My new Invoke hero way FTW!
bhavv
Heres my new build for PVE hero way for elementalists. It simply puts searing flames to shame and takes destroyers and everything else down with ease. You need to be an Air elly, with two air heroes and a water hero:
The builds -
Player bar - Blinding Surge Protector:
[skill]arc lightning[/skill][skill]shell shock[/skill][skill]enervating charge[/skill][skill]blinding surge[/skill][skill]chain lightning[/skill][skill]epidemic[/skill][skill]air attunement[/skill][skill]sunspear rebirth signet[/skill]
First two Hero bars - Invoke Spikers:
[skill]arc lightning[/skill][skill]lightning orb[/skill][skill]lightning touch[/skill][skill]invoke lightning[/skill][skill]chain lightning[/skill][skill]glyph of lesser energy[/skill][skill]air attunement[/skill][skill]resurrection signet[/skill]
Third hero - Water snarer / warder
[skill]glyph of lesser energy[/skill][skill]blurred vision[/skill][skill]ice spikes[/skill][skill]deep freeze[/skill][skill]glowing ice[/skill][skill]ward against harm[/skill][skill]water attunement[/skill][skill]resurrection signet[/skill]
Its pretty straightforward to run, but you need to make sure to spread your conditions in the right places. Start off with Cracked Armor > Epidemic on your first called target to maximise the initial spike damge, then spread your blind and weakness around, and spike as required with arc + chain lightning. Enemies will die fast, and you will take very little damage from foes. If you find any party members being hit by a lot of damage, blind or weaken the attackers and just keep eveything shut down as best as you can. You should /winwinpwnpwn easilly.
The builds -
Player bar - Blinding Surge Protector:
[skill]arc lightning[/skill][skill]shell shock[/skill][skill]enervating charge[/skill][skill]blinding surge[/skill][skill]chain lightning[/skill][skill]epidemic[/skill][skill]air attunement[/skill][skill]sunspear rebirth signet[/skill]
First two Hero bars - Invoke Spikers:
[skill]arc lightning[/skill][skill]lightning orb[/skill][skill]lightning touch[/skill][skill]invoke lightning[/skill][skill]chain lightning[/skill][skill]glyph of lesser energy[/skill][skill]air attunement[/skill][skill]resurrection signet[/skill]
Third hero - Water snarer / warder
[skill]glyph of lesser energy[/skill][skill]blurred vision[/skill][skill]ice spikes[/skill][skill]deep freeze[/skill][skill]glowing ice[/skill][skill]ward against harm[/skill][skill]water attunement[/skill][skill]resurrection signet[/skill]
Its pretty straightforward to run, but you need to make sure to spread your conditions in the right places. Start off with Cracked Armor > Epidemic on your first called target to maximise the initial spike damge, then spread your blind and weakness around, and spike as required with arc + chain lightning. Enemies will die fast, and you will take very little damage from foes. If you find any party members being hit by a lot of damage, blind or weaken the attackers and just keep eveything shut down as best as you can. You should /winwinpwnpwn easilly.
SeraCombi
thank you bhavv. I will try this today
btw, have you taken this build to slaver's yet, and is it effective there?
btw, have you taken this build to slaver's yet, and is it effective there?
Zev
I really like the idea but I have some concerns about the Hero AI.
Wouldn't the AI make the Heroes run in and use lightning touch on any foe with a Water Hex? Effectively running into front line and/or out of the Ward?
Also, wouldn't the AI make the Heroes spam Chain Lightning as soon as its up, if there are two or more foes close to each other? I have had bad experiences with heroes and exhaustion skills. They tend to spam them and get massive exhaustion.
Also I recommend squeezing in Gale on the Player bar (though its more needed in HM) nothing helps get rid of a pesky Healer or Boss better than gale spamming ;D
Looks like a nice fun party, I'll try it out something,
Cheers!
Wouldn't the AI make the Heroes run in and use lightning touch on any foe with a Water Hex? Effectively running into front line and/or out of the Ward?
Also, wouldn't the AI make the Heroes spam Chain Lightning as soon as its up, if there are two or more foes close to each other? I have had bad experiences with heroes and exhaustion skills. They tend to spam them and get massive exhaustion.
Also I recommend squeezing in Gale on the Player bar (though its more needed in HM) nothing helps get rid of a pesky Healer or Boss better than gale spamming ;D
Looks like a nice fun party, I'll try it out something,
Cheers!
AlienFromBeyond
I thought heroes didn't like using Invoke even while enchanted because they think it'll always cause exhaustion?
Dr Strangelove
They use it, it's just got an annoying 15 second recharge so they'll spend most of their time on other stuff.
Divine Freak
Heroes use Invoke alright, however, they tend to spam the crap outta Chain Lightning, regardless of how many targets are avaliable. So they will Exhaust themselves out of energy in a hurry with Chain Lightning most times. And yeah, heroes are pretty stupid about touch spells in general. They don't like to retreat once they've run up to an enemy to use them
bhavv
Leave chain lightning disabled or swap it for whirlwind / Tenais Wind. (I use Tenais wind now, prefer the KD for extra defense, and the skill icon is nicer then whirlwind
As for lightning touch, enemies in PVE will usually run straight into you anyway, so will be in touch range.
The hero AI is perfect with Lightning touch, even if they run up to the enemy or out of the ward, they still kite very well and you can flag them back into the ward. Melee opponents should be blind and weakened anyway, so pose very little threat, just make sure to be in the ward against elly's.
The only problem I found was the enemy dervishes that use vow of silence, although Devona, Zho and a Wand spike still kills them ok. If going into areas with these dervishes, try using both warrior henchies instead of Zho.
As for lightning touch, enemies in PVE will usually run straight into you anyway, so will be in touch range.
The hero AI is perfect with Lightning touch, even if they run up to the enemy or out of the ward, they still kite very well and you can flag them back into the ward. Melee opponents should be blind and weakened anyway, so pose very little threat, just make sure to be in the ward against elly's.
The only problem I found was the enemy dervishes that use vow of silence, although Devona, Zho and a Wand spike still kills them ok. If going into areas with these dervishes, try using both warrior henchies instead of Zho.
Tyla
theres always trio dual attune rodgorts spikers(with a winter spirit for destroyers/fire enemies,ofc!) seriously,huge damage easy.
bhavv
Has anyone tried this yet?
Theres crazy requests all ove the place for air / water builds, those of you looking for one, this is gold.
You can change glowing ice on the warder to something like heal party or extinguish for extra support.
Theres crazy requests all ove the place for air / water builds, those of you looking for one, this is gold.
You can change glowing ice on the warder to something like heal party or extinguish for extra support.
tuna-fish_sushi
this build is great, comparable to that of sab's 3 necro build, The blinding surge just eliminates any threats from warriors, assassins, dervishes, even rangers, the invoke spikes can easily tear thought the soft armored casters then they can focus on the melee meat shields that never hit ^^
Omniclasm
Any screenshots of anything special? The screenshots are of a c+space+/yawn area. : /
mage767
Quote:
Originally Posted by tuna-fish_sushi
this build is great, comparable to that of sab's 3 necro build, The blinding surge just eliminates any threats from warriors, assassins, dervishes, even rangers, the invoke spikes can easily tear thought the soft armored casters then they can focus on the melee meat shields that never hit ^^
Not really. The massive AoE damage of Sabs build is uncomparable! Sab's build (with a few minor modifications) is the best.
Besides, since this build uses a WAH water ele, damage received should be low as expected.
Now, if you drop the 3rd necro (not the SS or MM) in sab's build and use the WAH ele from Bhaav's build, then we have another useful 3-hero build.
Besides, since this build uses a WAH water ele, damage received should be low as expected.
Now, if you drop the 3rd necro (not the SS or MM) in sab's build and use the WAH ele from Bhaav's build, then we have another useful 3-hero build.
bhavv
Oh I actually prefer the 3 necro build in HM, the damage and healing output is second to none. This build was just a mess around that provided awesome results in NM, but I would still stick to 3 necros in HM, mainly because the henchies cant cut it.