Quote:
Originally Posted by Sabellian
This has been bothering me a lot lately.
I've been playing a fire elementalist for a while now, and I've heard from many sources that fire is inferior with mobs past level twenty due to armor. I'm wondering, is there any place for a fire elementalist in hard-modes or UW? Would air (armor penetration) or earth (from what I've heard) be better choices? Should I even be a DPS, or should I go heal or something?
Basically, I'm wondering where and endgame elementalist fits in best. I use the term best lightly, because I'm looking for opinions. I know all about that "there is no best" stuff. We can also assume that I primarily run with henchmen and heroes (though I obviously have no intentions of doing that for UW, and not just because I can't bring henchmen there).
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You would get more answers from the Elementalist section. I will give you my input, by my input is very biased, so be warned.
It's true that most Ele spells are less effective in HM because of increased armor. However, that does not make you useless. For example, Searing Flames @14 would do around 20 less damage to the same foe in HM than in NM. Having the ability to keep foes Burning makes for great armor-ignoring damage (unless immune to Burning). Also toss in Mark of Rodgort, and you have AoE condition and hexing going on, which is great for party members that require conditions or hexes to use their own skills. To that extent, Discordway works great with this.
While Air is nice, it doesn't have spammability or mob power. Chain Lightning and Invoke can only hit 3 foes at most.
Earth is actually pretty nice, as long as foes don't have interrupts, since you will probably get interrupted a lot because the better Earth spells take 2-3 seconds to cast. With Earth, there isn't much to spam since the better spells have long recharges, so energy will likely not be a problem.
For "endgame" areas, Eles may not be the best choice. For generic use, Eles are still great to have.