May 20, 2006, 03:49 AM // 03:49
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#1
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Pre-Searing Cadet
Join Date: May 2006
Guild: Kingdom of Alliance
Profession: N/Mo
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I want a Hydromancer that doesn't suck!
Hydromancer E/*(Team/Random Arena Spinoff)
Water Magic 16 (12+1+4)
Energy Storage 13 (12+1)
Skillz
1.Aura of Restoration
2.Water Attunement
3.Mind Freeze(or Elemental Attunement)
4.Rust
5.Icy Prism
6.Deep Freeze
7.Blurred Vision
8.Res Sig
Mostly supportive with some offensive capabilities is what im going for...
Any ideas on how to make it better?
Last edited by G G G; May 20, 2006 at 04:01 AM // 04:01..
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May 20, 2006, 04:38 AM // 04:38
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#2
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Site Contributor
Join Date: Jul 2005
Guild: [out]
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1.Aura of Restoration
2.Water Attunement
3.Mind Freeze(or Elemental Attunement)
4.Rust
5.Icy Prism
6.Deep Freeze
7.Blurred Vision
8.Res Sig
Removals
Aura of Restoration is prety much a waste on an ele, the healing isn't good enough and if you have a competent monk you don't need it.
Water Attunement isn't strong enough for a water ele.
Mind freeze just plain sucks.
Optional Changes
Icy Prism probably isn't necessary with Rust. Rust makes rez sig take 9 seconds, in that time your team can easily kill someone else. I would take one or the other to free up slots.
Additions
I would run ether prodigy or energy boon as energy management. They both are monster energy management skills and will fuel your build very well.
You biggest strength is your snare as a water ele. The combination of shard storm and ice spikes is excelent for keeping your target of choice locked They do ok damage, but are juicy snares.
Vapor Blade gives you the ability to assist on damage in arenas, you just need an ally to strip enchantments. Take this if you want some extra damage.
Possible Secondary Utilization
You can also work in some secondary skills.
E/Mo gives you access to some back-up healing, hex removal, and condition removal. Good Skills
Purge Signet
Heal Other (you suppliment your monk, not act as a primary healer)
Remove Hex or Holy Veil
Draw Conditions
E/Me gives you more offensive support or security for your build, you will probaby delve into inspiration. However it is not unheard of to use the energy engine skills to fuel illusion or dom with an E/Me. Some prime skills:
Drain Enchantment
Shatter Enchantment
Power Drain
Mantra of Resolve or Mantra of Concentration
Shame
E/N is not exactly a popular combo, but can work. You would mainly want to delve into shutdown hexes of the curses line if you do this.
Shadow of Fear
Defile Flesh
Faintheartedness
Soul Barbs
Enfeeble
E/A is a new possibility. If you go this way you are looking at speccing into deadly arts for minor support. This can work very well paired with an assassin. You snare and set up the enemy.
Impale
Mark of Instability
Mark of Death
Recall (to help hop around and snare escaping enemies)
E/Rit could be a possibility, but I haven't explored too much into secondary support ritualist.
Remember if you use a water ele for support he only need 14 in Water to reach maximum length snare for his major spells.
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May 20, 2006, 03:23 PM // 15:23
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#3
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Pure Water Elmo
Elementalist/Monk
Level: 20
Energy Storage: 11 (10+1)
Water Magic: 16 (12+4)
Healing Prayers: 8
Ether Prodigy [Elite] (Energy Storage)
Lose all Enchantments. For 16 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
Energy:5 Cast:1 Recharge:5
Armor of Mist (Water Magic)
For 21 seconds, you gain +42 armor and move 33% faster.
Energy:10 Cast:2 Recharge:30
Deep Freeze (Water Magic)
You cause a Deep Freeze at target foe's location. All foes in this location are struck for 90 cold damage, and for 10 seconds, they move 66% slower.
Energy:25 Cast:3 Recharge:15
Ice Spikes (Water Magic)
Target and adjacent foes are struck for 84 cold damage and move 66% slower for 6 seconds.
Energy:15 Cast:2 Recharge:15
Shard Storm (Water Magic)
Target foe is struck for 69 cold damage and moves 66% slower for 6 seconds.
Energy:10 Cast:1 Recharge:10
Blurred Vision (Water Magic)
For 21 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, these foes have a 50% chance to miss with attacks.
Energy:15 Cast:1 Recharge:20
Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +6 Health regeneration.
Energy:10 Cast:1 Recharge:2
Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0
That gives support healing, a bit of warrior hate in the form of blurred vision, and hate against most classes in the game in some way shape or form with snaring skills, which also deal decent damage. Sometimes I take out armour of mist for Ice Prison in TA... when there is only one warrior and their monk is busy doing other things it can work wonders. Personally I like 16 water for the added damage- it also gives better duration to blurred vision and armour of mist.
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May 20, 2006, 04:26 PM // 16:26
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#4
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Forge Runner
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Also, in 8v8 heal party, aegis, or extinguish are basically a must.
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May 20, 2006, 07:47 PM // 19:47
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#5
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Since this was posted in the TA section, I definitely disagree with bringing healing breeze. I'd switch it out for one of these:
draw conditions
inspired hex
holy veil
melee ward
ward of stability
mantra of resolve
spirit of failure / spirit shackles (if you don't need e-management)
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