Jan 04, 2008, 10:54 PM // 22:54
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#2
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Lion's Arch Merchant
Join Date: Oct 2007
Profession: E/Me
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Saying anything is the "best" build is like saying what's the "best" color. It's purely a matter of opinion, though some are certainly better than others.
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Jan 04, 2008, 11:02 PM // 23:02
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#3
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Ascalonian Squire
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well what would be your personal favorite? It doesnt have to involve mesmer skills as long as i dont need a different subclass
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Jan 04, 2008, 11:47 PM // 23:47
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#4
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Krytan Explorer
Join Date: Jun 2006
Guild: I've had it with guilds.
Profession: E/Me
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[skill]searing flames[/skill][skill]glowing gaze[/skill][skill]liquid flame[/skill][skill]glyph of lesser energy[/skill][skill]fireball[/skill][skill]fire attunement[/skill][skill]Rodgort's Invocation[/skill][skill]resurrection signet[/skill]
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Jan 05, 2008, 12:01 AM // 00:01
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#5
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Ascalonian Squire
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uh I only play prophocies and factions sorry.
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Jan 05, 2008, 01:52 AM // 01:52
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#6
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Forge Runner
Join Date: Aug 2006
Profession: R/
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Why Fireball in a Searing Flames build?? swap that for [skill=text]Auspicious Incantation[/skill]
For Proph/Fact only though, best fire build would be
[skill]Fire Attunement[/skill][skill]Glyph of Sacrifice[/skill][skill]Meteor Shower[/skill][skill]Searing Heat[/skill][skill]Breath of Fire[/skill][skill]Assassin's Promise[/skill] and 2 more of whatever you want, a Res Signet is good and perhaps Elemental Lord or some other fire spell like Immolate for finishing stuff off.
Alternatively you can go Earth.
[skill]Earth Attunement[/skill][skill]Arcane Echo[/skill][skill]Unsteady Ground[/skill][skill]Eruption[/skill][skill]Churning Earth[/skill][skill]Ward Against Melee[/skill][skill]Glyph of Lesser Energy[/skill][skill]Resurrection Signet[/skill]
Maybe drop Churning Earth or the Res for [skill]Ward of Stability[/skill] if knockdowns are problematic.
Btw I think there is a link at the top of this forum to builds so you could check there, you know...
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Jan 06, 2008, 02:07 AM // 02:07
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#7
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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best if you ask me
Dual attune
whatever else you want
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Jan 08, 2008, 08:48 AM // 08:48
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#8
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Lion's Arch Merchant
Join Date: Oct 2007
Profession: E/Me
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Gonna have to agree with pandra. I've fallen in love with being an echo ele nuker with unlimited energy provided by dual attunements. With Rodgort's Invocation, echo and Aura of Restoration.......you have both extremely high damage output and regeneration. With the attunements, you can echo spam rodgort's continuously healing you for about 100 hp every 3.5 seconds and doing 120 or so damage at the same rate. The healing alone comes out to (about) 14+ regeneration with 10 in energy storage. As a fire nuker, your only 2 investments will be in fire and energy storage, since echo is unlinked.
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Jan 08, 2008, 06:51 PM // 18:51
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#9
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Krytan Explorer
Join Date: Jan 2007
Guild: W/Mo-Smashing Beast; Mo-Monk Beast
Profession: E/Me
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Agreed with above. pick your favorite spell, arcane echo it, plus use elemental attunement + (whatever element you are using, for me it's fire or earth) attunement, maybe aura of restoration. spells that cost 15 energy to cast only cost 2 that way. I use this set alot:
[skill]Flame Burst[/skill][skill]Inferno[/skill][skill]Liquid Flame[/skill][skill]Flame Djinn's Haste[/skill][skill]Phoenix[/skill][skill]Elemental Attunement[/skill][skill]Fire Attunement[/skill][skill]Aura of Restoration[/skill] or [skill]Mark of Rodgort[/skill]
Also, [skill]Conjure Flame[/skill] combines well with [skill]Mark of Rodgort[/skill] if you are using a fire weapon (I use a caster's FDS and a nice shield), the fire weapon activates Mark of Rodgort, plus you get added damage from Conjure Flame. Combine that with a warrior secondary, and a poisoning/bleeding skill(s), and you have some degen going. Actually, I haven't tried that yet. might have to get on that.
Last edited by hurdlebeast; Jan 08, 2008 at 06:58 PM // 18:58..
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Jan 08, 2008, 09:36 PM // 21:36
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#10
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Forge Runner
Join Date: Aug 2006
Profession: R/
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Dual attunement fails. There was a whole other thread here about why elemental attunement is a poor elite.
For Fire Magic, [skill]Mind Blast[/skill] wins.
For Air Magic, [skill]Auspicious Incantation[/skill] with [skill]Lightning Hammer[/skill]
For Earth Magic, there's nothing to warrant all that energy expenditure. Same with Water.
And that build above just fails...
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Jan 08, 2008, 10:04 PM // 22:04
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#11
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Jungle Guide
Join Date: Oct 2006
Location: Under a bridge
Guild: Team Quitter [QQ]
Profession: Mo/
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[skill]Rodgort's Invocation[/skill][skill]Arcane Echo[/skill][skill]Glyph of Elemental power[/skill][skill]Fire Attunement[/skill][skill]Elemental Attunement[/skill][skill]Resurrection signet[/skill]
+2 optionals.
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Jan 08, 2008, 10:14 PM // 22:14
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#12
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Jungle Guide
Join Date: Oct 2006
Location: Under a bridge
Guild: Team Quitter [QQ]
Profession: Mo/
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Quote:
Originally Posted by doomXL
uh I only play prophocies and factions sorry.
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Learn to read.
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Jan 08, 2008, 10:49 PM // 22:49
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#13
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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Quote:
Originally Posted by Marverick
Dual attunement fails. There was a whole other thread here about why elemental attunement is a poor elite.
For Fire Magic, [skill]Mind Blast[/skill] wins.
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LEARN TO READ.
also Dual attune is wonderful for non nf players
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Jan 09, 2008, 03:39 AM // 03:39
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#14
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Krytan Explorer
Join Date: Jan 2007
Guild: W/Mo-Smashing Beast; Mo-Monk Beast
Profession: E/Me
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Quote:
Originally Posted by Marverick
Dual attunement fails. There was a whole other thread here about why elemental attunement is a poor elite.
For Fire Magic, [skill]Mind Blast[/skill] wins.
For Air Magic, [skill]Auspicious Incantation[/skill] with [skill]Lightning Hammer[/skill]
For Earth Magic, there's nothing to warrant all that energy expenditure. Same with Water.
And that build above just fails...
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works fine for me for general PvE...but to each his own.
obviously you sometimes have to make specific builds for specific foes (the dual attunement doesn't work against wind riders, for instance, because they remove enchants) but I've used that build for most of Proph, part of Facts, and part of NF without any major problems. %80 return on spells seems pretty good to me, you can pour some points into earth too and get some good armor spells...it all depends on what you need.
Last edited by hurdlebeast; Jan 09, 2008 at 03:42 AM // 03:42..
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Jan 09, 2008, 04:40 AM // 04:40
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#15
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Ascalonian Squire
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Quote:
Originally Posted by Dr Dimento
Gonna have to agree with pandra. I've fallen in love with being an echo ele nuker with unlimited energy provided by dual attunements. With Rodgort's Invocation, echo and Aura of Restoration.......you have both extremely high damage output and regeneration. With the attunements, you can echo spam rodgort's continuously healing you for about 100 hp every 3.5 seconds and doing 120 or so damage at the same rate. The healing alone comes out to (about) 14+ regeneration with 10 in energy storage. As a fire nuker, your only 2 investments will be in fire and energy storage, since echo is unlinked.
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Am I missing something? I tried Echo followed by Fire Attunement and then casted the Echoed Fire Attunement. It looks like the original buff gets overwritten. Or are you running with Fure Attunement + Elemental Attunement and echoing Rodgorts?
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Jan 09, 2008, 05:09 AM // 05:09
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#16
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Krytan Explorer
Join Date: Jan 2007
Guild: W/Mo-Smashing Beast; Mo-Monk Beast
Profession: E/Me
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echo rodgorts. fire and elemental attunement are enchantments, so they stay on you. casting them again does nothing but resets the timer on how long they last. cast elemental attune, fire attune, arcane echo, and then rodgorts.
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Jan 09, 2008, 10:21 AM // 10:21
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#17
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Lion's Arch Merchant
Join Date: Oct 2007
Profession: E/Me
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Quote:
echo rodgorts. fire and elemental attunement are enchantments, so they stay on you. casting them again does nothing but resets the timer on how long they last. cast elemental attune, fire attune, arcane echo, and then rodgorts.
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Nailed it. Echoing enchantments do you no good (save very few, like sliver armor or a spellbreaker type spell, or use to extend like awaken the blood).
In this specific scenario...... The reason you would echo rodgort's is the fact that it costs 25 energy and has a recharge time of 5 seconds. Since AoR will heal your for 367% of the energy cost of the spell (92hp with 10 energy storage i believe...not positive right off my head). For 20 seconds you have 2 Rodgort's Invocations on your skill bar after you echo it, meaning you heal yourself for 92hp every time you cast Rodgort's......which can be as fast as every 3.5 seconds.
Quote:
Dual attunement fails. There was a whole other thread here about why elemental attunement is a poor elite.
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First off, you get pwned for not reading. Lastly, you're still wrong, and "some other thread" saying mind blast is better is by no means gospel. The point i would argue is this.....
Echoing Rodgort's heals you 184hp every 7 seconds. Echoing Rodgort's does about 284 damage to a GROUP of foes every 7 seconds.....echoing mind blast does 252 to ONE foe every 7 seconds and only heals you for 73hp in 7 seconds. This all assuming you have Aura of Restoration on you.
The energy benefit is HIGHLY outweighed by the healing and damage dealing benefit of Rodgort's......bringing elemental attunement is extremely justified in this usage. I can't think of a benefit of using Mind Blast unless you are JUST using it for energy management.....if that is the case.....dual attunements would still be better.
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Jan 09, 2008, 11:38 AM // 11:38
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#18
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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:
First off, you get pwned for not reading. Lastly, you're still wrong, and "some other thread" saying mind blast is better is by no means gospel. The point i would argue is this.....
Echoing Rodgort's heals you 184hp every 7 seconds. Echoing Rodgort's does about 284 damage to a GROUP of foes every 7 seconds.....echoing mind blast does 252 to ONE foe every 7 seconds and only heals you for 73hp in 7 seconds. This all assuming you have Aura of Restoration on you.
The energy benefit is HIGHLY outweighed by the healing and damage dealing benefit of Rodgort's......bringing elemental attunement is extremely justified in this usage. I can't think of a benefit of using Mind Blast unless you are JUST using it for energy management.....if that is the case.....dual attunements would still be better.
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Your whole argument implies that Aura of Restoration is actually good at healing you (this has already been debated to death), that a little bit more damage outweighs the ability to bring utility and be much more flexible with your character, and that you actually use echo on a Mind Blaster, on Mind Blast. Actually, the utility point can be contested due to Elemental Attunement being able to power wards without trouble.
Keep in mind that melee still stand uncontested in the damage race.
EDIT: Oops, this post is mostly offtopic...
__________________
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Jan 09, 2008, 02:19 PM // 14:19
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#19
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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As far as Fire Magic goes, agreed on Dual Attunements.
If you don't have all campaigns this thread discusses some decent Fire Magic builds: http://www.guildwarsguru.com/forum/s...40#post3376440
If you have Factions and Prophecies...consider going Earth Magic. Try skills like:
[skill]Earth Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ward Against Melee[/skill][skill]Unsteady Ground[/skill][skill]Eruption[/skill] + Other earth skills + optional res slot.
By my reckonning, an Earth Build or Dual Attunements with Rodgort's Invocation would both be pretty suitable.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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Jan 09, 2008, 06:07 PM // 18:07
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#20
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Krytan Explorer
Join Date: Jan 2007
Guild: W/Mo-Smashing Beast; Mo-Monk Beast
Profession: E/Me
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tried this build for ab, worked amazingly well *IF* i had support, ie, 7 seconds to cast arcane echo/meteor shower:
[skill]Arcane Echo[/skill][skill]Meteor Shower[/skill][skill]Flame Djinn's Haste[/skill][skill]Mark of Rodgort[/skill][skill]Fireball[/skill][skill]Elemental Attunement[/skill][skill]Fire attunement[/skill][skill]Aura of Restoration[/skill]
Fireball can be replaced with flame arrows, Liquid Flames, etc. Just need something to activate Mark of Rodgort.
Elemental Attunement->Fire Attunement->Aura of Restoration before battle
Arcane Echo->Meteor Shower->Mark of Rodgort->Fireball->Echoed Meteor Shower->Flame Djinn's Haste if they get too close.
This is a very fragile build, and is not perfect by any means. great for capturing rez shrines or npc only shrines (ie, warrior shrines with only the three elite warriors guarding it). It has a long cooldown (at least 42 seconds by my reckoning, more if you count recharge of arcane echo) during which your only defenses are fireball, mark of Rodgort, and flame djinn's haste. used it last night with a great group (MM, smite monk, and heal monk) during AB, died twice (Defile Enchantments pwned me once, two Derv's and a Warrior did the second time), but if you can stay out of the frontlines, works wonders on rez shrines in particular.
Edit: you might want to replace Flame Djinn's Haste with Flame burst, if you don't mind not having a speed buff.
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