Hey,
I have a few questions about GW ... noob questions yes but I would like to know the answer on them ^^
I have just started playing GW again and I made a new Ele.. I want to make it an E/Me... but I don't get all those names like Aero ... what does it mean? ( <- question 1 ^^ )... and what build should I use for my E/Me? (<- question 2 ^^ )
Thnx!
[Edit] I forgot! ... Where should I put my attributepoints on? (question 3 =P )
All these names ~
Trylon
Kook~NBK~
Welcome back to GW!
For Question 1:
Aeromancer = Uses air magic skills
Pyromancer = fire magic
Geomancer = earth magic
Hydomancer = water magic
For question 2 & 3:
See the build discussion forums for all kinds of neat build ideas, and then try a few different things out to see how you like playing them.
For Question 1:
Aeromancer = Uses air magic skills
Pyromancer = fire magic
Geomancer = earth magic
Hydomancer = water magic
For question 2 & 3:
See the build discussion forums for all kinds of neat build ideas, and then try a few different things out to see how you like playing them.
Trylon
Ah now I understand it ... Thnx alot
Oh and uhm.. one more question, can you also mix them? ^^ like..Aero/Pyromancer
Oh and uhm.. one more question, can you also mix them? ^^ like..Aero/Pyromancer
Amok Affinity
Quote:
Originally Posted by Trylon
Ah now I understand it ... Thnx alot
Oh and uhm.. one more question, can you also mix them? ^^ like..Aero/Pyromancer it's not uncommon to see eles spec into more than one elemental attribute.
e.g. earth and water have some nice utility/defense skills that complement a standard fire 'nuker' pve setup pretty well.
Oh and uhm.. one more question, can you also mix them? ^^ like..Aero/Pyromancer it's not uncommon to see eles spec into more than one elemental attribute.
e.g. earth and water have some nice utility/defense skills that complement a standard fire 'nuker' pve setup pretty well.
jacen110091
The first build that comes to mind with E/Me is a classic Echo Nuker . .
But like others have said, you have a lot of options and you ought to go with whatever suits you most..
Also, I'd recommend that you stick with a single attribute for most of your PVE till you're comfortable with it.
Later ofcourse, you can switch not only your element of choice but also your secondary profession!
Oh n' just so you know,
Water - Plays a support role with hexes/snares etc . .
Earth - Plays the best solo'er with the multiple defensive enchants (200+ Armor)
Air - Has the best spiking options
Fire - Has the best Nuking options
____________
And incase you're not used to those words,
A Spiker is someone who can deal massive damage to a single target very quickly while a Nuker is someone who can deal massive damage over a general area causing multiple foes to fall (not as quickly as a spiker, but its more consistent damage)
____________
And finally mate, know that Wiki is your friend!
But like others have said, you have a lot of options and you ought to go with whatever suits you most..
Also, I'd recommend that you stick with a single attribute for most of your PVE till you're comfortable with it.
Later ofcourse, you can switch not only your element of choice but also your secondary profession!
Oh n' just so you know,
Water - Plays a support role with hexes/snares etc . .
Earth - Plays the best solo'er with the multiple defensive enchants (200+ Armor)
Air - Has the best spiking options
Fire - Has the best Nuking options
____________
And incase you're not used to those words,
A Spiker is someone who can deal massive damage to a single target very quickly while a Nuker is someone who can deal massive damage over a general area causing multiple foes to fall (not as quickly as a spiker, but its more consistent damage)
____________
And finally mate, know that Wiki is your friend!
Francis Crawford
For your principal damage line (probably fire, maybe earth, in rare cases air or water), you should jack the attribute up to the max, or at most one below max.
You'll have room for one or two other attributes at high levels as you approach Level 20.
Inspiration Magic is great for interrupts. And Ether Feast is actually an OK self-heal for VERY low-level characters.
You'll have room for one or two other attributes at high levels as you approach Level 20.
Inspiration Magic is great for interrupts. And Ether Feast is actually an OK self-heal for VERY low-level characters.
Thom Bangalter
Power Drain is awesome energy management...I don't know how soon you can unlock it though.
I remember last year I had fun around wintersday zapping gargoyle's with lightning magic; Eventually you'll have everything unlocked and the ability to change your secondary, so don't sweat it too much. Just use the skills that look good to you, bring skills to help with your energy, and browse forums/ www.gw.gamewikis.org to find more information on general builds.
good luck.
I remember last year I had fun around wintersday zapping gargoyle's with lightning magic; Eventually you'll have everything unlocked and the ability to change your secondary, so don't sweat it too much. Just use the skills that look good to you, bring skills to help with your energy, and browse forums/ www.gw.gamewikis.org to find more information on general builds.
good luck.
Trylon
Thnx for the answers .. I have another question... I became E/Me now and I have all my attributepoints on air so far ( Aeromancer ) but where should I start putting my points now.. still on air or now on one of the mesmer attributes? And is it good that I put everything on air so far?
Thnx again
Thnx again
Ozric
The Main role of an Ele is to inflict heavy damage, so put all the points you can into your choice of Element, for you being Air at the moment. For longevity, put the rest in Energy Storage. The leftovers you can put in the attribute of your choice, and for me goes into Inspiration as I like to use Mantras most often.
Of course you can play around with these numbers now, as there is no Refund Point system like there was back in the day, so go have fun!
Of course you can play around with these numbers now, as there is no Refund Point system like there was back in the day, so go have fun!
Phades
/\ Replace ele with one of the following: warrior, assassin, ranger, or dervish.
Energy storage is not energy management, even though 2 skills within the energy storage attribute can achieve that. Of course one of those options requires a specific equipment selection to be functional.
You will be disapointed the longer you play the profession, if you are expecting to be a damage powerhouse. Eles have a fair amount of utility options that make them useful in most styles of play. Unfortunatly picking the elementalist as a primary, you basically are going to be using ether prodigy or ether prism as your primary energy source. Other options include attunements, glyph of lesser energy and second wind, but they are not as effective overal. Beyond that you are just going to be looking at trying to expand your total number of options to best suit the situation at hand. Earth has a lot of nice protectives, air has blind, weakness, and mobility augmentations, water has snares and some self protection, while fire has the widest range in the total number of AOE damage skills. Unfortunatly fire also has arguably the least amount of skills you would actually want to use in any situation.
Energy storage is not energy management, even though 2 skills within the energy storage attribute can achieve that. Of course one of those options requires a specific equipment selection to be functional.
You will be disapointed the longer you play the profession, if you are expecting to be a damage powerhouse. Eles have a fair amount of utility options that make them useful in most styles of play. Unfortunatly picking the elementalist as a primary, you basically are going to be using ether prodigy or ether prism as your primary energy source. Other options include attunements, glyph of lesser energy and second wind, but they are not as effective overal. Beyond that you are just going to be looking at trying to expand your total number of options to best suit the situation at hand. Earth has a lot of nice protectives, air has blind, weakness, and mobility augmentations, water has snares and some self protection, while fire has the widest range in the total number of AOE damage skills. Unfortunatly fire also has arguably the least amount of skills you would actually want to use in any situation.
Cebe
Quote:
Originally Posted by Phades
You will be disapointed the longer you play the profession, if you are expecting to be a damage powerhouse. Eles have a fair amount of utility options that make them useful in most styles of play. Unfortunatly picking the elementalist as a primary, you basically are going to be using ether prodigy or ether prism as your primary energy source. Other options include attunements, glyph of lesser energy and second wind, but they are not as effective overal. Beyond that you are just going to be looking at trying to expand your total number of options to best suit the situation at hand. Earth has a lot of nice protectives, air has blind, weakness, and mobility augmentations, water has snares and some self protection, while fire has the widest range in the total number of AOE damage skills. Unfortunatly fire also has arguably the least amount of skills you would actually want to use in any situation.
YAY! Someone who thinks you can only be a good elementalist with an energy storage elite...WRONG. Air/Fire/Water/Earth Attunement + Glyph of Lesser Energy and you're good to go. There are very few instances when I would actually take an energy storage elite any longer because I get much more out of an elemental elite. Ether Prism I don't like for one main reason, which is, you have to watch your energy SO closely...and when it gets to 50 energy or so you then need to activate it...thus taking your concentration away from the battle. I just don't like it.
I run an air build with only Air Attunement and Glyph of Lesser Energy...my energy rarely drops below 50 (I have about 75 total). I use Air Attunement, Aura of Restoration, GoLE, Chain Lightning, Lightning Strike, Enervating Charge, Lightning Orb, Invoke Lightning {Elite}. Sometimes I will swap Chain Lightning for Blinding Flash...all depends on the situation. I don't often use my secondary profession...as when I do people on this forum flame me for it.
I run an air build with only Air Attunement and Glyph of Lesser Energy...my energy rarely drops below 50 (I have about 75 total). I use Air Attunement, Aura of Restoration, GoLE, Chain Lightning, Lightning Strike, Enervating Charge, Lightning Orb, Invoke Lightning {Elite}. Sometimes I will swap Chain Lightning for Blinding Flash...all depends on the situation. I don't often use my secondary profession...as when I do people on this forum flame me for it.
Francis Crawford
Quote:
Originally Posted by Phades
Energy storage is not energy management, even though 2 skills within the energy storage attribute can achieve that. Of course one of those options requires a specific equipment selection to be functional.
You will be disapointed the longer you play the profession, if you are expecting to be a damage powerhouse. Eles have a fair amount of utility options that make them useful in most styles of play. Unfortunatly picking the elementalist as a primary, you basically are going to be using ether prodigy or ether prism as your primary energy source. Other options include attunements, glyph of lesser energy and second wind, but they are not as effective overal. Beyond that you are just going to be looking at trying to expand your total number of options to best suit the situation at hand. Earth has a lot of nice protectives, air has blind, weakness, and mobility augmentations, water has snares and some self protection, while fire has the widest range in the total number of AOE damage skills. Unfortunatly fire also has arguably the least amount of skills you would actually want to use in any situation.
Searing Flames is the core of an excellent damage build. Glowing Gaze is strong energy management along with GoLE and the elemental attunements In PvE, Elemental Attunement is often the best energy elite of all