Please Help Me With A Nuker AB Build!

whufc89

whufc89

Banned

Join Date: Dec 2007

UK

E/

I just started Alliance Battles today & took my air build which is basically a dual attune build with blinding flash, res, lightning hammer, orb etc etc. I do brilliant with this in RA & TA so didn't think anything of it when bringing it into AB.

I then realised that for AB's you need an AoE heavy build so I switched to my fire PvE build which is as follows:

[skill]elemental attunement[/skill][skill]fire attunement[/skill][skill]immolate[/skill][skill]searing heat[/skill][skill]rodgort's invocation[/skill][skill]fireball[/skill][skill]arcane echo[/skill][skill]resurrection signet[/skill]

I then found out you don't need a res signet so I took that out aswell.

My stats are:

Fire Magic - 16 (12+1+3)
Energy Storage - 12
Health - 585
Energy - 76

The thing is, I know that this isn't the best AoE heavy build I can be using for AB, so I'd appreciate it if anybody could help me out a little with which skills to use, thanks.

I have Proph, Factions & Nightfall

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

I'd consider perhaps taking points out of energy storage, putting 8 in Earth Prayers and using Mystic Regeneration, not only as health gain, but also as a cover enchantment. This is, of course, if you have Nightfall...

If you have Nightfall consider a typical Mind Blast build and incorporating Blinding Flash in there. Mind Blast is good at powering that sort of thing. Snares can be fun in AB also Perhaps instead of investing a little in Air you could use Water Magic snares...hell, Deep Freeze doesn't even need any attributes to be useful.

On a final note, check this thread out. It may or may not be useful, but it's not specifically for Alliance Battles:
http://www.guildwarsguru.com/forum/s...40#post3376440

whufc89

whufc89

Banned

Join Date: Dec 2007

UK

E/

Quote:
Originally Posted by Celestial Beaver
I'd consider perhaps taking points out of energy storage, putting 8 in Earth Prayers and using Mystic Regeneration, not only as health gain, but also as a cover enchantment. This is, of course, if you have Nightfall...

If you have Nightfall consider a typical Mind Blast build and incorporating Blinding Flash in there. Mind Blast is good at powering that sort of thing. Snares can be fun in AB also Perhaps instead of investing a little in Air you could use Water Magic snares...hell, Deep Freeze doesn't even need any attributes to be useful.

On a final note, check this thread out. It may or may not be useful, but it's not specifically for Alliance Battles:
http://www.guildwarsguru.com/forum/s...40#post3376440 Thanks for that. I don't understand why people suggest Mind Blast though as an elite. It only hits for 63 dmg at 16 Fire Magic & gives you 10 energy back. Surely running a dual attune build & being able to spam more powerful magic such as searing/teinai's heat & rodgorts invocation with basically infinite energy is better.

I'm guessing people only suggest Mind Blast because of the energy you get back, because the damage isn't impressive at all for an elite. I hope you understand what I'm getting at with the dual attune thingy I mentioned above.

Tab

Tab

Jungle Guide

Join Date: Oct 2006

Under a bridge

Team Quitter [QQ]

Mo/

Dual Attune is incredibly easy to shutdown and Mind Blast gives you far more versitility. You don't use it for damage, but to power other damage spells such as Rodgort's Invocation.
And while Dual Attune powers RI just as well, if even one of them is stripped, you're going to have difficulty spamming untill it recharges.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Mind Blast is far better over the long run for keeping your energy high. Even Dual Attunements will run you down in the end. Unless MB gets diverted or interrupted, a combination of Mind Blast and Fire Attunement is pretty amazing...not to mention that if your dual attunements get stripped (by someone like me, who does take enchantment removal into AB ) then you're pretty stuck for a while. Mind Blast will keep working if your attunements come off.

Not only that, but Mind Blast is better at keeping your energy up when you're using spells outwith the Fire Magic attribute, such as Blinding Flash, Wards, Snares, Aegis, PvE skills etc...

whufc89

whufc89

Banned

Join Date: Dec 2007

UK

E/

Quote:
Originally Posted by ibreaktoilets
Dual Attune is incredibly easy to shutdown and Mind Blast gives you far more versitility. You don't use it for damage, but to power other damage spells such as Rodgort's Invocation.
And while Dual Attune powers RI just as well, if even one of them is stripped, you're going to have difficulty spamming untill it recharges. But with a cover enchantment such as aura of restoration or MD which you can basically activate whenever you want due to the low recharge time, shouldn't this be sufficient in keeping the dual attune safe?

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by whufc89
But with a cover enchantment such as aura of restoration or MD which you can basically activate whenever you want due to the low recharge time, shouldn't this be sufficient in keeping the dual attune safe? Not in all cases.

Rend Enchantments, Gaze of Contempt, Well of the Profane, Shatterstorm, Test of Faith, Assault Enchantments and Lingering Curse will remove all enchantments. My Necro will often take Rend. It's a nice cheap skill for dealing with pesky Mystic Regen Eles , Earth Tanks and Invinci-Monks etc..

Avatar of Grenth Dervishes will strip them all pretty fast too...not that I see many of those around AB usually.

whufc89

whufc89

Banned

Join Date: Dec 2007

UK

E/

I know you're probably right as you seem to know more about it than me, but I can't help thinking that a different elite would be better than mind blast. It takes 5 energy to cast & you get back 10 energy and that's only IF you have more energy than target foe, so in actual fact you're only gaining 5 energy. Seeing as there's a lot of running around going on in AB, you don't really stay in 1 place long enough for your energy to reduce to 0 anyway.

Even if you start to get low energy, most of it will have regenerated by the time you run to the next outpost. I'm not doubting what you've said, I appreciate it, but was just thinking maybe I'd be better off with taking an elite such as [skill]savannah heat[/skill] or [skill]searing flames[/skill] along with [skill]fire attunement[/skill] & [skill]glyph of lesser energy[/skill]. I'm not sure really, I'm just throwing things out there to get some new ideas etc.

The truth is I'm worried (best word I could think of for it ) about ditching my dual attune as I remember having a big problem with maintaining energy with only 1 attune in the past. Ever since I got Ele Attunement I've ALWAYS used it alongside fire attunement. I've not even used SF or Savannah/Mind blast etc etc before so I'm afraid of change so to speak.

And on a final note, I know you recommended Mystic Regen already but do you think it's better than AoR as a self heal?

Thanks a lot.

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by whufc89
It takes 5 energy to cast & you get back 10 energy and that's only IF you have more energy than target foe, so in actual fact you're only gaining 5 energy. Seeing as there's a lot of running around going on in AB, you don't really stay in 1 place long enough for your energy to reduce to 0 anyway.
1. You're an Ele...so long as you keep using MB you will have more energy than your target, unless you target is another Ele.
2. With Fire Attunement, you gain 2 energy back from casting Mind Blast, so in fact you make a net gain of 7 energy. Seriously, it doesn't seem like much on paper, but it works well. If you find yoruself running low on energy...target a Warrior!

Quote: Originally Posted by whufc89
but was just thinking maybe I'd be better off with taking an elite such as [skill]savannah heat[/skill] I like Savannah Heat personally. Deep Freeze + Savannah Heat, or Mark of Rodgort + Savannah Heat + Gale seem to work well in AB. Also, a lot of other players in AB can be too stupid to move out of it.

Quote:
Originally Posted by whufc89
And on a final note, I know you recommended Mystic Regen already but do you think it's better than AoR as a self heal?

Thanks a lot. I think it's a more useful self heal than AoR. It keeps your health regen going even when you're not casting.

whufc89

whufc89

Banned

Join Date: Dec 2007

UK

E/

Also, I'm just looking at Mystic Regen. At 8 Earth Prayers it gives me +3 regen for each enchantment on me. If I wasn't using a dual attune build I'd only get a regen of +3 which is bascially no use at all. Even if I WAS using dual attune I'd still only get a regen of +6 when using it. Even healing breeze gives +7 at 8 healing which is 1 better than MD.

whufc89

whufc89

Banned

Join Date: Dec 2007

UK

E/

Quote:
Originally Posted by Celestial Beaver
I think it's a more useful self heal than AoR. It keeps your health regen going even when you're not casting. ^^ That's a good point, it hadn't crossed my mind, thanks.

Just incase you missed the post above this one, there is one there if you wouldn't mind checking it out!

Cebe

Cebe

The 5th Celestial Boss

Join Date: Jul 2006

Inverness, Scotland

The Cult of Scaro [WHO]

E/

Quote:
Originally Posted by whufc89
Also, I'm just looking at Mystic Regen. At 8 Earth Prayers it gives me +3 regen for each enchantment on me. If I wasn't using a dual attune build I'd only get a regen of +3 which is bascially no use at all. Even if I WAS using dual attune I'd still only get a regen of +6 when using it. Even healing breeze gives +7 at 8 healing which is 1 better than MD. If you use Flame Djinn's Haste in AB as a speed boost you'll get +9 regen from Mystic Regen, Flame Djinns and Fire Attunement. Mystic Regen also has a faster cast time than Healing Breeze, and it lasts longer. It's just "better value for energy" I guess.

Also, if you were using Dual Attunements with Mystic Regen, You'd get +9 regen, because Mystic Regen counts as an Enchantment for it's own purposes.

All it takes is for a Monk on another team to cast Protective Spirit on you as a good will gesture (as I tend to do if I can) and...wahey! Another +3 regen for a while! Mystic Regen is also more flexible than Healing Breeze.

whufc89

whufc89

Banned

Join Date: Dec 2007

UK

E/

Quote:
Originally Posted by Celestial Beaver
Mystic Regen counts as an Enchantment for it's own purposes. Aah right, I didn't realise that, thanks a lt for clearing it up

Anyway, I'm gonna go test a load of this out, so before I go I just want to say thanks a lot for taking your time to help me out so much, I appreciate it!

blurmedia

Banned

Join Date: Sep 2007

UNCONTROLLABLE RAGE [moko]

[skill]Mind Blast[/skill][skill]Rodgort's Invocation[/skill][skill]Liquid Flame[/skill][skill]Glyph of Sacrifice[/skill][skill]Meteor Shower[/skill][skill]Mystic Regeneration[/skill][skill]Flame Djinn's Haste[/skill][skill]Fire Attunement[/skill]

angmar_nite

angmar_nite

Jungle Guide

Join Date: Feb 2007

[SNOW] of [YUM]

E/

In AB assassin's promise is pretty win.

Glyph -> MS -> Assassin's promise ->deaths charge ->bed of coals -> flame djinn's haste.

Fire attunement. Can kill ANY npc, monks, necros, eles except wars.

And who needs to attack humans in AB?

Dr Strangelove

Dr Strangelove

Furnace Stoker

Join Date: Dec 2005

Wasting away again in Margaritaville

[HOTR]

Quote:
Originally Posted by blurmedia
[skill]Mind Blast[/skill][skill]Rodgort's Invocation[/skill][skill]Liquid Flame[/skill][skill]Glyph of Sacrifice[/skill][skill]Meteor Shower[/skill][skill]Mystic Regeneration[/skill][skill]Flame Djinn's Haste[/skill][skill]Fire Attunement[/skill] That's pretty close to what I run, and probably the best general template for an ele AB build. I've taken to searing heat over meteor shower, immolate over liquid flame, and blinding flash over glyph of sacrifice.

blue.rellik

blue.rellik

Forge Runner

Join Date: Feb 2007

Melbourne, Australia

None

W/

Quote:
Originally Posted by Celestial Beaver
Not in all cases.

Avatar of Grenth Dervishes will strip them all pretty fast too...not that I see many of those around AB usually. The only Avatar you see in AB is AoB

Turtle222

Turtle222

Wilds Pathfinder

Join Date: Oct 2007

:D:D

D/W

you need a speedbuff

Flame djinn haste is good for it

Amazing Stroopwafel

Academy Page

Join Date: Jan 2008

R/

hehe nukin in AB

take a guild team not just PuG and make 3 savanah heath eles and 1 water snare ele > total destruction

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Savannah Heat for AoE

Mind Blast/Dual Attunement with Rodgort/immolate for PvP and Nuking ability

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by Amazing Stroopwafel
hehe nukin in AB

take a guild team not just PuG and make 3 savanah heath eles and 1 water snare ele > total destruction Why bother? You only need 1 ele to clear a shrine.
The rest of a coordinated guild team should be classes to screw with the enemy teams and win skirmishes; a ZB or hybrid WoH monk, a cripshot ranger, then a 'sin or warrior or some other physical guy to kill other players outright.

BaconSoda

BaconSoda

Krytan Explorer

Join Date: Apr 2006

*Somewhere Under The Rainbow*

Leo

Me/

The problem with Savannah's Heat is that it's static. If anyone ever casts SH on me no matter what I'm doing I run out, and there is a great deal of damage negated. If you look at Searing Flames or Mind Blast builds there is still room for a static nuke, but it isn't the main form of damage, and isn't as easily countered by a single PS (since non-static damage can be spread and switched around for pressuring purposes, whereas static nukes cannot be moved) or a simple sidestep.

That's my reasoning for Searing Flames > Savannah's Heat.

PS: No Mr. Beaver, you cannot have an Ecto (as I don't have any >.>)

MarxF

MarxF

Academy Page

Join Date: Nov 2007

Europe

D/A

Quote:
Originally Posted by Stormlord Alex
Why bother? You only need 1 ele to clear a shrine.
The rest of a coordinated guild team should be classes to screw with the enemy teams and win skirmishes; a ZB or hybrid WoH monk, a cripshot ranger, then a 'sin or warrior or some other physical guy to kill other players outright. Very true. Only need a few cappers and a few stallers.

Sir Pandra Pierva

Sir Pandra Pierva

Forge Runner

Join Date: Apr 2007

Sardelec yelling at Tenshi

Angels Of Strife

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1 capper and 1 healer and 2 annoyers