Feb 07, 2006, 04:19 AM // 04:19
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#21
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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I do not play a E/N, but I do play a E/Me(Mo, sometimes). Still, "Can not possibly understand" and "Such a powerful character" doesn't sound sensible. No offense.
I have one suggestion, although it might not be taken.
If you are beyond the Jungle (As I was, way beyond, when I was on my first character at that level), then by all means tell me
I'm assuming you are level 18 or so, and is willing to play a support character.
(140 attribute points)
Energy Storage: 8 +1 (9)
Earth Magic: 8 +1 +1 (10)
Curses: 10 (10)
Enfeebling Blood
Insidious Parasite
Ward Against Melee
Armor of Earth
Mark of Subversion
Aura of Restoration
Glyph of Lesser Energy
Resurrection Signet
Not having access to all the skills make it quite hard for anyone to make a build up...
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Feb 07, 2006, 04:27 AM // 04:27
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#22
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Forge Runner
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For PvE and E/N, there are two things I usually do.
Summon minion as meat shields
or
OoV OoP for my 2xwarrior 1xranger henchies
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Feb 07, 2006, 07:17 PM // 19:17
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#23
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Academy Page
Join Date: Sep 2005
Guild: Mile High Club [mile]
Profession: Mo/
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Well... just so you know, I've beat the game and all missions with my fire/air ele - and then deleted her cuz I have all the ele stuff unlocked. I had all professions quests done as well, 200 attribs and used her for PvP e/mo smiting, even in PvE. It's really nothing to brag about, but I'm just letting you know that I'm not inexperienced when it comes to playing the ele.
It's good to see you bringing a self heal - from my monk's perspective I like that. Players that bring self defense (doesn't necessarily have to be healing) make a monk's job easier.
However, if you're going to be 11 in air - you may as well drop curses, forget the SS elite, and pack more air with an ele elite. Your curses are only at 8, although SS is a good elite, which doesn't make for a very strong SS. It's just a suggestion for improvement and focus.
Regarding your comment that I lack creavity: I don't take offense to it. But you should also know that I'm not inexperienced in PvE by any means. I'm simply past the "omg this is soo cool!!1! my build roxxors~! it's soooo orignals - ftw - ftw!!1!" stage.
(omg, my monk is sooo originals! he has bane signet, healing breeze and aegis! and from my ele side, i shoooot flares! and i'm invincibles from mist forms!!! wards help me flee! if i die, i use intervention! - exaggeration, it would be funny be funny to see)
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Feb 11, 2006, 07:14 AM // 07:14
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#24
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Jungle Guide
Join Date: Jan 2006
Location: NYC
Guild: The Circle Of Nine[NINE]
Profession: E/N
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Is that supposed to mean because I see the power that SS exudes,that I am still in the ooo and aaah stage? Hardly. Frankly,SS is a great elite spell,period.It casts and recharges with decent speed,and doesn't disrupt the aggro pattern,and it kills in large groups.Cast on a non primary target,while casting mark of pain(I think thats the name of the spell,but don't quote me just yet)on an adjacent monster and call him as the prime melee target,and the damage doubles with a Curse att of 9 that does a dispersed shadow attack to all nearby and adjacent enemies.23 with SS,28 with MoP,and if you decided to use blood instead of death,you could even throw in Awaken The Blood to boost your curse lvl by 2.Being inventive is just as effective when a focused individual wields the power.Also,now at lvl 20,the 4 way build is rather effective in PvE. Air/Energy/Death/Curses works well as a damage dealer,even though popular opinion deems it "mediocre",yet,I have employed it well,and worked with various MMs and Monks with great success. I have recently gone totally ele using Water/Earth,and found it effective at higher att lvls.That isn't a speed build like the builds that incorporate Air,but it is effective none the less.Sinjin,I noticed you have resorted to mockery in your post.Have I hit a nerve? Beating the game has little to do with your ability,as we now see lvl 8s in Thunderhead keep,and you can beat this game without actually participating in the actual battles.Your bit of colorful banter is amusing,to say the least,or it can be taken as a show that you are finding it harder to come up with an intelligent rebutle.However,your comments fail to show the truth of my build's weak points that you alone seem to believe exist. Lower att stats will not be the case of worry in a situation of team play against most well organized teams.If all play their roles as they should,the team will swim through the enemy muck like a croc in the Bayou.Also,the incorporation of SS with a primary Curse Necro will only add to the damage being dealt and the speedy dispatching of our shared enemies.Change is good!
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Feb 11, 2006, 07:24 AM // 07:24
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#25
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Jungle Guide
Join Date: Jan 2006
Location: NYC
Guild: The Circle Of Nine[NINE]
Profession: E/N
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BTW I have 3 accounts,since I like all my characters and don't erase them.ATM, 5 characters have all 200 att points,and are at least in the Southern Shiverpeaks and near to Thunderhead Keep. I'm good at PvE.Sharing knowledge and debating is all good,but never doubt a player's abilities due to your own.You,like I,am only 1 player in a million,literally
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Feb 11, 2006, 12:50 PM // 12:50
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#26
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Banned
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Darkpower Alchemist - a few things, there is no way in hell to argue with you, first of all because you make huge walls of text that aren't readable because of the lack of paragraphs.
Second, you don't post your full build with attribute points.
The numbers are currently against you so posting some form of evidence or proof that your hybrid which doesn't have acces to class specific runes or headpieces is just as effective or more effective would sure help the discussion - which you said you enjoy - even worse, there is no real discussion if you don't just post your build. On the other hand, you might have posted it but it's buried in the walls of text.
The only thing I can currently comment on is your air build which has 8 in Air Magic. You counter the argument by saying that it does do considerable damage because you cast them in quick succesion, but you're making a mistake here. If you do cast your spells a lot or in quick succesion, you benefit a lot more from having a high Air Magic, your main damage comes from Air damage, 3 damage spells use it, might aswell use it to the best of your ability.
Then I feel like you have some crazy strife to bring self healing, and at that pretty bad self healing. Aura of Restoration and Consume Corpse are both conditional heals, nothing secure. Why don't you trust the monks and do what you are good at? That being, dealing damage.
I tend to agree that your Fire/Death/Curses/Energy build tries to do too many things, and I see you pack flare which is a decent spell I suppose, but you're better off with some more AoE or spike damage. Again I see you hammering on staying alive, you realise that you're at the backline as an elementalist right... and even when you are attacked, there are monks to heal you, drop the death magic and put more in fire/curses so you kill your enemy before they have the chance to kill you.
Last, simply commenting that people are blind for innovation and only use old builds neglects the fact that your build can (not saying it is) ineffective and crappy. I feel good construcive criticsm is made and you're not taking it very well, instead you start commenting about a persons inability to comprehend your tactics, if you really do love to argue then refrain from personal comments and discuss the build.
Naz
Last edited by Nessaja; Feb 11, 2006 at 01:06 PM // 13:06..
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Feb 12, 2006, 12:46 PM // 12:46
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#27
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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I'm just adding on.
Quote:
Originally Posted by Nessaja
Darkpower Alchemist - a few things, there is no way in hell to argue with you, first of all because you make huge walls of text that aren't readable because of the lack of paragraphs.
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Well said. However, I still attempt to read it, usually with success.
[QUOTE=Nessaja]Second, you don't post your full build with attribute points./QUOTE]
Good Point.
Quote:
Originally Posted by Nessaja
The numbers are currently against you so posting some form of evidence or proof that your hybrid which doesn't have acces to class specific runes or headpieces is just as effective or more effective would sure help the discussion - which you said you enjoy - even worse, there is no real discussion if you don't just post your build. On the other hand, you might have posted it but it's buried in the walls of text.
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This is another point where I don't have anything to add on.
Quote:
Originally Posted by Nessaja
The only thing I can currently comment on is your air build which has 8 in Air Magic. You counter the argument by saying that it does do considerable damage because you cast them in quick succesion, but you're making a mistake here. If you do cast your spells a lot or in quick succesion, you benefit a lot more from having a high Air Magic, your main damage comes from Air damage, 3 damage spells use it, might aswell use it to the best of your ability.
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Well let's say, Air Magic spiking is already done, many many times. That's not innovation, is it? And, if you want to cast them in quick succession, better go Me/E, copy them and get Fast Casting.
Honestly, there are many good posts out there. I'm trying to help, for one.
Quote:
Originally Posted by Nessaja
Then I feel like you have some crazy strife to bring self healing, and at that pretty bad self healing. Aura of Restoration and Consume Corpse are both conditional heals, nothing secure. Why don't you trust the monks and do what you are good at? That being, dealing damage.
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Why use Consume Corpse, firstly? You're ditching attribute points into there that can be used for many things else.
Quote:
Originally Posted by Nessaja
I tend to agree that your Fire/Death/Curses/Energy build tries to do too many things, and I see you pack flare which is a decent spell I suppose, but you're better off with some more AoE or spike damage. Again I see you hammering on staying alive, you realise that you're at the backline as an elementalist right... and even when you are attacked, there are monks to heal you, drop the death magic and put more in fire/curses so you kill your enemy before they have the chance to kill you.
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Four attributes are too much. Flare is not a good spell, given it's energy cost + it's damage. And its horrible cast time. If you want to stay alive, let the monks to do that. The quicker you kill, the hit points you'll lose less.
Quote:
Originally Posted by Nessaja
Last, simply commenting that people are blind for innovation and only use old builds neglects the fact that your build can (not saying it is) ineffective and crappy. I feel good construcive criticsm is made and you're not taking it very well, instead you start commenting about a persons inability to comprehend your tactics, if you really do love to argue then refrain from personal comments and discuss the build.
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I innovate quite a lot. Many people do. Actually, I believe that more than half the forum are not just blind dumb@$$es who are incapable of any higher level thinking. We make builds. Have you seen me make team builds for anything? Some people say they're only mediocre, but have you ever noticed I have never stepped on the battlefield at all? I have never gone to the old Tombs of Primeaval Kings, nor have I gone to the Hero's Ascent. Nor have I participated in any Guild battle. I look at the environment, then try to make a build out of it. However, time constraints make it rather hard for me to do any serious PvPing at all.
I got off topic.
Well, getting back on topic...yes, discuss the build. When they reply something, don't say "You lack innovation cuz you don't like my build". Maybe they have some experience with it beforehand. Let's go to another person. I have a friend, who does not go to any forum. I tell him something is not good, and instead of saying I lack innovation, he asks me WHY it's bad. THEN he tries to argue back, or if he sees it's really bad, then he just absorbs the lesson.
Nuff said.
I'm only trying to help. It might be a bit harsh.
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Feb 17, 2006, 09:55 AM // 09:55
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#28
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Krytan Explorer
Join Date: Feb 2006
Guild: guildless
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I must agree that pumping four attributes probably wont do you good.
When I started playing I had high hopes for that but you're just underpowered.
Also, I must agree that relying on a good monk is superior to self-healing spells, especially having in mind that you can use that mana for something else then (mending - ring a bell? )
Self-healing is useful when you go farming solo or with hechies, imo. Being a fire nuker (please dont flame me ) i use fast PBAoE spells with moderate energy comsumption (inferno, flame strike) in conjunction with Aura of Restoration to keep me alive in a tight spot. That's usually when I solo/take henchies. You can't discuss tactics with them.
For instance, I wanted to counter necro jade scarabs and their constant bonding/draining using mesmer interrupt spikes combed with air spiking.
It didn't work because there were just too many of them. So, once again I reverted to (PB)AoE, Aura of Rest. (added Shatter Hex, Backfire and Power Spike though). Shatter hex is very efficient with w/me and w/n builds because they tend to hex first, then rush in for the kill.
Teamplay, PvP, GvG....that's another matter entirely, one I am yet to explore.
I know it's slightly offtopic (I'm not e/n) but I'm a talkative person
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Apr 16, 2006, 05:32 PM // 17:32
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#29
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Jungle Guide
Join Date: Jan 2006
Location: NYC
Guild: The Circle Of Nine[NINE]
Profession: E/N
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It's been awhile since I checked this thread,and it seems you all have an opinion about my build desciption. You want numbers,they are there. You want armor stats,they are there as well. I even have told about weapons I have used.And the most you can say about this is that you are being taken down by large amounts of text?
Fine, I'll make it more spaced,if that makes it easier to understand. Underpowered builds come in situations of PvP/GvG confrontations.The concensus thought is,high numbers for damage and let the monks heal you.But monks have a hard enough job to do,why shouldn't I be able to heal myself somewhat? My early numbers were stated due to low level situations. I started this thread when my E/N was level 12 or 13. At level 20,I still have the spread of Energy/Air/Curses/Death, but the att numbers are higher, Curses/Death at 10, Air at 14, Energy at/around 10(9).
I hope my text isn't losing anyone yet.
The fact of the matter is, I was told that my build was mediocre,yet none have probably tried to use it for themselves,which means it is only being used by myself,making it a one sided conversation of me trying to convince the masses of its usefulness. I will always lose that argument.
The previous experiments of being a MM have become obviously limited in my end results. Yet,I have realized that I can become an Anti MM with the use of Verata's Aura. That was a good day of playing.
Aeromancer is nice in isolation,yet, high damage attacks are more easily achieved and exploited in groups with a like mind and goal(ie.A Team).
Pyromancer is overdone. Geomancers are on the rise. The winds of change are blowing towards Cantha,and the new skills will bring new builds and abilities.Hydromancers are underused and underpowered on an offensive level IMO. I hope they will get a boost.
I still like SS.Awesome spell. Concetrated power is what I like most about it,even if a Necro primary can use it better than I can. Together we will use the power for the greater glory of our team.
I understand that you may not see why I use death skills,and you may feel that I should invest those attribute points in one of the other skill sets,but I have been face down in more snow,sand,and dirty water than I would care to remember while depending on another to heal me.Hence,I will ALWAYS champion the cause of bringing a self heal.
Agree or disagree, I appreciate all the comments I have recieved in this thread.
And for the record,I do trust the monks to do their job,but we all know every monk isn't good at being a healer. Every monk won't get to me in time,and every monk won't see me as a priority when choices are to be made in tough situations. Consume Corpses was used due to its ability to:
1) Remove me from dangerous situations.
2) Heal me and recharge mana at the same time. And..
3) Reposition me for another angle of attack,giving my character the chance to attack from a more advantageous perspective.
That being said,I have just explained a rule of engagement.
When you trade mobility for firepower the chance of survival increases.Also,while under fire neutralize the threat,reposition yourself and reaquire the current situation.This is how you survive,in any world. I'm done talking now.
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Apr 19, 2006, 08:10 AM // 08:10
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#30
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Krytan Explorer
Join Date: Feb 2006
Guild: guildless
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Since you bumped this, just to add:
I'm afraid that Fire is just plain more useful in PvE then Air, considering the cost and the efficiency. In PvP it's directly the opposite. Geo's are on the rise (and rightly so) in both PvP and PvE. I love Geo, can do dmg nicely, I love warding and occasional tanking.
And Water is underused - it has great effects (slowdown) and mediocre to low damage that doesn't quite fit in in neither PvP or PvE. You can do better with other schools I think, but I'm afraid I'm not that learned in the ways of Water Magic, so don't take it for granted.
I love Necrotic Traversal (fellow Necro MM probably wouldn't). Use it in conjunction with fast point-blank AoE spells. Of course, it'd be nice if Traversal hadn't the word 'random' in description. Better yet if I tested it out (and I didn't). Just feeling a bit creative:
1. Necrotic Traversal
2. Vampiric Touch (for self-heal)
3. Inferno
4. Flame Burst
5. Grenth's Balance (for self-heal)
6. Ward vs. melee
7. Fire attune
8. Lava font/Phoneix??
Thing to pump here is blood/fire/storage. Traversal is 5 secs of Poison minumum (enough perhaps).
Just popped into my head now, during first morning cofee, so be mindful...
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Apr 19, 2006, 09:05 AM // 09:05
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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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Quote:
Originally Posted by Darkpower Alchemist
1) Remove me from dangerous situations.
2) Heal me and recharge mana at the same time. And..
3) Reposition me for another angle of attack,giving my character the chance to attack from a more advantageous perspective.
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1) is not necessarily correct.
3) is also not necessarily correct.
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Apr 19, 2006, 03:04 PM // 15:04
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#32
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Jungle Guide
Join Date: Nov 2005
Location: New Mexico < PUKE >
Guild: Elite Rogues Inc. [ER]
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I'm glad you guys bumped this thread back up cause i never saw it =(. I have been playing around with a E/N build in TA with guildies and I must say E/N is very effective in PvP but not so in PvE though IMO. I have converted my ele to basically a necro with limitless energy. This is the build that I currently use which IMO works great. Try it out and let me know what you guys think. It's actually pretty fun taking down a warrior and having them run from you =).
Energy 8
Fire 13
Blood 12 (need it for life siphon to degen -3 and give you +3)
Air 6
I know the attributes are to spread to be effective but trust me they are not.
Life Siphon
Vampiric Gaze
Blood Renewal
Strip Enchantment
Enervating Charge - For Warriors
Mark of Rodgort
Ether Prodigy {E}
Rez
Use a flame artifact with a +health and +energy, wand is a +energy also. fast cast is not useful in this build.
The point of this build is to degen the target at -10. Life Siphon does -3 and Mark of Rodgort does -7. Vampiric gaze is a self heal and also an armor ignoring skill which is great to finish off running targets with.
This is how the build is played. i find my target and hang back first. Once i find my target i cast Blood renewal, cast mark or rodgort, wand for burn (-7), cast Life Siphon (-3 Degen), then wand again. At this point in find a warrior esp the hammer ones and hit them with Enervating Charge then i go back to my original target and wand him again to keep the burn on. Now cast Blood Renewal again for your +8 regen then cast Ether Prodigy. Strip enchantment of course is used to strip whomever you want either your target or another for a quick 130 hp heal. Just rinse and repeat the process if the target isn't dead yet. The good thing about Mark of Rodgort is that they can't use Plague Touch to get rid of it, they get rid of the 4 second burn but not the Mark itself =). Another thing I wanted for this build was to waste a mesmers or necros remove enchantment spells cause you have none to remove. so make sure your monk doesn't put one on you. As a note I have found this build especially useful against monks, warriors and other ele's. Rangers tend to have an interupt skill with them at all times as to mesmers which makes a second shot of Mark of Rodgort tough at times. Necros if ready for you can also be tough since they are the masters of degen anyways.
Now for the weakness of this build...interupters that target you kill you of course. KD's are also annoying as heck. I originally uses an axe to stay close to the target so i could use Vampiric Touch but a wand is better since this way then won't know who to run from most of the time. Although an axe is funner though imo.
Last edited by pegasux; Apr 19, 2006 at 03:10 PM // 15:10..
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