I attempted to use some of my preferred Ele builds in GW:EN, only to end up dying regularly in a few spots. With more foes immune to burning and/or resisting fire, some of my favorite fire builds (SF included), have proven to be nearly useless in certain areas of GW:EN. As I've changed up my builds, I've come to a realization that there may not be any one ele build that works well across all of GW:EN. Different areas have widely different kinds of foes with different resistances and immunities, making it more likely that eles may need to swap up builds depending on the particular region or dungeon that they are exploring.
Asuran region
This territory features multiple kinds of foes capable of dealing high damage at close range. Primarily this includes dinosaurs like the Tyrannus, Ferothrax, Raptors and Ceratadons. There are also the Quetzal (tengu) warriors & redhand simians that can dishout some hefty dps if they gang up. For the Asuran regions, I've found this earth build seems to work extremely well:
E/Me
Earth Magic: 15 (11 + 3 + 1)
Energy Storage: 11 (10 + 1)
Inspiration Magic: 10
[skill]Mantra of Earth[/skill][skill]Aura of Restoration[/skill][skill]Stone Striker[/skill][skill]Glyph of Lesser Energy[/skill][skill]Sandstorm[/skill][skill]Churning Earth[/skill][skill]Stone Daggers[/skill] and then a Rez sig or possibly a Ward (melee, elements or weariness)
Several foes in the asuran area have increased movement skills, making Churning earth slightly more useful here than it might be elsewhere. I wear armor w/ Geo insignias for this build which combines well with the Stone Striker skill. If you draw heavy aggro (like during a Raptor gankfest), energy stays near full via the Mantra.
Ebon Vanguard / Charr region
For an ele, the charr aren't overly hard to deal with. However, when facing many at a time, their attacks can certainly add up. Some of the other dangerous foes include Burning Spirits and Flowstone Elementals. If there's a common theme here, it's fire damage. Certain charr warriors use conjure flame, their casters use fire skills, the charr seekers use conjure flame & ignite their arrows, and the elementals use fire as well. The build I've been using for this area is this:
E/any
Water Magic: 16 (12 + 3 + 1)
Energy Storage: 13 (12 + 1)
[skill]Aura of Restoration[/skill][skill]Water Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ward Against Harm[/skill][skill]Deep Freeze[/skill][skill]Ice Spikes[/skill][skill]Glowing Ice[/skill][skill]Ice Spear[/skill]
The ice spear is used specifically vs. foes that come into close range. It can be tempting to spam this at any foe, but it's usually best to stay in the ward as much as possible.
Norn region
With many cold-based creatures, fire damage is useful here. You can use a build like SF. However, against certain foes burning can be problematic (for example, Avalanches using Frigid Armor or in certain quests & dungeons like Raven's Point where you face Destroyers). Another problem are the wisps that use Vow of Silence, making them untargetable. If you know you're not going to encounter (m)any of those, then a good old SF build might still be your best bet. I've racked up a lot of Norn rep in the Varajer Fells and Drakkar Lake areas using an SF build. Another option is an old-school nuker build with Meteor Shower. However, if you're looking for something a bit different to use for this area, consider this:
E/any
Fire Magic: 16 (12 + 3 + 1)
Energy Storage: 13 (12 + 1)
[skill]Fire Attunement[/skill][skill]Conjure Flame[/skill][skill]Mark of Rodgort[/skill][skill]Intensity[/skill][skill]Liquid Flame[/skill][skill]Savannah Heat[/skill][skill]Fire Storm[/skill][skill]Breath of Fire[/skill]
Regarding Mark of Rodgort - this is here simply to add some extra damage via burning. As pointed out above, burning may not be reliable against all foes in GW:EN. For those encounters against foes that are immune to burning (Destroyers, Avalanches, etc), simply don't use this. If you know ahead of time that you'll be facing many of those foes, swap it out for something else. One option might be using a ranger secondary and running Winter.
This build is able to unleash a vast amount of AoE fire damage in a short amount of time by casting MoR -> Intensity -> Liquid Flame -> SH -> Firestorm -> BoF. You can opt to spread out the AoE skills to cover a large battlefield, or concentrate them at a pinch point for maximum overlap with lethal results. This build doesn't utilize a spam skill; the wand or staff attacks with conjure essentially act like a free (but slightly weaker) flare that you can use to help polish off the stragglers that survived the massive alpha-strikes of AoE damage. This also works well to keep the burning going on foes hexed with Mark of Rodgort. Give it a try. At the very least, it's fun to see a wand or staff attack hit for over 50 dmg in those rare cases where you manage to land a critical hit.
Three ele builds for different areas of GW:EN
Kalendraf
Skyros
I'd have to disagree, SF still pretty much works as it did in the 3 previous campaigns with the Destroyers/Fire Eles/Magma Oozes being the only exception.
I just switch out Vekk and my bar's from SF to Mind Blast and bring along a ranger with Winter whenever I face an area of burning immune enemies
I don't think wards are terribly useful in parties of heroes and henchies due to the fact that H/H's will kite when under any pressure, leaving the safety of the ward even while flagged.
I just switch out Vekk and my bar's from SF to Mind Blast and bring along a ranger with Winter whenever I face an area of burning immune enemies
I don't think wards are terribly useful in parties of heroes and henchies due to the fact that H/H's will kite when under any pressure, leaving the safety of the ward even while flagged.
lord_shar
Here's the Earth build my elementalist runs:
Earth Variant: Elementalist Monk
Attributes: 16 Earth, 13 Energy Storage
Skills:
[skill]Glyph of Lesser Energy[/skill][skill]Magnetic Surge[/skill][skill]Energy Blast[/skill][skill]Stone Daggers[/skill][skill]Sandstorm[/skill][skill]Churning Earth[/skill][skill]Earth Attunement[/skill][skill]Resurrection Chant[/skill]
Very reliable damage output with two armor-ignoring high yield nukes. Sandstorm and Churning Earth provide heavy AoE damage. It works great everywhere.
Side Note:
I just started using Vekk with a Blinding Surge / Enervating Charge build.
Air Variant: Elementalist Mesmer
Attributes: 16 Air, 12 Energy Storage, 6 Inspiration
Skills:
[skill]Glyph of Lesser Energy[/skill][skill]Blinding Surge[/skill][skill]Enervating Charge[/skill][skill]Energy Blast[/skill][skill]Auspicious Incantation[/skill][skill]Lightning Hammer[/skill][skill]Air Attunement[/skill][skill]Resurrection Signet[/skill]
Wow, what a lifesaver -- he virtually shuts down all melee and ranger offense, dramatically lowering mass-mob difficulty. Just make sure to keep his energy levels up with BiP or BR.
Earth Variant: Elementalist Monk
Attributes: 16 Earth, 13 Energy Storage
Skills:
[skill]Glyph of Lesser Energy[/skill][skill]Magnetic Surge[/skill][skill]Energy Blast[/skill][skill]Stone Daggers[/skill][skill]Sandstorm[/skill][skill]Churning Earth[/skill][skill]Earth Attunement[/skill][skill]Resurrection Chant[/skill]
Very reliable damage output with two armor-ignoring high yield nukes. Sandstorm and Churning Earth provide heavy AoE damage. It works great everywhere.
Side Note:
I just started using Vekk with a Blinding Surge / Enervating Charge build.
Air Variant: Elementalist Mesmer
Attributes: 16 Air, 12 Energy Storage, 6 Inspiration
Skills:
[skill]Glyph of Lesser Energy[/skill][skill]Blinding Surge[/skill][skill]Enervating Charge[/skill][skill]Energy Blast[/skill][skill]Auspicious Incantation[/skill][skill]Lightning Hammer[/skill][skill]Air Attunement[/skill][skill]Resurrection Signet[/skill]
Wow, what a lifesaver -- he virtually shuts down all melee and ranger offense, dramatically lowering mass-mob difficulty. Just make sure to keep his energy levels up with BiP or BR.
Marverick
The earth build is really bad IMO. You have 0 defense for your team and your damage is barely decent. If you're going to go pure damage and try to make earth a modified version of fire, then don't do earth..
[skill]Unsteady Ground[/skill][skill]Eruption[/skill][skill]Dragon Stomp[/skill][skill]Ward Against Melee[/skill][skill]Stoning[/skill][skill]Glyph of Lesser Energy[/skill][skill]Earth Attunement[/skill][skill]Summon Mursaat[/skill]
You can swap Mursaat with anything else if you have another source of weakness. If not change stoning to whatever you want.
For fire I haven't found any build that rivals this.
12+3+1 Fire
12 Deadly Arts
3+1 Energy Storage
[skill]Assassin's Promise[/skill][skill]Glyph of Sacrifice[/skill][skill]Meteor Shower[/skill][skill]Searing Heat[/skill][skill]Breath of Fire[/skill][skill]Summon Ice Imp[/skill][skill]Fire Attunement[/skill]
The Ice Imp will snare all your stuff while you nuke them. AP will recharge all your skills, including the imp, so you can nuke the next mob without any downtime. Meteor Shower > Searing Heat > Breath of Fire will kill most level 24's instantly, saving maybe a ranger mob, but they will be left at <15% health.
[skill]Unsteady Ground[/skill][skill]Eruption[/skill][skill]Dragon Stomp[/skill][skill]Ward Against Melee[/skill][skill]Stoning[/skill][skill]Glyph of Lesser Energy[/skill][skill]Earth Attunement[/skill][skill]Summon Mursaat[/skill]
You can swap Mursaat with anything else if you have another source of weakness. If not change stoning to whatever you want.
For fire I haven't found any build that rivals this.
12+3+1 Fire
12 Deadly Arts
3+1 Energy Storage
[skill]Assassin's Promise[/skill][skill]Glyph of Sacrifice[/skill][skill]Meteor Shower[/skill][skill]Searing Heat[/skill][skill]Breath of Fire[/skill][skill]Summon Ice Imp[/skill][skill]Fire Attunement[/skill]
The Ice Imp will snare all your stuff while you nuke them. AP will recharge all your skills, including the imp, so you can nuke the next mob without any downtime. Meteor Shower > Searing Heat > Breath of Fire will kill most level 24's instantly, saving maybe a ranger mob, but they will be left at <15% health.
Coloneh
OP builds are missing rez skills. you cant play on a team with other people with a build like that.
lord_shar
Quote:
Originally Posted by Marverick
<SNIP>
For fire I haven't found any build that rivals this.
12+3+1 Fire
12 Deadly Arts
3+1 Energy Storage
[skill]Assassin's Promise[/skill][skill]Glyph of Sacrifice[/skill][skill]Meteor Shower[/skill][skill]Searing Heat[/skill][skill]Breath of Fire[/skill][skill]Summon Ice Imp[/skill][skill]Fire Attunement[/skill]
The Ice Imp will snare all your stuff while you nuke them. AP will recharge all your skills, including the imp, so you can nuke the next mob without any downtime. Meteor Shower > Searing Heat > Breath of Fire will kill most level 24's instantly, saving maybe a ranger mob, but they will be left at <15% health. Just tested this build... great for mass-rock-drops! Just beware of exhaustion
For fire I haven't found any build that rivals this.
12+3+1 Fire
12 Deadly Arts
3+1 Energy Storage
[skill]Assassin's Promise[/skill][skill]Glyph of Sacrifice[/skill][skill]Meteor Shower[/skill][skill]Searing Heat[/skill][skill]Breath of Fire[/skill][skill]Summon Ice Imp[/skill][skill]Fire Attunement[/skill]
The Ice Imp will snare all your stuff while you nuke them. AP will recharge all your skills, including the imp, so you can nuke the next mob without any downtime. Meteor Shower > Searing Heat > Breath of Fire will kill most level 24's instantly, saving maybe a ranger mob, but they will be left at <15% health. Just tested this build... great for mass-rock-drops! Just beware of exhaustion
Kalendraf
Quote:
Originally Posted by Skyros
Quote: I don't think wards are terribly useful in parties of heroes and henchies due to the fact that H/H's will kite when under any pressure, leaving the safety of the ward even while flagged. I've had relatively good luck with them staying in the wards. This could boil down to differences in party mix and playstyle. For my playstyle, wards work decently enough to use even with heroes and henchies.
Quote:
In other words, there aren't any party defense skills here, but it achieves the same purpose by soaking up many of the attacks. I was going to try to take advantage of that with skills like aftershock and such, but then I tended to break the aggro.
Quote:
Originally Posted by Coloneh
OP builds are missing rez skills. you cant play on a team with other people with a build like that.
I usually run with heroes and henchies, and have found that I only need to give a couple heroes hard rezes to ensure survival. Every build I make has a utility slot which can pack a rez when needed. Also, I mentioned using a rez in the utility slot of the first build (earth). For the 2nd build (water), I would swap out the ice spikes, and for the 3rd build (fire), simply swap out the intensity.
Dutch Masterr
Ive kept these two E/Me with me in every part of GWEN and designed them specifically for it...
[skill]air attunement[/skill] [skill]elemental attunement[/skill] [skill]lightning hammer[/skill] [skill]lightning orb[/skill] [skill]enervating charge[/skill] [skill]blinding flash[/skill] [skill]drain enchantment[/skill] and optional.... [skill]water attunement[/skill] [skill]glyph of lesser energy[/skill] [skill]mind freeze[/skill] [skill]deep freeze[/skill] [skill]ice spikes[/skill] [skill]blurred vision[/skill] [skill]drain enchantment[/skill] and optional. In some areas of the game i used the typical SF builds, but later in the game against Destroyers, its 100% useless. Also, the drain enchantments may seem out of place, but you may have noticed that its hard to get through GWEN without some kind of enchant removal. Contrary to what the skill description says, Drain Enchantment actually has a recharge of 20s, not 30s and has an energy cost of 15, but the minimum energy gain is 15 at 0 inspiration magic and is not there for energy gain anyway. Kalendraf
Quote:
Originally Posted by Dutch Masterr
[skill]air attunement[/skill] [skill]elemental attunement[/skill] [skill]lightning hammer[/skill] [skill]lightning orb[/skill] [skill]enervating charge[/skill] [skill]blinding flash[/skill] [skill]drain enchantment[/skill] and optional.... |
I used to run double attunements on a lot of prior builds, but Nightfall's propensity of enchantment strippers led me away from that style. Maybe GW:EN is more friendly in that regard? As long as you can keep them in place, this build looks interesting. Otherwise, if the attunements drop, the high cost spells are going to deplete the energy pool very quickly.
[skill]water attunement[/skill] [skill]glyph of lesser energy[/skill] [skill]mind freeze[/skill] [skill]deep freeze[/skill] [skill]ice spikes[/skill] [skill]blurred vision[/skill] [skill]drain enchantment[/skill] and optional.
I've tried some builds almost exactly like this, aside from the mind freeze. Exhaustion + fast recharge winds up getting me into energy problems sometimes, and as a result, I tend to avoid exhaustion skills with recharges shorter than 20 seconds. I do like the drain enchantment suggestion. With my E/Me, is tend to use it in my utility slot when I know there will be some key encounters where it will help. I often run a 12 energy/12 element attribute breakout with the 3 leftovers in Inspiration. At 3 inspiration, Drain Enchantment results in +17 energy which more than covers its cost. Batou of Nine
Quote:
Originally Posted by lord_shar
I just started using Vekk with a Blinding Surge / Enervating Charge build. Air Variant: Elementalist Mesmer Attributes: 16 Air, 12 Energy Storage, 6 Inspiration Skills: [skill]Glyph of Lesser Energy[/skill][skill]Blinding Surge[/skill][skill]Enervating Charge[/skill][skill][/skill]Energy Blast[skill]Auspicious Incantation[/skill][skill]Lightning Hammer[/skill][skill]Air Attunement[/skill][skill]Resurrection Signet[/skill] Wow, what a lifesaver -- he virtually shuts down all melee and ranger offense, dramatically lowering mass-mob difficulty. Just make sure to keep his energy levels up with BiP or BR. I run something similar while my 2 hero eles, run an invoke build... Vs the Charr, Air is very effective. It seems they are susceptible to Air dmg as i do lots of damage over the stated amount, regularly. I run: E/R Air Magic: 16 (12+3+1) Energy Storage: 10 (9+1) Wilderness Survival: 9 Shell Shock Energy Blast [skill]Blinding Surge[/skill][skill]Lightning Orb[/skill][skill]Glyph of Lesser Energy[/skill][skill]Air Attunement[/skill][skill]Serpent's Quickness[/skill] [skill]Whirlwind[/skill] -OR- [skill]Resurrection Signet[/skill] And my heroes run nearly the same bar but with Invoke Lightning instead of Bsurge, and sometimes i also put Chain Lightning on their bar if i know i will be facing larger mobs (like in dungeons). Yes, SQ... it's fun to be able to spam Bsurge even faster, and other high dmg skills faster then normal. It also greatly supports my Shell Shock spam, applying Cracked Armor more often, and in turn allowing all my subsequent spells to do even MORE dmg to that foe. Fun! Works GREAT vs char, destroyers, and Norn areas. Especially as i spam blind on all melee, there is little threat from them, and my 3rd hero i often bring Gwen to shutdown the more dangerous casters, so my overall defense remains quite high coupled with great damage. Cheers! kazjun
It's nice you're trying out new builds and all, and I hope you're having fun. But if you want to kill stuff and avoid dying? Well...
Conjure on an ele? Whatever. As for fire, skyros is right. SF does everything except for guys immune to burning/fire resistant. You don't need anything fancy. Fire 16, inspiration 9, earth 2, energy storage whatever. Fire attune, GoLE, SF, GG, Ward vs melee, powerdrain, leechsig, res. Stick it on yourself, stick it on 2 more heroes. Kill everything. Easy. I personally drop a power drain to carry finish him for some DW. Maybe bring mark of Rodgort somewhere. Stick a MM with virulence and epidemic and you'll spam DW, burning, weakness, poison, disease on everyone while dropping AoE damage on everyone in sight. You'll also carry 3 (4 if you bring herta) wards that will more than grant enough area protection. As for vow of silence/spellbreaker mobs, all you have to do is interrupt one guy. Cause as long as one is vulnerable, you can spam on him and kill all his friends standing near him. For non-burners, got water. Blurred vision, water trident, glowing ice and some ice snare will be all you need. Destroyers are especially prone to this, since their main damage is melee. Their casters do next to no damage and talon with shields up pretty much take care of the rangers. Snare and then trident, and dance away if they ever get close. If you get jumped from behind by a wandering patrol, blurred then wards then take then down one at a time. Glowing for extra energy. All easy to run, and spamable. And if you're really worried about elemental damage, take a mantra. You'll be tanking like a warrior and getting a ton of energy along the way. And if you are worried about what wards can't save you from, take winter and/or G.conflag then mantra. Switch out ward vs melee for elements. Oldest trick in the book. |