which ele?
A Leprechaun
i know this sounds like it needs to go in the ele forum but it is for my old mesmers secondary so...
well now thats settled i was wondering which ele att to use for my memser i would like something fun, the only exception is i dont want tobe a nuker! fire magic is ok but just something different i like the idea of an air ele single tartget ele, is that good?
any suggestions would be nice
~A Leprechaun~
well now thats settled i was wondering which ele att to use for my memser i would like something fun, the only exception is i dont want tobe a nuker! fire magic is ok but just something different i like the idea of an air ele single tartget ele, is that good?
any suggestions would be nice
~A Leprechaun~
Hella Good
Me/E is almost always, and I do mean almost always, FC Air. Use both attunements (Elemental, and Air Attunement). Use L Orb, B Flash, Enervating, L Strike. You can even pack up Gale, altho I personally see no reason to do that. Use Sup FC and pump up your FC. Air on max.
A Leprechaun
FC air?
Dreikki
Quote:
Originally Posted by A Leprechaun
FC air?
FC = Fast Cast.
I think.
I think.
A Leprechaun
cool has anyone got an example of a build?
Hella Good
I just gave u one
1- L Orb
2- L Strike
3- Blinding Flash
4- Enervating
5- Air Attunement
6- Elemental Attunement
7,8- whatever esle
12 Air, rest in FC
1- L Orb
2- L Strike
3- Blinding Flash
4- Enervating
5- Air Attunement
6- Elemental Attunement
7,8- whatever esle
12 Air, rest in FC
Effigy
Personally I hate dual attunements, although they are efficient (assuming they don't get stripped). If you're going Air, then dual attunements are probably the best option. If you go Fire nuking, Glyph of Renewal is my preference.
lightblade
Fevered Dream -> Mark of Rodgart -> Accumulated Pain -> Fire Wand!
Deep Wound + Burning for everyone...and later with Nightfall skills
-> Hypocondria !! More conditions for everyone!! Fun!
Deep Wound + Burning for everyone...and later with Nightfall skills
-> Hypocondria !! More conditions for everyone!! Fun!
Hella Good
I love the way people try to squeeze some usefulness of certain skills that are beyond any hope of being useful. Fevered Dreams- it's just a bad bad skill, leave it at that.
lightblade
Ugh...why you keep denying the awesomeness of Fevered Dream?! It's like one of the best PvE Illusion Elite, right next to IW..
Hollerith
Fevered Dreams is allright, you just gotta keep the hexed dude stationary because they normally run for the hills.
Hella Good
I'll put FD on my skill bar only if they make it AoE (nearby or in the area) and any condition that any foe affected by FD gets is transfered to all foes nearby (or in the area) of that foe. That's when I'll be like... FD 4TW!!!
Vermilion Okeanos
Weird? Alot of info in this thread appears to be outdated, but it said it was posted yesterday?
Anyway,
dual attune mes primary is out of the question when elemental attunement changed to energy storage.
Fevered Dream is "in the area" size, aka ward size.
Anyway,
dual attune mes primary is out of the question when elemental attunement changed to energy storage.
Fevered Dream is "in the area" size, aka ward size.
Hollerith
Looks like Hella means an aoe hex, not an aoe effect (redundant?).
Also, I still see FC nukers using Ele Attunement - it still lasts 30 seconds with 0 in Storage.
Also, I still see FC nukers using Ele Attunement - it still lasts 30 seconds with 0 in Storage.
Hella Good
Quote:
Originally Posted by Vermilion Okeanos
Anyway,
dual attune mes primary is out of the question when elemental attunement changed to energy storage.
Fevered Dream is "in the area" size, aka ward size.
No 1: Ele Attunement has a minimal duration of 30s. If you add a chant mod +20%, that's 36s, and it's recharge is 45s. This makes it perfectly plausible despite it being an Energy Storage skill. It's really no big deal.
No2: FD reads:
For 10...22 seconds, whenever target foe suffers from a new Condition, all foes in the area suffer from that Condition as well.
It's a single foe hex. Now reread what was being said. I was talking about it being an AoE hex. BEING an AoE hex, not HAVING an AoE. I'll rewrite the skill discription to explain this:
For 10...22 seconds, whenever target foe and all nearby foes suffer from a new condition, all foes nearby a foe affected by this hex suffer from that Condition as well.
Vermilion Okeanos
Ah, that make more sense on FD (of course, it sounds overly powerful in some way, that is like... spreading condition over half the compass)
While I was under the impression that EA was 7 sec with 0 energy storage, for some weird reason. I guess I was tired or something.
I was like "weird, how can this guy not know the change in EA and FD?"
While I was under the impression that EA was 7 sec with 0 energy storage, for some weird reason. I guess I was tired or something.
I was like "weird, how can this guy not know the change in EA and FD?"
Hella Good
I would be happy even if it was AoE (in the area) and only distributed the conditions between foes affected by it. But it being a single target hex makes it completely useless.
Slim
Earth... Pump up the fast casting, put on earth and elemental attunement and stone daggers. Think machine gun Guildwars style.

Terra Xin
Quote:
"Target foe and nearby foes are Hexed with Fevered Dreams. For 10...22 seconds, whenever a foe under this hex suffers from a new condition, all nearby foes suffer from that condition as well."
I just fixed the wording to make it a little more conditional. Now lemme give you an example:
You successfully hex 3 targets. You hit 1 target with a condition, that target and nearby targets get that condition as well. In the likelihood that the condition is spread to another target who is hexed, then all nearby foes from that target will suffer from that condition as well... thereby giving the effect of Condition chaining^^
lightblade
Hey Hella Good,
Fevered Dream + Hypocondria = Condition to everyone
Anyway...none of the mesmer's elite really worth as an elite, at least in PvE situation. I always use the non-attribute linked elites (i.e. Water Trident just for the kd or even "Coward!", Sympathetic Removal for hex and conditions, Restore Condition for conditions, soon to come Magebane Shot, Grenth's Balance, and many many more)
Fevered Dream + Hypocondria = Condition to everyone
Anyway...none of the mesmer's elite really worth as an elite, at least in PvE situation. I always use the non-attribute linked elites (i.e. Water Trident just for the kd or even "Coward!", Sympathetic Removal for hex and conditions, Restore Condition for conditions, soon to come Magebane Shot, Grenth's Balance, and many many more)
Valkyries
Quote:
Originally Posted by lightblade
Anyway...none of the mesmer's elite really worth as an elite, at least in PvE situation.
This... is a joke... right?
Ineptitude... ESurge... Energy Drain... Echo... Illusionary Weapon... Mantra of Recall/Recovery...
Do I need to go on???
Ineptitude... ESurge... Energy Drain... Echo... Illusionary Weapon... Mantra of Recall/Recovery...
Do I need to go on???
Hella Good
Quote:
Originally Posted by Terra Xin
Sorry, my eyes went wide when I saw this suggested amendment. How about changing it to say...
"Target foe and nearby foes are Hexed with Fevered Dreams. For 10...22 seconds, whenever a foe under this hex suffers from a new condition, all nearby foes suffer from that condition as well."
I just fixed the wording to make it a little more conditional. Now lemme give you an example:
You successfully hex 3 targets. You hit 1 target with a condition, that target and nearby targets get that condition as well. In the likelihood that the condition is spread to another target who is hexed, then all nearby foes from that target will suffer from that condition as well... thereby giving the effect of Condition chaining^^ Yep, that's what I meant. It will make FD a perfectly plausible elite and it will secure its place in condition/hex pressure builds. But the current FD, even with Hypochondria is just too limiting.
Hmm... this must be the most off-topic thread I've seen in a long time. Thanks for the occasional responses to the OP, or else a mod will shut this off.
Sooo... like I was saying... Air... good stuff.
"Target foe and nearby foes are Hexed with Fevered Dreams. For 10...22 seconds, whenever a foe under this hex suffers from a new condition, all nearby foes suffer from that condition as well."
I just fixed the wording to make it a little more conditional. Now lemme give you an example:
You successfully hex 3 targets. You hit 1 target with a condition, that target and nearby targets get that condition as well. In the likelihood that the condition is spread to another target who is hexed, then all nearby foes from that target will suffer from that condition as well... thereby giving the effect of Condition chaining^^ Yep, that's what I meant. It will make FD a perfectly plausible elite and it will secure its place in condition/hex pressure builds. But the current FD, even with Hypochondria is just too limiting.
Hmm... this must be the most off-topic thread I've seen in a long time. Thanks for the occasional responses to the OP, or else a mod will shut this off.

Sooo... like I was saying... Air... good stuff.
lightblade
Quote:
Originally Posted by Valkyries
This... is a joke... right?
Ineptitude... ESurge... Energy Drain... Echo... Illusionary Weapon... Mantra of Recall/Recovery...
Do I need to go on??? If you're going to use those...you're better replaced by an Elementist.
Blinding Flash > Ineptitude
RI > ESurge
Elemental Attune > EDrain
And the others are long recharging enchantments that can easily get removed. You'll be surprised how many monsters in the game can remove enchantments.
Ineptitude... ESurge... Energy Drain... Echo... Illusionary Weapon... Mantra of Recall/Recovery...
Do I need to go on??? If you're going to use those...you're better replaced by an Elementist.
Blinding Flash > Ineptitude
RI > ESurge
Elemental Attune > EDrain
And the others are long recharging enchantments that can easily get removed. You'll be surprised how many monsters in the game can remove enchantments.
Hella Good
Yeh, much as I hate to admit it, few Me elites really cut it in PvE. I think E-drain and Mantra of Recovery are probably the most useful ones. I don't really use much in terms of offensive elites in PvE, it's mostly passive-suportive stuff- elite nrg management or some fast recharge elite. I often find myself packing GoR (which I think outperforms Echo on many dimensions). The thing is that your non-elite skills provide the most utility- Backfire, Empathy, Shatter Hex, etc. So your elite often ends up being something to "shadow" those skills.
Dean Harper
personally, i like shutdown:
Blackout
Energy Surge
Diversion
Gale (Air)
Spirit of Failure
Signet of Weariness
Energy Burn/Arcane Echo
Res Sig
It goes something like that, it uses gale as an air spell, but u may be thinking of spiking, so look on gwwiki for that...
Blackout
Energy Surge
Diversion
Gale (Air)
Spirit of Failure
Signet of Weariness
Energy Burn/Arcane Echo
Res Sig
It goes something like that, it uses gale as an air spell, but u may be thinking of spiking, so look on gwwiki for that...
Valkyries
Actually Ineptitude is > than Blinding Flash...
Although I do see your point on some of these.
Still, there are no replacements for something like IW.... and I admit GoR is > Echo.
Still that being said, there are still a lot of good choices for Mes Elites. I run Mesmer Elites quite often. Not always but often enough...
Both have their uses, it all depends on the build.
Ineptitude + Clumsy + IoR is a great build for PVE. I have MUCH success with it and find it extremely useful in most situations.
Hmmm maybe I should stick my mesmer to PVP and Roll an Ele for PVE Since Mes's are useless.
Although I do see your point on some of these.
Still, there are no replacements for something like IW.... and I admit GoR is > Echo.
Still that being said, there are still a lot of good choices for Mes Elites. I run Mesmer Elites quite often. Not always but often enough...
Both have their uses, it all depends on the build.
Ineptitude + Clumsy + IoR is a great build for PVE. I have MUCH success with it and find it extremely useful in most situations.
Hmmm maybe I should stick my mesmer to PVP and Roll an Ele for PVE Since Mes's are useless.

Hella Good
I'm happiest with MoR in PvE. Although it is very very heavy on the nrg. Good news is that it recharges the nrg management skills as well but even with 2 of those I often times find myself low on nrg. Maybe I'll give Serpent Quickness a shot.
LouAl
I am also a happy person when I am using MoRecovery. It does make it tough on the energy, but I figure if I use it with lots and lots of e-mgmt skills I do ok. I have tried SQ, but it just plain isn't as good (recharge is too long/increase % isn't as good/conditional on health)...not to mention that as a mesmer there is almost nothing else in WS that is worth anything. The price is right on SQ though, you can't beat 5e. I have seen people use it with echo/arcane echo, but I think that is just a waste...
As far as an ele secondary goes...I can't remember if this thread started out as PvE or PvP, but anyway, I say Air and bring MoRecovery so that you can lay down those orbs every 2.5 seconds. If you have Lightning Orb and Strike (and eververating charge if you want) and MoRecovery you can put down some serious hurt. Bring Air Attune and a whole bunch of Inspiration engery makers to fund it all. Put FC down one notch to get the attb points for Insp.
As far as an ele secondary goes...I can't remember if this thread started out as PvE or PvP, but anyway, I say Air and bring MoRecovery so that you can lay down those orbs every 2.5 seconds. If you have Lightning Orb and Strike (and eververating charge if you want) and MoRecovery you can put down some serious hurt. Bring Air Attune and a whole bunch of Inspiration engery makers to fund it all. Put FC down one notch to get the attb points for Insp.
Effigy
Not tested, but I think GW rounds fractions down. So technically MoRecovery should recharge Orb in 2 seconds. Maybe someone can verify.
I hadn't considering using MoRecov on a Me/E air spammer, but it does sound like a viable option. As I said before, I absolutely hate dual attunements and would only use them as a last resort. Inspiration is more my style for emanagement.
I hadn't considering using MoRecov on a Me/E air spammer, but it does sound like a viable option. As I said before, I absolutely hate dual attunements and would only use them as a last resort. Inspiration is more my style for emanagement.
LouAl
I just checked it a little bit, and my first conclusion is that yes, it does round down. Orb and strike only take 2 seconds to recharge.
Hella Good
But again, we come down to the hugest drawback of MoR- the need for massive nrg management. Yea, it DOES recharge your e-management more often but the strain on the nrg is tremendous. I also often get caught up in spamming stuff. But who cares I use MoR in PvE mostly (love Dist too much to ditch it in PvP).
Contessa
Quote:
Originally Posted by Slim
Earth... Pump up the fast casting, put on earth and elemental attunement and stone daggers. Think machine gun Guildwars style.
Agreed. You can also mix and match glyph of energy or glyph or renewal, dragon stomp, eruption, echo and auspicious incantation. When you are getting a little low on energy, cast auspicious incantation before one of the 25 energy spells (preferable one that's echoed) to fill your pool of energy then machine gun with daggers. It's tons of fun.

Cirian
Why not echo the new glyph of lesser energy and pump out 15e spells for free at fast cast speeds? I don't have any suggestions at the moment, I'm just thinking out loud

draxynnic
Quote:
Originally Posted by Hella Good
Hmm, I guess we need to explain a few things...
No 1: Ele Attunement has a minimal duration of 30s. If you add a chant mod +20%, that's 36s, and it's recharge is 45s. This makes it perfectly plausible despite it being an Energy Storage skill. It's really no big deal. Personally, I usually ran an Inspiration energy management - usually Energy Drain - along with Air Attunement when going FC airspike. Slows down the fast casting a little, but due to the diminishing returns of skill points, you can still keep both maxed, and you're using more of your runes. (That said, with Attunement runes nowadays there is actually a point to not using runes for all of your skills). It also makes you a little less vulnerable to being stripped, since only one of your energy sources is an enchantment.
No 1: Ele Attunement has a minimal duration of 30s. If you add a chant mod +20%, that's 36s, and it's recharge is 45s. This makes it perfectly plausible despite it being an Energy Storage skill. It's really no big deal. Personally, I usually ran an Inspiration energy management - usually Energy Drain - along with Air Attunement when going FC airspike. Slows down the fast casting a little, but due to the diminishing returns of skill points, you can still keep both maxed, and you're using more of your runes. (That said, with Attunement runes nowadays there is actually a point to not using runes for all of your skills). It also makes you a little less vulnerable to being stripped, since only one of your energy sources is an enchantment.