W/E or W/N?
khanites
i need some advice on the secondary. which is more effective to go for more damage , conjure frost on weapon or put curse on the monsters such as cracked armor? i.e W/E or W/N? I would prefer more damage since it looks and feels more good.
txs
txs
thor thunder
i hope your multiy posting was an acident its against the rules
i would go with W/E tho to answer OP
i would go with W/E tho to answer OP
khanites
yes the multipost was an accident and couldn't easily delete the other posts
thor thunder
did you try edit > advanced > delete thread??
khanites
also with regards the conjur spell, are there a lot of areas where the monster remove the enchantment so the conjur, 60 sec would be useless while the curse spell maybe better?
i will try to delete the other posts. sorry
i will try to delete the other posts. sorry
iridescentfyre
Quote:
Originally Posted by khanites
are there a lot of areas where the monster remove the enchantment
Not really. If you're going into such an area, just don't bring it. Don't be afraid to be "just" a warrior. Plus, by the time you'll start running into any considerable enchantment removal, you'll be able to change your secondary anyway.
thor thunder
yeah ench removel is very uncommin in PvE.
/N isnt that bad but the enegry costs kill you necros dont have many signets or low cost energy skills that are good for warriors.
/N isnt that bad but the enegry costs kill you necros dont have many signets or low cost energy skills that are good for warriors.
MercenaryK
Plague Touch is about the one or few good Necro skills it can be used.
No need to put points in to Curse
What I used to do with W/E for PvE is
[skill]Conjure Flame[/skill]
[skill]Inferno[/skill]
No need to put points in to Curse
What I used to do with W/E for PvE is
[skill]Conjure Flame[/skill]
[skill]Inferno[/skill]
khanites
i will continue with W/E but to conjure, which is the best and why, fire, frost or earth in terms of EFFECT and VISUALS (i will be going with full fire elementalist player so some variation would be good) and difficulty in getting good appropriate weapons. Am right in thinking, fire tends to be more damage and frost is more armor? how about air?
txs
txs
iridescentfyre
Quote:
Originally Posted by khanites
Am right in thinking, fire tends to be more damage and frost is more armor? how about air?
No. The damage from Conjure Flame = Conjure Frost = Conjure Lightning assuming equal points in Fire/Air/Water magic. The only difference is what damage type its dealing. Some things are more vulnerable to one damage type over another (i.e. ice creatures are obviously vulnerable to fire, plants to slashing and cold damage, skeletons to blunt damage), but generally its such a minor factor you don't need to be bothered with it. Some warrior enemies in PvE appear to be more vulnerable to elemental damage in general, but that includes all four elements.
As for visuals, aside from the silly casting animation there is none. If you expect your sword to be bathed in fire from Conjure Flame, you'll be disappointed.
Personally I run Conjure Flame if anything, because my ele heroes frequently carry Mark of Rodgort and Earthen Shackles.
As for visuals, aside from the silly casting animation there is none. If you expect your sword to be bathed in fire from Conjure Flame, you'll be disappointed.
Personally I run Conjure Flame if anything, because my ele heroes frequently carry Mark of Rodgort and Earthen Shackles.
Solus Spartan
Quote:
Originally Posted by MercenaryK
Plague Touch is about the one or few good Necro skills it can be used.
No need to put points in to Curse
What I used to do with W/E for PvE is
[skill]Conjure Flame[/skill]
[skill]Inferno[/skill] And no [skill]Fire Storm[/skill]?
Disgrace to Hamstorm.
No need to put points in to Curse
What I used to do with W/E for PvE is
[skill]Conjure Flame[/skill]
[skill]Inferno[/skill] And no [skill]Fire Storm[/skill]?
Disgrace to Hamstorm.
You can't see me
W/N, if either of the two. Plague touch is very nice, and IMO, will come in more handy than Firestorm, Inferno, and Conjure spells.
Savio
Quote:
Originally Posted by You can't see me
W/N, if either of the two. Plague touch is very nice, and IMO, will come in more handy than Firestorm, Inferno, and Conjure spells.
Conjure boosts your damage. Boosting your damage is good.
Plague Touch removes a condition. While good, you have monks who can do that for you.
Plague Touch removes a condition. While good, you have monks who can do that for you.
skydrake
I recommend you'd be W/N. If you are asking this question, chances are you are starting up, meaning you don't have weapon with elemental mod, nor the money to buy one from player. Therefore conjure X spell is out of the question. By the time you can get one, you should be able to change your secondary job.
W/N on the other hand, comes with Plague Touch which you can use without any special equipments.
W/N on the other hand, comes with Plague Touch which you can use without any special equipments.
draxynnic
Hey! I managed!
On the question of choosing element... since all the Conjures have identical effects, I'd suggest looking at the other skills available for the element - since if you're only going to be using the conjure, you might as well just spend it putting more points in Strength. Of the various elements, I take Fire more often than not for the more efficient PBAOE close-range blasts - and for the extra burning if there are Marks of Rodgort floating around. Since Inferno is Core, going Fire should work regardless of campaign. For the others, what campaigns you have access to starts to make a big difference.
For Air, you'd be looking at Lightning Touch (if you have an ally using Water Magic), Shock (use it carefully due to exhaustion, but good for unconditional knockdowns on demand), Windborne Speed, and Whirlwind (lacks the exhaustion of Shock and has an area effect, but not as reliable for the knockdowns) in Prophecies. Factions just gives you Teinei's Wind, while Nightfall just has Storm Djinn's Haste.
For Water, you only get a PBAOE in Prophecies (Frozen Burst), and in my experience it's too expensive to be practical. It has a general function for snaring, but that's rarely needed in PvE. More important are the armour enchantments: Prophecies gives Armor of Frost and Armor of Mist, which are both decent as prebuffs before charging in (but have the disadvantage of having shorter durations then recharge). The most important is probably Frigid Armour in Nightfall - being immune to being set on fire can save you a lot of hurt in some areas.
While it doesn't have a Conjure skill, don't underestimate Earth: It's possibly the most useful for a W/E, second only (if second at all) to Fire. Armor of Earth is an impressive armour bonus if you don't expect to have to be quick on your feet, and there's always the infamous Hammer/Aftershock combination - and carrying a Ward or two on your bar will save the squishy Elementalist from having to run in and cast it for you. Individual campaigns each have their own additions to the Earth line that are useful to the W/E, but for a starting W/E I'd recommend getting Armor of Earth early on (not hard in Prophecies and Factions) and relying on that until you get an elemental weapon to use Conjure on.
Alternatively, I made my way from Ascalon until I got my first fiery sword (somewhere in Southern Kryta, I believe... it was a while ago) off Lava Font and Phoenix, and then off Inferno and Phoenix - it gets a few funny looks, but it works. However, if you go all-out with the PBAOEs in this fashion you will be using a lot of energy, so make sure your Warrior skills are mostly adrenal-based (and even then you may want extra energy reserves, energy management, or both).
Comparing to a W/N: I don't have much experience with a W/N, so I can't really comment. My general feeling, however, is that having the warrior pre-hex the targets is using time that can be used bashing the targets - it's better to have the hexes come off a dedicated hexer, who therefor isn't splitting their attributes so much to do so. That said, Skydrake has a good point regarding Plague Touch, which is certainly a popular option - but my gut feeling is that if you start as a W/N and decide to switch to W/E you'll find yourself with more catchup skill purchases to pay for (due to missing out on getting them for free through questing on the way) than going the other way around.
So, to summarise: My (admittedly biased) suggestion is to go W/E: you can probably use Earth until you get an elemental weapon. Once you get a choice of weapons, Fire is probably the best choice for using with Conjure for most situations, as the Fire PBAOEs are more useful to a W/E then any of the Air or Water skills... unless you specifically want one of those skills.
Also, as a footnote: It might be worth occasionally advertising to offer to buy a weapon of the elemental type you need once you get to the higher-end areas, if you don't already have one. Elemental warrior weapons get merched regularly, so if you manage to catch someone about to do so you might be able to pick one up cheaply.
On the question of choosing element... since all the Conjures have identical effects, I'd suggest looking at the other skills available for the element - since if you're only going to be using the conjure, you might as well just spend it putting more points in Strength. Of the various elements, I take Fire more often than not for the more efficient PBAOE close-range blasts - and for the extra burning if there are Marks of Rodgort floating around. Since Inferno is Core, going Fire should work regardless of campaign. For the others, what campaigns you have access to starts to make a big difference.
For Air, you'd be looking at Lightning Touch (if you have an ally using Water Magic), Shock (use it carefully due to exhaustion, but good for unconditional knockdowns on demand), Windborne Speed, and Whirlwind (lacks the exhaustion of Shock and has an area effect, but not as reliable for the knockdowns) in Prophecies. Factions just gives you Teinei's Wind, while Nightfall just has Storm Djinn's Haste.
For Water, you only get a PBAOE in Prophecies (Frozen Burst), and in my experience it's too expensive to be practical. It has a general function for snaring, but that's rarely needed in PvE. More important are the armour enchantments: Prophecies gives Armor of Frost and Armor of Mist, which are both decent as prebuffs before charging in (but have the disadvantage of having shorter durations then recharge). The most important is probably Frigid Armour in Nightfall - being immune to being set on fire can save you a lot of hurt in some areas.
While it doesn't have a Conjure skill, don't underestimate Earth: It's possibly the most useful for a W/E, second only (if second at all) to Fire. Armor of Earth is an impressive armour bonus if you don't expect to have to be quick on your feet, and there's always the infamous Hammer/Aftershock combination - and carrying a Ward or two on your bar will save the squishy Elementalist from having to run in and cast it for you. Individual campaigns each have their own additions to the Earth line that are useful to the W/E, but for a starting W/E I'd recommend getting Armor of Earth early on (not hard in Prophecies and Factions) and relying on that until you get an elemental weapon to use Conjure on.
Alternatively, I made my way from Ascalon until I got my first fiery sword (somewhere in Southern Kryta, I believe... it was a while ago) off Lava Font and Phoenix, and then off Inferno and Phoenix - it gets a few funny looks, but it works. However, if you go all-out with the PBAOEs in this fashion you will be using a lot of energy, so make sure your Warrior skills are mostly adrenal-based (and even then you may want extra energy reserves, energy management, or both).
Comparing to a W/N: I don't have much experience with a W/N, so I can't really comment. My general feeling, however, is that having the warrior pre-hex the targets is using time that can be used bashing the targets - it's better to have the hexes come off a dedicated hexer, who therefor isn't splitting their attributes so much to do so. That said, Skydrake has a good point regarding Plague Touch, which is certainly a popular option - but my gut feeling is that if you start as a W/N and decide to switch to W/E you'll find yourself with more catchup skill purchases to pay for (due to missing out on getting them for free through questing on the way) than going the other way around.
So, to summarise: My (admittedly biased) suggestion is to go W/E: you can probably use Earth until you get an elemental weapon. Once you get a choice of weapons, Fire is probably the best choice for using with Conjure for most situations, as the Fire PBAOEs are more useful to a W/E then any of the Air or Water skills... unless you specifically want one of those skills.
Also, as a footnote: It might be worth occasionally advertising to offer to buy a weapon of the elemental type you need once you get to the higher-end areas, if you don't already have one. Elemental warrior weapons get merched regularly, so if you manage to catch someone about to do so you might be able to pick one up cheaply.
MercenaryK
Quote:
Originally Posted by Solus Spartan
And no [skill]Fire Storm[/skill]?
Disgrace to Hamstorm.
I am ashamed
Disgrace to Hamstorm.
I am ashamed
kobey
Quote:
Originally Posted by MercenaryK
I am ashamed
Nothing wrong with bringing Firestorm as a W/E just for the fun of it. :P
I recently brought Mending + Healing Breeze on my Whammo while running a customer through GOP. It was funny though, had a good laugh and was trying to think how were whammos in the past able to cast healing breeze... cos i never had a chance to cast it (always below 10 energy)
If you are maximising dmg, go for efficient builds, if you are bored and wants to try 'funny' builds, Firestorm warrior is not that bad :P
At least you can laugh at the responses of the pug u r with when u cast tat :P
I recently brought Mending + Healing Breeze on my Whammo while running a customer through GOP. It was funny though, had a good laugh and was trying to think how were whammos in the past able to cast healing breeze... cos i never had a chance to cast it (always below 10 energy)
If you are maximising dmg, go for efficient builds, if you are bored and wants to try 'funny' builds, Firestorm warrior is not that bad :P
At least you can laugh at the responses of the pug u r with when u cast tat :P
LightningHell
Quote:
Originally Posted by draxynnic
If you're going to take Fire PBAoEs, you might as well go run Warrior skills.
Quote: For Air, you'd be looking at Lightning Touch (if you have an ally using Water Magic), Shock (use it carefully due to exhaustion, but good for unconditional knockdowns on demand), Windborne Speed, and Whirlwind (lacks the exhaustion of Shock and has an area effect, but not as reliable for the knockdowns) in Prophecies. Factions just gives you Teinei's Wind, while Nightfall just has Storm Djinn's Haste. The only spell here that is worth looking at is Shock, and that's mostly for PvP as anti-kiting and disruption.
Quote:
Quote:
While it doesn't have a Conjure skill, don't underestimate Earth: It's possibly the most useful for a W/E, second only (if second at all) to Fire. Armor of Earth is an impressive armour bonus if you don't expect to have to be quick on your feet, and there's always the infamous Hammer/Aftershock combination - and carrying a Ward or two on your bar will save the squishy Elementalist from having to run in and cast it for you. Individual campaigns each have their own additions to the Earth line that are useful to the W/E, but for a starting W/E I'd recommend getting Armor of Earth early on (not hard in Prophecies and Factions) and relying on that until you get an elemental weapon to use Conjure on.
I echo the above. Carrying a ward or two generally depletes your mana, as well as not being as useful when cast on a midline. Quote:
There generally aren't many problems with block - this is largely negated by switching targets, and if your friendly monk isn't removing your blind, get a new one.
If you have four or five around you, and you know beforehand that you're going to have that many foes around you, you'd be dumb not to bring Triple Chop/Whirlwind Attack/whatever. Also, keep in mind that in areas where his build actually matters, attack skills are going to consistently outperform Elementalist spells due to armor. Quote:
If nothing else, it gives other options. Whirlwind Attack may not be available when you want it due to the adrenaline requirement... and, of course, if someone doesn't have Nightfall, they aren't going to have it. Quote:
Go kill me now.
Quote:
Originally Posted by draxynnic
Unless everything you can target has blocking - it happens when you have numbers of the same type of opponent or when Protector's Strike or wards get involved. Unless you're sitting in an Eruption and for some reason you can't or don't want to get out.
If nothing else, it gives other options. Whirlwind Attack may not be available when you want it due to the adrenaline requirement... and, of course, if someone doesn't have Nightfall, they aren't going to have it. Let's do a small recap. -Elementalist spell damage is more conditional than normal Warrior damage. -PBAoEs have a horrible 1.75 aftercast. -Elementalist spell damage sucks in high level PvE due to armor, while Warrior damage does not due to attack skill added damage. -PBAoEs go through blind and block, while attacks do not. In a high-level situation, PBAoEs simply do not do enough to warrant a skillslot on a bar. In a lower level situation, however, it is debatable - however, my experience is that mobs that consistently have block/miss as a problem are rare, and my opinion is that even in such lower level situations, such PBAoE spells are not needed. You can do lower level situations either way, though, so it doesn't matter as much. Tyla
gogo /N for plague touch
PyrAnkh
Quote:
Originally Posted by Crom The Pale
While W/E is the better choice in my opinion there are a few W/N builds that can be fun to play.
[skill]Sever Artery[/skill] + [skill]Virulence[/skill] + [skill]Well of Suffering[/skill] can be a very effective mass degen, add in somemore adren attacks and you can deal nice dmg to boot. Yea lets run a 15e well spell on a warrior. EDIT with usefull stuff: i think neither is good in pve, but i would pick w/e cause you can run conjure for some added damage PyrAnkh
Quote:
Originally Posted by LightningHell
[skill]Dragon Slash[/skill][skill]Flail[/skill][skill]"Save Yourselves!"[/skill][skill]Enraging Charge[/skill][skill]Conjure Flame[/skill][skill]Enduring Harmony[/skill][skill]"For Great Justice!"[/skill][skill]Resurrection Signet[/skill]
What skill are you going to drop for a PBAoE? Also, PBAoEs have a terrible aftercast. [skill]Whirlwind Attack[/skill][skill]Triple Chop[/skill] Interesting thought, having a w/e/p. A Leprechaun
Quote:
Originally Posted by PyrAnkh
Yea lets run a 15e well spell on a warrior.
EDIT with usefull stuff: i think neither is good in pve, but i would pick w/e cause you can run conjure for some added damage Btw its 10 energy and a 1 second cast time, the icon is not up to date. ~A Leprechaun~ Tyla
Quote:
Originally Posted by A Leprechaun
Btw its 10 energy and a 1 second cast time, the icon is not up to date.
~A Leprechaun~ still extremely baed on a warrior though Crom The Pale
Quote:
Originally Posted by tyla salanari
still extremely baed on a warrior though
Never said it was the best, infact I said W/E was the better choice.
What I said is its fun, and it is fun ghostlyfenix
w/e with glyph of sac and meteor shower
Crom The Pale
Quote:
Originally Posted by ghostlyfenix
w/e with glyph of sac and meteor shower
I actually run this build, though I went with Glyph of Essence, and it really does work well for crowd control and some extra knockdowns.
Just remeber to bring an all adren bar with this build |