New Elementalist Help

1druid1

Frost Gate Guardian

Join Date: Nov 2007

W/R

Hi All

I am a level 10 Elementalist / Monk, I came out of pre-searing at Level 9 and done a few quests to get to 10. I completed the first mission easy enough (The great northern wall) but after level 5 nothing in presearing was really challenging me much to get a good grip with the Elementalist, I am now on the Fort Ranik quest, I did start the quest but actually quit it because I felt that I was the lame dog, the henchmen done all the work and I felt that I wasnt doing much at all. Can anyone suggest a build at this level to help me progress in quests without the need for much assistance from Henchmen.

Cheers

Dougie

Darkobra

Darkobra

Forge Runner

Join Date: Aug 2006

Scotland

Type like an idiot, I'll treat you like an idiot

E/Me

It will take a bit of time for you to find the right build. It looks like you want raw firepower. So fire attribute will be your best bet.

Don't use Firestorm. Ever. They'll run right out of it. I'm serious. I know the numbers are good on paper, but in battle, they'll run right out of it.

Flare is ok until you get something better. It's mainly used to finish off the last of an enemy's health rather than just cast through battle.
Fireball is another one you'd probably have access to.

Being so early in the game, there's so many fire skills out there that you'll not have access to for a while. Like Ascalon Settlement's Meteor Shower. Mark of Rodgort, Incendiary Bonds and Rodgort's Invocation. Can't remember where you get those, but those have at least some considerable power for Prophecies.

Another tip for you is energy management. Elemental attunements are a must. Even a glyph of lesser energy. Just because you have a bounty of energy doesn't mean you'll never run out. Most fire spells cost around 15-25 energy each. You'll be in a lot of trouble without them. Most also have long recharges, which is why you might feel the battle is over before you can really get into it.

Being an elementalist isn't something that just comes naturally. You'll need to learn a lot of spells, learn their uses and when best to use them. Fire is great for beginners of the elemental properties. When you progress, you'll learn the benefits of other elements, such as the defensive properties of earth. There are a lot of skills out there and it's up to you to find the right combination.

Also, a superior elemental rune to the same elemental eye will raise your attribute by +4. You'll gain a lot of power through that at the sacrifice of health. Normally a bad thing, but a caster should be at the backline anyway.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Do not be afraid to let the hench do the work, they will not pull thier own wieght very often.

Firestorm is an ok skill in normal mode, just never use it in hard mode.

You can do some PvP to gain faction to unlock some better skills then you will be able to buy those skills for your char at any skill trader.

As for a spesific build, I would sugest Water for the mission your on, blurred vission is very powerfull vs the Grawl wars and the charr as well.

cosyfiep

cosyfiep

are we there yet?

Join Date: Dec 2005

in a land far far away

guild? I am supposed to have a guild?

Rt/

when you play with the henchies they are part of your team, so dont feel like you are not contributing! Even at the level you are at you still need to learn the ropes of the class, so dont be afraid to let them do some of the work for you! And it will get tougher as you progress, enjoy it now! (and you can always do what my hubby does, leave one of the henchies at home...and only take 2 with you---it will make it more challenging, you dont need a full party all the time).

mrmango

mrmango

Desert Nomad

Join Date: Oct 2006

Southern California

Charter Vanguard [CV]

Me/Rt

(Also go out with a full party, solo-ing is the same as farming, which is really pointless imo.)

Fril Estelin

Fril Estelin

So Serious...

Join Date: Jan 2007

London

Nerfs Are [WHAK]

E/

You need to learn the complementarity of professions from very early on. There's no profession that was designed to be completely self-sufficient (unless you end up with a weird build and under-perform massively), elementalists have rawpower from a certain distance but lack healing that monks perform best, an they're less efficient against armored ennemies which warriors can easily beat.

It's the same with the 4 elements, they all bring different capabilities. Fire is very powerful in terms of damage, water has snares to slow down, earth brings resistance and air is very efficient on 1vs1. And there're even some nice builds using 2 elements.

After a certain point in GW you realise that you're only one part of the party/group, you have a certain role (though some profession are very multipurpose, such as the Paragon IIRC). There're builds for solo-ing different part of the game, but you'd have to change build quite often.

Just in case you haven't seen the GWiki page on Elementalists yet: http://gw.gamewikis.org/wiki/Elementalist
And also the GWG forum:
http://www.guildwarsguru.com/forum/f...play.php?f=205