Preface: I'm pretty much a n00b. I don't even know what half of the abbreviations everyone uses mean. But anyway here's some stuff I would like to be taken seriously. Input from skilled guys out there would be really appreciated.
Completely Generic Ele/Mo
Goal for character: Have it fit in and be a highly useful char in almost any PvP situation regardless of what strategies are being used. Have it fit in well anywhere in the whole spectrum - from sloppy, instant, 4v4 arena pick up parties to those crazy regimented GvG spectacles.
Skills
Defensive Skills
Obsidian Flesh
Untargetable by spells and some extra armor lets you keep enemy casters at bay.
Ward Against Melee / Amor of Earth (Ward is better...)
Stop those warriors! If you have armor of earth, it helps against rangers too, for the time while flesh is down, or if obsidian gets NR'ed.
Enervating Charge
Being able to cause weakness is indispensable against rangers and warriors. If they are toting a monk sub, or their is a monk watching their back, they still generally can't/won't purge weakness as often as you can cast charge (every 8 secs vs 30 sec purge skills). If there are multiple attentive monks... hey, you still have decent defense and heals!
Healing Skills
Orison of Healing
Spam some crappy healing
Healing Breeze / Heal Other / Heal Party
More spammable crappy healing
Restore Life / whatever...
Bring people back from the dead
Damaging
Obsidian Flame
Amazing ability, too bad it causes exhaustion. Low energy, high damage, and most importantly, it ignores armor. That means you have a viable means of dishing out at least a bit of fast damage to warriors and rangers. After you have lost a bit of mana, using this 2-4 times is not too devastating if it lets you take down an important target.
Lightning Orb
Traditional, solid damage. A bit pricey energy-wise, but the armor penetration is worth it.
Strategy
So, there are two basic combat environments. Ones with NR, and ones without it (pick up parties). If you are going into an arena competition for fun, just assume no there will be no NR and adapt if it shows up. If you are going into organized combat, you have to expect NR to be there.
No NR (pick up games)
You can heal and ressurect enough to be quite a nuissance. In 4v4, you can do OK keeping the team alive. You become something of a monk here - the linchpin to take down before the party will fall. But... you're pretty damn tough. Obsidian Flesh keeps casters shut out (especially if Earth magic is 13+ and your weapon boosts your enchantments, aka get this *nudge* *nudge*), and the 20 armor from flesh with Armor of Earth (for 130+ armor)or the Melee Ward, and the ability to weaken, combined with healing breeze can really soak up a lot of damage from rangers and warriors. Also, since you are Ele, they don't really expect you to heal primary, they probably won't focus on you first anyway. So just keep everyone alive and win. What's nice is that if you already have a monk who is on top of things, you can switch to offense. Just spam orbs on the weakest target around. If you see anyone opponents getting low, bring obsidian flame into good use.
NR (organized matches)
You can fit in somewhat well as a spiker with flame and orb, simply alternating between the two spells. They are high damage, recharge in 5 seconds, and get through armor. Maybe throw in charge just so you can be constantly casting. Just don't overdo flame.
Ward against melee and heal party can be essential additions in keeping your party alive. These are just great team spells.
Just hang out with the monks and heal/res people. Healing breeze might not be as reliable as before. Again, you retain some toughness. The effectiveness of enervating charge for weakness is dampened by more enemy monks, but it is still an option. Obsidian flesh is still great - having it on even 5-7 seconds can be crucial in holding back an enemy caster long enough that they get distracted. Ward against melee can be quite useful, especially for you and other casters around.
Conclusion?
You can spread the attribute points a lot of different viable ways, and it will have a big impact on how you play. You might want to spike one attribute, and go 15 - 9 - 9 - 9. You can become more specialized in any aspect of the character, and the level 9 abilities are still quite useful. Or, you might want to go completely balanced, with 11 - 11 - 11 - 9. Just use one superior rune (earth superior is mighty cheap), two minor runes, head armor, and those 200 attribute opints.
So, also: I am a complete n00b. I have been playing under a week. I havn't played more than a few hours of pvp. I might have no clue wth I'm talking about, but I think I make sense. For the purpose stated - to make a versatile and effective pvp elementalist - have I done a good job? Lookin for input from the know-it-all's out there. Constructive criticism preffered ha.
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? You are 15% less damaging than an airspike build. But what do you gain? With 6 healing, you still have a 90-100 point heal other. That quickly followed by heal party could be huge at a critical moment. And an spike build will certainly not be ressurecting any of your own fallen monks the last time I checked! This is a truly important ability. Restore life is, I think, a lot better than a ressurection signet, because it brings the target back with energy! And yes, in case I forgot, that single Ward of Melee might shut down important parts of the other team's strategy
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