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Old Jun 04, 2005, 01:10 PM // 13:10   #1
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Default E/Mo Strategies for Living Desert Style

First let me say that I am no uber player and this is a simple PvE guide. At best I am an average PvP'r and an okay PvE'r so if I can do this most of you can too. These strategies probably work with most secondary professions, but you will have to mix and match on your own if you aren't an Mo secondary. At the bottom contains strategies for ascending so you might want to just jump down to the Elona Reach section.

Lets get everything before the desert (Amnoon) over with first, Fire (you Eles already knew this). I actually ran all fire and a res sig, but I now recommend mixing in some air with Lightning Strike or Lightning Orb just to kill those annoying scorpions and anything else with high armor faster.

Good made it to Amnoon pretty easy and now your in the desert. Now comes the unnatural part of our journey for the typical PvE elementalist, that would be defense. At first I died a lot because I was all offense driven and desert critters have really big opening attacks unlike the rest of the game that came before. However, there seems to be one large gaping hole in most of the desert... enchantment removal. You can pretty much run non-stop enchantments which can give you a huge edge... that said here is my skill breakdown:

My point mixture usually went 9 in Healing Prayers (for mending +3), 8+ in fire depending on level, 6+ in air depending on level and whatever is left in energy storage. I personally ran Major Fire (10k or less in Lions gate), Minor Vigor/Air/Energy/Earth (1k or so for all in Lions gate).

Flare - Flare flies towards target foe, striking for 10-39 fire damage if it hits.
Lightning Strike - Strike target foe for 5-41 lightning damage.
Firestorm - For 10 seconds, the area around target foe is bombarded with a rain of fire that strikes for 5-24 fire damage each second.
Watchful Spirit - While you maintain this enchantment, target ally regenerates 2 health each second. That ally is healed for 30-150 health when Watchful Spirit ends.
Mending - While you maintain this enchantment, target ally gains health regeneration of +1-3.
Resurrection Signet - Resurrect target party member. You may only use this Signet ring once per mission.
Fire Attunement (Optional) - For 36-55 seconds, you are attuned to fire. You gain 30% of the energy cost of the spell each time you use Fire Magic.
If you don't run Fire Attunement, put something to gain energy here such as a Glyph of Energy
Open Slot - I put Armor of Earth, Capture Signet, Fireball, Reversal of Fortune whatever pretty much.

Now for the armor and weapon, get earth armor in Amnoon. Most of the big nasty spells such Earthquake and Eruption are what will kill you and +15 versus those spells is nice. Nothing wrong with a set of fire armor either, but I found earth better suited for desert conditions. Next up is the weapon, I went with a max dmg +10 energy fire staff that has HP head and enchant wrap although an energy staff head would have been nice. These can be purchased for 5k or less in Lions Gate.

Playing this build is pretty straight forward, cast Mending and Watchful spirit first off. I also pretty much constantly maintained fire attunement since energy is a premium with the two drains running. Make sure you open the fights for the group since few other characters understand grouping monsters as well as an Ele and Fire Storm is king when used properly. That aside, keep the groups manageable. You won't have the energy to handle more than two groups at a time. Once you drop a fire storm, spam flare and strike as needed. Remember your role, you are for opening damage/tank (sounds strange tanking doesn't it?). Also keep in mind you are a throttle and don't recover energy quickly. As long as the group is small, keep energy and skills on tap. If things go bad, you can open up the throttle and expend most or all of your energy on damage spells maybe even drop enchantments to spam more damage. Personally, I recommend opening the fight with a flare, followed by a well placed fire storm and an armor of earth when surrounded. Allow the group to mop up what is left. Healers won't have to work too hard to keep you alive and those big nasties that open with tons of damage won't flatten you. Lastly, you can always drop the two health enchantments between mobs to get back up to full faster.

Getting Ascended
You should be well prepared for the ascension missionsm, but here is a quick guide to getting through the process without pulling out your hair.

First up is the Dunes of Despair, this is a very easy mission that can be done with a monk and four henchmen easy. You can probably drop one or both of the healing enchantments and sub in some air damage spells like Lightning Orb and Chain Lightning. Personally, I ignored the worms and the rest of the fights went quickly.

Next is Thirsty River, your role here is dropping damage since you have to kill the priests and the boss before they can res mobs on top of you. Read the guide below for the details. Running Lightning Orb for damage and Lightning Javelin to interrupt the priests is a good idea. I didn't use my enchantments here since killing fast was priority, but I did throw the occasional Armor of Earth. Kill the priests first then nuke the boss. If with an OK or better group, you should breeze through here.

Last on my list is Elona Reach which can REALLY suck. Use the build I listed above and keep both healing enchantments running in fights. Fight groups one at a time and wait for optimal conditions to fight the groups. You have 30 minutes and even if you go slow you will still have 5+ minutes on the clock when you are done. Drop Sage Healers first since their healing can keep up with your damage. I actually open with a fire storm on their head and spam until the healer is dead. Then I let the group mop up the rest while I get back energy and storm for the next fight. Also, I use lightning strike on the armored guys as it hits them pretty hard and still allows me to recharge on energy. This last tip may sound strange, but get one good monk and take the healer henchman along with you. Fill the rest of the group with whatever is available. The rest of the group should know to stay behind you and their role is mop up. My friend who is a Mo/Me (all Mo and no Me) and I finally got tired of player groups killing us rushing in so we loaded up the Healer, Mage, Ranger, Cultist (he gives energy regen sometimes) henchmen and beat the mission easily. It had nothing to do with out "leet" skills and everything to do with taking our time and fighting groups in threes/fours. BTW, don't take the warrior henchmen, they rush in and often pull too much. Keep henchmen that will stay behind you and this rule also applies to player warriors.
hint: If nearly everyone dies in a fight from a bad pull, this can be turned into a good thing. The surviving player(s) should scout for the crystals so the next time you know exactly where to go and what mobs to fight.

Here is a pretty good walkthrough of the quests Gamedog Radio Ascension Guide

Fighting your mirror should be cake if you change your bar around a bit. Put useless spells in all the slots but two and load those up with firestorm and flare. As soon as you touch the three runes and are teleported, hit C or TAB and press the key for firestorm. Once cast, start pelting him with flare. He will firestorm you, just move out of it. Your mirror will likely die in a few seconds.

This should get you into the Dragon's Lair and that quest is incredibly easy (and long) with one monk and the two healer henchmen. Just load up on a mixture of fire and air damage like above and you will rip right through there.

I hope this helps.

Last edited by Straegen; Jun 04, 2005 at 03:31 PM // 15:31..
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Old Aug 25, 2006, 04:28 AM // 04:28   #2
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Wow. Thank you for posting that. I will reply if it works ^^ thanks
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Old Aug 25, 2006, 04:36 AM // 04:36   #3
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dude, seriously, there are so many things that are horribly wrong with this, that I dont even know what to say w/o insulting you...

edit:
*looks at the first post date* oh wait, nvm...
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