Hi. Read Me. This is (still) the best Ele Nuker Build.
phan
Quote:
Originally Posted by holymasamune
Fire attunement
Mind blast
Rodgorts invocation. *signed to sticky these 3 lines ; no need no mor xD *
Sir Pandra Pierva
/signed again for sticky of that build
N1ghtstalker
/signed
less useless topics for good builds for ele
go go go
less useless topics for good builds for ele
go go go
Proff
Quote:
Originally Posted by Kendar Muert
Mind blast is good, but personally, I prefer dual attunement builds with high energy, high damage spells. Does a ton of damage, it costs little energy due to the attunement, and with a high e storage and Aura, you get massive heals.
I guess it depends on how you like to play, I've never liked running double attunements on anything other than air. It just seems like i'm wasting a skill slot and if the enchantments are ever striped you're useless untill they recharge
Yichi
posted in other thread:
Quote:
Originally Posted by Yichi
Quote:
Elementalist/Paragon
Max Fire
rest in energy storage
[skill]Mind Blast[/skill][skill]Immolate[/skill][skill]Rodgort's Invocation[/skill][skill]Liquid Flame[/skill][skill]Glyph of Elemental Power[/skill][skill]Flame Djinn's Haste[/skill][skill]Fire Attunement[/skill][skill]"There's Nothing to Fear!"[/skill]
How build works: Spam 1 and 2 on recharge. Occasionally use the rest.
Max Fire
rest in energy storage
[skill]Mind Blast[/skill][skill]Immolate[/skill][skill]Rodgort's Invocation[/skill][skill]Liquid Flame[/skill][skill]Glyph of Elemental Power[/skill][skill]Flame Djinn's Haste[/skill][skill]Fire Attunement[/skill][skill]"There's Nothing to Fear!"[/skill]
How build works: Spam 1 and 2 on recharge. Occasionally use the rest.
MyNameIsBrett
My personal build for vanquishing goes like this, and I've never had a problem with it:
Savanah's Heat -> Energy Blast -> Fireball -> Meteory -> Meteor Shower -> Fire Attunement -> Restoration Enchant -> Death Pact Sig
You may say, hell that's a lot of long wait times just to get the point across. I respond to you with this, yes it is... There are some exceptionally long wait times for everything except Fireball. Why do I use it? Because it's effective. I prefer to have two KD's one for smaller groups with less casting time and one for larger groups that need multiple KD's. Exhaustion has never been a problem because of the casting time, neither has energy loss.
I usually have an MM (except in certain cases) hero vanquishing with me which allows the use of a clog to let SH and Meteor go.
It's effective, not quite the most proficient use of a build, but exceptionally damager due to the KD's and AOE dmg.
Savanah's Heat -> Energy Blast -> Fireball -> Meteory -> Meteor Shower -> Fire Attunement -> Restoration Enchant -> Death Pact Sig
You may say, hell that's a lot of long wait times just to get the point across. I respond to you with this, yes it is... There are some exceptionally long wait times for everything except Fireball. Why do I use it? Because it's effective. I prefer to have two KD's one for smaller groups with less casting time and one for larger groups that need multiple KD's. Exhaustion has never been a problem because of the casting time, neither has energy loss.
I usually have an MM (except in certain cases) hero vanquishing with me which allows the use of a clog to let SH and Meteor go.
It's effective, not quite the most proficient use of a build, but exceptionally damager due to the KD's and AOE dmg.
xDusT II
Mind Blast, Fireball, Rodgorts, PvE skill/Glyph/ward/blind/DD, PvE skill/Glyph/Ward/Blind/DD, PvE skill/Random Utility Skill/Res, Fire Attunement.
Akaraxle
MBlast is a strong and flexible template that allows you to bring a lot of utility and still stay a nuker, but I wouldn't take it as "the most effective in any case build".
Personally, I'm quite fond of two templates:
- Dual Attunements: cast like a madman without having to worry about refilling your energy with flarespam, but prepare to get owned if they interrupt/strip you. Good if you also bring Mind Bender (Asura).
- Assassin's Promise: give up your elite slot for insane glyphsac meteor shower mayhem, have to be careful about who you hex and NOT run it when they can remove it. Doesn't leave room for utility skills though.
Personally, I'm quite fond of two templates:
- Dual Attunements: cast like a madman without having to worry about refilling your energy with flarespam, but prepare to get owned if they interrupt/strip you. Good if you also bring Mind Bender (Asura).
- Assassin's Promise: give up your elite slot for insane glyphsac meteor shower mayhem, have to be careful about who you hex and NOT run it when they can remove it. Doesn't leave room for utility skills though.
IllusiveMind
I've been using these 2 skills for a long time and yes, it's made of win.
/signed for sticky and 11th commandment on the Ele Bible.
/signed for sticky and 11th commandment on the Ele Bible.
LightningHell
Quote:
Originally Posted by Akaraxle
MBlast is a strong and flexible template that allows you to bring a lot of utility and still stay a nuker, but I wouldn't take it as "the most effective in any case build".
Personally, I'm quite fond of two templates:
- Dual Attunements: cast like a madman without having to worry about refilling your energy with flarespam, but prepare to get owned if they interrupt/strip you. Good if you also bring Mind Bender (Asura).
- Assassin's Promise: give up your elite slot for insane glyphsac meteor shower mayhem, have to be careful about who you hex and NOT run it when they can remove it. Doesn't leave room for utility skills though. Flarespam? AP?
Dual Attunements isn't bad, by any stretch...but using it to spam Flare?
Personally, I'm quite fond of two templates:
- Dual Attunements: cast like a madman without having to worry about refilling your energy with flarespam, but prepare to get owned if they interrupt/strip you. Good if you also bring Mind Bender (Asura).
- Assassin's Promise: give up your elite slot for insane glyphsac meteor shower mayhem, have to be careful about who you hex and NOT run it when they can remove it. Doesn't leave room for utility skills though. Flarespam? AP?
Dual Attunements isn't bad, by any stretch...but using it to spam Flare?
Trevor The Wave
Flare Spam with dual Attun is soo freaking for the win. INFINATE ENERGY DOING 40 EVERY 2 SECONDS? YES.
My build for vanquishing, and I <3 it:
[skill]Mind Blast[/skill][skill]Immolate[/skill][skill]Searing Heat[/skill][skill]Rodgort's Invocation[/skill][skill]Flame Djinn's Haste[/skill][skill]Pain Inverter[/skill][skill]Fire Attunement[/skill][skill]Death Pact Signet[/skill]
My build for vanquishing, and I <3 it:
[skill]Mind Blast[/skill][skill]Immolate[/skill][skill]Searing Heat[/skill][skill]Rodgort's Invocation[/skill][skill]Flame Djinn's Haste[/skill][skill]Pain Inverter[/skill][skill]Fire Attunement[/skill][skill]Death Pact Signet[/skill]
Akaraxle
You guys misunderstood. I meant to say that Dual Attunements have the benefit of casting damage spells without having to spend time flarespamming (= casting Mind Blast to refill your energy).
Tyla
MB deals pressure and is unkitable.
Flare is kitable.
MB does pressure and energy management.
Capiche?
Flare is kitable.
MB does pressure and energy management.
Capiche?
LightningHell
Oh, I see your point.
However, damage spells generally have a recharge, however short (5r being the shortest, from Rodgort's). You might as well 'flarespam' in the middle, especially if it nets you energy. Mind Blast also powers non-elemental skills, which were for a long time the Elementalist's forte - not anymore, but it still is a large advantage for an Elementalist.
However, damage spells generally have a recharge, however short (5r being the shortest, from Rodgort's). You might as well 'flarespam' in the middle, especially if it nets you energy. Mind Blast also powers non-elemental skills, which were for a long time the Elementalist's forte - not anymore, but it still is a large advantage for an Elementalist.
angmar_nite
When you use rodgorts or w/e there's a downtime. What else could you be using?
LightningHell
Exactly my point.
In case you were replying to me.
In case you were replying to me.
Akaraxle
Quote:
Originally Posted by tyla salanari
Flare is kitable.
MB does pressure and energy management.
Capiche?
Sorry for using excessively advanced PvP metaphors/terminology.
Quote:
Originally Posted by angmar_nite
When you use rodgorts or w/e there's a downtime. What else could you be using?
I usually bring Fireball too.
angmar_nite
Quote:
Originally Posted by LightningHell
Exactly my point.
In case you were replying to me. I was typing my post when you posted lol. Dr Strangelove
Quote:
Originally Posted by Akaraxle
You guys misunderstood. I meant to say that Dual Attunements have the benefit of casting damage spells without having to spend time flarespamming (= casting Mind Blast to refill your energy).
You're completely right, if you only have fire magic spells on your bar, and if nothing screws up your enchantments or interrupts you. However, neither of those are exactly realistic.
First, you really, really want to have non-fire magic on your bar, especially with the PvE skills. The minor pain of having to spam mind blast more than makes of up for stuff like pain inverter and finish him!. Second, even in PvE things are going to screw with you. Enchant stripping is largely counterable by a cover enchantment, but it is still an issue. Interrupts will happen, especially if your target dies while you're still casting. Mind blast is resistant to both of those things. The only real way to screw over a mind blaster is by disabling mind blast, and diversion is extremely rare if it even exists at all in PvE. Div
Quote:
Originally Posted by Akaraxle
I usually bring Fireball too.
So you still have a downtime in between using your damage skills. Plus, dual attune doesn't support support skills nearly as much.
wally
Quote:
Originally Posted by Dr Strangelove
The only real way to screw over a mind blaster is by disabling mind blast, and diversion is extremely rare if it even exists at all in PvE.
There is also energy denial, which is a very real threat in places like Tarnished Coast with deb shots flying. I would say this is the only real situation in PvE where your MB might be shut down and smart positioning can virtually solve the problem on its own. (well, unless there are other situations in places where I haven't really been :P )
Dr Strangelove
Quote:
Originally Posted by wally
There is also energy denial, which is a very real threat in places like Tarnished Coast with deb shots flying. I would say this is the only real situation in PvE where your MB might be shut down and smart positioning can virtually solve the problem on its own. (well, unless there are other situations in places where I haven't really been :P )
If there's enough edenial to shut down a mind blaster, there's enough edenial to shut down every other caster template in the game.
rick1027
Quote:
Originally Posted by wally
There is also energy denial, which is a very real threat in places like Tarnished Coast with deb shots flying. I would say this is the only real situation in PvE where your MB might be shut down and smart positioning can virtually solve the problem on its own. (well, unless there are other situations in places where I haven't really been :P )
if there that much edenial you might as well mb it'll get your energy up quicker when you get relief other builds will take twice as long
freaky naughty
Quote:
Originally Posted by wally
There is also energy denial, which is a very real threat in places like Tarnished Coast with deb shots flying. I would say this is the only real situation in PvE where your MB might be shut down and smart positioning can virtually solve the problem on its own. (well, unless there are other situations in places where I haven't really been :P )
If you can find a build with enough e-denial to shutdown a mindblast ele then pm me the build plz.
Splitisoda
What about dual attunes? I always thought it would be better because theres always the possibility of after that first rodjok, you might not have more energy then (insert proffesion here)
Heres how i always thought of it. Dual Attunes, 80% energy back. 1 rodjort, once casted 20 energy goes back to you. 5 energy loss. Fire attune + Mind Blast. 1 rodjot you get 5 energy back. Use Mind blast to get 1.....6 energy back. This is what im concerned about, Mind Blast unless spammed on recharge (IMO) may not give back as much E as dual attunes. THIS IS MY PERSONAL VIEW Coloneh
Quote:
Originally Posted by Splitisoda
What about dual attunes? I always thought it would be better because theres always the possibility of after that first rodjok, you might not have more energy then (insert proffesion here)
name 1 character that runs above 100 energy?
Stormlord Alex
Quote:
Originally Posted by Coloneh
name 1 character that runs above 100 energy?
A handful of eles in HM (not frequent enough to be a worry)
Really bad players playing ele - full radiants with sup EStorage 'tards (baed at GW, wand these to death for the lulz) aaaand... another ele sitting in his high-energy set (switch targets) ... that is all. Coloneh
Quote:
Originally Posted by Stormlord Alex
A handful of eles in HM (not frequent enough to be a worry)
Really bad players playing ele - full radiants with sup EStorage 'tards (baed at GW, wand these to death for the lulz) aaaand... another ele sitting in his high-energy set (switch targets) ... that is all. I should have said "name one mind blast target that runs above 100 energy." wouldnt be so smart then buddy! Mouse at Large
Quote:
Originally Posted by Coloneh
I should have said "name one mind blast target that runs above 100 energy." wouldnt be so smart then buddy!
Mursaat Elementalist
Seriously though, the skill in using a MB bar is what you do when dropping to around the 45-50 energy mark. Personally speaking, I prefer to run MoR over RI. Given the lack of hex removal in PvE, and that I also (usually) play with a pretty good aggro holder, MoR makes sense to me. This means that if I do drop to around the energy breakpoint, I can switch to a melee character (or another with guaranteed lower energy), use MB to regen energy and keep the bugger burning I suppose I could focus swap for the extra pip of regen as an alternative, but wanding in the interim does not really appeal......... I'm sure that others may have different strategems/viewpoints on the mechanics of a MB bar, but this has worked for me including HM vanquishing. Akaraxle
Quote:
Originally Posted by holymasamune
So you still have a downtime in between using your damage skills. Plus, dual attune doesn't support support skills nearly as much.
You're right - not counting fc/fr, the fact that Fireball is still AoE, and Mind Bender. Dual attunes tighten your bar quite a lot and make your build unilateral, in the long run MBlast wins. I guess I'm just not really a big fan spammy elites like that one or SF.
Seven Flames
MB is great, but i favor Dual Attunement, and as far as the down time phoenix is pretty good to alternate with as long as you have a good line of sight of course. although that's not a plus, it's still good.
xDusT II
Quote:
Originally Posted by Seven Flames
MB is great, but i favor Dual Attunement, and as far as the down time phoenix is pretty good to alternate with as long as you have a good line of sight of course. although that's not a plus, it's still good.
I don't like Phoenix. It's PBAoE effect is largely useless and other than that it just functions as a worse version of fireball.
Coloneh
if this isnt getting stickied it needs to be bumped
Adam of Tyria
Quote:
Originally Posted by shru
Thanks for your opinion, but in PvE anything that gets the job done is a good build, it realy all depends on what you enjoy playing. An SF ele is a very powerful build, and so is Mindblast, but mindblast gives you some variety. Both work, but which do you prefer, 1 2 button mashing? or using an actual bar to play the game? You'd be surprised at how many people actualy prefer the 1 2 style of play, and it's not just "noobs".
All fire eles really have no skill at all. They basically just spam their skills regardless of what they are and have minimal energy issues whatsoever.
Quixis
Hi all,
good reading this thread for a number of opinions. Can you please suggest a few good builds just using Prophecies and Factions? I have a Prophecies Ele/Mo still low level and of course want a viable spec. Most MindBlast SF are Nightfall skills. Thanks a lot. Oh also any tips for leveling? I start characters in Prophecies as I like the models better even though Factions has the better XP rewards per quest. Tyla
Quote:
Originally Posted by Adam of Tyria
All fire eles really have no skill at all. They basically just spam their skills regardless of what they are and have minimal energy issues whatsoever.
Gale + Blinding Flash are powerful if used decently.
Speaking from the E/D MB Elementalist in GvG that's being used. Stormlord Alex
Quote:
Originally Posted by Quixis
Can you please suggest a few good builds just using Prophecies and Factions?
Dual Attunes is the way to go.
[skill]elemental attunement[/skill][skill]fire attunement[/skill][skill]rodgort's invocation[/skill][skill]fireball[/skill][skill]immolate[/skill][skill]aura of restoration[/skill][skill]ward against melee[/skill][skill]resurrection signet[/skill] 12+1+1~3 Fire, 10+1 Earth, 8+1 EStorage Essentially, Aura, Ward and Immolate are free slots - I just chose them as party defense (Ward), a cover enchant to protect my energy engine (Aura), and something to do in downtime between Fireball and Rodgort's (Immolate). Other skills you could throw on would be different defensive buffs - another Ward like [skill=text]ward against foes[/skill], or [skill=text]aegis[/skill]; more damage dealing stuff (umm... Teinai's/[skill=text]searing heat[/skill] are ok, Firestorm/Meteor Shower are pretty shit); or support skills like [skill=text]convert hexes[/skill] from the monk lines. You could also take a hard res skill like [skill=text]resurrection chant[/skill] if you don't like the sig. Skyros
im pretty sure the point of this post is to show that the best fire is the one that can:
1) Deal Moderate - High Dam 2) Be Energy Efficient 3) Have Utility (not devoting your whole bar to damage.) I dun see how dual attunement eles serve that purpose (esp. the ones pinged in this thread). they have the Attunements, rodgorts, and other AoE fire skills. no utility. The MB ele on the other hand can devote 3/8 skills on its bar while dealing good damage. The 5 other skills can be specced into other elements or into PvE Skills. The reason MB can do this is because that while it does need high fire magic to get a good return on energy, it doesnt need the eles bar to be full of other fire skills to fully benefit itself as an elite energy management skill. RhanoctJocosa
dual attune + mystic regen
yeye Chthon
1. WTH happened to my last post? Far too lazy to retype the whole thing, so...
2. Where is this 5 or 6 DPS less than SF figure coming from? I see some thing more like this: Assume no faster cast/recharge, 16 Fire Magic (if anyone starts another sup vs minor debate here I will kick them in the crotch...), and combustable AL 60 foes, then... ...RI is going to do 127 + 42 from burning and cycle in 7 sec, for ~24.1 nearby-AoE DPS. ...SF is going to do 98 from burning on the first cycle and 106 for each of the next two cycles, and cycle in 3 sec, for ~34.4 nearby-AoE DPS. (And it goes up a little if you include MoR or have multiple SFers.) To me, that looks more like a difference of 10 than 5 or 6, or a loss of some 30% of your AoE DPS going from SF to RI. Surely MB can probably fund another big AoE spell to fill the gap, but that's going to cut into those free skillslots that are supposed to make MB so good... 3. @ Ensign, which PvE-only skills are you using? |