May 31, 2006, 04:13 PM // 16:13
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#41
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Jungle Guide
Join Date: Sep 2005
Guild: Nova Alliance
Profession: Me/
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I've been toying around with a Mesmer Blind out build.
Inept, Epidemic and Blinding Flash to keep everyone generally blinded. Then Blackout to screw a monk to ensure a little protection from condition removal.
Wouldnt really work in GVG, but the smaller arenas it would be fun in.
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May 31, 2006, 06:00 PM // 18:00
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#42
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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Firestorm in pve?
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May 31, 2006, 09:29 PM // 21:29
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#43
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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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Fire works well in pve, the npcs don't have a clue about what to do about it.
So I get the message from this, fire is not very good versus sentient beings and costs too much. My me/e is pretty new so I do not have all the skills and spells. So I would like to know what abilties ( I know I can't speel) should I come equiped with me in a GVG match when i want air magic and deal dmg?
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May 31, 2006, 11:16 PM // 23:16
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#44
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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 got factions the other day and was just about to start a mission as Me/E and I thought hmm this group probably won't win so I'd best take lots of nuking ability. Since I don't have meteor storm, I took fire storm. But seriously fire storm then meteor (for the knockdown) is great or you get warriors to body block targets so they can't move out of fire storm. Just say, ok when you attack someone, stand round them so they can't get away. Fire Stormy goodness
I wouldn't use fire in PvP, although FC fire is an option but I'm not really into spike builds at the moment. Back in the day.... I once decided to arcane echo + echo obsidian flame just for fun, it was crap but it might have new applications to a mesmer with some new faction skills. Plus armor of earth is great for PvE mesmer and HA mesmer for that matter. (Charlatan's armor ftw)
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May 31, 2006, 11:39 PM // 23:39
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#45
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Jungle Guide
Join Date: Nov 2005
Guild: Hoser Down[HD]
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Quote:
Originally Posted by wilson
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
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Dual attunes are neither bad nor weak if used properly. The Dual attunes are not as effective in most cases as ether prodigy due to stripping; however, they are nice when it comes down to running 5 FC air eles all with dual attunes(you won't strip them all) like rifts build. In PvE, I suppose dual attunes would work, but I agree with the fact that most of the time dual attunes are not optimal in pvp (especially with ether prodigy around).
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Jun 01, 2006, 03:28 AM // 03:28
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#46
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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Prodigy is just about; well I wouldn't say "the only elementalist spell worth using" but I would say "just about the only elementalist spell worth using"
Simply because without it; none of the elementalist spells come close to being worth using =p with the exception of duel attunements, none of the skills are really that viable for an elementalist to use.
So we have...
Gale warriors
Conjure rangers
which is funny; as both do more damage than an elementalist who is "the best damage dealer in the game"~Anet
lol
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Jun 01, 2006, 07:15 AM // 07:15
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#47
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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There's two other skills I would use. Gale, and Windborne Speed, and oh yes, Obsidian Flame.
Others considered: Deep Freeze, all Wards. I might have left some out here. Oh, and all other spike skills. Glyph of Renewal. Possibly Earthquake.
EDIT: By the way, they're Shock warriors now. Not really Gale-ing anymore.
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Jun 01, 2006, 08:34 AM // 08:34
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#48
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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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They nerfed gale warriors
Made it so they couldn't focus swap for continual galing.
btw I totally agree with lightning, Renewal + water snares are great, just not for damage as the ele is advertised.
I still like energy drain {E} fire nuking in PvE, wouldn't use that in PvP though
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Jun 01, 2006, 06:54 PM // 18:54
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#49
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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Lol right "shock warriors" ^_~
I can see some of the damage in pve
Yet I would never use "nuking" in pvp.
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