What is the Best PvE Ele Build?
For Great Justice!
What really is the best build for PvE Ele?
Ive got a level 20 Fire Ele, not that far in the game tbh, but I want to know, whats the best build possible. Unfortunately I dont have proph so I cant get skills like MoR but I just want to see what ele build is actually the best.
Ive got a level 20 Fire Ele, not that far in the game tbh, but I want to know, whats the best build possible. Unfortunately I dont have proph so I cant get skills like MoR but I just want to see what ele build is actually the best.
Ozric
[skill]Flare[/skill][skill]Double Dragon[/skill][skill]Lava Arrows[/skill][skill]Lava Font[/skill][skill]Glyph of Essence[/skill][skill]Burning Speed[/skill][skill]Mending[/skill][skill]Rebirth[/skill]
Go get em, Tiger!!
Go get em, Tiger!!
ca_aok
Just FYI that's the worse build ever, though I assume it's a joke
If you have Nightfall, good old searing flames always works. However, prophecies has essential fire skills (Mark of Rodgort, Meteor Shower, etc), so any fire build you make without it will be lacking slightly. Maybe a Savannah Heat build?
If you have Nightfall, good old searing flames always works. However, prophecies has essential fire skills (Mark of Rodgort, Meteor Shower, etc), so any fire build you make without it will be lacking slightly. Maybe a Savannah Heat build?
Coloneh
there is no "best" anything in GW. EVER. period. dont ask questions like this, your just flamebait.
learning ftw
learning ftw
makosi
Troll much, Coloneh?
While it's true that there's no 'best' build, this build seems to be an all-round mob killer. It's especially good with a hero or another player with the same or a similar build.
[skill]Searing Flames[/skill][skill]Glowing Gaze[/skill][skill]Liquid Flame[/skill][skill]Rodgort's Invocation[/skill][skill]Meteor Shower[/skill][skill]Glyph of Lesser Energy[/skill][skill]Fire Attunement[/skill] + a Res of some sort.
Meteors help to stop monsters running off and Searing Flames is heavy area degen and spike all in one. Its pretty fun to play since it wipes areas out and doesn't take much effort to execute. Ozric's build is omg-godly-imba too.
Edit:
Attributes are 16 Fire Magic, 13 Energy storage.
While it's true that there's no 'best' build, this build seems to be an all-round mob killer. It's especially good with a hero or another player with the same or a similar build.
[skill]Searing Flames[/skill][skill]Glowing Gaze[/skill][skill]Liquid Flame[/skill][skill]Rodgort's Invocation[/skill][skill]Meteor Shower[/skill][skill]Glyph of Lesser Energy[/skill][skill]Fire Attunement[/skill] + a Res of some sort.
Meteors help to stop monsters running off and Searing Flames is heavy area degen and spike all in one. Its pretty fun to play since it wipes areas out and doesn't take much effort to execute. Ozric's build is omg-godly-imba too.
Edit:
Attributes are 16 Fire Magic, 13 Energy storage.
ArKaiN
way to point out the obvious ca_aok.
OP:there's no such thing as a "best build". Quit being lazy and test the ones in other threads.
OP:there's no such thing as a "best build". Quit being lazy and test the ones in other threads.
Coloneh
sorry to troll, but i dont see the point of offering people like tis help, when a monkey could randomly click threads and find an ele build.
ca_aok
Quote:
As for makosi's build, Rodgort's Invocation and Meteor Shower are both prophecies-only skills.
XvArchonvX
Quote:
Originally Posted by makosi
Troll much, Coloneh?
While it's true that there's no 'best' build, this build seems to be an all-round mob killer. It's especially good with a hero or another player with the same or a similar build.
[skill]Searing Flames[/skill][skill]Glowing Gaze[/skill][skill]Liquid Flame[/skill][skill]Rodgort's Invocation[/skill][skill]Meteor Shower[/skill][skill]Glyph of Lesser Energy[/skill][skill]Fire Attunement[/skill] + a Res of some sort.
Meteors help to stop monsters running off and Searing Flames is heavy area degen and spike all in one. Its pretty fun to play since it wipes areas out and doesn't take much effort to execute. Ozric's build is omg-godly-imba too.
Edit:
Attributes are 16 Fire Magic, 13 Energy storage. Why Rodgort's Invocation in a SF bar? It's not a bad skill and works well in a MS bar, but the 3 sec cast time just gets in the way of SF spam. Personally I would suggest Glyph of Sacrifice. It can be used to make a really fast rez for fallen monks mid battle or to toss down a MS really quickly in key moments (such as when you encounter a boss).
While it's true that there's no 'best' build, this build seems to be an all-round mob killer. It's especially good with a hero or another player with the same or a similar build.
[skill]Searing Flames[/skill][skill]Glowing Gaze[/skill][skill]Liquid Flame[/skill][skill]Rodgort's Invocation[/skill][skill]Meteor Shower[/skill][skill]Glyph of Lesser Energy[/skill][skill]Fire Attunement[/skill] + a Res of some sort.
Meteors help to stop monsters running off and Searing Flames is heavy area degen and spike all in one. Its pretty fun to play since it wipes areas out and doesn't take much effort to execute. Ozric's build is omg-godly-imba too.
Edit:
Attributes are 16 Fire Magic, 13 Energy storage. Why Rodgort's Invocation in a SF bar? It's not a bad skill and works well in a MS bar, but the 3 sec cast time just gets in the way of SF spam. Personally I would suggest Glyph of Sacrifice. It can be used to make a really fast rez for fallen monks mid battle or to toss down a MS really quickly in key moments (such as when you encounter a boss).
fenix
Either your basic Searing Flames bar, or this:
Earth Magic: 12+3+1
Energy Storage: 10+1
Healing: Remainder
Sandstorm [E]
Obsidian Flame
Ward Against Melee
Ward Against Foes
Ward Against Elements
Glyph of Lesser Energy
Heal Party
Res Sig
It owns pretty bad paired with 2 SF ele's, and a War, and some monks. The wards basically reduce all pressure to nothing.
Earth Magic: 12+3+1
Energy Storage: 10+1
Healing: Remainder
Sandstorm [E]
Obsidian Flame
Ward Against Melee
Ward Against Foes
Ward Against Elements
Glyph of Lesser Energy
Heal Party
Res Sig
It owns pretty bad paired with 2 SF ele's, and a War, and some monks. The wards basically reduce all pressure to nothing.
taco_salad
Quote:
Originally Posted by Ozric
[skill]Flare[/skill][skill]Double Dragon[/skill][skill]Lava Arrows[/skill][skill]Lava Font[/skill][skill]Glyph of Essence[/skill][skill]Burning Speed[/skill][skill]Mending[/skill][skill]Rebirth[/skill]
Go get em, Tiger!!
LMAO I can't stop laughing!
I would go SF, but the more SFers the better, so add a hero and give him the same build.
Go get em, Tiger!!
LMAO I can't stop laughing!
I would go SF, but the more SFers the better, so add a hero and give him the same build.
Sophitia Leafblade
well since i have some time to kill, heres my most prefered Ele builds (theres no such thing as Best ones) They all contain a good self heal and energy maintenance so they can keep on fighting till they cant fight anymore (ie being dead):
Air:
[skill]Invoke Lightning[/skill] [skill]Enervating Charge[/skill] [skill]Lightning Strike[/skill] [skill]Blinding Flash[/skill] [skill]Windborne Speed[/skill] [skill]Glyph of Restoration[/skill] [skill]Glyph of Elemental Power[/skill] [skill]Air Attunement[/skill]
This build does great damage, causes some good conditions and has a good ally speed boost good to cast on Warriors running after Kiters
Earth:
[skill]Elemental Attunement[/skill] [skill]Earth Attunement[/skill] [skill]Crystal Wave[/skill] [skill]Teinai's Crystals[/skill] [skill]Aftershock[/skill] [skill]Whirlwind[/skill][skill]Glyph of Restoration[/skill] [skill]Armor of Earth[/skill]
This build does amazing short range AoE damage most of which is Armor ignoring
Water:
[skill]Elemental Attunement[/skill] [skill]Water Attunement[/skill] [skill]Deep Freeze[/skill] [skill]Vapor Blade[/skill] [skill]Ice Spikes[/skill] [skill]Shard Storm[/skill] [skill]Glyph of Restoration[/skill] [skill]Glyph of Elemental Power[/skill]
This build does good damage and causes alot of slowdowns which come in handy if there is nuker in the party.
Fire:
[skill]Glyph of Energy[/skill] [skill]Meteor shower[/skill] [skill]Rodgort's Invocation[/skill] [skill]Phoenix[/skill] [skill]Fireball[/skill] [skill]Fire storm[/skill] [skill]Glyph of Restoration[/skill] [skill]Fire Attunement[/skill]
This build is my Nuking build for dealing good AoE damage at Range
Air:
[skill]Invoke Lightning[/skill] [skill]Enervating Charge[/skill] [skill]Lightning Strike[/skill] [skill]Blinding Flash[/skill] [skill]Windborne Speed[/skill] [skill]Glyph of Restoration[/skill] [skill]Glyph of Elemental Power[/skill] [skill]Air Attunement[/skill]
This build does great damage, causes some good conditions and has a good ally speed boost good to cast on Warriors running after Kiters
Earth:
[skill]Elemental Attunement[/skill] [skill]Earth Attunement[/skill] [skill]Crystal Wave[/skill] [skill]Teinai's Crystals[/skill] [skill]Aftershock[/skill] [skill]Whirlwind[/skill][skill]Glyph of Restoration[/skill] [skill]Armor of Earth[/skill]
This build does amazing short range AoE damage most of which is Armor ignoring
Water:
[skill]Elemental Attunement[/skill] [skill]Water Attunement[/skill] [skill]Deep Freeze[/skill] [skill]Vapor Blade[/skill] [skill]Ice Spikes[/skill] [skill]Shard Storm[/skill] [skill]Glyph of Restoration[/skill] [skill]Glyph of Elemental Power[/skill]
This build does good damage and causes alot of slowdowns which come in handy if there is nuker in the party.
Fire:
[skill]Glyph of Energy[/skill] [skill]Meteor shower[/skill] [skill]Rodgort's Invocation[/skill] [skill]Phoenix[/skill] [skill]Fireball[/skill] [skill]Fire storm[/skill] [skill]Glyph of Restoration[/skill] [skill]Fire Attunement[/skill]
This build is my Nuking build for dealing good AoE damage at Range
Cebe
Quote:
Originally Posted by Sophitia Leafblade
(theres no such thing as Best ones)
Quoted for truth.
The "best" ele build imo depends on the area and the foes you are fighting.
A couple of my favourites over the last year have been:
[skill]Earth Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ward Against Elements[/skill][skill]Unsteady Ground[/skill][skill]Ebon Hawk[/skill][skill]Churning Earth[/skill][skill]Dragon's Stomp[/skill][skill]Eruption[/skill]
I use this earth build with a staff with Double HCT which I find works like a charm for long-casting earth skills. Double HCT on Dragon's Stomp makes it the most leet interrupt ever! This build works like a charm on Margonites...for some reason, Margonite Casters group up every time which leads me into a nice Unsteady Ground > Eruption > Dragon's Stomp combo.
[skill]Water Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Vapor Blade[/skill][skill]Shatterstone[/skill][skill]Ice Spikes[/skill][skill]Maelstrom[/skill][skill]Shard Storm[/skill][skill]Deep Freeze[/skill]
Need to watch the energy on this one, but Maelstrom has a reasonably long recharge anyway so it's not easy to spam. Sometimes I will take Blurred Vision instead of Maelstrom, or [wiki]Feast of Corruption[/wiki] instead of Shatterstone...the Deep Freeze > Maelstrom > Feast of Corruption combo was fantastic in Kourna...
[skill]Fire Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Mind Blast[/skill][skill]Fireball[/skill][skill]Liquid Flame[/skill][skill]Mark of Rodgort[/skill][skill]Steam[/skill][skill]Shard Storm[/skill]
With Mark of Rodgort + Mind Blast spamming you can keep foes on fire indefinitely. Adding Steam into the mix to blind foes is nice. There's a snare for kiting monks (not so useful since hard mode was released)...fire isn't my favourite element, but fun to play nonetheless. This build does great damage in the Southern Shiverpeaks to Ice Golems.
[skill]Air Attunement[/skill][skill]Aura of Restoration[/skill][skill]Glyph of Lesser Energy[/skill][skill]Lightning Hammer[/skill][skill]Lightning Strike[/skill][skill]Enervating Charge[/skill][skill]Blinding Flash[/skill][skill]Invoke Lightning[/skill]
Lightning Hammer to be used sparingly in areas of high enchantment removal...but taking Elemental Attunement is nice if you want to spam it. Invoke Lightning is too much fun though!
Imo there is no single "best" ele build...as different build suit different areas better.
The "best" ele build imo depends on the area and the foes you are fighting.
A couple of my favourites over the last year have been:
[skill]Earth Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ward Against Elements[/skill][skill]Unsteady Ground[/skill][skill]Ebon Hawk[/skill][skill]Churning Earth[/skill][skill]Dragon's Stomp[/skill][skill]Eruption[/skill]
I use this earth build with a staff with Double HCT which I find works like a charm for long-casting earth skills. Double HCT on Dragon's Stomp makes it the most leet interrupt ever! This build works like a charm on Margonites...for some reason, Margonite Casters group up every time which leads me into a nice Unsteady Ground > Eruption > Dragon's Stomp combo.
[skill]Water Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Vapor Blade[/skill][skill]Shatterstone[/skill][skill]Ice Spikes[/skill][skill]Maelstrom[/skill][skill]Shard Storm[/skill][skill]Deep Freeze[/skill]
Need to watch the energy on this one, but Maelstrom has a reasonably long recharge anyway so it's not easy to spam. Sometimes I will take Blurred Vision instead of Maelstrom, or [wiki]Feast of Corruption[/wiki] instead of Shatterstone...the Deep Freeze > Maelstrom > Feast of Corruption combo was fantastic in Kourna...
[skill]Fire Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Mind Blast[/skill][skill]Fireball[/skill][skill]Liquid Flame[/skill][skill]Mark of Rodgort[/skill][skill]Steam[/skill][skill]Shard Storm[/skill]
With Mark of Rodgort + Mind Blast spamming you can keep foes on fire indefinitely. Adding Steam into the mix to blind foes is nice. There's a snare for kiting monks (not so useful since hard mode was released)...fire isn't my favourite element, but fun to play nonetheless. This build does great damage in the Southern Shiverpeaks to Ice Golems.
[skill]Air Attunement[/skill][skill]Aura of Restoration[/skill][skill]Glyph of Lesser Energy[/skill][skill]Lightning Hammer[/skill][skill]Lightning Strike[/skill][skill]Enervating Charge[/skill][skill]Blinding Flash[/skill][skill]Invoke Lightning[/skill]
Lightning Hammer to be used sparingly in areas of high enchantment removal...but taking Elemental Attunement is nice if you want to spam it. Invoke Lightning is too much fun though!
Imo there is no single "best" ele build...as different build suit different areas better.
Dr Strangelove
Sophitia and Celestial- I mean absolutely no offense when I say this, but you both have the same problem with your builds. You seem to want to do every job a given element can do, all at once. For example, the invoke lightning build here at the bottom looks like it's tyring to be a blindbot, invoke lightning spiker, and single target spiker with hammer - it's too much, you don't have the time, energy or skill slots to make all of that work. I know I suffer from "toy box" mentality, where I want to throw every cool looking spell on my bar, but you've gotta learn to hold back a bit.
Also, don't feel too guilty about using your secondary. Eles are remarkably good at using their secondary, thanks to nifty energy management. A good way to go would be to add some self heals, since the elementalist options suck.
Finally, the rez thing. I know you both think eles should never bring a rez, but really, the things are incredibly useful, especially in hard mode.
To the OP: Searing flames is probably the easiest build to run, if you're not comfortable making your own builds, or managing the class.
Also, don't feel too guilty about using your secondary. Eles are remarkably good at using their secondary, thanks to nifty energy management. A good way to go would be to add some self heals, since the elementalist options suck.
Finally, the rez thing. I know you both think eles should never bring a rez, but really, the things are incredibly useful, especially in hard mode.
To the OP: Searing flames is probably the easiest build to run, if you're not comfortable making your own builds, or managing the class.
Francis Crawford
I go almost all the time with two elementalist heroes in a happy Three Nuketeers build.
We all have Searing Flames/Glowing Gaze/Glyph of Lesser Energy/Fire Attunement. I round them out with two Inspiration interrupts, rez, and then which ever of Aura of Restoration, Mantra of Resolve, Signet of Humility, Physical Resistance, etc. seems most appropriate. Sometimes Meteor Shower, but I've gotten away from it because it seems to distract them from throwing SF.
If I'm not capping I go /Ranger for Serpent's Quickness. Either way, I generally round out the bar with extra damage -- Liquid Flame, Lightbringer's Gaze, Meteor Shower, whatever. Only rarely do I go defense, except that if I need a cover enchantment for Fire Attunement, I'll take Aura.
Lots of damage, and a bit of interrupt -- what's not to like?
We all have Searing Flames/Glowing Gaze/Glyph of Lesser Energy/Fire Attunement. I round them out with two Inspiration interrupts, rez, and then which ever of Aura of Restoration, Mantra of Resolve, Signet of Humility, Physical Resistance, etc. seems most appropriate. Sometimes Meteor Shower, but I've gotten away from it because it seems to distract them from throwing SF.
If I'm not capping I go /Ranger for Serpent's Quickness. Either way, I generally round out the bar with extra damage -- Liquid Flame, Lightbringer's Gaze, Meteor Shower, whatever. Only rarely do I go defense, except that if I need a cover enchantment for Fire Attunement, I'll take Aura.
Lots of damage, and a bit of interrupt -- what's not to like?
Ensign
Ele secondary usage has actually become quite a bit more suspect now that we've shifted to a Glyph + Attunement energy base, instead of an energy elite basis. Secondary spells are disproportionately expensive with Attunements up, so they're only really good for spot usage. Aegis or Mystic Regeneration are popular, and great, splashes, but you can't support Heal Party spam on most bars anymore (Mind Blast being the only notable exception).
I agree entirely with putting too many skills on a bar. Energy and time are still tight, and the fast recharges on a lot of skills means that even spammable skills are going to end up being used situationally instead of regularly. It's often a lot better to take a high utility skill that will be used rarely over another spammable skill that won't be. For example, Blinding Surge / Enervating Charge / Lightning Strike with Glyph and Attunement can consume almost all of your time, attention, and energy - every other skill you run can be much lower priority.
As said, there isn't a 'best' bar for PvE. As a general trend, though, I'd say it goes something like this:
In 4 player areas, and some 6 player areas, some Air variant (Elemental Attunement, Invoke Lightning, Blinding Surge) is usually the strongest.
In 8 player areas as the only Elementalist, a Fire variant (Elemental Attunement, Mind Blast, Savannah Heat) is usually the best.
In 8 (or 12) player areas with lots of Elementalists, Searing Flames is the best build.
When playing solo, Earth variants (Ether Renewal, Glyph of Renewal, Shockwave, Sandstorm, Obsidian Flesh) are the best.
Peace,
-CxE
I agree entirely with putting too many skills on a bar. Energy and time are still tight, and the fast recharges on a lot of skills means that even spammable skills are going to end up being used situationally instead of regularly. It's often a lot better to take a high utility skill that will be used rarely over another spammable skill that won't be. For example, Blinding Surge / Enervating Charge / Lightning Strike with Glyph and Attunement can consume almost all of your time, attention, and energy - every other skill you run can be much lower priority.
As said, there isn't a 'best' bar for PvE. As a general trend, though, I'd say it goes something like this:
In 4 player areas, and some 6 player areas, some Air variant (Elemental Attunement, Invoke Lightning, Blinding Surge) is usually the strongest.
In 8 player areas as the only Elementalist, a Fire variant (Elemental Attunement, Mind Blast, Savannah Heat) is usually the best.
In 8 (or 12) player areas with lots of Elementalists, Searing Flames is the best build.
When playing solo, Earth variants (Ether Renewal, Glyph of Renewal, Shockwave, Sandstorm, Obsidian Flesh) are the best.
Peace,
-CxE
Ozric
NoeS!! Double Dragon I tell you!!
Blade Blacdragon
I don't know how to post the icons, and these are a lot of Proph only skills, but the build I did for all of proph, NF, and some of factions is:
MoR, Incendiary Bonds, Fireball, Liquid Flame, Rodgorts Invocation, Any quick AoE spell that lasts 5 seconds (or a rez), elemental attunement, flame attunement. Max fire and energy storage, go to down. Does SF for 10 energy.
If your REALLY that detail oriented, you can time IB, fireball, and liquid flame for a 2 second duration spike with lots of damage and lots of burning corpses. My guild loves it, nobody ever needs to bp/bip me, I am self contained (except for healing, which can be fixed if your tanks suck), and can provide all the damage a party needs.
Only time I switched was when I was bored and when I felt like OB tanking GoMadness :d
Not the best, but, it works flawlessly.
MoR, Incendiary Bonds, Fireball, Liquid Flame, Rodgorts Invocation, Any quick AoE spell that lasts 5 seconds (or a rez), elemental attunement, flame attunement. Max fire and energy storage, go to down. Does SF for 10 energy.
If your REALLY that detail oriented, you can time IB, fireball, and liquid flame for a 2 second duration spike with lots of damage and lots of burning corpses. My guild loves it, nobody ever needs to bp/bip me, I am self contained (except for healing, which can be fixed if your tanks suck), and can provide all the damage a party needs.
Only time I switched was when I was bored and when I felt like OB tanking GoMadness :d
Not the best, but, it works flawlessly.
Kashrlyyk
Quote:
Originally Posted by Blade Blacdragon
I don't know how to post the icons, ....
Just klick on the "Quote" button and then you can see, how it is done.
ArKaiN
See why people hate stupid questions? The thread quickly degenerates into "This is what I use, and its HaXXoR awesome!"
Then someone comes over and says something like "OMG Rodgort's Invocation sucks arse with SF!"(which, really, is stupid - RI is a nuke that makes people burn. duh.) and it becomes a flame war.
Then someone comes over and says something like "OMG Rodgort's Invocation sucks arse with SF!"(which, really, is stupid - RI is a nuke that makes people burn. duh.) and it becomes a flame war.
Cebe
Quote:
Originally Posted by Dr Strangelove
I've never said anyone should never take a res, the only res I hate with a passion is the terrible, god-awful, Glyph of Sacrifice + Resurrection Chant idea. 2 Skill Slots for one resurrect? No thanks.
As for your comment on my "ZOMG I MUST PACK MY SKILLZ BAR WIV TEH SKILLZ" mentality, well, there are slots in my builds which are "flexible", in general. For example, the earth build I use, I'm not altogether sold on Ebon Hawk and will often replace it with something which suits the situation better, such as another Ward. I like not taking a res, it makes me happy to not take a res, and yes, maybe it means I like to "live on the edge" but what else am I going to take? Just leave the slot blank? Personally I'd rather take another skill from the element's line that I'm playing with. (Just don't even suggest Heal Party...you know what suggesting that does to me...I start dying slowly )
Quote:
Quote:
To the OP: Searing flames is probably the easiest build to run, if you're not comfortable making your own builds, or managing the class.
Easiest? Yes.
Most Boring? Definitely.
Personally I find Savannah Heat and Mind Blast more enjoyable to use as elites in the Fire Magic line, although I will conceed Searing Flames is ok with large groups of eles.
Quote:
Originally Posted by Dr Strangelove
Also, don't feel too guilty about using your secondary. Eles are remarkably good at using their secondary, thanks to nifty energy management. A good way to go would be to add some self heals, since the elementalist options suck.
Most Boring? Definitely.
Personally I find Savannah Heat and Mind Blast more enjoyable to use as elites in the Fire Magic line, although I will conceed Searing Flames is ok with large groups of eles.
Quote:
My builds arnt trying to be anything in particular there simply builds I find to be very effective. My builds are made with skills that all of which ill use, if i have a skill i wont need, i wont equip it. I make sure my Builds can fight to the best of there ability, most of my Eles builds are highly offensive and yet i make sure they have enough energy management so they can continuously fight for long periods of time. We've all had Eles in our party (especially dual nukers) that release there st attacks and then do next to nothing for the next 2 minutes, my builds make sure i can keep on fighting until i cant fight anymore (ie im dead). Several of my builds have team support in mind even if its just a little like causing conditions on specific targets troubling other members of my team. Ill often Change my builds to fit the area im fighting in to keep them most effective.
Originally Posted by ArKaiN
See why people hate stupid questions? The thread quickly degenerates into "This is what I use, and its HaXXoR awesome!"
Imo it generally degenerates into a flame war because people expect other people to use cookie cutter builds...no other builds are allowed and all non conformers to be cast out. Hmm... certainly not my view... although I had an interesting experience in the Ruins of Surmia Yesterday with my mesmer...I decided to try Arcane Larceny and Signet of Illusions. I was doing the mission with a lvl 20 friend (we'd ran back from LA) and pinged my, unorthodox, build. The lvl 6 monk we'd helped from GNW laughed and left immediately. *sigh*
(on a further side note Lava Font with 15 Illusion on a Me/Rt OWNS, in fact I'd go so far as to say "its HaXXoR awesome!"... ) glountz
I will talk only about Hard mode.
An Air ele for small parties with blinding flash. Many Air builds have already been posted. For big parties, in areas with a lot of monsters, an earth ele with Eruption, and Unsteady Ground and Churning earth is very powerful. Why? Because mass blinding is a key feature to avoid physical damage in HM, and Churning earth will trigger on every monster, as they run 50% faster. A good way to keep them in other AOE's as well, like Bed of Coals. [skill]Rebirth[/skill][skill]Earth attunement[/skill][skill]Glyph of lesser energy[/skill][skill]Unsteady ground[/skill][skill]Eruption[/skill][skill]Churning earth[/skill][skill]Stone daggers[/skill][skill]Ward against elements[/skill] Bring a 40/40 recharge Earth weapons here. Note: A rit with Earthbind works wonder here. Sophitia Leafblade
Quote:
Originally Posted by Dr Strangelove
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Quote:
Quote: Originally Posted by Dr Strangelove Finally, the rez thing. I know you both think eles should never bring a rez, but really, the things are incredibly useful, especially in hard mode. Actually i prefer to take a Res Whenever possible, infact i rarely go anywhere without a Res just in case. However while playing my Ele with Heroes or friends i know there isnt much need for one and so ill drop it for my self heal glyph (Yes before NF i never bothered with a self heal while with henchies and or friends since i trusted my allies to keep an eye on me. Before then i always equipped a res but next to never needed to use it)
Quote:
Originally Posted by Celestial Beaver
I've tried Serpent's Quickness with a Dual Attunement Air build. Pumping out Lightning Hammer is fun. While I'm on the subject of Air Builds, going back to Strangelove's Comment...I like Invoke Lightning, a LOT. And yes, maybe I am a sucker for making bolts of lightning appear from the heavens, but at no point did I say I didn't coordinate myself with Invoke Lightning Heroes, in fact I believe myself and Sophitia have played Invoke Lightning spikers from time to time.
Yup indeed we have and very nicely too. The build i mentioned was a general build i use that is not a specific team build. I do build a whole team "as one" sometimes but generally its more effective to let each member do what they do best - eg. Monks heal/Prot, Eles continuous high damage, mesmers shutdown and AL ignoring damage etc. etc. You get move overall damage while blinding from the built-in hit on BSurge. Your energy is also much more stable (you don't get destroyed by interrupts / removal the same way) and you can still function well riding the bottom of your energy capacity. Also, if need be, you can support something from your secondary without real problems. The AoE on BSurge is not a joke either.Quote:
I've been falling in love with death pact signet in PvE as well. It has the same effect as glyph sac + res chant, casts just as fast, and has a lower recharge. The point about if they die you die isn't that huge a deal, with a combat rez you're really trying to get people up long enough to win the battle. Noncombat rezzes can be used later to clean up the mess if need be.
Also, death pact signet makes you get no DP when you die, which is awesome. Quote:
I think the core of the difference, though, is that the thing that makes Dual Attunements attractive is the prospect of spamming Hammer + Orb...but overall, I think that's worse than Immolate + Mind Blast. The attractive part of Air is blind + weakness, and when you start looking at your bar from the perspective of maximizing those (with a few Orbs slipped in, of course) then BSurge starts to pull ahead. On Earth guys, I like exactly two offensive skills, Eruption and Unsteady Ground. You use them both exactly the same way though, as a ticking AoE to get melee off of someone (which is also how you use Searing Heat a lot of the time) and they're both really good for that. Unsteady Ground is cheap and fast enough that I'm happy to throw it at solitary targets if neccessary, Eruption needs a clump to be worth spending energy on. Both are excellent skills. Things fall off dramatically after that though. I've been really unimpressed by Churning Earth, even on Hard Mode. First off it basically never gets used defensively since you have two skills that are just plain better for that already. So it's a purely offensive ticking AoE, which generally isn't very strong in PvE because when you get a good clump of their casters, you want to exploit that with sustained AoE to make 'em die in a clump, not make them scatter. Fortunately (or unfortunately) ticking AoE on ranged monsters causes unreliable scatter. Usually they don't scatter until the very end, and some of them don't move at all. The knockdown part of Churning Earth does so little it's a bit of a running joke to me. Here's the crux - a monster moving faster than normal, that you target with Churning Earth while moving, can move far enough before the first tick that the damage misses completely. Mobs tend to decide to scatter just after a tick lands. So what that bonus realistically does on Hard Mode, is that the monsters in the very middle of the AoE, if they decide to scatter, will *sometimes* not make it all the way out in one second and be knocked down to take the final two ticks. Monsters who were more on the edge and decide to scatter make it out of the AoE consistently. You do get a few knockdowns with Churning Earth, but it is an exception more than a rule. It's still playable though because the rest of your line is so bad. You don't have any attractive non-ticking AoE options at all. You can cast Earthquake, yippee. You can try and get fancy with the single target skills, but it's all just a fancy, less effective way of spamming Stone Daggers. So basically every Earth bar I make ends up looking like this: Unsteady Ground Eruption Stone Daggers Ward Against Elements Ward Against Melee / Ward of Stability / Obsidian Flame / Whatever Glyph of Lesser Energy Earth Attunement Death Pact Signet That is not a strong character. He's ok, and minimally functional, but certainly not strong. Quote:
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