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Old Jul 21, 2006, 07:41 AM // 07:41   #1
Ascalonian Squire
 
Join Date: Jul 2006
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Default Experiemental Support E/W

Support Ele

Ele/Warrior


Energy Storage: 6 (5+1)
Earth Magic: 14 (10+3+1)
Fire Magic: 11 (10+1)
Tactics: 10

Resurrection Signet
Ward Against Melee (Earth Magic)
Ward Against Elements (Earth Magic)
Ward Against Foes (Earth Magic)
"Charge" [Elite] (Tactics)
"Watch Yourself" (Tactics)
"Sheilds Up" (Tactics)
Conjure Flame (Fire Magic)

The premise of this build is to provide buffs to teamates without enchantments.

Conjure Flame: Since there are no attack skills/spells in this build, I thought that the build should still have some way of dealing a little damage. Its cheap, its long, if it gets removed its not a big deal.

Ward Against Melee: Use as often as possible. Keep it up most around anyone you see being targeted by any warriors or assassins

Ward Against Elements: I usually cast this immediatly after melee. Keep this up as often as possible as well

"Watch Yourself" : Since this only requires 4 adrenaline, you can keep it up often. The +20 bonus in conjunction with Ward Against Melee can really help keep soft targets alive longer

"Sheilds Up" - This shout only protects against peircing so it doesn't always need to be used. However, if your facing rangers it can be a big help.

Ward Against Foes + "Charge" : I put these two together because they are best used in combination. They can either be used to help allies being chased down, or to help your characters chase down a fleeing enemy.

Energy management shouldn't be a problem unless you are denied it. The spells are not cast fast enough to drain a significant amount of energy

I made this build just because I wanted to try and make something for my E/W. I know its not the best build, but it is very fun to use and can be quite effective when facing certain teams.

I would really appreciate any feedback. This build is still a work in progress and any ideas on how to improve it would be very welcomed.
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Old Jul 21, 2006, 07:54 AM // 07:54   #2
Desert Nomad
 
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Location: Boston, MA
Guild: Blood Of Orr [BoO]
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Well without trying it out, I would have to say that while I understand you adding in Conjure Flame, it's just not a good skill to add in there. 1) You'd be using a Earth Wand/Staff, not a Fire Wand/Staff. 2) If it's a support build then damage is not important.

I'd add in a healing skill (Heal Sig- with the added armor from wards and shouts it shouldn't make that much of a difference). Another stance or shout might be good idea too.

I do like the idea though. I'm not sure how usable it is, but I can see it being fun.
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Old Jul 21, 2006, 04:00 PM // 16:00   #3
Aug
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Location: Maryland
Profession: Mo/
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Definitely get rid of Conjure Flame. That's a huge investment of attribute points for almost no gain.
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Old Jul 21, 2006, 06:40 PM // 18:40   #4
Forge Runner
 
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Yea, agreed with drop conjure.
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Old Jul 25, 2006, 08:51 PM // 20:51   #5
Krytan Explorer
 
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Guild: COLD, Cold Snap
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Ditch conjure, and get ward of stability.. For TA, u dont exactly need those shouts, if u have a warr in ur team he will have speed buff so no big need for charge. I'd say, ditch the shouts, the wards will help u good enough. Go for some more dmg, take something like obs flame etc. Earth eles are good at defense but also have plenty offensive spells that would be good for u to take. I think wards and something to kill with in spikes would be good enough for this. Try getting it balanced that way
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Old Jul 26, 2006, 01:07 AM // 01:07   #6
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Quote:
Originally Posted by Foppe
Ditch conjure, and get ward of stability.. For TA, u dont exactly need those shouts, if u have a warr in ur team he will have speed buff so no big need for charge. I'd say, ditch the shouts, the wards will help u good enough. Go for some more dmg, take something like obs flame etc. Earth eles are good at defense but also have plenty offensive spells that would be good for u to take. I think wards and something to kill with in spikes would be good enough for this. Try getting it balanced that way
Dropping conjure def.
Dropping shouts would lose buffs, and if youre farther back from tanks you wouldnt get the benefits of their's. Go for either heal sig or a spike, such as obsidian flame or crystal wave/teinai's crystals incase anyone decides to wander in to pick on the softer targets. Support isn't a damage dealer, but bringing one offensive spell while im doing support has saved groups for me before. I'm iffy on Charge!, but your idea of using it with ward against foes for escapes is a good idea.
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Old Jul 26, 2006, 11:08 AM // 11:08   #7
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My point with the shouts is that they are not necessary in TA, and this is a single support build for TA. U would have to ditch in dmg for shouts that are of no big use. The wards are defensive enough
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