My PvE fire ele - plz rate =)
Ayaehinashi
My current PvE Fire-built Elementalist
[img]http://us.share.geocities.com/andrewlele2006/gw001.bmp[img]
Ele/x (I have used Monk as secondary)
Weapon: Rago's Flame Staff or Hajkor's Flame w/ Korr's Focus
Armour: Pyromancer's, or Aero, or Geo, or Hydro...
Additional adds in armour: Major Vigor Scroll (+50 Health)
I prefer the amours above because they have additional defence against elemental attacks. Depending which enemies you are facing, switch armours before engaging battle.
Attributes:
Fire magic 12 + 2 + 1
Energy 12 + 2 +1
The remaining points in Healing
Skills:
Searing Flames {e}
Glowing Gaze
Fireball or Meteor
Searing Heat
Meteor Shower
Flame Djinn's Haste or Resurrect skills or Healing Breeze
Fire Attunement
Glyph of Restoration
Allies:
Heros: Koss (W), Melonni (D), Tahlkora (M) or Zhed Shadowhoof* (E)
Henchies: Gehraz (D), Devona (W), Kihm (M), Mhenlo (M)
*I have made Zhed Shadowhoof as an Earth ele, which defence magic such as Ward Against Melee and Elementals.
Notes:
Before engaging battles, use Fire Attunement on self. And then when targeting an enemy during battle, call the target so your allies (tanks) will engage battles while you staying behind. To being with, use Searing Flames on target, which deals the enemy/enemies with fire damage and sets enemy/enemies on fire. Quickly, use Glowing Gaze on the burning target, dealing damage on the targeted while gaining some energy back. Then, use Fireball or Meteor to do additional damage on target(s) (I use Fireball because it recharges faster..). Remember, Searing Flames, Fireball, and Meteor harm nearby enemies as well. Repeat the process with Fire Attunement on, you will continuously attack your enemies while almost never running low on energy. Be careful with Mesmer's skills, like canceling enchantments and Backfire...
When dealing enemies with high HP, like bosses... Use the same process above, and then use Glyph of Restoration. Quickly, use Meteor Shower and then Searing Heat. With Glyph of Restoration, you can gain some health and MP back from Meteor Shower or Searing Heat. Continue using Searing Flames, Glowing Gaze, and Fireball or Meteor while your allies (tanks) are in front...
If melee enemies are attacking directly at your character and cannot handle the attacks (ie: low health...), use Flame Djinn's Haste, which damages nearby enemies and makes you run faster. After casting Flame Djinn's Haste, run away from the enemies until the enemies are targeting someone else... And then start casting magic on them with Fire Attunement on.
If you can handle the attacks, use Searing Heat on the melee enemies attacking you. The will receive at least 3-4 seconds of damage from Searing Heat and eventually will flee. And then use the same process from above with Fire Attunement. Also, it helps if your elemental ally uses Ward Against Melee and Elementals to improve your deference.
Hope you guys will like
Rate my ele plz =):
So far, it works well in PvE as long as there are tanks in front... What do you guys think? Any suggestions or adjustments?
[img]http://us.share.geocities.com/andrewlele2006/gw001.bmp[img]
Ele/x (I have used Monk as secondary)
Weapon: Rago's Flame Staff or Hajkor's Flame w/ Korr's Focus
Armour: Pyromancer's, or Aero, or Geo, or Hydro...
Additional adds in armour: Major Vigor Scroll (+50 Health)
I prefer the amours above because they have additional defence against elemental attacks. Depending which enemies you are facing, switch armours before engaging battle.
Attributes:
Fire magic 12 + 2 + 1
Energy 12 + 2 +1
The remaining points in Healing
Skills:
Searing Flames {e}
Glowing Gaze
Fireball or Meteor
Searing Heat
Meteor Shower
Flame Djinn's Haste or Resurrect skills or Healing Breeze
Fire Attunement
Glyph of Restoration
Allies:
Heros: Koss (W), Melonni (D), Tahlkora (M) or Zhed Shadowhoof* (E)
Henchies: Gehraz (D), Devona (W), Kihm (M), Mhenlo (M)
*I have made Zhed Shadowhoof as an Earth ele, which defence magic such as Ward Against Melee and Elementals.
Notes:
Before engaging battles, use Fire Attunement on self. And then when targeting an enemy during battle, call the target so your allies (tanks) will engage battles while you staying behind. To being with, use Searing Flames on target, which deals the enemy/enemies with fire damage and sets enemy/enemies on fire. Quickly, use Glowing Gaze on the burning target, dealing damage on the targeted while gaining some energy back. Then, use Fireball or Meteor to do additional damage on target(s) (I use Fireball because it recharges faster..). Remember, Searing Flames, Fireball, and Meteor harm nearby enemies as well. Repeat the process with Fire Attunement on, you will continuously attack your enemies while almost never running low on energy. Be careful with Mesmer's skills, like canceling enchantments and Backfire...
When dealing enemies with high HP, like bosses... Use the same process above, and then use Glyph of Restoration. Quickly, use Meteor Shower and then Searing Heat. With Glyph of Restoration, you can gain some health and MP back from Meteor Shower or Searing Heat. Continue using Searing Flames, Glowing Gaze, and Fireball or Meteor while your allies (tanks) are in front...
If melee enemies are attacking directly at your character and cannot handle the attacks (ie: low health...), use Flame Djinn's Haste, which damages nearby enemies and makes you run faster. After casting Flame Djinn's Haste, run away from the enemies until the enemies are targeting someone else... And then start casting magic on them with Fire Attunement on.
If you can handle the attacks, use Searing Heat on the melee enemies attacking you. The will receive at least 3-4 seconds of damage from Searing Heat and eventually will flee. And then use the same process from above with Fire Attunement. Also, it helps if your elemental ally uses Ward Against Melee and Elementals to improve your deference.
Hope you guys will like
Rate my ele plz =):
So far, it works well in PvE as long as there are tanks in front... What do you guys think? Any suggestions or adjustments?
clawofcrimson
well... with 8 heroes/henchis...you could set your skills as 8signets of capture and still easily play through the game...
but seriously... this build is pretty good and widely used in both pvp and pve
I would drop the hechis and give yourself a challenge...
take morgahn with their on fire for the xtra protection and go spam flames until your heart is content
but seriously... this build is pretty good and widely used in both pvp and pve
I would drop the hechis and give yourself a challenge...
take morgahn with their on fire for the xtra protection and go spam flames until your heart is content
Mouse at Large
Very nearly what I run for farming with heroes, however, my preference would be to swap out Fireball/Meteor for Liquid Flame and Searing Heat for Breath of Fire as your AoE /anti-pressure spell (lower energy cost, and there's no need for the burning after-effect of SH - that's what SF is for ).
I'd also suggest dropping Flame Djinn's etc. for Glyph of Lesser Energy. It's good for general e-management, especially if you are going to actually use MS, say on a boss group.
As said above, with a full party of heroes/henchies, you should have no problem surviving, especially with Morgahn and his "They're on Fire"
I'd also suggest dropping Flame Djinn's etc. for Glyph of Lesser Energy. It's good for general e-management, especially if you are going to actually use MS, say on a boss group.
As said above, with a full party of heroes/henchies, you should have no problem surviving, especially with Morgahn and his "They're on Fire"
Francis Crawford
I'd make room for Glyph of Lesser Energy, and one of Serpent's Quickness, Mantra of Resolve, or Kinetic Armor (depending on environment and taste). In each case I set Fire Magic at 16 and split the points roughly equally between the two other attributes.
Aura of Restoration is useful if you're up against a lot of enchantment stripping (cover enchant) or degen (if you're facing constant life loss you get actual benefit from it close to the theoretical maximum, and the theoretical max is pretty good).
Rago's isn't that relevant in a SF build; I just gave mine to Zhed. Wand/offhand with 20% HSR each seems best.
Aura of Restoration is useful if you're up against a lot of enchantment stripping (cover enchant) or degen (if you're facing constant life loss you get actual benefit from it close to the theoretical maximum, and the theoretical max is pretty good).
Rago's isn't that relevant in a SF build; I just gave mine to Zhed. Wand/offhand with 20% HSR each seems best.
keli
-2 :s Searing Flames requires no brain... Sorry.
BSSuperman
Neither do Barrage nor Triple Chop - that doesnt stop them being used as well.
bungusmaximus
Add a res siggie if it's for PvE, if u like playing alone or with henchies, ignore what I typed. Yesterday I was doing gates of madness with quite a decent group, we got wiped because people didnt bring resses. It can make the difference between winning and losing.
Speedy Lunar
It is indeed quite a strong build, but when those enemies spread out you'll have major problems dealing damage.
Illithen Firebringer
It seeems like a pretty solid build, though you might want to bring a res (not signet) if you do pve incase the henchies die. the searing flames/glowing gaze is a very good and well used combo. I like the idea of using Zhed as an earth warder.
Darkpower Alchemist
SF/GG mixed with MS is VERY widely used in PvE now, though your use of searing heat baffles me. It is just not fast enough a cast.SF does all that SH does and better,as well as faster. Liquid Flames is an awesome spell, on its own and should always be considered in any fire build.
[skill=big]Serpent's Quickness[/skill]
Serpent's Quickness? I understand the reasoning, but it really takes the ele out of the nuking zone to play with anything not related to self healing or damage that takes 45 seconds to recharge. I find E/R to be an unattractive blend, since it has only minor uses that may or may not effect the ele mechanics in general.
As for the AI spread quandry, the way it works now is much better than in previous, as they run once they are nearly dead. This can be handled in a number of ways other than chasing them down with a meteor.
I, personally, use this build currently on my E/N;
[skill=card]Fire Attunement[/skill][skill=card]Aura of Restoration[/skill][skill=card]Liquid Flame[/skill][skill=card]Glowing Gaze[/skill][skill=card]Meteor Shower[/skill][skill=card]Rodgort's Invocation[/skill][skill=card]Glyph of Renewal[/skill][skill=card]Resurrection Signet[/skill]
This usually handles all opposition in my way, with minimal running and those that get to run don't get too far. Even though I have two really long casts, they are effective if you play your ele where you are supposed to play it, and don't stick your neck out where it doesn't belong.
[skill=big]Serpent's Quickness[/skill]
Serpent's Quickness? I understand the reasoning, but it really takes the ele out of the nuking zone to play with anything not related to self healing or damage that takes 45 seconds to recharge. I find E/R to be an unattractive blend, since it has only minor uses that may or may not effect the ele mechanics in general.
As for the AI spread quandry, the way it works now is much better than in previous, as they run once they are nearly dead. This can be handled in a number of ways other than chasing them down with a meteor.
I, personally, use this build currently on my E/N;
[skill=card]Fire Attunement[/skill][skill=card]Aura of Restoration[/skill][skill=card]Liquid Flame[/skill][skill=card]Glowing Gaze[/skill][skill=card]Meteor Shower[/skill][skill=card]Rodgort's Invocation[/skill][skill=card]Glyph of Renewal[/skill][skill=card]Resurrection Signet[/skill]
This usually handles all opposition in my way, with minimal running and those that get to run don't get too far. Even though I have two really long casts, they are effective if you play your ele where you are supposed to play it, and don't stick your neck out where it doesn't belong.
Xpl0iter
most SF builds are similar due to the combination of Fire attune, Sf and GG ( and in some cases, even GoLE )
Rest of the four skills are dependent on area needs.
Serpent's quickness been one of my favourite skill for a while to help my sf since its release.
Though, it is not a requirement. with a 20/20 wand and 20/20 focus, you won't need serpent's most of the times.
Glyph of Sac and Meteor shower are two addition skills that you might wish to consider.
a Rez if you wish
and 8th skill is all your choice
OR
if NOT using GoLE, make that liquid flame/immolate, or any of the skill required by your party.
Otherwise, preety Standard build you got their, and works.
Rest of the four skills are dependent on area needs.
Serpent's quickness been one of my favourite skill for a while to help my sf since its release.
Though, it is not a requirement. with a 20/20 wand and 20/20 focus, you won't need serpent's most of the times.
Glyph of Sac and Meteor shower are two addition skills that you might wish to consider.
a Rez if you wish
and 8th skill is all your choice
OR
if NOT using GoLE, make that liquid flame/immolate, or any of the skill required by your party.
Otherwise, preety Standard build you got their, and works.