The Aquaman: Hydromancer Build
Kenji Akatsuki
Nowadays mostly every1 plays Fire as an elementalist. I dont blame them, when u think elements fire is typically the first to come to mind. Some may argue but the general public will agree to this statement. The runner up in popularity to fire is air, followed by earth. Wait a minute, last i checked water was an element too. I wonder y people dont use water as much as the other elements, as it (in my opinion) clearly dominates them in most to all aspects. Maybe its because the element is like it's name and is too submerged and complicated for people to find the secrets to. Maybe its because they think its like fire and should be spammed until the energy bar hits zero with about half the bar gone with exhaustion. The worst case of clueless hydromancy is the use of Maelstrom, which is all around a completely useless attack than can be easily evaded. Well I am here to give all of you my build on how to create an ocean master capable of numbing your enemy's senses blind and drowning them in a frustration that can only be compared to a tsunami. I give you my approach to the complicated element of water, named after my elementalist-The Aquaman
Build Name: The Aquaman
E/ME-For power and excessive damage
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Stats:
Water Magic: Lv16
Energy Storage: Lv12
(For E/Me, spare points can go into inspiration magic for higher energy drain)
(For E/R, spare points can go into Beast Mastery for pets or Wilderness Survival for Troll Unguent and/or running skills)
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Basic Equipment:
Armor: Aeromancer and a backup Pyromancer, Geomancer as well if you've got money to spare (I went with 15k Aeromancer tho i walk around in broad daylight in Shing Jea Armor Dyed Orange and Green)
Weapon: Flints Fleshcleaver or Kaolin Water Staff with Elemental Attunement
+5 Energy Wand w/ 20% HCR + 20/% HCR Focus w/o Elemental Attunement
(offhand and wands can be used as well and is probably more perfered by typical players, but I wanted to go with an ocean theme and not an iceman theme.)<---(this does not mean that people shouldnt use offhands/wands, its just my personal pref)
/\
l
l
A comment to this is that generally people look for +15 energy staffs for elementalists, where as perfer +1 or +60life staffs for the reason that elementalists already have a high energy capability and 5 extra energy isnt going to make a difference in a build that surrounds itself with high energy consuming attacks.
Runes: Superior Water Magic and Minor Energy Storage
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Skill Setup:
General Carry;
E/Me
1) Ice Spear
2) Vapor Blade
3) Ice Spikes
4) Arcane Echo
5) Blurred Vision
6) Elemental Attunement [E]
7) Water Attunement
8) Res Sig
This is the standard carry set for the E/Me Aquaman. It is an all around debuff build that can keep your energy high for about...forever. Ice spikes is perfered over Shard Storm for the reason that it affects multiple targets at once and is an autohit attack. Vapor Blade is the hard hitter attack that is usually Echoed to have a 1-2 hit. Blurred Vision is used to blind warriors so that you can either stand and Ice Spear them in the face or finish off your target. Blurred Vision at level 16 will last 21 seconds and the skill itself recharges is 20, making for a permablind that only hex removals can eliminate. Be aware that some warriors enter battle with holy veil. Since it is an enchantment, Vapor blade's damage is cut in half, but if Ice Spikes (which is a hex) is cast on first, the typical warrior will remove his holy veil, thus leaving himself open to an array of vapor blades. Because of Elemental Attunement and Water Attunement, your energy should always be near max after each spell. A serious killer to this build is an enchantment stripper, but all elementalists must take that chance in battle when trying to manage energy.
AB/Aspenwood E/Me Aquaman
1) Ice Spear
2) Vapor Blade
3) Ice Spikes
4) Deep Freeze
5) Arcane Echo/Reveal Enchantment
6) Blurred Vision
7) Elemental Attunement [E]
8) Water Attunement
Basically res sig is removed for deep freeze, which is a multi-affecting, high damage slow down. Combined with ice spikes it can cause a really bad day and create an extremely angry enemy. Deep Freeze slows the enemy down for 10 seconds and ice spikes slows for 6. Both skills recharge in 15 seconds, meaning it can be chained endlessly and cause the opponent death before he can even arrive at you (unless he is really close, then he will die at your feet). If the enemy isnt dead, then an application of endless ice spears should do the trick.
E/Me Adjusted:
Aquaman: Angry Seaking
1) Ice Spear
2) Vapor Bade
3) Shard Storm
4) Mind Freeze [E]
5) Blurred Vision
6) Energy Tap/Reveal Enchantment
7) Water Attunement
8) Res Sig
By eliminating elemental attunement, Aquaman now is not an infinite stormer (a term I developed and use for the balance between spiking and nuking [i consider spiking rapid damage in a short amount of time and nuking slow but hard and heavy damage]) This does not mean he is weaker, it only means he will send out massive damage but must take a few moments of rest in between. In this build, concentration on one target is key. Spamming is not advised as it will have a large backlash on your energy that you do not want. To pull this off, start by Mind freezing the target with full energy. The enemy will be slowed considerably and when the slow is off, shard storm to put the slow back on, Vapor Blade and then approch for ice spear spamming (which is the only skill that should be spammed). Blurred Vision will keep the enemy off you if they are a close range attacker and energy tap will give energy to continue your assault. When the enemy reaches 30% health he/she will typically back off, seeing as your life is nearly untouched and theirs is so low. When they run, apply a mind freeze for large damage and a long slow and end it with vapor blade. The essence here is to only need mind freeze only once or twice. Three times is acceptable but highly unneccessary unless they heal.
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Backup Skills: (arsenal that can be used to adjust the build to any preferences)
(Shard Storm): low cost, single target version of Ice Spikes
(Deep Freeze): strong damage, long slow, decend recharge in place of res sig
(Armor of Mist): for tanking magic based teams, replace for Blurred Vision
(Shatterstone): for multi-element users, can also cause anti-hex monks to kill their own teammate as the damage is applied even tho the hex is removed. In place of Elemental Attunement
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Words of Advise and Wisdom:
I encourge users of this build to experiment with other skills and how they chain with other skills. The key to water is the reaction of the enemy, meaning that damage isnt always what wins the fight.
Water is not fire, air, or earth. Meaning it should not enclude a tray full of exhaustion causing skills, low energy small spikes of attacks, or over protective attacks. Water is the debuff of enemies and the cause of death in that way. Water should not be used as aggressivly as air or fire but also not as defensive as earth. Find a balance between those play styles and water can be mastered.
Do not buy Hydromancer armors, as they provide no protection against the more popular elements. I am not trying to spread the popularity of Water Magic, I am just showing people how to use it my way if they choose to use it. Water is not underpowered watsoever and should not be degraded for not having "seemingly" straightforward skills. Get to know the element and you'll see how deadly it can be.
Location based attacks are a complete offset to the Aquaman build, as the build attempts to immitate the Sea-king in his natural home, the ocean, where he has absolute mastery of his surroundings. Carry autolock attacks and projectiles only.
When Elemental Attunement is not in the skill bar, attempt to use substitution attacks that do nearly the same thing as the skills being replaced with only less energy. Water is very energy straining and forces it's users to take their energy for granted.
Build Name: The Aquaman
E/ME-For power and excessive damage
-----------------------------------------------------------------------
Stats:
Water Magic: Lv16
Energy Storage: Lv12
(For E/Me, spare points can go into inspiration magic for higher energy drain)
(For E/R, spare points can go into Beast Mastery for pets or Wilderness Survival for Troll Unguent and/or running skills)
-----------------------------------------------------------------------
Basic Equipment:
Armor: Aeromancer and a backup Pyromancer, Geomancer as well if you've got money to spare (I went with 15k Aeromancer tho i walk around in broad daylight in Shing Jea Armor Dyed Orange and Green)
Weapon: Flints Fleshcleaver or Kaolin Water Staff with Elemental Attunement
+5 Energy Wand w/ 20% HCR + 20/% HCR Focus w/o Elemental Attunement
(offhand and wands can be used as well and is probably more perfered by typical players, but I wanted to go with an ocean theme and not an iceman theme.)<---(this does not mean that people shouldnt use offhands/wands, its just my personal pref)
/\
l
l
A comment to this is that generally people look for +15 energy staffs for elementalists, where as perfer +1 or +60life staffs for the reason that elementalists already have a high energy capability and 5 extra energy isnt going to make a difference in a build that surrounds itself with high energy consuming attacks.
Runes: Superior Water Magic and Minor Energy Storage
--------------------------------------------------------------------------
Skill Setup:
General Carry;
E/Me
1) Ice Spear
2) Vapor Blade
3) Ice Spikes
4) Arcane Echo
5) Blurred Vision
6) Elemental Attunement [E]
7) Water Attunement
8) Res Sig
This is the standard carry set for the E/Me Aquaman. It is an all around debuff build that can keep your energy high for about...forever. Ice spikes is perfered over Shard Storm for the reason that it affects multiple targets at once and is an autohit attack. Vapor Blade is the hard hitter attack that is usually Echoed to have a 1-2 hit. Blurred Vision is used to blind warriors so that you can either stand and Ice Spear them in the face or finish off your target. Blurred Vision at level 16 will last 21 seconds and the skill itself recharges is 20, making for a permablind that only hex removals can eliminate. Be aware that some warriors enter battle with holy veil. Since it is an enchantment, Vapor blade's damage is cut in half, but if Ice Spikes (which is a hex) is cast on first, the typical warrior will remove his holy veil, thus leaving himself open to an array of vapor blades. Because of Elemental Attunement and Water Attunement, your energy should always be near max after each spell. A serious killer to this build is an enchantment stripper, but all elementalists must take that chance in battle when trying to manage energy.
AB/Aspenwood E/Me Aquaman
1) Ice Spear
2) Vapor Blade
3) Ice Spikes
4) Deep Freeze
5) Arcane Echo/Reveal Enchantment
6) Blurred Vision
7) Elemental Attunement [E]
8) Water Attunement
Basically res sig is removed for deep freeze, which is a multi-affecting, high damage slow down. Combined with ice spikes it can cause a really bad day and create an extremely angry enemy. Deep Freeze slows the enemy down for 10 seconds and ice spikes slows for 6. Both skills recharge in 15 seconds, meaning it can be chained endlessly and cause the opponent death before he can even arrive at you (unless he is really close, then he will die at your feet). If the enemy isnt dead, then an application of endless ice spears should do the trick.
E/Me Adjusted:
Aquaman: Angry Seaking
1) Ice Spear
2) Vapor Bade
3) Shard Storm
4) Mind Freeze [E]
5) Blurred Vision
6) Energy Tap/Reveal Enchantment
7) Water Attunement
8) Res Sig
By eliminating elemental attunement, Aquaman now is not an infinite stormer (a term I developed and use for the balance between spiking and nuking [i consider spiking rapid damage in a short amount of time and nuking slow but hard and heavy damage]) This does not mean he is weaker, it only means he will send out massive damage but must take a few moments of rest in between. In this build, concentration on one target is key. Spamming is not advised as it will have a large backlash on your energy that you do not want. To pull this off, start by Mind freezing the target with full energy. The enemy will be slowed considerably and when the slow is off, shard storm to put the slow back on, Vapor Blade and then approch for ice spear spamming (which is the only skill that should be spammed). Blurred Vision will keep the enemy off you if they are a close range attacker and energy tap will give energy to continue your assault. When the enemy reaches 30% health he/she will typically back off, seeing as your life is nearly untouched and theirs is so low. When they run, apply a mind freeze for large damage and a long slow and end it with vapor blade. The essence here is to only need mind freeze only once or twice. Three times is acceptable but highly unneccessary unless they heal.
--------------------------------------------------------------------------
Backup Skills: (arsenal that can be used to adjust the build to any preferences)
(Shard Storm): low cost, single target version of Ice Spikes
(Deep Freeze): strong damage, long slow, decend recharge in place of res sig
(Armor of Mist): for tanking magic based teams, replace for Blurred Vision
(Shatterstone): for multi-element users, can also cause anti-hex monks to kill their own teammate as the damage is applied even tho the hex is removed. In place of Elemental Attunement
--------------------------------------------------------------------------
Words of Advise and Wisdom:
I encourge users of this build to experiment with other skills and how they chain with other skills. The key to water is the reaction of the enemy, meaning that damage isnt always what wins the fight.
Water is not fire, air, or earth. Meaning it should not enclude a tray full of exhaustion causing skills, low energy small spikes of attacks, or over protective attacks. Water is the debuff of enemies and the cause of death in that way. Water should not be used as aggressivly as air or fire but also not as defensive as earth. Find a balance between those play styles and water can be mastered.
Do not buy Hydromancer armors, as they provide no protection against the more popular elements. I am not trying to spread the popularity of Water Magic, I am just showing people how to use it my way if they choose to use it. Water is not underpowered watsoever and should not be degraded for not having "seemingly" straightforward skills. Get to know the element and you'll see how deadly it can be.
Location based attacks are a complete offset to the Aquaman build, as the build attempts to immitate the Sea-king in his natural home, the ocean, where he has absolute mastery of his surroundings. Carry autolock attacks and projectiles only.
When Elemental Attunement is not in the skill bar, attempt to use substitution attacks that do nearly the same thing as the skills being replaced with only less energy. Water is very energy straining and forces it's users to take their energy for granted.
The Great Al
well before I even finish reading, unless I am mistaken, wands and offhands are > staves
if you are going to go /me, you may as well just take a strip enchant if you can, and then do the vapor blade
if you are going to go /me, you may as well just take a strip enchant if you can, and then do the vapor blade
Kenji Akatsuki
Quote:
Originally Posted by The Great Al
well before I even finish reading, unless I am mistaken, wands and offhands are > staves
if you are going to go /me, you may as well just take a strip enchant if you can, and then do the vapor blade generally, they are. I went with a Flints for the 5/30 and a 30/30 Life staff. Energy management isnt really a problem for Aquaman and offhand/wand is only better because it has a greater chance of recharging skills and gives 2 extra energy (if your using a +5 energy wand). This build doesnt call for that because all the skills are time linked together perfectly. One skill calls for the next and the cycle repeats.
Bringing enchantment strip is a sound idea, not a perfect one. You're thinking too literal when u think vapor blade. Only casters r enchantment users and against them its best to just not use vaporblade. Remember that the essence of slow is wat makes this build work and in that essense allows u to spam ice spears at the caster. Vapor blade is only intended to be used on warriors, assassins, necros, and such. Try it out and ull see.
o yea, i think i also added reasons to why i made such choices, so i advise future readers to read first, comment later
if you are going to go /me, you may as well just take a strip enchant if you can, and then do the vapor blade generally, they are. I went with a Flints for the 5/30 and a 30/30 Life staff. Energy management isnt really a problem for Aquaman and offhand/wand is only better because it has a greater chance of recharging skills and gives 2 extra energy (if your using a +5 energy wand). This build doesnt call for that because all the skills are time linked together perfectly. One skill calls for the next and the cycle repeats.
Bringing enchantment strip is a sound idea, not a perfect one. You're thinking too literal when u think vapor blade. Only casters r enchantment users and against them its best to just not use vaporblade. Remember that the essence of slow is wat makes this build work and in that essense allows u to spam ice spears at the caster. Vapor blade is only intended to be used on warriors, assassins, necros, and such. Try it out and ull see.
o yea, i think i also added reasons to why i made such choices, so i advise future readers to read first, comment later
H2BH
The only time that a staff is better than a wand/off hand is if you are going for an enchantment based build, IE using mist form, breeze, armor of whatever, then id rather have the +20% than a few xtra points of energy.
Kenji Akatsuki
Quote:
Originally Posted by H2BH
The only time that a staff is better than a wand/off hand is if you are going for an enchantment based build, IE using mist form, breeze, armor of whatever, then id rather have the +20% than a few xtra points of energy.
i agree with u on this statement. But still i choose to have life over a few points of unneeded energy
H2BH
Staves are nice for many reasons you jsut have to think harder and have a more complicated build to get anything out of it. Earth Eles gaining the xtra 7 armor will put them in a higher armor bracket and reduce a full point of damage out of every hit. E/Mo's can use staves + boon to have never ending enchants etc...or at least as close to never ending as u can get.
If you're just a basic player and all you're gunna do is run up and try to spam someone with spells to death then a wand/off hand will always be better b/c you can reduce casting times by 40% and recharge times by 40% 1 or the other and still gain some mana.
It isnt until you start timing your enchants to the second or a more support oriented build healing breeze for example becomes alot better with a 20% duration addition.
I dunno it dpeends on what your doing. I always say there are 2 kinds of ele's
Emo and Eme 1 is offense/harrasment the other is offence/support.
I mean your either running a air/eco or a fire/eco or your running earth/prot or ice/heals
those are pretty much the best and more versitle ele combos and they have thier own sets of advatages and disadvantages
If you're just a basic player and all you're gunna do is run up and try to spam someone with spells to death then a wand/off hand will always be better b/c you can reduce casting times by 40% and recharge times by 40% 1 or the other and still gain some mana.
It isnt until you start timing your enchants to the second or a more support oriented build healing breeze for example becomes alot better with a 20% duration addition.
I dunno it dpeends on what your doing. I always say there are 2 kinds of ele's
Emo and Eme 1 is offense/harrasment the other is offence/support.
I mean your either running a air/eco or a fire/eco or your running earth/prot or ice/heals
those are pretty much the best and more versitle ele combos and they have thier own sets of advatages and disadvantages
Saraphim
Kenji,
Had to come in and thank you for posting the Aquaman build. I've been a commited nuker / echo-nuker pretty much the whole way through and never tried any other element. But after getting a butt kicking in Hell's Precipice four times I decided to try something new and found your thread. So I nipped over to Cantha, bought Vapour Blade, stuck some water runes on my spare Pyro armour and ran this build:
Quote:
Had to come in and thank you for posting the Aquaman build. I've been a commited nuker / echo-nuker pretty much the whole way through and never tried any other element. But after getting a butt kicking in Hell's Precipice four times I decided to try something new and found your thread. So I nipped over to Cantha, bought Vapour Blade, stuck some water runes on my spare Pyro armour and ran this build:
Quote:
General Carry;
E/Me
1) Ice Spear
2) Vapor Blade
3) Ice Spikes
4) Arcane Echo
5) Blurred Vision
6) Elemental Attunement [E]
7) Water Attunement
8) Res Sig Had 15 on Water, 14 on E Storage.
Finished Hell's Precipice without dying once and with a 10% morale boost.
Many thanks from an inexperienced Water Ele. You rock!

unholy guardian
nice build, water is awesome, hopfully in nightfall we see some pretty cool new water spells
Kenji Akatsuki
Quote:
Originally Posted by H2BH
Staves are nice for many reasons you jsut have to think harder and have a more complicated build to get anything out of it. Earth Eles gaining the xtra 7 armor will put them in a higher armor bracket and reduce a full point of damage out of every hit. E/Mo's can use staves + boon to have never ending enchants etc...or at least as close to never ending as u can get.
If you're just a basic player and all you're gunna do is run up and try to spam someone with spells to death then a wand/off hand will always be better b/c you can reduce casting times by 40% and recharge times by 40% 1 or the other and still gain some mana.
It isnt until you start timing your enchants to the second or a more support oriented build healing breeze for example becomes alot better with a 20% duration addition.
I dunno it dpeends on what your doing. I always say there are 2 kinds of ele's
Emo and Eme 1 is offense/harrasment the other is offence/support.
I mean your either running a air/eco or a fire/eco or your running earth/prot or ice/heals
those are pretty much the best and more versitle ele combos and they have thier own sets of advatages and disadvantages i sorta understood everything u typed, and i only question the reason why u stuck water and heals together. Water is a debuffer and having a self buff in there is a complete U turn from the purpose. There is no room for heals or prots and even if there is it will weaken water is one way or the other. for example, a heal will either decrease damage output, lower/eliminate blind, and/or reduce slow time. If it works for u, great. For me, not really.
The staff comment is agreed. The aquaman build is not intended to run up to enemies and just pound them with skills, it is more to mess with them while their death is just a bonus. In which case staff is much more appropriate with this build than offhand/wands. But like i said, watever floats your boat
If you're just a basic player and all you're gunna do is run up and try to spam someone with spells to death then a wand/off hand will always be better b/c you can reduce casting times by 40% and recharge times by 40% 1 or the other and still gain some mana.
It isnt until you start timing your enchants to the second or a more support oriented build healing breeze for example becomes alot better with a 20% duration addition.
I dunno it dpeends on what your doing. I always say there are 2 kinds of ele's
Emo and Eme 1 is offense/harrasment the other is offence/support.
I mean your either running a air/eco or a fire/eco or your running earth/prot or ice/heals
those are pretty much the best and more versitle ele combos and they have thier own sets of advatages and disadvantages i sorta understood everything u typed, and i only question the reason why u stuck water and heals together. Water is a debuffer and having a self buff in there is a complete U turn from the purpose. There is no room for heals or prots and even if there is it will weaken water is one way or the other. for example, a heal will either decrease damage output, lower/eliminate blind, and/or reduce slow time. If it works for u, great. For me, not really.
The staff comment is agreed. The aquaman build is not intended to run up to enemies and just pound them with skills, it is more to mess with them while their death is just a bonus. In which case staff is much more appropriate with this build than offhand/wands. But like i said, watever floats your boat
NightShad0w
Good job, water magic does rock. But i have to disagree when you say that maelstrom is useless. Many a times i have won RA battles with mind freeze + maelstrom on the monk, they get hit by it at least 4 times before they can walk out of it with with 90% speed reduction, and if there's 2 people attacking the monk (everybody should be, but there are many retards in RA), 4 seconds is easily enough time to take his/her hp to about 1/4 or 0/4.
But it is a useless skills for PvE.
But it is a useless skills for PvE.
Kenji Akatsuki
Quote:
Originally Posted by NightShad0w
Good job, water magic does rock. But i have to disagree when you say that maelstrom is useless. Many a times i have won RA battles with mind freeze + maelstrom on the monk, they get hit by it at least 4 times before they can walk out of it with with 90% speed reduction, and if there's 2 people attacking the monk (everybody should be, but there are many retards in RA), 4 seconds is easily enough time to take his/her hp to about 1/4 or 0/4.
But it is a useless skills for PvE. i dont doubt the mind freeze/maelstrom combo, i dislike the backlash of exhaustion u get after using those skills. Without elemental attunement to back up maelstrom, you would lose 5 maximum energy for it and cost u 17.5 energy to cast (single attunement). add that onto mind freeze and thats a maximum 10 of ur energy capped off and an additional -7 energy. I guess i only say that it's useless because the aquaman build can easiliy kill a monk but without the exhaustion and the massive energy usage
But it is a useless skills for PvE. i dont doubt the mind freeze/maelstrom combo, i dislike the backlash of exhaustion u get after using those skills. Without elemental attunement to back up maelstrom, you would lose 5 maximum energy for it and cost u 17.5 energy to cast (single attunement). add that onto mind freeze and thats a maximum 10 of ur energy capped off and an additional -7 energy. I guess i only say that it's useless because the aquaman build can easiliy kill a monk but without the exhaustion and the massive energy usage
Fluffy Butt
Uhhhhhh, very nice build! I've seen Earth nukers, Air Spikers and Nukers... why hasnt anyone posted a aquaman... I'll just call it Ice Nuker
Anyways The reason no one has posted a Ice Nuker is because its not super great, all of the elementalists elements has there advantege
Fire - VERY Powerful Damage and Deadly short time degen (Nuker)
Fire rating: Damage 4/4 () Degen Effect 3/4 () Overall rating 7/8
Earth - Deadly Armor Ingoring but causes exhastion also has powerful EoE spells (Earth Nuker)
Earth rating: Damage-3/4 () Armor Effect-3/4 () Overall rating-6/8
Air - Good Damage the 25% penatration is a killer to tanks and almost every spell has 25% (Air Spiker)
Air rating: Damage-1/4 () Armor Effect-4/4 () Overall rating-5/8
Water - More damage than Air (most of the time) but less than Fire, Has powerful slow hex spells but not very helpful when against another spell caster, against tanks yes, useful. (Ice Nuker)
Water rating: Damage-3/4 () Slow Effect-1/4 () Overall rating-4/8
The reason water isn't used much is because its the weakest of the 4, earth and air even beats it.

Fire - VERY Powerful Damage and Deadly short time degen (Nuker)
Fire rating: Damage 4/4 () Degen Effect 3/4 () Overall rating 7/8
Earth - Deadly Armor Ingoring but causes exhastion also has powerful EoE spells (Earth Nuker)
Earth rating: Damage-3/4 () Armor Effect-3/4 () Overall rating-6/8
Air - Good Damage the 25% penatration is a killer to tanks and almost every spell has 25% (Air Spiker)
Air rating: Damage-1/4 () Armor Effect-4/4 () Overall rating-5/8
Water - More damage than Air (most of the time) but less than Fire, Has powerful slow hex spells but not very helpful when against another spell caster, against tanks yes, useful. (Ice Nuker)
Water rating: Damage-3/4 () Slow Effect-1/4 () Overall rating-4/8
The reason water isn't used much is because its the weakest of the 4, earth and air even beats it.
Sakashi
Air armor penetration is even more deadlier to 60AL foes.
Armor ignoring spells such as those from the Earth attribute are more suited to taking out tanks.
Water i really don't use for the damage, but the large aoe of deep freeze and mass snaring. Works wonders in Alliance Battles
Armor ignoring spells such as those from the Earth attribute are more suited to taking out tanks.
Water i really don't use for the damage, but the large aoe of deep freeze and mass snaring. Works wonders in Alliance Battles

Kenji Akatsuki
Quote:
Originally Posted by Fluffy Butt

Fire - VERY Powerful Damage and Deadly short time degen (Nuker)
Fire rating: Damage 4/4 () Degen Effect 3/4 () Overall rating 7/8
Earth - Deadly Armor Ingoring but causes exhastion also has powerful EoE spells (Earth Nuker)
Earth rating: Damage-3/4 () Armor Effect-3/4 () Overall rating-6/8
Air - Good Damage the 25% penatration is a killer to tanks and almost every spell has 25% (Air Spiker)
Air rating: Damage-1/4 () Armor Effect-4/4 () Overall rating-5/8
Water - More damage than Air (most of the time) but less than Fire, Has powerful slow hex spells but not very helpful when against another spell caster, against tanks yes, useful. (Ice Nuker)
Water rating: Damage-3/4 () Slow Effect-1/4 () Overall rating-4/8
The reason water isn't used much is because its the weakest of the 4, earth and air even beats it. one thing, wat?
r u giving my water build a compliment? or r u insulting water in general? and that comparison/chart/statistics/list thing, very pretty, did u come up with it urself or did some echo nuker for life give it to u? Maybe u saw some half bit water-attempting build that included maelstrom and rust. Maybe u were just observing some ice imps. Uve got it backwards my very confused friend. Fire is all about damage, and the short time degen that is burn is about as strong as 2 flares. Fire doesnt not pride itself on killing targets but instead tenderizing a group at the cost of energy. aeromancy is the focus of one individual and putting relentless pressure on them. earth is more self area cast and knockdown. Tho it is strong its true purpouse is to alter the battle field, some people take it's high damage as its only purpose of use. Earth is also the anti-warrior, not water. Water is the anti-caster, not the other way around. Water draws its power from debuff and foe weaken attacks. The damage is a higher than air and the recharge is lower than fire, making it a middle man for the two.
i dont know who u think u r coming into a thread dedicated to helping people with playing the game and trying to promote elements clearly already popular. rite now im still being polite, but i can guarantee u that if u post this again into some other person's build thread u will get a facefull of hostility much worse than this. and a word of advice, make sure u get your information correct before u decide to use words like deadly, short degen, and watnot. no one cares for your 4 out of 4 rating or 5 out of ten or w/e. remember that and dont repost telling me wat u ment to say, cuz its pretty obvious wat ur saying.
the tru reason y people dont try water is because they think like u and follow the crowd on choices (hence the "wat is the best 2nd prof for my character" questions). they r usually answered with fire because its "strongest".
oh and the build is called Aquaman, not some uncreative, 2 sec thought processed thing like ice nuker. if i wanted to call it ice nuker then i wouldve. and another thing, i used the term stormer, not nuker to discribe my build. another reason why u dont call it ice nuker
Fluffy Butt
Quote:
Originally Posted by Kenji Akatsuki
one thing, wat?
r u giving my water build a compliment? or r u insulting water in general? and that comparison/chart/statistics/list thing, very pretty, did u come up with it urself or did some echo nuker for life give it to u? Uve got it backwards my no one cares for your 4 out of 4 rating or 5 out
oh and the build is called Aquaman Ok,
"ouch" I was only giving my opinion, to tell the truth, I wasnt sure that I was insulting or complimenting either
. also I came up with the chart, the chart was for you, to let you know why it was the least used, I didnt mean to insult you. Also I forgot to add to the chart the less energy AoE spells, other elements has less energy, not sure about recharge time though. Careful what you say in your replys, see my ele/monk build page 3 or something
"The best Healer monk isn't a monk at all"
A hell of a lot of people hated it because it was indiffer, I'm sorry if I made you angry, I didn't mean to.
r u giving my water build a compliment? or r u insulting water in general? and that comparison/chart/statistics/list thing, very pretty, did u come up with it urself or did some echo nuker for life give it to u? Uve got it backwards my no one cares for your 4 out of 4 rating or 5 out
oh and the build is called Aquaman Ok,
"ouch" I was only giving my opinion, to tell the truth, I wasnt sure that I was insulting or complimenting either

"The best Healer monk isn't a monk at all"
A hell of a lot of people hated it because it was indiffer, I'm sorry if I made you angry, I didn't mean to.
Kenji Akatsuki
Quote:
Originally Posted by Sakashi
Air armor penetration is even more deadlier to 60AL foes.
Armor ignoring spells such as those from the Earth attribute are more suited to taking out tanks.
Water i really don't use for the damage, but the large aoe of deep freeze and mass snaring. Works wonders in Alliance Battles
agreed. it is the earth element that can take out warriors. Water is the middle man and is versitile enuff to be effective against both.
People like fluffy butt seem to only be looking at the numbers. people like him/her gets very bored of that soon and switch to another element, see how its numbers arnt as high, and create false statistics to sound smart. dont waste ur time on them
Armor ignoring spells such as those from the Earth attribute are more suited to taking out tanks.
Water i really don't use for the damage, but the large aoe of deep freeze and mass snaring. Works wonders in Alliance Battles

People like fluffy butt seem to only be looking at the numbers. people like him/her gets very bored of that soon and switch to another element, see how its numbers arnt as high, and create false statistics to sound smart. dont waste ur time on them
Kenji Akatsuki
Quote:
Originally Posted by Fluffy Butt
Ok,
"ouch" I was only giving my opinion, to tell the truth, I wasnt sure that I was insulting or complimenting either
. also I came up with the chart, the chart was for you, to let you know why it was the least used, I didnt mean to insult you. Also I forgot to add to the chart the less energy EoE spells, other elements has less energy, not sure about recharge time though. Careful what you say in your replys, see my ele/monk build page 3 or something
"The best Healer monk isn't a monk at all"
A hell of a lot of people hated it because it was indiffer, I'm sorry if I made you angry, I didn't mean to. careful wat i say? that advice is for u my friend. i hold no grudges as ur opinion is ur own. with that said my opinion belongs to me as well
i dont need to see ur build. every build that can be remember with fond memories by its users is a good one.
now i almost feel bad about mentioning u in sakashi's reply....almost
"ouch" I was only giving my opinion, to tell the truth, I wasnt sure that I was insulting or complimenting either

"The best Healer monk isn't a monk at all"
A hell of a lot of people hated it because it was indiffer, I'm sorry if I made you angry, I didn't mean to. careful wat i say? that advice is for u my friend. i hold no grudges as ur opinion is ur own. with that said my opinion belongs to me as well
i dont need to see ur build. every build that can be remember with fond memories by its users is a good one.
now i almost feel bad about mentioning u in sakashi's reply....almost
Fluffy Butt
A good ranger skill for this is Serpents Quickness for those long recharge times.
Kenji Akatsuki
Quote:
Originally Posted by Fluffy Butt
A good ranger skill for this is Serpents Quickness for those long recharge times.
i think i replied this to some1 before, ill say it again. my build is designed so that each skill can corrispond to each other perfectly whether u decided to chain the entire skill bar or skip around. i havent had a time where i became frustrated with recharge time. but true, serpents quickness can fix any recharge problems
NoFace
First of all i must say that you kenji are my hero for today.
I started with a Waterele and i think that water willl allways be my favorite.
To everyone that says that you cant nuke with water, i say you have so wrong. It is only a little bit harder and you have to do it in a little different way and think a little more about how you use your skills.
I also want to say that maelstrom isnt worthless. I have a little tactic tho of using it. It is a good interupt spell. And if you meet a hard spellcasting boss, you will sure be happy if you manage to do what i allways try to do.
If you manage to push them in to a corner they are stuck, cant cast and takes dmg at the same time, verry good and it isnt to hard to push them in to it.
I have 2 builds, or more i have 1 build but change 1 skill for AB and PvP.
I usually get bored of second prof so i change it pretty often, thats why im only gonna go into what skills i use that is water.
I call my first one for "fast kill".
Water Trident - 5 energy, 1 sec activate, 3 sec recharge. 74 dmg
Ice Spear - 5 energy, 1 sec activate, instant recharge. 74 dmg (half range)
Maelstrom - 25 energy, 2 sec activate, 30 sec recharge. 26dmg/sec for 10 secs
Deep Freeze - 25 energy, 3 sec activate, 15 sec recharge. 90 dmg and 66% slowed for 10 secs to all foes at location
Ice Spikes - 15 energy, 2 sec activate, 15 sec recharge. 84 dmg and 66% slowed for 6 secs.
Water Attunament - 10 energy, 2 sec activate, 45 sec recharge. 30% waterskill energy cost for 62 secs.
This is an energysucking tactic.
Allways use Water Attunament befor aggro.
If there is a mob i start up with Maelstrom on the most dangerous caster, follower by deep freeze, that way he is slowed and even tho he tries to get away from the Maelstrom it takes little more time.
The name fast kill comes from this part of the tactic. Spam Water Trident and Ice Spear, fast, kinda good dmg, doesnt cost to much. Spam Spam Spam. hopefully Dead Dead Dead, if you see what i mean.
Tho Ice Spear has half range and thats why i have Ice Spikes if i really need to stay far away.
When i do AB i take mist form (10 energy, 1 sec activate, 30 sec recharge. Holds for 21 secs) insted of water trident and just spam with ice spear, not as fast but if a warrior is comming and is about to kill me, i can use mist form and run.
I can also say that with my build i can take out the 2 NPCs by myself and elementalist shrine in AB most of the time. Start up with maelstrom, deep freeze. IF they havent walked out from the maelstrom start spamming. If they have, go back and do it all over again when you have full energy again and they are not aggroed anymore.
I have the hydromancer armor. That is because i think it looks really nice.
Water Magic 16 - max, headpeace, sup water rune
Energy Storage 15 - max, sup rune
Then i have superior vigor so the other to sup runes just takes away 100 health.
As a Weapon i use Flint's fleshcleaver. thoes +5 energy means one water trident/ice spear, means 74dmg. That is why. So with the sup vigor and the +30 health from the staff i have 410 health. And with 15 energystorage +10 energy from armor and +15 energy from staff i have 90 energy.
Just for fun. one water trident does 74dmg and costs 5 energy. if i empty my energy that means 74x18=..... 1332dmg ^^
So its kinda similar to Kenjis build. Have fun freezing them to death ^.^
I started with a Waterele and i think that water willl allways be my favorite.
To everyone that says that you cant nuke with water, i say you have so wrong. It is only a little bit harder and you have to do it in a little different way and think a little more about how you use your skills.
I also want to say that maelstrom isnt worthless. I have a little tactic tho of using it. It is a good interupt spell. And if you meet a hard spellcasting boss, you will sure be happy if you manage to do what i allways try to do.
If you manage to push them in to a corner they are stuck, cant cast and takes dmg at the same time, verry good and it isnt to hard to push them in to it.
I have 2 builds, or more i have 1 build but change 1 skill for AB and PvP.
I usually get bored of second prof so i change it pretty often, thats why im only gonna go into what skills i use that is water.
I call my first one for "fast kill".
Water Trident - 5 energy, 1 sec activate, 3 sec recharge. 74 dmg
Ice Spear - 5 energy, 1 sec activate, instant recharge. 74 dmg (half range)
Maelstrom - 25 energy, 2 sec activate, 30 sec recharge. 26dmg/sec for 10 secs
Deep Freeze - 25 energy, 3 sec activate, 15 sec recharge. 90 dmg and 66% slowed for 10 secs to all foes at location
Ice Spikes - 15 energy, 2 sec activate, 15 sec recharge. 84 dmg and 66% slowed for 6 secs.
Water Attunament - 10 energy, 2 sec activate, 45 sec recharge. 30% waterskill energy cost for 62 secs.
This is an energysucking tactic.
Allways use Water Attunament befor aggro.
If there is a mob i start up with Maelstrom on the most dangerous caster, follower by deep freeze, that way he is slowed and even tho he tries to get away from the Maelstrom it takes little more time.
The name fast kill comes from this part of the tactic. Spam Water Trident and Ice Spear, fast, kinda good dmg, doesnt cost to much. Spam Spam Spam. hopefully Dead Dead Dead, if you see what i mean.
Tho Ice Spear has half range and thats why i have Ice Spikes if i really need to stay far away.
When i do AB i take mist form (10 energy, 1 sec activate, 30 sec recharge. Holds for 21 secs) insted of water trident and just spam with ice spear, not as fast but if a warrior is comming and is about to kill me, i can use mist form and run.
I can also say that with my build i can take out the 2 NPCs by myself and elementalist shrine in AB most of the time. Start up with maelstrom, deep freeze. IF they havent walked out from the maelstrom start spamming. If they have, go back and do it all over again when you have full energy again and they are not aggroed anymore.
I have the hydromancer armor. That is because i think it looks really nice.
Water Magic 16 - max, headpeace, sup water rune
Energy Storage 15 - max, sup rune
Then i have superior vigor so the other to sup runes just takes away 100 health.
As a Weapon i use Flint's fleshcleaver. thoes +5 energy means one water trident/ice spear, means 74dmg. That is why. So with the sup vigor and the +30 health from the staff i have 410 health. And with 15 energystorage +10 energy from armor and +15 energy from staff i have 90 energy.
Just for fun. one water trident does 74dmg and costs 5 energy. if i empty my energy that means 74x18=..... 1332dmg ^^
So its kinda similar to Kenjis build. Have fun freezing them to death ^.^
Xpl0iter
I will start u off with this before i even step into this thread.
If this build of yours is pvp based, it is fine. I have worked with similar tactics before.
If your build is pve based, a few moments need to be spent over the fact that:
Each of the elements have its own usage.
You are not suppose to use one element in every different area that you enter.
Know your foe when you are entering in an area.
Please, Do not try this against imps and golems.
Regardless how synch one's build is, and how good the number looks. Remember, ele is the profession affected most by that AL (Armour Level)
I am working on my Elite capping title right now, and i know how southern shiverpeaks reacts to water skills.
There are times when you are to deal damage. Fire does become a better choice in PVE at certain places. Trust me.
@saraphim
Lets follow a different route, shall we?
Try ele/ranger
with all fire skills that you usualy keep, and use winter.
I will let you play with that for a while.
@NoFace
I suggest you try those skills in practice area found in Great Temple of Balthzar. There are dummies of different armour levels. They do help alot when one is coming up with a build.
To the OP:
Try Blinding flash with iron mist. Go air spike. Watch that warrior's reaction.
Earth is more to take damage than dealing the damage. Water is more to hinder the foes still.
Regardz
An Elementalist.
PS: As i was going through your posts, i came up with a small suggestion. Try to maintain your temper when replying. If not, well, thats another case isin't? *grins*
If this build of yours is pvp based, it is fine. I have worked with similar tactics before.
If your build is pve based, a few moments need to be spent over the fact that:
Each of the elements have its own usage.
You are not suppose to use one element in every different area that you enter.
Know your foe when you are entering in an area.
Please, Do not try this against imps and golems.
Regardless how synch one's build is, and how good the number looks. Remember, ele is the profession affected most by that AL (Armour Level)
I am working on my Elite capping title right now, and i know how southern shiverpeaks reacts to water skills.
There are times when you are to deal damage. Fire does become a better choice in PVE at certain places. Trust me.
@saraphim
Lets follow a different route, shall we?
Try ele/ranger
with all fire skills that you usualy keep, and use winter.
I will let you play with that for a while.
@NoFace
I suggest you try those skills in practice area found in Great Temple of Balthzar. There are dummies of different armour levels. They do help alot when one is coming up with a build.
To the OP:
Try Blinding flash with iron mist. Go air spike. Watch that warrior's reaction.
Earth is more to take damage than dealing the damage. Water is more to hinder the foes still.
Regardz
An Elementalist.
PS: As i was going through your posts, i came up with a small suggestion. Try to maintain your temper when replying. If not, well, thats another case isin't? *grins*
Horseman Of War
I have to say, that while I like the raw power of earth, my elementalist is currently an ice spiker.
catch me in shiverpeak arena cuz thats where ill be til im lvl 16...
Ill see if I can remember my build- no elites capped yet on the character...
Water Attune
Ice Spear
glyph of lesser energy
shard storm
illusionary whatsit called
accumulated pain
maelstrom
(rez sig)
I won 26 games in a row last night in SP Arena... This isnt a completed build... just saw some of you guys have similar stuff so i decided to share.
Currently using the flint wand/focus that has been festering in my storage for a year...
You guys already know this, but ice spear is awesome.
I want to get rid of the accumulated pain combo (2 hexes = deep wound) simply because at higher levels, the illusionary degen spell is basically just a counter to troll unguent or mending... I might actually go straight water-build but as this is really my first elemental (after 15 months of playing) im just takin it slow (reason why im a tyria character rather than cantha)
The power of ice magic is amazing, especially if you got a good tank to catch your snares.
Plus, unless you get a 'winter-fanatic' type ranger, there really wont be anyone having armor buffs against you... the +AL Cold dmg is easily the least common for all classes (maybe dervish will change this)
Its so fun to hit someone with shardstorm as they try to run away from your ice spear spam... people just dont know how to handle an offensive water build.
So to all my fellow Hydromancers- gl hf.. let the games begin!
EDIT-> taking out accumulated and adding Fro Burst, probably ditching illusion for tonights shiverpeak slaughter.
catch me in shiverpeak arena cuz thats where ill be til im lvl 16...
Ill see if I can remember my build- no elites capped yet on the character...
Water Attune
Ice Spear
glyph of lesser energy
shard storm
illusionary whatsit called
accumulated pain
maelstrom
(rez sig)
I won 26 games in a row last night in SP Arena... This isnt a completed build... just saw some of you guys have similar stuff so i decided to share.
Currently using the flint wand/focus that has been festering in my storage for a year...
You guys already know this, but ice spear is awesome.
I want to get rid of the accumulated pain combo (2 hexes = deep wound) simply because at higher levels, the illusionary degen spell is basically just a counter to troll unguent or mending... I might actually go straight water-build but as this is really my first elemental (after 15 months of playing) im just takin it slow (reason why im a tyria character rather than cantha)
The power of ice magic is amazing, especially if you got a good tank to catch your snares.
Plus, unless you get a 'winter-fanatic' type ranger, there really wont be anyone having armor buffs against you... the +AL Cold dmg is easily the least common for all classes (maybe dervish will change this)
Its so fun to hit someone with shardstorm as they try to run away from your ice spear spam... people just dont know how to handle an offensive water build.
So to all my fellow Hydromancers- gl hf.. let the games begin!
EDIT-> taking out accumulated and adding Fro Burst, probably ditching illusion for tonights shiverpeak slaughter.
Xpl0iter
i still love winter combo with fire heh
well, thats just me i guess
There is nothing like an ele/ranger standing between 30 imps, and using silver armour to pass through.
well, thats just me i guess
There is nothing like an ele/ranger standing between 30 imps, and using silver armour to pass through.
Kenji Akatsuki
Quote:
Originally Posted by NoFace
First of all i must say that you kenji are my hero for today.
I started with a Waterele and i think that water willl allways be my favorite.
To everyone that says that you cant nuke with water, i say you have so wrong. It is only a little bit harder and you have to do it in a little different way and think a little more about how you use your skills.
I also want to say that maelstrom isnt worthless. I have a little tactic tho of using it. It is a good interupt spell. And if you meet a hard spellcasting boss, you will sure be happy if you manage to do what i allways try to do.
If you manage to push them in to a corner they are stuck, cant cast and takes dmg at the same time, verry good and it isnt to hard to push them in to it.
I have 2 builds, or more i have 1 build but change 1 skill for AB and PvP.
I usually get bored of second prof so i change it pretty often, thats why im only gonna go into what skills i use that is water.
I call my first one for "fast kill".
Water Trident - 5 energy, 1 sec activate, 3 sec recharge. 74 dmg
Ice Spear - 5 energy, 1 sec activate, instant recharge. 74 dmg (half range)
Maelstrom - 25 energy, 2 sec activate, 30 sec recharge. 26dmg/sec for 10 secs
Deep Freeze - 25 energy, 3 sec activate, 15 sec recharge. 90 dmg and 66% slowed for 10 secs to all foes at location
Ice Spikes - 15 energy, 2 sec activate, 15 sec recharge. 84 dmg and 66% slowed for 6 secs.
Water Attunament - 10 energy, 2 sec activate, 45 sec recharge. 30% waterskill energy cost for 62 secs.
This is an energysucking tactic.
Allways use Water Attunament befor aggro.
If there is a mob i start up with Maelstrom on the most dangerous caster, follower by deep freeze, that way he is slowed and even tho he tries to get away from the Maelstrom it takes little more time.
The name fast kill comes from this part of the tactic. Spam Water Trident and Ice Spear, fast, kinda good dmg, doesnt cost to much. Spam Spam Spam. hopefully Dead Dead Dead, if you see what i mean.
Tho Ice Spear has half range and thats why i have Ice Spikes if i really need to stay far away.
When i do AB i take mist form (10 energy, 1 sec activate, 30 sec recharge. Holds for 21 secs) insted of water trident and just spam with ice spear, not as fast but if a warrior is comming and is about to kill me, i can use mist form and run.
I can also say that with my build i can take out the 2 NPCs by myself and elementalist shrine in AB most of the time. Start up with maelstrom, deep freeze. IF they havent walked out from the maelstrom start spamming. If they have, go back and do it all over again when you have full energy again and they are not aggroed anymore.
I have the hydromancer armor. That is because i think it looks really nice.
Water Magic 16 - max, headpeace, sup water rune
Energy Storage 15 - max, sup rune
Then i have superior vigor so the other to sup runes just takes away 100 health.
As a Weapon i use Flint's fleshcleaver. thoes +5 energy means one water trident/ice spear, means 74dmg. That is why. So with the sup vigor and the +30 health from the staff i have 410 health. And with 15 energystorage +10 energy from armor and +15 energy from staff i have 90 energy.
Just for fun. one water trident does 74dmg and costs 5 energy. if i empty my energy that means 74x18=..... 1332dmg ^^
So its kinda similar to Kenjis build. Have fun freezing them to death ^.^ whoo ive been gone for a couple of days now, and i come back to see all these fresh new posts, so ill try to reply to each one
my build isnt pve based, if it was id find a way to squeeze maelstrom in there, i only call it useless because i find no taste for it in pvp, tho that doesnt mean it doesnt do anything. i just find that the whole large energy cost, exhaustion and small aoe isnt worth the trouble. that build u have, not bad, but water trident is just a long ranged ice spear, so u dont need them both, id either suggest removing water trident for mind freeze or some energy management, or remove ice spear for something like shard storm for added power. u dont need 2 low maintenence attacks, thats not wat water is supposed to be used for.
still i advise any and all alterations to fit your style, those r just pointers coming from me, and im glad ur my hero (but if u ever see me in combat i doubt ill stay ur hero ^^)
I started with a Waterele and i think that water willl allways be my favorite.
To everyone that says that you cant nuke with water, i say you have so wrong. It is only a little bit harder and you have to do it in a little different way and think a little more about how you use your skills.
I also want to say that maelstrom isnt worthless. I have a little tactic tho of using it. It is a good interupt spell. And if you meet a hard spellcasting boss, you will sure be happy if you manage to do what i allways try to do.
If you manage to push them in to a corner they are stuck, cant cast and takes dmg at the same time, verry good and it isnt to hard to push them in to it.
I have 2 builds, or more i have 1 build but change 1 skill for AB and PvP.
I usually get bored of second prof so i change it pretty often, thats why im only gonna go into what skills i use that is water.
I call my first one for "fast kill".
Water Trident - 5 energy, 1 sec activate, 3 sec recharge. 74 dmg
Ice Spear - 5 energy, 1 sec activate, instant recharge. 74 dmg (half range)
Maelstrom - 25 energy, 2 sec activate, 30 sec recharge. 26dmg/sec for 10 secs
Deep Freeze - 25 energy, 3 sec activate, 15 sec recharge. 90 dmg and 66% slowed for 10 secs to all foes at location
Ice Spikes - 15 energy, 2 sec activate, 15 sec recharge. 84 dmg and 66% slowed for 6 secs.
Water Attunament - 10 energy, 2 sec activate, 45 sec recharge. 30% waterskill energy cost for 62 secs.
This is an energysucking tactic.
Allways use Water Attunament befor aggro.
If there is a mob i start up with Maelstrom on the most dangerous caster, follower by deep freeze, that way he is slowed and even tho he tries to get away from the Maelstrom it takes little more time.
The name fast kill comes from this part of the tactic. Spam Water Trident and Ice Spear, fast, kinda good dmg, doesnt cost to much. Spam Spam Spam. hopefully Dead Dead Dead, if you see what i mean.
Tho Ice Spear has half range and thats why i have Ice Spikes if i really need to stay far away.
When i do AB i take mist form (10 energy, 1 sec activate, 30 sec recharge. Holds for 21 secs) insted of water trident and just spam with ice spear, not as fast but if a warrior is comming and is about to kill me, i can use mist form and run.
I can also say that with my build i can take out the 2 NPCs by myself and elementalist shrine in AB most of the time. Start up with maelstrom, deep freeze. IF they havent walked out from the maelstrom start spamming. If they have, go back and do it all over again when you have full energy again and they are not aggroed anymore.
I have the hydromancer armor. That is because i think it looks really nice.
Water Magic 16 - max, headpeace, sup water rune
Energy Storage 15 - max, sup rune
Then i have superior vigor so the other to sup runes just takes away 100 health.
As a Weapon i use Flint's fleshcleaver. thoes +5 energy means one water trident/ice spear, means 74dmg. That is why. So with the sup vigor and the +30 health from the staff i have 410 health. And with 15 energystorage +10 energy from armor and +15 energy from staff i have 90 energy.
Just for fun. one water trident does 74dmg and costs 5 energy. if i empty my energy that means 74x18=..... 1332dmg ^^
So its kinda similar to Kenjis build. Have fun freezing them to death ^.^ whoo ive been gone for a couple of days now, and i come back to see all these fresh new posts, so ill try to reply to each one
my build isnt pve based, if it was id find a way to squeeze maelstrom in there, i only call it useless because i find no taste for it in pvp, tho that doesnt mean it doesnt do anything. i just find that the whole large energy cost, exhaustion and small aoe isnt worth the trouble. that build u have, not bad, but water trident is just a long ranged ice spear, so u dont need them both, id either suggest removing water trident for mind freeze or some energy management, or remove ice spear for something like shard storm for added power. u dont need 2 low maintenence attacks, thats not wat water is supposed to be used for.
still i advise any and all alterations to fit your style, those r just pointers coming from me, and im glad ur my hero (but if u ever see me in combat i doubt ill stay ur hero ^^)
Kenji Akatsuki
Quote:
Originally Posted by Xpl0iter
I will start u off with this before i even step into this thread.
If this build of yours is pvp based, it is fine. I have worked with similar tactics before.
If your build is pve based, a few moments need to be spent over the fact that:
Each of the elements have its own usage.
You are not suppose to use one element in every different area that you enter.
Know your foe when you are entering in an area.
Please, Do not try this against imps and golems.
Regardless how synch one's build is, and how good the number looks. Remember, ele is the profession affected most by that AL (Armour Level)
I am working on my Elite capping title right now, and i know how southern shiverpeaks reacts to water skills.
There are times when you are to deal damage. Fire does become a better choice in PVE at certain places. Trust me.
@saraphim
Lets follow a different route, shall we?
Try ele/ranger
with all fire skills that you usualy keep, and use winter.
I will let you play with that for a while.
@NoFace
I suggest you try those skills in practice area found in Great Temple of Balthzar. There are dummies of different armour levels. They do help alot when one is coming up with a build.
To the OP:
Try Blinding flash with iron mist. Go air spike. Watch that warrior's reaction.
Earth is more to take damage than dealing the damage. Water is more to hinder the foes still.
Regardz
An Elementalist.
PS: As i was going through your posts, i came up with a small suggestion. Try to maintain your temper when replying. If not, well, thats another case isin't? *grins* ok wat? i dont get this at all but ill do my best to reply
like ive said before, this is a pvp build, and if it were pve, i would know better than to go water all the way. if u read the build it says im not promoting water, im just attempting to explain it. like most elementalists i have fire and the other elements in my pool, so i do change depending on the area. knowing ur enemy is not advice, its common sense; its just that some ppl r too lazy to ask wat type of monsters r weak against wat.
wat is that seraphim, op, blah blah stuff. i dont get it. r u trying to teach me to use other elements? i know full well how to use them, i have unlocked most of the skills for each element and ive using them for a while now along with water.
one last thing, i dont get mad, i counter critisize when im being critisized for the wrong reasons. im not the type to be mad at insignificant things, even tho i do come off as the type. i merely use harsh words equal to how stupid i find my critict
If this build of yours is pvp based, it is fine. I have worked with similar tactics before.
If your build is pve based, a few moments need to be spent over the fact that:
Each of the elements have its own usage.
You are not suppose to use one element in every different area that you enter.
Know your foe when you are entering in an area.
Please, Do not try this against imps and golems.
Regardless how synch one's build is, and how good the number looks. Remember, ele is the profession affected most by that AL (Armour Level)
I am working on my Elite capping title right now, and i know how southern shiverpeaks reacts to water skills.
There are times when you are to deal damage. Fire does become a better choice in PVE at certain places. Trust me.
@saraphim
Lets follow a different route, shall we?
Try ele/ranger
with all fire skills that you usualy keep, and use winter.
I will let you play with that for a while.
@NoFace
I suggest you try those skills in practice area found in Great Temple of Balthzar. There are dummies of different armour levels. They do help alot when one is coming up with a build.
To the OP:
Try Blinding flash with iron mist. Go air spike. Watch that warrior's reaction.
Earth is more to take damage than dealing the damage. Water is more to hinder the foes still.
Regardz
An Elementalist.
PS: As i was going through your posts, i came up with a small suggestion. Try to maintain your temper when replying. If not, well, thats another case isin't? *grins* ok wat? i dont get this at all but ill do my best to reply
like ive said before, this is a pvp build, and if it were pve, i would know better than to go water all the way. if u read the build it says im not promoting water, im just attempting to explain it. like most elementalists i have fire and the other elements in my pool, so i do change depending on the area. knowing ur enemy is not advice, its common sense; its just that some ppl r too lazy to ask wat type of monsters r weak against wat.
wat is that seraphim, op, blah blah stuff. i dont get it. r u trying to teach me to use other elements? i know full well how to use them, i have unlocked most of the skills for each element and ive using them for a while now along with water.
one last thing, i dont get mad, i counter critisize when im being critisized for the wrong reasons. im not the type to be mad at insignificant things, even tho i do come off as the type. i merely use harsh words equal to how stupid i find my critict
Kenji Akatsuki
Quote:
Originally Posted by Horseman Of War
I have to say, that while I like the raw power of earth, my elementalist is currently an ice spiker.
catch me in shiverpeak arena cuz thats where ill be til im lvl 16...
Ill see if I can remember my build- no elites capped yet on the character...
Water Attune
Ice Spear
glyph of lesser energy
shard storm
illusionary whatsit called
accumulated pain
maelstrom
(rez sig)
I won 26 games in a row last night in SP Arena... This isnt a completed build... just saw some of you guys have similar stuff so i decided to share.
Currently using the flint wand/focus that has been festering in my storage for a year...
You guys already know this, but ice spear is awesome.
I want to get rid of the accumulated pain combo (2 hexes = deep wound) simply because at higher levels, the illusionary degen spell is basically just a counter to troll unguent or mending... I might actually go straight water-build but as this is really my first elemental (after 15 months of playing) im just takin it slow (reason why im a tyria character rather than cantha)
The power of ice magic is amazing, especially if you got a good tank to catch your snares.
Plus, unless you get a 'winter-fanatic' type ranger, there really wont be anyone having armor buffs against you... the +AL Cold dmg is easily the least common for all classes (maybe dervish will change this)
Its so fun to hit someone with shardstorm as they try to run away from your ice spear spam... people just dont know how to handle an offensive water build.
So to all my fellow Hydromancers- gl hf.. let the games begin!
EDIT-> taking out accumulated and adding Fro Burst, probably ditching illusion for tonights shiverpeak slaughter. yea not many ppl go with defense against water, and the few who do just do it for the look of the armor. winter fanatics r a problem, but not a threat, just kill the spirit, one vapor blade should do it and then problem solved. accumulated isnt bad on a hydromancer, its just not versitle. your not trying to put conditions, just screw up the way they fight. wat i dislike most about water is the fact that most of the skills r ice. not that its a big difference but if a-net was so intent on using so many ice themed attacks they mite as well call it ice magic lol. i am hoping for water themed duplicates and/or new water themed skills in nightfall
catch me in shiverpeak arena cuz thats where ill be til im lvl 16...
Ill see if I can remember my build- no elites capped yet on the character...
Water Attune
Ice Spear
glyph of lesser energy
shard storm
illusionary whatsit called
accumulated pain
maelstrom
(rez sig)
I won 26 games in a row last night in SP Arena... This isnt a completed build... just saw some of you guys have similar stuff so i decided to share.
Currently using the flint wand/focus that has been festering in my storage for a year...
You guys already know this, but ice spear is awesome.
I want to get rid of the accumulated pain combo (2 hexes = deep wound) simply because at higher levels, the illusionary degen spell is basically just a counter to troll unguent or mending... I might actually go straight water-build but as this is really my first elemental (after 15 months of playing) im just takin it slow (reason why im a tyria character rather than cantha)
The power of ice magic is amazing, especially if you got a good tank to catch your snares.
Plus, unless you get a 'winter-fanatic' type ranger, there really wont be anyone having armor buffs against you... the +AL Cold dmg is easily the least common for all classes (maybe dervish will change this)
Its so fun to hit someone with shardstorm as they try to run away from your ice spear spam... people just dont know how to handle an offensive water build.
So to all my fellow Hydromancers- gl hf.. let the games begin!
EDIT-> taking out accumulated and adding Fro Burst, probably ditching illusion for tonights shiverpeak slaughter. yea not many ppl go with defense against water, and the few who do just do it for the look of the armor. winter fanatics r a problem, but not a threat, just kill the spirit, one vapor blade should do it and then problem solved. accumulated isnt bad on a hydromancer, its just not versitle. your not trying to put conditions, just screw up the way they fight. wat i dislike most about water is the fact that most of the skills r ice. not that its a big difference but if a-net was so intent on using so many ice themed attacks they mite as well call it ice magic lol. i am hoping for water themed duplicates and/or new water themed skills in nightfall
Kenji Akatsuki
Quote:
Originally Posted by Xpl0iter
i still love winter combo with fire heh
well, thats just me i guess
There is nothing like an ele/ranger standing between 30 imps, and using silver armour to pass through. srry but i think winter and fire isnt really cleaver, its just simple minded. combining an element with a converting spirit isnt something to be stuck on, its the same techniques only it hurts with a different dmg. u mite as well be using water and greater conflag and call it a day if thats how u like it. the whole point of using water or any other non-fire element is to learn to play it differently. using winter is just an excuse to keep using fire. srry but thats just my opinion, im not saying it doesnt work (as it does if u need the attribute of fire with a different damage). but if ur doing it just for an excuse to play fire then its not something to brag about
p.s: im not mad im just sayin
well, thats just me i guess
There is nothing like an ele/ranger standing between 30 imps, and using silver armour to pass through. srry but i think winter and fire isnt really cleaver, its just simple minded. combining an element with a converting spirit isnt something to be stuck on, its the same techniques only it hurts with a different dmg. u mite as well be using water and greater conflag and call it a day if thats how u like it. the whole point of using water or any other non-fire element is to learn to play it differently. using winter is just an excuse to keep using fire. srry but thats just my opinion, im not saying it doesnt work (as it does if u need the attribute of fire with a different damage). but if ur doing it just for an excuse to play fire then its not something to brag about
p.s: im not mad im just sayin
Xpl0iter
Quote:
Originally Posted by Kenji Akatsuki
Heard that line "Common Sense is not very Common"? Knowing your enemy is an advice which 70% of the GW community doesn't properly follow.
Experience Also contributes greatly to this "Common Sense" Factor.
Quote:
Originally Posted by Kenji Akatsuki
srry but i think winter and fire isnt really cleaver, its just simple minded. combining an element with a converting spirit isnt something to be stuck on, its the same techniques only it hurts with a different dmg. u mite as well be using water and greater conflag and call it a day if thats how u like it. the whole point of using water or any other non-fire element is to learn to play it differently. using winter is just an excuse to keep using fire. srry but thats just my opinion, im not saying it doesnt work (as it does if u need the attribute of fire with a different damage). but if ur doing it just for an excuse to play fire then its not something to brag about
actualy it happens to be very clever. You are saving a slot of Player when doing missions. It is that *Different* damage which counts.
Lets put it this way. I see no point to hinder foes in pve beside couple of areas. I will take any element which has a huge damage number written in spells. Reason? Because You are standing against a fire based foe. Changing that highest damage written spell taken from any other element into Icey Damage happens to be a *very* clever move. Winter is just an excuse to use fire? dude, Lets just... *sigh* never mind. Not worth saying more. This thread just lost its touch. Regardz An Elementalist. Kenji Akatsuki
Quote:
Originally Posted by Xpl0iter
Your thread opening post has pvp written No where in it. A thread starts with the very first post, which is the theme of the thread.
Heard that line "Common Sense is not very Common"? Knowing your enemy is an advice which 70% of the GW community doesn't properly follow. Experience Also contributes greatly to this "Common Sense" Factor. actualy it happens to be very clever. You are saving a slot of Player when doing missions. It is that *Different* damage which counts. Lets put it this way. I see no point to hinder foes in pve beside couple of areas. I will take any element which has a huge damage number written in spells. Reason? Because You are standing against a fire based foe. Changing that highest damage written spell taken from any other element into Icey Damage happens to be a *very* clever move. Winter is just an excuse to use fire? dude, Lets just... *sigh* never mind. Not worth saying more. This thread just lost its touch. Regardz An Elementalist. hahaha try reading the build and it will say pvp somewhere hahaha. i repeat, a dmg altering spirit isnt cleaver, its simple minded. i dont care if u save 100 players if the party limit ever went that high its still just using one element with a different dmg output. open your eyes and ull find that i did not once say it doesnt work, but its just a dumb thing to keep spamming all over the place when any 2 bit player can think it up. this thread continues to be tasteful as long as there r ppl in need of a pvp water build, it became a bit bitter when u came along in here and started saying things that no one would really give a wagon load of care about. u should be honored i take time to even shoo u away like the fly u are. common sense isnt very common? really a dumb thing to say in a help collumn where ppl who dont know things come to learn. im not going to flame u, but im better some1 else will if they feel offended by it lol. <--nice going, whos lacking common sense now? y dont u just leave this thread and dont come back the ppl who come here arnt here to hear your half thought ideas that were probably inspirited if not bitten off of someone elses. if u think ur so smart, go post both of ur half brained idea in ur own thread, and see how many ppl tell u how lame u r for reminding every1 wat is obviously a simple thing to do p.s: that "regards: an elementalist" thing is really stupid, guru created a screen name for ppl who want to know who is "regarding" what Xpl0iter
Kenji. Let me make this post quite simple for u.
I just found that ur a simple ass who has no clue. Edit your first post, Copy and paste every thing in a notepad, and search PVP. You will not find PVP written ANY WHERE IN it. SO Stop eating my head. I became bitter when i found u Rude at first place, which you will see me notifying u in my very first post. With regards to Common Sense, Read Common Sense is Not So Common My half thought idea still made quite a sense actually. This also show that you lack common sense. I would like u to paste one person out of any thread who reminded me of how lame i really am. Could u kindly do that? If not, I suggest u stop trying to pick on me which is not working to be honest. As far as my Last Part for Regardz go, your just trying to convey a msg that your extremely pissed and attempting to flame me in every possible way ![]() Regardz A person who does believe in "Common Sense is Not Very Common" PS: I have had my threads posted long time back with regards to ELE vs NECRO issue. LightningHell
Quote:
Originally Posted by Kenji Akatsuki
this thread continues to be tasteful as long as there r ppl in need of a pvp water build, it became a bit bitter when u came along in here and started saying things that no one would really give a wagon load of care about. u should be honored i take time to even shoo u away like the fly u are. common sense isnt very common? really a dumb thing to say in a help collumn where ppl who dont know things come to learn. im not going to flame u, but im better some1 else will if they feel offended by it lol. <--nice going, whos lacking common sense now? -comment by LightningHell ~ Who's flaming now? Begging your pardon, of course, my...er...Ascalonian Squire. y dont u just leave this thread and dont come back the ppl who come here arnt here to hear your half thought ideas that were probably inspirited if not bitten off of someone elses. if u think ur so smart, go post both of ur half brained idea in ur own thread, and see how many ppl tell u how lame u r for reminding every1 wat is obviously a simple thing to do p.s: that "regards: an elementalist" thing is really stupid, guru created a screen name for ppl who want to know who is "regarding" what |
To your original build...and your skill selections...
I am presuming enemies have a rudimentary ability to cooperate.
(1st one)
Dual attunements are fragile.
With Ice Spears, you have to be quite close to the enemy. Overextending isn't the first thing you want to do as such a fragile squishy.
Blurred Vision is fine, as is Ice Spikes, and Vapor Blade. Except I prefer Deep Freeze, but whatever rocks your boat.
Arcane Echo has a horrid recharge, why is that in there?
(2nd)
I don't have Factions, and so cannot really comment on Fort Aspenwood. However, I do think using Drain Enchantment is better than Revealed Enchantment - you aren't going to use that enchantment anyway.
Also, Energy Tap is an extremely long cast that screams for an interrupt.
(3rd)
Mind spells are generally a waste of your elite - without Elite energy management, an elementalist is usually either useless, beating up crap opponents, or is begging for energy.
The comments on the (2nd) apply.
Btw, Shatterstone is one...bad...elite.
Again, I state that I am presuming that your foes have some kind of PvP ability.
Energy is usually needed.
And to your comment about water not needing heals, etc...better reproduce the post...
I'm in BOLD.
Quote: Water is a debuffer I don't see a lot of debuffs in there and having a self buff in there is a complete U turn from the purpose. There is no room for heals or prots Well, you ARE Mesmer secondary and even if there is it will weaken water is one way or the other Not really by that much. for example, a heal will either decrease damage output which isn't much anyway, lower/eliminate blind snares are enough for a warrior, but unless you face a RSpike group I don't think Blurred Vision is that good, and/or reduce slow time. If it works for u, great. For me, not really. Respecting that. I suggest you take a look at this:
Quote: Originally Posted by JR's Character Builds thread
Hydro
Elementalist/Monk
Weapon Set 1:
Weapon: +5 Energy Sword / 20% Enchantments Pommel
Offhand: Water Focus / (20% recharge on Water Magic) / +30hp
Weapon Set 2:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Water Focus / (20% recharge on Water Magic) / +30hp
Purpose: Snares, and some mediocre damage on the side. Works well in builds that require heavy anti-kiting, such as Smite or general melee-heavy pressure builds. Not particularly strong in a spike oriented build, although Vapor Blade will let you help finish targets off.
Energy Storage: 10 (9+1)
Water Magic: 14 (12+2)
Healing Prayers: 9 / Earth Magic: 9
Protection Prayers: 3
- Vapor Blade (Water Magic)
- Ice Spikes (Water Magic)
- Shard Storm (Water Magic)
- Deep Freeze (Water Magic)
- Heal Party (Healing Prayers) / Ward Against Melee (Earth Magic)
- Draw Conditions (Protection Prayers)
- Ether Prodigy [Elite] (Energy Storage)
- Resurrection Signet () Granted, I don't really run that in PvE, but hey, if I were to go water without another element in PvP, I'd run something like that.
Elementalist/Monk
Weapon Set 1:
Weapon: +5 Energy Sword / 20% Enchantments Pommel
Offhand: Water Focus / (20% recharge on Water Magic) / +30hp
Weapon Set 2:
Weapon: +5 Energy Sword / +30 Fortitude Pommel
Offhand: Water Focus / (20% recharge on Water Magic) / +30hp
Purpose: Snares, and some mediocre damage on the side. Works well in builds that require heavy anti-kiting, such as Smite or general melee-heavy pressure builds. Not particularly strong in a spike oriented build, although Vapor Blade will let you help finish targets off.
Energy Storage: 10 (9+1)
Water Magic: 14 (12+2)
Healing Prayers: 9 / Earth Magic: 9
Protection Prayers: 3
- Vapor Blade (Water Magic)
- Ice Spikes (Water Magic)
- Shard Storm (Water Magic)
- Deep Freeze (Water Magic)
- Heal Party (Healing Prayers) / Ward Against Melee (Earth Magic)
- Draw Conditions (Protection Prayers)
- Ether Prodigy [Elite] (Energy Storage)
- Resurrection Signet () Granted, I don't really run that in PvE, but hey, if I were to go water without another element in PvP, I'd run something like that.
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