Fire Nuker Ele Build (PvP) (please comment)
Bdoomed
Hi, im new to these forums, and ive made a build over time that seems to work very well for Aspenwood and Alliance Battles... i dont know if it would be good for other things tho...
Anyways, please comment on it, tell me if it sucks, what i should add, etc. keep in mind that this is just for a fire ele.
Attribute Settings:
16 Fire
15 Energy Storage
[skill]Aura of Restoration[/skill][skill]Glyph of Lesser Energy[/skill][skill]Meteor Shower[/skill][skill]Rodgort's Invocation[/skill][skill]Savannah Heat[/skill][skill]Immolate[/skill][skill]Breath of Fire[/skill][skill]Flame Djinn's Haste[/skill]
I usually have, instead of Savannah Heat, [skill]Star Burst[/skill] but recently ive replaced it, as an experiment.
Anyways my strategy for this build is usin Aura of restoration for health, then mostly using immolate and savannah heat/starburst, and throwin in the others when appropriate. Flame Djinn's Haste is for close combat/gettin away quick/catchin up with a fleeing enemy. The heavier attacks, meteor shower and rodgort's invocation, are for the tougher enemies (juggernaut, seige turtle) or large groups (so fun to see all the -100's float into the air at the same time!)
Any suggestions to better it? it seems to be working fine for what i do in PvP, but im thinking of moving on to HA or RA (ive done some of both but im not too good at it heh)
I also dont know if this build has been made before, i made this myself but i might have just made a build thats already been done...
Anyways, please comment on it, tell me if it sucks, what i should add, etc. keep in mind that this is just for a fire ele.
Attribute Settings:
16 Fire
15 Energy Storage
[skill]Aura of Restoration[/skill][skill]Glyph of Lesser Energy[/skill][skill]Meteor Shower[/skill][skill]Rodgort's Invocation[/skill][skill]Savannah Heat[/skill][skill]Immolate[/skill][skill]Breath of Fire[/skill][skill]Flame Djinn's Haste[/skill]
I usually have, instead of Savannah Heat, [skill]Star Burst[/skill] but recently ive replaced it, as an experiment.
Anyways my strategy for this build is usin Aura of restoration for health, then mostly using immolate and savannah heat/starburst, and throwin in the others when appropriate. Flame Djinn's Haste is for close combat/gettin away quick/catchin up with a fleeing enemy. The heavier attacks, meteor shower and rodgort's invocation, are for the tougher enemies (juggernaut, seige turtle) or large groups (so fun to see all the -100's float into the air at the same time!)
Any suggestions to better it? it seems to be working fine for what i do in PvP, but im thinking of moving on to HA or RA (ive done some of both but im not too good at it heh)
I also dont know if this build has been made before, i made this myself but i might have just made a build thats already been done...
Stormlord Alex
I know a lot of people will likely rip your throat out for this build... Don't worry!
First, 15 Energy Storage is NEVER worth it. In any PvP setting (and most of the time in PvE), high max health is important, to absorb high-damage spikes. Losing 75 health for a meagre 6 energy ain't worth it, switch to a minor ES rune. That's an order, recruit.
Second... MS. For AB and FA, it is, in fact, a good skill. AI will happily bathe in it, and there's a lot of scrubs that also like being smashed in the face by fiery rocks too (well... it seems that way...)
However, a 5 second casting time on MS is far too much. Not only does it make you fodder for any ranger and his Savage Shot, no matter his ping, but it also leaves you unable to kite for ~5 seconds. Any halfway decent melee foe could have easily killed you by then. Simple answer is to use Glyph of Sacrifice beforehand, insta-cast MS is pretty effective at clearing shrines and screwing crap BoA 'sins.
The other thing that comes to mind is energy management - other than GoLE you have none. Fire Attune is near enough a must to keep energy at a serviceable level, you could drop Aura for it (it's a pretty poor selfheal as is, it's more of a cover enchantment than a heal)
Also, if you want to try a build like this in RA or HA, take a res.
Res Sig or (better, IMO) Glyph of Sacrifice + Res Chant.
That's the surface problems sorted out, I'll leave the others here to discuss more effective skills.
First, 15 Energy Storage is NEVER worth it. In any PvP setting (and most of the time in PvE), high max health is important, to absorb high-damage spikes. Losing 75 health for a meagre 6 energy ain't worth it, switch to a minor ES rune. That's an order, recruit.
Second... MS. For AB and FA, it is, in fact, a good skill. AI will happily bathe in it, and there's a lot of scrubs that also like being smashed in the face by fiery rocks too (well... it seems that way...)
However, a 5 second casting time on MS is far too much. Not only does it make you fodder for any ranger and his Savage Shot, no matter his ping, but it also leaves you unable to kite for ~5 seconds. Any halfway decent melee foe could have easily killed you by then. Simple answer is to use Glyph of Sacrifice beforehand, insta-cast MS is pretty effective at clearing shrines and screwing crap BoA 'sins.
The other thing that comes to mind is energy management - other than GoLE you have none. Fire Attune is near enough a must to keep energy at a serviceable level, you could drop Aura for it (it's a pretty poor selfheal as is, it's more of a cover enchantment than a heal)
Also, if you want to try a build like this in RA or HA, take a res.
Res Sig or (better, IMO) Glyph of Sacrifice + Res Chant.
That's the surface problems sorted out, I'll leave the others here to discuss more effective skills.
Polynikes of Sparta
I recently made a Savannah Heat build that works well in PvE. Yet, this build and my build, at that, are both useless in terms of PvP. In PvE, the imbeciles of mobs stay in the AoE for some time. When another human will see Savannah Heat, they will run. IDK if this build is near viable for PvP, sorry. If you want suggestions, prepare yourself, here they come:
1. Fire Attunement is a must. I MEAN IT'S A MUST.
2. Meteor Shower without Glyph of Sacrifice is a mistake in PvE, and absolutely fatal in PvP.
3. Searing/Teinai's Heat > Breath of Fire. Bigger range FTW. 10 more energy can be dealt with. Remember, you're an Elementalist, not a Wammo.
4. Immolate is good as some sort of finisher and can be called the Needling Shot of Ele's. Yet, you may want to bring a more, for loss of a better word, EFFECTIVE spell to synergize with your build.
5. If you have brought Starburst along with all those skills, you are a complete and utter retard.
6. A proper Starburster (Shadowsteps, Flame Burst, Inferno, etc.) should be more effective in PvP than this. Sorry.
~Polynikes
1. Fire Attunement is a must. I MEAN IT'S A MUST.
2. Meteor Shower without Glyph of Sacrifice is a mistake in PvE, and absolutely fatal in PvP.
3. Searing/Teinai's Heat > Breath of Fire. Bigger range FTW. 10 more energy can be dealt with. Remember, you're an Elementalist, not a Wammo.
4. Immolate is good as some sort of finisher and can be called the Needling Shot of Ele's. Yet, you may want to bring a more, for loss of a better word, EFFECTIVE spell to synergize with your build.
5. If you have brought Starburst along with all those skills, you are a complete and utter retard.
6. A proper Starburster (Shadowsteps, Flame Burst, Inferno, etc.) should be more effective in PvP than this. Sorry.
~Polynikes
AtomicMew
Here is a great build for RA/TA/AB using savannah Heat{E}
Savannah Heat {E}
gale
liquid flame
immolate
glowing gaze
fire attunement
restful breeze
res/flame haste djinn
The combo is:
savannah, gale, liquid flame, immolate, glowing gaze, immolate
For a total of:
savannah: 120 (200)
liquid flame: 100ish
immolate/glowing gaze: 120ish
Savannah's damage is variable depending on how much time your target spends in it. With gale, you automatically force 3 seconds, but usually it's more like 4. The combo outright kills a squishy at around 3/4th HP. On top of that, it shutsdown for a good 3-4 seconds, because of gale and having to kite.
Restful breeze prevents you from being a burden, and immolate/glowing is essentially free DPS.
Savannah Heat {E}
gale
liquid flame
immolate
glowing gaze
fire attunement
restful breeze
res/flame haste djinn
The combo is:
savannah, gale, liquid flame, immolate, glowing gaze, immolate
For a total of:
savannah: 120 (200)
liquid flame: 100ish
immolate/glowing gaze: 120ish
Savannah's damage is variable depending on how much time your target spends in it. With gale, you automatically force 3 seconds, but usually it's more like 4. The combo outright kills a squishy at around 3/4th HP. On top of that, it shutsdown for a good 3-4 seconds, because of gale and having to kite.
Restful breeze prevents you from being a burden, and immolate/glowing is essentially free DPS.
Dr Strangelove
While I'm somewhat happy to see the speed boost for FA/AB, you do have a lot of problems.
1) Fire attunement. Bring it.
2) Meteor Shower- looks pretty and makes a big boom, but has a 5 second cast time and 60 second recharge. You can get around the 5 second cast with glyph sac, but most of the time, especially in highly mobile AB/FA, it just isn't worth it.
3)Savannah Heat - Actually not a terrible skill, I've played with it as one of those AoElementalist shrine cappers, but you're still able to clear NPCs out with a teinei's heat/searing heat combo, and don't have to waste an elite on it.
4)Superior Energy Storage makes baby Jesus cry. Seriously, +6 (or 9, I forget) energy for -75 health is a crappy tradeoff.
5)In this form, it really is a FA/AB build - mobile with big bursts of DPS. HA savannah heat eles generally just pack as many spammable big guns as possible, letting a water guy do the snaring. In arenas it's not horrible, but there's generally better ele builds out there.
Here's my favorite AB/FA build, which actually isn't too different from this:
[skill]mind blast[/skill][skill]fireball[/skill][skill]smoldering embers[/skill][skill]teinai's heat[/skill][skill]searing heat[/skill][skill]fire attunement[/skill][skill]mystic regeneration[/skill][skill]flame djinn's haste[/skill]
16 fire
10 ES
10 Earth Prayers (or whatever it takes to get +3/enchant)
1) Fire attunement. Bring it.
2) Meteor Shower- looks pretty and makes a big boom, but has a 5 second cast time and 60 second recharge. You can get around the 5 second cast with glyph sac, but most of the time, especially in highly mobile AB/FA, it just isn't worth it.
3)Savannah Heat - Actually not a terrible skill, I've played with it as one of those AoElementalist shrine cappers, but you're still able to clear NPCs out with a teinei's heat/searing heat combo, and don't have to waste an elite on it.
4)Superior Energy Storage makes baby Jesus cry. Seriously, +6 (or 9, I forget) energy for -75 health is a crappy tradeoff.
5)In this form, it really is a FA/AB build - mobile with big bursts of DPS. HA savannah heat eles generally just pack as many spammable big guns as possible, letting a water guy do the snaring. In arenas it's not horrible, but there's generally better ele builds out there.
Here's my favorite AB/FA build, which actually isn't too different from this:
[skill]mind blast[/skill][skill]fireball[/skill][skill]smoldering embers[/skill][skill]teinai's heat[/skill][skill]searing heat[/skill][skill]fire attunement[/skill][skill]mystic regeneration[/skill][skill]flame djinn's haste[/skill]
16 fire
10 ES
10 Earth Prayers (or whatever it takes to get +3/enchant)
Polynikes of Sparta
^For that build, screw one of the fire attacks and bring Conviction. E/D without Conviction yet with Attunement and MysRegen is FTL.
12+1+3 Fire
10+1 ES
8 Earth Prayers
~Polynikes
12+1+3 Fire
10+1 ES
8 Earth Prayers
~Polynikes
Dr Strangelove
Quote:
Originally Posted by Polynikes of Sparta
^For that build, screw one of the fire attacks and bring Conviction. E/D without Conviction yet with Attunement and MysRegen is FTL.
12+1+3 Fire
10+1 ES
8 Earth Prayers
~Polynikes
I'm there to blow things up and run away, not tank like an idiot. Mystic regen is only used to prop me up while I'm firing off the nukes, and was only brought because I had a couple other enchants anyway. When you start adding lots of defensive skills to a FA/AB build, you're heading down a slippery slope.
12+1+3 Fire
10+1 ES
8 Earth Prayers
~Polynikes
I'm there to blow things up and run away, not tank like an idiot. Mystic regen is only used to prop me up while I'm firing off the nukes, and was only brought because I had a couple other enchants anyway. When you start adding lots of defensive skills to a FA/AB build, you're heading down a slippery slope.
Polynikes of Sparta
Adding Conviction to a skill bar does not in any way mean making yourself "tank like an idiot." It's just a maintainable +24 armor so you don't get pummeled like a 60AL Elementalist. 5 damage skills, IMO, is unneeded. Ditch Smoldering Embers for Conviction and I like it.
~Polynikes
~Polynikes
Trylo
savannah heat screams for arcane echo IMHO, half chance recharge makes it possible to use the echoed SH twice, which using the actual skill makes it possible to use it twice before arcane echo recharges and they will end up recharging very close to eachother.
any ele build with more than one 3+ second spell simply will not work IMHO.
i personally hate rodgorts invocation. thats just me, but yea (3 sec cast, 25 energy... not worth it ...)
[skill]Searing Heat[/skill] + [skill]Teinai's Heat[/skill] are a MUST on fire ele bars. seriously, i wouldnt play fire ele if i didnt have access to these skills. theyre just that good. you will do (42x5)+(14x3) to nearby foes. use them one after another and you have a good dps to all nearby foes going (especially as a finisher after SH). GoLE compliments them very nicely IMO as well.
as for fire attunement... people say YOU MUST HAVE IT OR YOU LOSE NUB. personally it just isnt amazing in my book. sure you can use it, it is amazing energymanagement paying much more than the 1 energy per 1 second recharge (that is what i call alright emanagement). but lets look at this. its is definately NOT needed. GoLE usually is all i ever need on MOST ele bars and i can spam spells all i need to (and definately SH).
[skill]Arcane Echo[/skill][skill]Savannah Heat[/skill][skill]Fireball[/skill][skill]Searing Heat[/skill][skill]Teinai's Heat[/skill]
after that most of the skills are utility (Gale, Wards, Res etc.)
arcane echo = 15e, bam im down from 85-->70(+3). Savannah Heat (+6), savannah heat2 (+9) Gale (+11) 70-->50. GoLE, Searing/Teinei's Heat (+19) 55 --> 50.
50+19 = 69. youre practically back to being topped up. i mean what else do you want to be full all the time? you still will have ~15 seconds of no spell casting to throw fireball around. it just isnt energy taxing. fire attunement for this build is just a waste of a skill slot and a good candidate for removal.
(YES i know that is pretty rough calculations, but if anything it will be higher than what i just said...)
any ele build with more than one 3+ second spell simply will not work IMHO.
i personally hate rodgorts invocation. thats just me, but yea (3 sec cast, 25 energy... not worth it ...)
[skill]Searing Heat[/skill] + [skill]Teinai's Heat[/skill] are a MUST on fire ele bars. seriously, i wouldnt play fire ele if i didnt have access to these skills. theyre just that good. you will do (42x5)+(14x3) to nearby foes. use them one after another and you have a good dps to all nearby foes going (especially as a finisher after SH). GoLE compliments them very nicely IMO as well.
as for fire attunement... people say YOU MUST HAVE IT OR YOU LOSE NUB. personally it just isnt amazing in my book. sure you can use it, it is amazing energymanagement paying much more than the 1 energy per 1 second recharge (that is what i call alright emanagement). but lets look at this. its is definately NOT needed. GoLE usually is all i ever need on MOST ele bars and i can spam spells all i need to (and definately SH).
[skill]Arcane Echo[/skill][skill]Savannah Heat[/skill][skill]Fireball[/skill][skill]Searing Heat[/skill][skill]Teinai's Heat[/skill]
after that most of the skills are utility (Gale, Wards, Res etc.)
arcane echo = 15e, bam im down from 85-->70(+3). Savannah Heat (+6), savannah heat2 (+9) Gale (+11) 70-->50. GoLE, Searing/Teinei's Heat (+19) 55 --> 50.
50+19 = 69. youre practically back to being topped up. i mean what else do you want to be full all the time? you still will have ~15 seconds of no spell casting to throw fireball around. it just isnt energy taxing. fire attunement for this build is just a waste of a skill slot and a good candidate for removal.
(YES i know that is pretty rough calculations, but if anything it will be higher than what i just said...)
Thom Bangalter
In terms of efficiency, attunement goes a lot farther when you spam a lot of skills that have a short cooldown. when running things such as the "heats" the need for it isn't as necessary when everything has a painfully long recharge. This also depends on equipment setup and your overall bar. On most fire eles, I'd rather have attuenment as I'm generally casting fireball every chance I get. If you're sitting with a lot of energy on any fire bar, you're probably not spamming fireball enough.
Dr Strangelove
Quote:
Originally Posted by Polynikes of Sparta
Adding Conviction to a skill bar does not in any way mean making yourself "tank like an idiot." It's just a maintainable +24 armor so you don't get pummeled like a 60AL Elementalist. 5 damage skills, IMO, is unneeded. Ditch Smoldering Embers for Conviction and I like it.
~Polynikes I don't have 5 randoom damage skills. I have a neat single target damage combo of two spells. I have elite energy management. I have a speed boost, and I have a nifty way to clear shrines/gates. Sure 24 armor is great, but I'm in an area with no DP and an emphasis on quickly clearing shrines and skirmishes. Standing around with a bunch of armor generally isn't the best way to meet that goal.
~Polynikes I don't have 5 randoom damage skills. I have a neat single target damage combo of two spells. I have elite energy management. I have a speed boost, and I have a nifty way to clear shrines/gates. Sure 24 armor is great, but I'm in an area with no DP and an emphasis on quickly clearing shrines and skirmishes. Standing around with a bunch of armor generally isn't the best way to meet that goal.
Trylo
Quote:
Originally Posted by Thom Bangalter
In terms of efficiency, attunement goes a lot farther when you spam a lot of skills that have a short cooldown. when running things such as the "heats" the need for it isn't as necessary when everything has a painfully long recharge. This also depends on equipment setup and your overall bar. On most fire eles, I'd rather have attuenment as I'm generally casting fireball every chance I get. If you're sitting with a lot of energy on any fire bar, you're probably not spamming fireball enough.
i too am casting fireball every chance i get, but you still will be gaining energy, a 2 sec cast with 7 recharge would be using it every ~10secs, and we all know you gain 1.33 energy a sec... by the time your aoes have recharged youre close to max energy again even if you are spamming fireball... attunement just isnt worth the skill slot on that build!