damage output over time.
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May 29, 2006, 10:32 AM // 10:32
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#29
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by fatboyslimerr
Eaimirth I'm still thinking mind burn {E}. You complain about exhaustion, what about meteor ??, its a nice spike + 6 seconds of set on fire. I mixed mind burn with a energy denial build (kinda) to make sure I had more energy than monks. Combo used (if I remember) E-Tap, (p.leak + p.drain, 2 skills which ensure you had more energy than target foe, -26 for them + 21(-5) for you -- but requires an interrupt making mind burn not spamable but kind of the finishing move of a combo) Drain Enchantment and Weariness. This pretty much always worked drain monk's energy enough so I had more and so I could use mind burn.
Fire magics damage is boosted imo by 'set on fire' condition. Things like Mark of Rodgort, Immolate and Incendiary Bonds. If you incorporated these into a duel attune build (or at least some of these, imo immloate is the best option) then you can still use meteor and fireball as well as immloate every 5 seconds (costly only 3 energy with duel attunes). My idea is.
Fire Attunement
Ele Attunement {E}
Fireball
Meteor
Immolate
Drain Enchantment
Energy Tap - Or Power Drain
Res
Could this work ?? Immolate should cast in 1/2 second with decent FC, Meteor should be about a second and fireball should be a bit less than a second. All these (except meteor) should be spamable increasing your damage output over time.
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Ensign has a pretty nice post on how burning sucks like hell.
Well, Burning just usually isn't worth the investment.
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May 29, 2006, 10:37 AM // 10:37
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#30
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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What would you use then instead of immolate. I was looking at lava arrows as a possible team spike but I don't think its damaging enough, its certainly spamable though.
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May 29, 2006, 10:52 AM // 10:52
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#31
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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The build isn't faulty, but I'm just saying your part about burning is good...it's just not worth that much.
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May 29, 2006, 10:37 PM // 22:37
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#32
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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Bed of Coals + Meteor ?? good or bad idea ??
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May 29, 2006, 11:53 PM // 23:53
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#33
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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The PBAoE on BoC already kills it for me.
Meteor's recharge kills it for me.
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May 30, 2006, 12:42 AM // 00:42
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#34
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Krytan Explorer
Join Date: Apr 2006
Location: *Somewhere Under The Rainbow*
Guild: Leo
Profession: Me/
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This might make E-management a bit tricky, but you could pull out mantra of recovery, with a decent level of fast-cast there would be a minimal gap in the time you are without it in effect.
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May 30, 2006, 01:54 AM // 01:54
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#35
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Exhaustion.
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May 30, 2006, 05:12 PM // 17:12
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#36
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Ascalonian Squire
Join Date: May 2006
Location: In a undisclosed location
Guild: Legends in Blood
Profession: Me/E
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What about Mark of Rodgort?
You know, if you use Mark of Rodgort, anyone hit for fire dmg, get lit aflame (what I was talking about) does it do any good, since it is a enchanment (so if you have a weapon that does fire dmg HAHAHAHA)
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May 30, 2006, 05:13 PM // 17:13
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#37
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Ascalonian Squire
Join Date: May 2006
Location: In a undisclosed location
Guild: Legends in Blood
Profession: Me/E
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Opps I mean target foe, well if you focus enough on the guy , or have another ele do it for you he is going to be BBQ after a while
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May 31, 2006, 12:19 AM // 00:19
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#38
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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I stick with lightning in that burning is a waste of energy supply. Now if immolate cost...5 energy that would be different =p (I can actually see this skill costing 5 energy...and inceneraty bonds costing 10...and increasing the damage of it by 50 and then reducing the cost of searing heat to 10 increasing damage by 30 etc. etc...)
eles need a lot of work.
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May 31, 2006, 01:23 PM // 13:23
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#39
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Krytan Explorer
Join Date: May 2005
Location: aggro bubble
Guild: [RD];[FW];[GOTS];[baed];[kiSu]
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i do not know about burning, i have not read ensign’s post, but i do not like dual attunements builds either, like the one posted above. my experience is limited to ta, and i’m not going to state about the usefulness of dual attunements in other pvp areas. this isnt the right forum for a pvp discussion anyway
the balanced build my guild runs in ta has at least 3 enchantment removals, usually 2 times drain and 1 shatter. the dual attunements always are the first target of our mesmer, making energy managment for the wielder very tough. and in a short battle like ta, it is most likely that you cannot use both enchantments to their full potential, reducing the damage output dramatically. and ,of course , the outcome of the battle. with recharge times of 45 and 60 seconds, your most likely not going to use em that soon again.
even in some pve areas enchantments tend to get removed quite often, mobs always seem to "smell" your most important enchantments
i most certainly do not say the build is bad, i only think that with some organization and knowledge it can be controlled quite easily, even by pvp newbies like myself
anyway, just my thoughts
Last edited by wilson; May 31, 2006 at 01:46 PM // 13:46..
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May 31, 2006, 02:53 PM // 14:53
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#40
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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I've bin blitzing up catha with my mesmer as FC fire nuker using energy tap and enery drain. It works wonderfully well and when mobs stick together, fire storm + meteor + fireball is usually a finishing combo, I just hate those pesky knights
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