Mar 12, 2009, 12:27 AM // 00:27
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#1
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Ascalonian Squire
Join Date: Mar 2009
Location: Montreal
Guild: Roflcers Of The [Lawl]
Profession: Me/
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Elementalist build- your thoughts?
I've came up with this build for AB.
[build prof=Elementalist/any AirMagic=12+1+1 FireMagic=11+1 EnergyStorage=6+1][Blinding Surge][Shell Shock][Lightning orb][Fire Storm][Teinai's Heat][Meteor][Air Attunement][Glyph of Lesser Energy][/build]
Here's how i use it:
to pick up shrine, i use firestorm, then meteor then teinai's heat. it kills 95% of NPC's health. it's possible to cap alone.
for 4v4 fight, i keep 1 and soemtimes 2 melee blinded, use cracked armor with shell shock and lighting orb can make heavy dmg. Sometimes i can make teinai's heat then meteor for high-dmg on non-moving target.
by the way blinding surge lasts 7 seconds and recharge at 4, not 5/3 as shown on picture.
unfortunately, there is no place for running skills.
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Mar 12, 2009, 12:55 AM // 00:55
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#2
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Forge Runner
Join Date: Aug 2007
Location: WHERE DO YOU THINK
Profession: W/
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[fire storm]=fail
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Mar 12, 2009, 01:07 AM // 01:07
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#3
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Academy Page
Join Date: Dec 2008
Location: Kamadan Dis.1
Guild: Sentients of Shadow [noir]
Profession: Mo/
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I recommend you chose one element, not both for AB. This would allow you to focus on one element and you can distribute more attribute points. A running skill is very useful in AB ([storm djinn's haste], [flame djinn's haste], etc) to run from shrine to shrine. Fire ele nukers are very sufficient and popular, I recommend that but it's your decision.
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Mar 12, 2009, 01:41 AM // 01:41
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#4
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Desert Nomad
Join Date: Aug 2007
Location: Boston
Guild: We D Shot Your Stances [GODS]
Profession: A/W
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[build prof=Elementalist/Dervish F=12+1+1 En=10+1 EarthP=8][Searing Flames][Glowing Gaze][Optional][Glyph of Lesser Energy][Meteor Shower][Mystic Regeneration][Fire Attunement][Flame Djinn's Haste][/build]
- [[Meteor]
- [[Glyph of Sacrifice]
- [[Liquid Flame]
- [[Mark of Rodgort]
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Mar 12, 2009, 03:29 AM // 03:29
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#5
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Wilds Pathfinder
Join Date: Jul 2008
Location: Sen'jin Village
Guild: The Infamous Cake Bandits [cake]
Profession: Mo/W
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Quote:
Originally Posted by Silentbreath
I've came up with this build for AB.
[build prof=Elementalist/any AirMagic=12+1+1 FireMagic=11+1 EnergyStorage=6+1][Blinding Surge][Shell Shock][Lightning orb][Fire Storm][Teinai's Heat][Meteor][Air Attunement][Glyph of Lesser Energy][/build]
Here's how i use it:
to pick up shrine, i use firestorm, then meteor then teinai's heat. it kills 95% of NPC's health. it's possible to cap alone.
for 4v4 fight, i keep 1 and soemtimes 2 melee blinded, use cracked armor with shell shock and lighting orb can make heavy dmg. Sometimes i can make teinai's heat then meteor for high-dmg on non-moving target.
by the way blinding surge lasts 7 seconds and recharge at 4, not 5/3 as shown on picture.
unfortunately, there is no place for running skills.
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Replace [Fire storm] with [Meteor Shower], Also drop [Lightning Orb] for [Lightning Hammer] Shorter cooldown and no line of sight restriction. With [Glyph of Lesser Energy] energy shouldn't be a problem. and in place of [Meteor] take either a self heal like [Aura of Restoration] or [Glyph of Restoration] for huge heals when combined with [Lightning Hammer] OR Speed[Storm Djinn's Haste]/[Flame Djinn's Haste]
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Mar 12, 2009, 06:32 AM // 06:32
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#6
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Desert Nomad
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
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On a general level, one should balance the build between offence, defence and utility and choose attribute lines accordingly. The basic problem with your build is that you have dipped into two different lines just for offence and the result is as unconvincing as a warrior bringing 3 sword and 3 hammer attack skills and distributing points evenly between the two. Beyond attack skills the rest of your bar is eaten up by energy management, leaving zero room for utility. Also, an AB ele build without a speed boost says 'back to the drawing board'.
I commend your desire to expand the function of an ele from pure shrine buster to a more versatile nuke/support character but this particular build is not particularly efficient. I would recommend a fire + water mix instead of fire + air, getting the offence from the primary fire line and utility from the secondary water line.
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Mar 12, 2009, 08:52 AM // 08:52
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#7
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Academy Page
Join Date: Oct 2008
Guild: happy guild moor [hgm]
Profession: E/
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ya bar is poor energy management and any person that teams up with u is so gonna laugh at that build either go all air or all fire but geez that build just plain sucks
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Mar 12, 2009, 01:06 PM // 13:06
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#8
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Academy Page
Join Date: Apr 2007
Location: Scotland
Guild: Guildless
Profession: W/E
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Quote:
ya bar is poor energy management and any person that teams up with u is so gonna laugh at that build either go all air or all fire but geez that build just plain sucks
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Not very helpful is it, here are my 2 cents.
firstly I did not have enough time to correctly insert the image for each skill listed.
1 Mind Blast, 2 Blinding Flash , 3 Breath of Fire, 4 Searing Heat, 5 Rodgort's Invocation, 6 Glyph of lesser Energy, 7 Fire Attunement, 8 Flame Djinns Haste
This may be to your liking but overall a ele will need a speed increase to effectively cap the shrines.
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Mar 12, 2009, 07:55 PM // 19:55
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#9
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Quote:
Originally Posted by Silentbreath
I've came up with this build for AB.
[build prof=Elementalist/any AirMagic=12+1+1 FireMagic=11+1 EnergyStorage=6+1][Blinding Surge][Shell Shock][Lightning orb][Fire Storm][Teinai's Heat][Meteor][Air Attunement][Glyph of Lesser Energy][/build]
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Would either kick or spend 5 minutes helping you put together a fire nuker before the match start.
You have to stick to one elemental attribute.
Also I've recently discovered that having a water elementalist is an acceptable substitute for self healing, defense, offense, or skilled allied teams.
Maelstrom = frenzy at the elite elementalist shrine with no monk.
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Mar 12, 2009, 08:18 PM // 20:18
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#10
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Desert Nomad
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Quote:
Originally Posted by Silentbreath
I've came up with this build for AB.
[build prof=Elementalist/any AirMagic=12+1+1 FireMagic=11+1 EnergyStorage=6+1][Blinding Surge][Shell Shock][Lightning orb][Fire Storm][Teinai's Heat][Meteor][Air Attunement][Glyph of Lesser Energy][/build]
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I feel nice today so I'm going to help you make this crappy build into something good... so here we go:
[blinding surge] - a fine option for AB, with so many melees and so few monks around. the blind will probably stick on a lot of them. however keep in mind that using this elite limits you to specific builds that are Air/Support. if you want to be a nuker you will need a different elite...
Alternative elites(for nuker): [searing flames][savannah heat][assassin's promise]
[Shell Shock][Lightning orb] - if continuing with [blinding surge] than these are fine, if not replace them with something else, will cover it below.
[Fire Storm][Meteor] - terrible skills, don't have a room on a decent skill bar.
[Teinai's Heat] - conditional skill, works well with a [savannah heat] build, otherwise there are better options.
[Air Attunement][Glyph of Lesser Energy] - again if using [blinding surge] these are fine, if going for nuker you will need [fire attunement] instead of [air attunement] and [glyph of lesser energy] can be replaced with other options such as [mind blast](on mind blast build) or more commonly [glowing gaze]
I will post here 2 OPTIONAL builds that work well in AB, 1 for [blinding surge] and 1 for a fire nuker. note that you shouldn't just run these builds, but rather get a general idea on how to create a proper build, see how it works and than create an effective build that you feel comfortable playing with.
so, [blinding surge] build:
[build prof=Elementalist/Ritualist AirMagic=12+1+1 EnergyStorage=8+1 RestorationMagic=10][blinding surge][enervating charge][shock arrow][splinter weapon][ancestor's rage][weapon of warding][air attunement][storm djinn's haste][/build]
nuker build, note that the elite is interchangable, which will require a slight build change:
[build prof=Elementalist/Assassin FireMagic=12+1+1 EnergyStorage=8+1 DeadlyArts=10][rodgort's invocation][liquid flame][fireball][mark of rodgort][glowing gaze][fire attunement][assassin's promise][flame djinn's haste][/build]
notice that both builds are pretty similar despite being completely different builds. both will work well, neither is perfect by any means though. again, understand why these builds work well, than tweak it according to your liking, but not with subpar skills...
Last edited by zling; Mar 12, 2009 at 08:29 PM // 20:29..
Reason: finally got second build to show up properly
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Mar 12, 2009, 11:59 PM // 23:59
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#11
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Frost Gate Guardian
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Quote:
Originally Posted by zling
I feel nice today so I'm going to help you make this crappy build into something good... so here we go:
[blinding surge] - a fine option for AB, with so many melees and so few monks around. the blind will probably stick on a lot of them. however keep in mind that using this elite limits you to specific builds that are Air/Support. if you want to be a nuker you will need a different elite...
Alternative elites(for nuker): [searing flames][savannah heat][assassin's promise]
[Shell Shock][Lightning orb] - if continuing with [blinding surge] than these are fine, if not replace them with something else, will cover it below.
[Fire Storm][Meteor] - terrible skills, don't have a room on a decent skill bar.
[Teinai's Heat] - conditional skill, works well with a [savannah heat] build, otherwise there are better options.
[Air Attunement][Glyph of Lesser Energy] - again if using [blinding surge] these are fine, if going for nuker you will need [fire attunement] instead of [air attunement] and [glyph of lesser energy] can be replaced with other options such as [mind blast](on mind blast build) or more commonly [glowing gaze]
I will post here 2 OPTIONAL builds that work well in AB, 1 for [blinding surge] and 1 for a fire nuker. note that you shouldn't just run these builds, but rather get a general idea on how to create a proper build, see how it works and than create an effective build that you feel comfortable playing with.
so, [blinding surge] build:
[build prof=Elementalist/Ritualist AirMagic=12+1+1 EnergyStorage=8+1 RestorationMagic=10][blinding surge][enervating charge][shock arrow][splinter weapon][ancestor's rage][weapon of warding][air attunement][storm djinn's haste][/build]
nuker build, note that the elite is interchangable, which will require a slight build change:
[build prof=Elementalist/Assassin FireMagic=12+1+1 EnergyStorage=8+1 DeadlyArts=10][rodgort's invocation][liquid flame][fireball][mark of rodgort][glowing gaze][fire attunement][assassin's promise][flame djinn's haste][/build]
notice that both builds are pretty similar despite being completely different builds. both will work well, neither is perfect by any means though. again, understand why these builds work well, than tweak it according to your liking, but not with subpar skills...
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1) Meteor is a very good skill. Unconditional KD, cheap, works on both NPC and people.
2) Firestorm is kinda baddish, but only because of unnecessary 10 second duration. Easily substituted by Breath of Fire, for same effect but 5e less.
3) Tenai/Searing heats are useless if you bringing Savannah heat. One DOT spell is more than enough. Bars with 2, 3 or even 4 DOT make me puke.
4) wtf is wrong with your promise nuker bar? If completely misses the point of promise, which is glyph sac + MS.
@Silentbreath
You need a system. System which helps you decide what skills to bring. Say you wanted to go with fire magic. First and foremost you should be able to clear a shrine, and do it fast and without much help from others.
A single DOT like Savannah Heat + Rodgort's Invocation will do the most of that.
For monk and elite elementalist shrine you will need some extra damage or utility to disable NPCs. Both Meteor and Maelstrom work, however I highly recommend Meteor.
That leaves you with must-haves - attunement and a running skill.
You have 3 slots left for e-management and support/self heals. Glowing gaze, gole, Mind Blast can fill in the first.
For the rest you can bring some water stuff like Blured Vision, Freezing Gust, Steam (with glyph of immolation). Or you can get some necro stuff like Rend. Or go /D for Mystic Regen. Or /P for Fall Back!
The next step down (on the scale between capping build and fighting builds) is Earth magic. Alot of people play earth completely wrong with their tank-wannabe or teleport aftershock crap. Don't do it, its pathetic.
Unsteady Ground, Earthquake, Eruption are all good choices for both clearing a shrine and breaking up a mob on a bridge. You will need gole for those though.
Monk (if he is smart enough) will love you if you bring Ward Against Melee.
Stoning is alot of fun combined with some weakness infliction like You Are All Alone or Enfeeble.
And then there is Air and Water. These a pretty simple in a sense that you pick a wiki build, select a target and spam 1,2,3,4 until it dies. Nothing new can be invented here... i think.
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Mar 13, 2009, 05:32 AM // 05:32
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#12
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Desert Nomad
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
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Quote:
Originally Posted by Robbert Monga
3) Tenai/Searing heats are useless if you bringing Savannah heat. One DOT spell is more than enough.
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That is not entirely true. I'm always running triple heats on attacking deep. First, it enables me to wipe a gate clean in preparation for an assault on the fort: SavannahH - GoLE - Rodgort's on the first pair of NPCs, then immediately SearingH - Teinai'sH - Rodgort's on the second pair. Second, it allows for carpet bombing on the bridge where big mob-vs-mob fights are all too common: cast the first heat on enemy frontline, tab forward for one AoE effect radius and drop the second heat, tab forward for another AoE radius and drop the third heat. C back to frontline and use Rodgort's. If they haven't started retreating by then it means that they have sat through a full Savannah and a Rodgort's on top of that tends to hurt. On the other hand, the only direction they can go to avoid Savannah is backwards but because of carpet bombing they can't get out of AoE anyway. A single elementalist can do silly amounts of damage when the opportunity arises
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Mar 13, 2009, 07:13 AM // 07:13
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#13
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Krytan Explorer
Join Date: Aug 2006
Location: Deep in the Shire
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Stick to one element.
Splitting atts isnt into so many diff att lines isnt a good idea.
preferably I'd say go to water, but that's just cause I'm sick of seeing fire.
But fire eles are always popular in Ab.
try doing this
[skill]assassin's promise[/skill] +[skill]glyph of sacrifice[/skill] +[skill]meteor shower[/skill]
very good combo, AP negates the long recharge of MS and also gives you energy back.
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Mar 13, 2009, 07:57 AM // 07:57
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#14
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Desert Nomad
Join Date: Nov 2005
Location: www.mybearfriend.net
Guild: Servants of Fortuna [SoF]
Profession: E/
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I believe that the intent of the OP is to get away from promise nuker and other one trick ponies, and mixing two elements is a perfectly good way to go if you know what you're doing. As an example, here's a mixed element build (not found on PvXWiki) that does pretty much what OP wants:
[build name="Battlemage" prof=E/P fire=12+1+1 energy=8+1 water=5+1 command=9][Glyph of Immolation][Mind Blast][Steam][Slippery Ground][Searing Heat][Teinai's Heat]["Fall Back!"][Fire Attunement][/build]
It caps, blinds, KDs, does decent point damage, has a party wide speed boost, meets shield req and never runs out of energy.
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Mar 13, 2009, 08:23 AM // 08:23
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#15
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Forge Runner
Join Date: Aug 2005
Location: Ashford Abbey
Guild: Hey Mallyx [icU]
Profession: Mo/Me
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[build name="AB fun" prof=E/N fire=12+2+1 energy=12+1][Liquid Flame][Savannah Heat][Rodgort's Invocation][GoLE][Maelstrom][Flame Djinn's Haste][Fire Attunement][Rend Enchantments][/build]
Solo capping. Pwning mobbers with AoE and WTFpwning idiot 55 monks with Rend.
Last edited by cataphract; Mar 13, 2009 at 08:47 AM // 08:47..
Reason: LOL, wrong skill
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Mar 13, 2009, 10:04 PM // 22:04
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#16
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Ascalonian Squire
Join Date: Mar 2009
Location: Montreal
Guild: Roflcers Of The [Lawl]
Profession: Me/
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thx for all advices and builds! ill make some minor changes on it. and i'll try other things too, thank you.
but i think many of you underestimate many things about my first build -
the blinding surge is extremely efficient, it indeed sticks to any melee out there in AB. The meteor which many of you don't like is efficient for 2 goal: finishing off a monk on which a melee already focus in; and interrupting + damaging npcs at the shrine, very useful against mesmers and elementalists. the 'useless' length of firestorm has it's use: it is the non-elite fire spell that deal the most total damage, except for meteor shower. At the 10th second of the firestorm, that's the point at which the npcs die at a shrine due to searing heat and meteor. but yeah those 2 spells arent the best, i'll definately change them.
according to me, a good team in AB is team that can run to the 1st shrine, then move to the 2nd - on it's way to the 2nd shrine, it kills the facing team - and then cap the 2nd shrine. after this, it moves to cap and sometimes fight it's way.
About the fire nuker, even if it's so popular, i don't think it's so good. 2 good point i see out of it is that you can kill the npcs in 6 seconds, slightly faster then a team without a nuker, and some of you says that it can kill mob. The disadvantage is that you arent suited at all to help correctly your team in a 4v4 fight. About killing a mob, it is more a disadavantage then a good point! when facing a mob, just run from it; if you kill it, the players will die, respawn, and un-mob. -why would you kill it?-
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Mar 13, 2009, 11:29 PM // 23:29
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#17
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Frost Gate Guardian
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Quote:
Originally Posted by tmakinen
That is not entirely true. I'm always running triple heats on attacking deep. First, it enables me to wipe a gate clean in preparation for an assault on the fort: SavannahH - GoLE - Rodgort's on the first pair of NPCs, then immediately SearingH - Teinai'sH - Rodgort's on the second pair. Second, it allows for carpet bombing on the bridge where big mob-vs-mob fights are all too common: cast the first heat on enemy frontline, tab forward for one AoE effect radius and drop the second heat, tab forward for another AoE radius and drop the third heat. C back to frontline and use Rodgort's. If they haven't started retreating by then it means that they have sat through a full Savannah and a Rodgort's on top of that tends to hurt. On the other hand, the only direction they can go to avoid Savannah is backwards but because of carpet bombing they can't get out of AoE anyway. A single elementalist can do silly amounts of damage when the opportunity arises
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A single elementalist can also do zero damage, because he doesn't have anything for direct damage skills and his target is not stupid enough to sit in DOT. It always amuses me when i get some sort of idiot trying to triple heat "nuke" my monk.
It helps if your melee can KD target in DOT, but thats hardly enough reason to bring 3 of them.
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Mar 14, 2009, 06:53 PM // 18:53
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#18
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Quote:
Originally Posted by Silentbreath
About killing a mob, it is more a disadavantage then a good point! when facing a mob, just run from it; if you kill it, the players will die, respawn, and un-mob. -why would you kill it?-
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True but this is when you get those back - and forth fights across the bridge, where each side has a rez shrine and you end up going 8v8 or 10v10 with players respawning and feeding the fight. Which is the most fun thing EVER.
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Mar 17, 2009, 05:01 AM // 05:01
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#20
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Desert Nomad
Join Date: May 2005
Location: America
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Mind Blast, SH and SF are generally your three elite choices for AB.
Mind Blast is best for killing players, cycling Mind Blast and Immolate for damage and powering up skills like Rodgort's.
SH is best for quickly capping shrines and nuking areas like the bridge on Ancestral / Canyon where players tend to ball.
SF is somewhere in between, generally ok for AB because there's not much chance of your attunement being stripped outside the mesmer shrine.
And generally on your secondary for an AB ele you want to run fall back! for party support and also because you can run command shields for more armor. Healing Breeze and Mystic Regen are also ok choices for a self heal, possibly with Flame Djinn's as a speed boost.
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