Aug 05, 2006, 12:23 AM // 00:23
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#1
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Frost Gate Guardian
Join Date: Feb 2006
Profession: W/N
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Ether Prodigy or Dual Attunements?
How should I decide which one to use?
And what skillbar or skills are best with each one?
(And how should I decide between Healing Breeze and a direct healing spell (Orison of Healing, Heal Other, etc.)?)
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Aug 05, 2006, 12:34 AM // 00:34
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#2
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by icantthinkofonerightnow
How should I decide which one to use?
And what skillbar or skills are best with each one?
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It's less a question of skillbar and more a question of environment. If you're in an environment where the enemy can't be expected to have enchantment removal (ie: Randoms), dual attunements are fine. If you can expect enchant removal (ie: anywhere but Randoms), run Prodigy.
Quote:
Originally Posted by icantthinkofonerightnow
(And how should I decide between Healing Breeze and a direct healing spell (Orison of Healing, Heal Other, etc.)?)
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Direct healing spells are generally a lot better than HoT spells like Breeze or Vigorous Spirit. The only exception might be in PvE, if you know exactly where the damage is coming, in which case a HoT spell can be more efficent in some cases.
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Aug 05, 2006, 12:56 AM // 00:56
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#3
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: Valkyrie Einherjar
Profession: Mo/
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Agree with Squidget for generics. There are exceptions of course, for instance:
If you're a Me/E fast cast spiker (or whatever else where most of your spells are elementalist spells), dual attunements will generally run a lot better than Ether Prodigy.
Healing Breeze has its uses on E/Mo runners in GvG.
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Aug 05, 2006, 06:38 AM // 06:38
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#4
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by kryshnysh
Agree with Squidget for generics. There are exceptions of course, for instance:
If you're a Me/E fast cast spiker (or whatever else where most of your spells are elementalist spells), dual attunements will generally run a lot better than Ether Prodigy.
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This is pretty obvious... Why would anyone run a 5s base duration Ether Prodigy? It's not like you get an Elementalist Primary attribute on a Mesmer Primary...
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Aug 05, 2006, 06:46 AM // 06:46
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#5
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Krytan Explorer
Join Date: Apr 2005
Guild: Zero Files Remaining [LaG]
Profession: R/Mo
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in gvg ether prod is much more viable but not as stable as a shatter enchantment on EP will own your face. Second Wind is nice for water ele but interuptable and takes a little micro/skill to use effectivly. Double attunes arnt bad if your just casting all the time but it is very vulernable to enchant strips and or it takes up 2 slots on your bar rather then 1 from prod/second wind.
On the healing part of e/mo heal party or heal other would be all I would take. Heal Other if you have a split assassin build like evil does to keep monks alive at the flag stand if you have to fight 6 v 7 or so. It really depends on build and or what you need your ele to be. A offensive air ele monster with ward blind hp or snare bot with water. Vigorus spirit is pretty nice with healing light =].
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Aug 05, 2006, 07:34 AM // 07:34
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#6
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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If you are spamming non-ele skills like HP or skills from different attributes, I'd say E-Prod is better simply because it works for everything. Dual attunements is unmatched if you are spamming a particular element constantly (ie. Flash tower).
Of course enchant stripping is a bigger problem with Dual Attunements.
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Aug 05, 2006, 07:56 AM // 07:56
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#7
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Wait guys...isn't elemental attunement linked to energy storage nowadays? So dual attunements are a no-no on Me/E?
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Aug 05, 2006, 08:07 AM // 08:07
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#8
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by Yanman.be
Wait guys...isn't elemental attunement linked to energy storage nowadays? So dual attunements are a no-no on Me/E?
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Elemental Attunement has a 30s base duration at 0 Energy Storage. It's still semi-viable, but it's no where near as good as it used to be.
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Aug 05, 2006, 08:42 PM // 20:42
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#9
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Sean22190
Didn't it used to be 45 Seconds long with 60 down?
So you still have the 15 seconds of no enchant.
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No, it has always had a 45 second cooldown.
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Aug 05, 2006, 08:55 PM // 20:55
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#10
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by JR-
No, it has always had a 45 second cooldown.
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Nope, it was 60s until April 2006.
Quote:
Originally Posted by Arenanet
Elemental Attunement: decreased recharge time to 45 seconds.
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http://www.guildwars.com/support/gameupdates/updatearchive-2006-04.php]Clickedy Click - About halfway down the page.
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Aug 05, 2006, 09:03 PM // 21:03
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#11
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Frost Gate Guardian
Join Date: Oct 2005
Location: The Netherlands
Guild: Guidless :(
Profession: W/
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Quote:
Originally Posted by Sean22190
you still have the 15 seconds of no enchant.
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10s downtime (9s cooldown + 1s casting time) with a 20% enchanting mod.
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Aug 05, 2006, 09:22 PM // 21:22
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#12
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Wasteland Squidget
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Fair enough, but my point was that it was still 45 just before the "nerf". Just worded badly.
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Aug 07, 2006, 12:17 PM // 12:17
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#13
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Wilds Pathfinder
Join Date: Mar 2006
Location: London
Guild: Diary of a Madman [SiKK]
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Still a nerf since +20% enchant mods are less effective now.
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Aug 07, 2006, 04:34 PM // 16:34
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#14
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Academy Page
Join Date: Aug 2005
Guild: Spectral Agony [sA]
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Quote:
Originally Posted by Wasteland Squidget
It's less a question of skillbar and more a question of environment. If you're in an environment where the enemy can't be expected to have enchantment removal (ie: Randoms), dual attunements are fine. If you can expect enchant removal (ie: anywhere but Randoms), run Prodigy.
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I'd have to disagree and say its a matter of what you are fueling. If you need to run support heal parties, prodigy is really the only option, and is the whole point of running party on eles to begin with. But if you've got all fire, dual attunes is by far the better choice. Enchant removal is secondary, and you will always have the attribute attunement on top of the ele attune anyway. Its something to consider, but does not make up for the difference in performance of attunes when running full elemental.
Quote:
Originally Posted by Wasteland Squidget
Direct healing spells are generally a lot better than HoT spells like Breeze or Vigorous Spirit. The only exception might be in PvE, if you know exactly where the damage is coming, in which case a HoT spell can be more efficent in some cases.
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breeze is by far more efficient for non monk primaries. Its more situational, and it has the downside of being an enchantment. Depending on what the ele is for, breeze can be the much better alternative, even in pvp.
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Aug 08, 2006, 10:18 PM // 22:18
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#15
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Wilds Pathfinder
Join Date: Jan 2006
Location: Dublin, Ireland
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From a HA point of view, Dual Attunements are risky to pack as the ever popular IWAY can turn your build into an inefficient mess with a few OoA powered hits. Many eles have taken to packing previousy substandard glyphs as a mediocre but reliable source of energy management.
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Aug 08, 2006, 10:48 PM // 22:48
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#16
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by The Real Roy Keane
From a HA point of view, Dual Attunements are risky to pack as the ever popular IWAY can turn your build into an inefficient mess with a few OoA powered hits. Many eles have taken to packing previousy substandard glyphs as a mediocre but reliable source of energy management.
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Umm glyphs...why not just run second wind and gale for HA elementalists. No matter which element you are running, you cannot argue with the awesomeness of gale and its need for only 5 air.
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Aug 08, 2006, 11:26 PM // 23:26
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#17
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Ascalonian Squire
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Second Wind is a bit reliant on time as a luxury though, with regards to getting rid of exhaustion and a situation where you need to spam spells will probably wreck you in this regard, as well as the 2s cast time.
Now, if we're talking huge energy storage and then energy foci on top of that, then it becomes more worthwhile since peak efficiency is now more efficient.
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Aug 09, 2006, 07:42 AM // 07:42
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#18
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Academy Page
Join Date: Apr 2006
Guild: Plz Check Your Connection [Err7]
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Since RA and GVG has already been discussed, i'll give my points for HA:
Run dual attunements if you high energy spells along with low energy spells ( like a fire ele would do with shower, rodgort and fireball )
Run Prodigy for low energy spells ( air ele mainly )
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Aug 09, 2006, 02:07 PM // 14:07
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#19
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Forge Runner
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Most eles are heal party spammers now, (ofcourse that's not the ONLY thing they do, but still.....) attunemeents don't work with HP, and for that reason I'd go with prodigy. Also, it's hard to permanently keep up 2 enchants(they get removed)...as more people have stated.
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Aug 14, 2006, 06:26 PM // 18:26
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#20
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Banned
Join Date: Nov 2005
Guild: The Licious Fame Farmers {TLG}
Profession: W/E
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Dual attunements aren't really a common choice these days in pvp.
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