Jul 15, 2007, 10:23 PM // 22:23
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#2
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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Archery. Sucks. On. Eles.
Pets fail, too.
Tbh, /Ranger's there for Serpents Quickness. Everything else... is kinda pointless.
Of the two... Monk is far superior for an ele, generally speaking.
Aegis, Heal Party, Convert Hexes, Resurrection Chant, Extinguish and the like are very useful support skills that, while expensive on a monk, an Ele can afford - the fact that they work well without the Divine Favour buffs adds to this.
Look to expensive 'support' type spells to draw on, in areas that *need* them. There's no point running Aegis in an area full of casters.
Btw... damn, you need Nightfall and Factions as an ele... There's a lot of goodies there, like Res Chant, Shatterstone, Death Pact Signet, Blinding Surge... And all the cool Fire stuff. All the stuff I'd hardly consider making a build without...
At least you can run dual-attune Air ... without Lightning Hammer
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Jul 16, 2007, 03:12 PM // 15:12
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#3
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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E/R - Serpents of Quickness (as Stormlord said), Antidote Signet, Winter, other stances
E/Mo - resurrect/Rebirth (not really good on an ele though), condition removal, hex removal, healing.
E/W - stances and shouts
E/N - condition transfer, healing, spinal shivers
E/Me - fragility, epidemic, fevered dreams, hex removal, stances, energy maintanence
Hope this helps.
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Jul 16, 2007, 11:47 PM // 23:47
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#4
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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You will get the most useful skills by starting the game as an E/Mo. Later in the game you will be able to switch your second profession at will, so the only benefit of your first secondary profession is the free skills and skill rewards.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jul 17, 2007, 10:26 PM // 22:26
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#5
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Ascalonian Squire
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out of curiosity? When can you change your second profession?
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Jul 18, 2007, 12:03 AM // 00:03
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#6
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Jungle Guide
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There are quests in the Crystal Desert that allow you to change proffesions upon completion. They aren't too difficult, and all of them can be completed with Henchmen.
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Jul 18, 2007, 04:19 AM // 04:19
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#7
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Krytan Explorer
Join Date: Apr 2007
Location: Hong Kong, all the way in Asia :O
Guild: Officer of United Jedi [UJ]
Profession: E/
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I would say use E/Mo until you reach the Crystal Desert. Like the people on top said, the good thing about E/R is Serpent's Quickness. I like to use it in conjunction with Glyph of Lesser Energy, as it nets you better energy management.
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Aug 07, 2007, 07:01 PM // 19:01
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#8
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Banned
Join Date: Aug 2005
Profession: R/W
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i am using E/Mo right now and doing great. i have made a couple really fun builds and can solo most of the areas im in. E/Mo is a good combination for easy straight off ele stuff. but i recommend changing your second profession at the desert (which i am planning to do myself) for more complex and powerful combinations that you discover as you progress throught he game.
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Aug 12, 2007, 11:25 PM // 23:25
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#9
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Pre-Searing Cadet
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It seems like E/N is not a very popular build (compared to E/Me at least), can somebody explain why? A lot of Necromancer spells seem pretty useful...minions to tank for a bit (I know they degenerate quickly), and can steal Health with other spells. Obviously, this may strain Energy, but how much? I'm new to the game so I don't know about the dynamics of the game later on...just from the looks of things, /N seem fairly viable to me.
And is E/Me primarily for the echo spells? I read that /ME can help conserve energy, but I glanced through their skills and don't see anything of that sort.
As suggested above E/Mo can help solo a lot with the heals, but is Health that much of a problem? In all the other MMORPGs I've played, mages usually run out of Energy/mana before they run out of Health, so is that any different here?
Thanks.
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Aug 13, 2007, 12:18 AM // 00:18
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#10
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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Quote:
Originally Posted by Silvermoore
It seems like E/N is not a very popular build (compared to E/Me at least), can somebody explain why? A lot of Necromancer spells seem pretty useful...minions to tank for a bit (I know they degenerate quickly), and can steal Health with other spells. Obviously, this may strain Energy, but how much? I'm new to the game so I don't know about the dynamics of the game later on...just from the looks of things, /N seem fairly viable to me.
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In short, no.
Minions raised by eles are really weak. A lvl 14 Bone Fiend is gonna do jack-all except waste an ele's time, energy, Attribute points and a skillbar space.
And Blood Magic as a whole is a really weak line - even on Primary necros - and worse on eles, stealing ~50 health every 6 seconds (12 spec Vampiric Gaze) is really, really bad, both for self-healing and damage.
Quote:
And is E/Me primarily for the echo spells? I read that /ME can help conserve energy, but I glanced through their skills and don't see anything of that sort.
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On an Ele, /Me is basically for (Arcane) Echo. And sometimes Hex Breaker. Though, to be honest... there really isn't anything atm that's worth Echoing (Meteor Shower in a few select areas).
Eles have the best damn Energy management in the game - GoLE and Attunements - as well as the biggest 'safety net', with their huge energy pool; any half-decent ele should never have to touch 2ndary energy management options, making the Inspiration stuff pretty moot.
Quote:
As suggested above E/Mo can help solo a lot with the heals, but is Health that much of a problem? In all the other MMORPGs I've played, mages usually run out of Energy/mana before they run out of Health, so is that any different here?
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Guild Wars is a team game; Eles have the energy and attribute points available to them to cast some of the expensive Monk stuff (and spam Draw...) to help the rest of the team, and so they should.
No problem.
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