LF Water Ele Build
Dean Harper
I know Eles really dont usually use water magic in pve, but i really like the water line. I need a build that i can use in PvE preferrably with Shatterstone as an elite. Thanks.
MrGuildBoi
[skill]Shatterstone[/skill][skill]Deep Freeze[/skill][skill]Ice Spikes[/skill][skill]Maelstrom[/skill][skill]Glyph of Lesser Energy[/skill][skill]Water Attunement[/skill][skill]Resurrection Signet[/skill]
12 Water
12 E. Storage
Build is pretty much self-explanitory. AoE Snare, use Glowing ice for e.management, maelstrom for aoe interrupt, use GoLE for maelstrom or deepfreeze.
12 Water
12 E. Storage
Build is pretty much self-explanitory. AoE Snare, use Glowing ice for e.management, maelstrom for aoe interrupt, use GoLE for maelstrom or deepfreeze.
Keekles
IMO drop one of the snares for [skill]blurred Vision[/skill]. Anti-melee is great in pvp and pve.
Also: [skill]Freezing Gust[/skill] is also a good snare (quicker recharge, though its either going to lack damage or snaring)
Also: [skill]Freezing Gust[/skill] is also a good snare (quicker recharge, though its either going to lack damage or snaring)
qazwersder
I find with water once you got maelstrom, deep freeze, water attunement, glyph of lesser and a rez the other three skills dont really matter so much. I usually run ice spikes then the other 2 depending on the situtation, either shatterstone or water trident as my elite.
Pyro maniac
Dual speccing in air and water is also pretty good imo
[skill]Arc Lightning[/skill][skill]Blurred Vision[/skill][skill]Blinding Surge[/skill][skill]Slippery Ground[/skill][skill]Auspicious Incantation[/skill][skill]Deep Freeze[/skill][skill]Water Attunement[/skill][skill]Resurrection Signet[/skill]
ok, this bar may be bad tho =/
[skill]Arc Lightning[/skill][skill]Blurred Vision[/skill][skill]Blinding Surge[/skill][skill]Slippery Ground[/skill][skill]Auspicious Incantation[/skill][skill]Deep Freeze[/skill][skill]Water Attunement[/skill][skill]Resurrection Signet[/skill]
ok, this bar may be bad tho =/
Dean Harper
for that build pyro, you would need to drop blurred vision and take freezing gust to activate arc lightning. BS is enough anti melee. Thanks for the build MrGuild.
MrGuildBoi
Quote:
Originally Posted by Pyro maniac
Dual speccing in air and water is also pretty good imo
[skill]Arc Lightning[/skill][skill]Blurred Vision[/skill][skill]Blinding Surge[/skill][skill]Slippery Ground[/skill][skill]Auspicious Incantation[/skill][skill]Deep Freeze[/skill][skill]Water Attunement[/skill][skill]Resurrection Signet[/skill]
ok, this bar may be bad tho =/ Also drop Blinding Surge, because the OP wanted Shatterstone.
[skill]Arc Lightning[/skill][skill]Blurred Vision[/skill][skill]Blinding Surge[/skill][skill]Slippery Ground[/skill][skill]Auspicious Incantation[/skill][skill]Deep Freeze[/skill][skill]Water Attunement[/skill][skill]Resurrection Signet[/skill]
ok, this bar may be bad tho =/ Also drop Blinding Surge, because the OP wanted Shatterstone.
Coloneh
Quote:
Originally Posted by MrGuildBoi
Also drop Blinding Surge, because the OP wanted Shatterstone.
then it kinda sucks.
Marverick
[skill]Water Attunement[/skill][skill]Maelstrom[/skill][skill]Ice Spikes[/skill][skill]Glowing Ice[/skill][skill]Assassin's Promise[/skill]
Interrupt spam FTW
Interrupt spam FTW
Winterclaw
Shatter Stone
Glowing Ice
Blurred Vision
Water Attunement
Optional
Optional
Optional
Res of some sort
You usually don't need many snares for PvE.
Glowing Ice
Blurred Vision
Water Attunement
Optional
Optional
Optional
Res of some sort
You usually don't need many snares for PvE.
Dr Strangelove
Quote:
Originally Posted by Coloneh
then it kinda sucks.
Just like every other water build you could run in PvE.
Solstace
I've never really had any great success with an all water build. Some of the hexes are helpful, but I usually go fire/earth primary and put some points into water just to bring a few area dependent skills.
KalleDamos
Here are a couple builds I like to run in PvE
12 - Water Magic
12 - Energy Storage
[skill]Elemental Attunement[/skill][skill]Water Attunement[/skill][skill]Icy Prism[/skill][skill]Vapor Blade[/skill][skill]Blurred Vision[/skill][skill]Ice Spikes[/skill][skill]Glowing Ice[/skill][skill]Resurrection Signet[/skill]
Here is another one
12 - Water Magic
12 - Energy Storage
[skill]Water Attunement[/skill][skill]Aura of Restoration[/skill][skill]Freezing Gust[/skill][skill]Shatterstone[/skill][skill]Glowing Ice[/skill][skill]Ice Spikes[/skill][skill]Glyph of Lesser Energy[/skill][skill]Resurrection Signet[/skill]
In both builds you can sub out Res Sig for any Resurrect you want. In the first build swap out a skill of AoR, and it can be used for PvP purposes.
12 - Water Magic
12 - Energy Storage
[skill]Elemental Attunement[/skill][skill]Water Attunement[/skill][skill]Icy Prism[/skill][skill]Vapor Blade[/skill][skill]Blurred Vision[/skill][skill]Ice Spikes[/skill][skill]Glowing Ice[/skill][skill]Resurrection Signet[/skill]
Here is another one
12 - Water Magic
12 - Energy Storage
[skill]Water Attunement[/skill][skill]Aura of Restoration[/skill][skill]Freezing Gust[/skill][skill]Shatterstone[/skill][skill]Glowing Ice[/skill][skill]Ice Spikes[/skill][skill]Glyph of Lesser Energy[/skill][skill]Resurrection Signet[/skill]
In both builds you can sub out Res Sig for any Resurrect you want. In the first build swap out a skill of AoR, and it can be used for PvP purposes.
Painbringer
Glyph of immolation with [skill]Steam[/skill] works nice together if you want to blind frees up an elite
Brian the Gladiator
[skill]shatterstone[/skill][skill]ice spikes[/skill][skill]blurred vision[/skill][skill]frozen burst[/skill][skill]ward against melee[/skill][skill]glyph of lesser energy[/skill][skill]water attunement[/skill][skill]death pact signet[/skill]
Water Magic --> 12+1+1
Earth Magic --> 10+1
Energy Storage --> 8+1
This build is mostly defensive. The thing you have to understand about water magic snares is that they only work if your party's casters kite from attacking melee enemies. That is how Water Magic works. You freeze up the enemy melee classes and then kite them. It basically uses the principle, "If you can't catch me, you can't hurt me."
I didn't exactly read every post before this, but use mine because everyone elses is bad.
Water Magic --> 12+1+1
Earth Magic --> 10+1
Energy Storage --> 8+1
This build is mostly defensive. The thing you have to understand about water magic snares is that they only work if your party's casters kite from attacking melee enemies. That is how Water Magic works. You freeze up the enemy melee classes and then kite them. It basically uses the principle, "If you can't catch me, you can't hurt me."
I didn't exactly read every post before this, but use mine because everyone elses is bad.
Dean Harper
actually, the first one does everything yours does, and has energy management, and doesnt waste points in Earth Magic that could be in ES. No offense, but i dont like people who rag on others like that.
Marverick
Why do you need so much in ES?
Ward against Melee is very helpful in mitigating damage, definitely worth the attributes. But Frozen Burst is bad, running into melee range to snare something with a spell that has aftercast?
Ward against Melee is very helpful in mitigating damage, definitely worth the attributes. But Frozen Burst is bad, running into melee range to snare something with a spell that has aftercast?
mrmango
ES is overrated.
Winterclaw
ES is great if you are running a mind blast build. If you aren't, it's usually better than multispeccing into another line which eats up bar space for a skill you don't get full potential out of.
Dr Strangelove
ES is worth bringing for most ele builds, if only for GoLE.
The innate effect is handy as well, but not in the way most people think. Energy storage is not energy management. It will never make up for having a bar that can't sustain itself, it will only give that bar an extra minute or so at the beginning of combat. If you've burned it all and have no way to get it all back quickly, it may as well not be there. However, it does give you the option to amp up your casting at a needed time during combat, such pumping out a bunch of extra utility to prevent a wipe. It also gives you a lot more options as far as energy management, since you have a larger margin of error in which to juggle the blue bar.
However, it's rare that it's worth maxing it. 8 or so is generally a nice place for it.
The innate effect is handy as well, but not in the way most people think. Energy storage is not energy management. It will never make up for having a bar that can't sustain itself, it will only give that bar an extra minute or so at the beginning of combat. If you've burned it all and have no way to get it all back quickly, it may as well not be there. However, it does give you the option to amp up your casting at a needed time during combat, such pumping out a bunch of extra utility to prevent a wipe. It also gives you a lot more options as far as energy management, since you have a larger margin of error in which to juggle the blue bar.
However, it's rare that it's worth maxing it. 8 or so is generally a nice place for it.