Help. i have no clue.
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K
You'll get a lot of differing opinions regarding how to play your character.
I'd say that you'd be better served using primarily Elementalist skills with very little in the way of healing support, maybe using an occasional Heal Party and have a hard rez skill on your bar as well. (but that's just me.)
Check out the PvE builds section of these forums and see if there's something in there that will appeal to you. There's lots of good stuff in there.
I'd say that you'd be better served using primarily Elementalist skills with very little in the way of healing support, maybe using an occasional Heal Party and have a hard rez skill on your bar as well. (but that's just me.)
Check out the PvE builds section of these forums and see if there's something in there that will appeal to you. There's lots of good stuff in there.
I agree that when you have ele as your primary, focus on ele skills and forget healing and support. If you want to make a support character, you're better off going monk primary rather than trying to make one out of an ele. 
Elementalists have wonderful attack skills, which do help out the group a lot.

Elementalists have wonderful attack skills, which do help out the group a lot.
Generally speaking, secondaries need to *support* the primary skills - not the other way around. There are exceptions to this, and all but a very few are argued about. Outside of some farming builds the only one I am aware that of that few would consider ineffective is a touch ranger (though many still argue that it is "cheap" - but that is quite a bit different from "ineffective").
To some an e/mo should be spamming heal party and using it's large energy pool to do so for an extended period of time. Personally I prefer to leave the healing to the monks and if you need to take "pressure" from the healers use a prot monk, a restoration rit, or a paragon - something those classes are *supposed* to do and do better than an E/Mo. While it may work, that doesn't mean that it is the best use of your skills or your "one of eight" slot you take as a member of your party (or one of six, or four depending on your area).
IMO about the only thing an E/Mo uses is an infinite resurrect - with hench/hero that can be quite important (and being such a player I almost always use one). I suppose some of the smiting skills could somewhat work - before a few skill balances they worked *really well* (and thus the balances), but again most likely better off with an ele skill.
To some an e/mo should be spamming heal party and using it's large energy pool to do so for an extended period of time. Personally I prefer to leave the healing to the monks and if you need to take "pressure" from the healers use a prot monk, a restoration rit, or a paragon - something those classes are *supposed* to do and do better than an E/Mo. While it may work, that doesn't mean that it is the best use of your skills or your "one of eight" slot you take as a member of your party (or one of six, or four depending on your area).
IMO about the only thing an E/Mo uses is an infinite resurrect - with hench/hero that can be quite important (and being such a player I almost always use one). I suppose some of the smiting skills could somewhat work - before a few skill balances they worked *really well* (and thus the balances), but again most likely better off with an ele skill.
Quote:
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Originally Posted by holababe
If you're playing Prophecies you should be a fire ele because it offers you more skills.
Fireball + Flare + Fire Storm + Immolate + Aura of Restoration + Resurrect + 2 more is a good combo. |
Most Air spells have 25% Armour Penetration, some of them can cause blinding, weakness or knock down an opponent.
Earth Magic has some supportive spells (Wards), good defensive spells and some powerful damaging spells.
Most Water spells cause 66% slowdown of movement on opponents.
Oh yeah, and if you want some healing, take Aura of Restoration, it gives you some Health everytime you cast a spell.=P
