Which Build Do You Prefer For AB Out of These Two?
whufc89
After a long time of testing different builds I feel I've now found the perfect AB build for ME. It may not be the best for others but I like it therefore I'm gonna stick with it.
The thing is, I'm not sure which of these 2 builds to run. The only difference is that one of them has a self heal & one of them doesn't but the one with the self heal has less fire power.
Anyway, here's the non self heal build:
[skill]fire attunement[/skill][skill]glyph of sacrifice[/skill][skill]meteor shower[/skill][skill]Assassin's promise[/skill][skill]death's charge[/skill][skill]bed of coals[/skill][skill]flame djinn's haste[/skill][skill]searing heat[/skill]
Fire Magic - 16
Energy Storage - 10
Deadly Arts - 8
And here's the self heal build (took Searing Heat out for Shadow Refuge):
[skill]fire attunement[/skill][skill]glyph of sacrifice[/skill][skill]meteor shower[/skill][skill]Assassin's promise[/skill][skill]death's charge[/skill][skill]bed of coals[/skill][skill]flame djinn's haste[/skill][skill]shadow refuge[/skill]
Fire Magic - 16
Energy Storage - 10
Deadly Arts - 6
Shadow Arts - 6
EDIT: CHANGED DEADLY FROM 8-6 & SHADOW FROM 2-6
I use the skills in order. Fire attune to keep energy up, glyph then MS to cast it instantly, then AP so that my skills recharge once enemy dies, then bed of coals so that when MS knocks them down they get set on fire for 7 secs, then flame djinn's haste for an extra bit of damage and to get away quick, then either searing heat to finish them off or shadow refuge to heal.
I'd appreciate knowing which you feel is the better overall build for AB. Thanks.
The thing is, I'm not sure which of these 2 builds to run. The only difference is that one of them has a self heal & one of them doesn't but the one with the self heal has less fire power.
Anyway, here's the non self heal build:
[skill]fire attunement[/skill][skill]glyph of sacrifice[/skill][skill]meteor shower[/skill][skill]Assassin's promise[/skill][skill]death's charge[/skill][skill]bed of coals[/skill][skill]flame djinn's haste[/skill][skill]searing heat[/skill]
Fire Magic - 16
Energy Storage - 10
Deadly Arts - 8
And here's the self heal build (took Searing Heat out for Shadow Refuge):
[skill]fire attunement[/skill][skill]glyph of sacrifice[/skill][skill]meteor shower[/skill][skill]Assassin's promise[/skill][skill]death's charge[/skill][skill]bed of coals[/skill][skill]flame djinn's haste[/skill][skill]shadow refuge[/skill]
Fire Magic - 16
Energy Storage - 10
Deadly Arts - 6
Shadow Arts - 6
EDIT: CHANGED DEADLY FROM 8-6 & SHADOW FROM 2-6
I use the skills in order. Fire attune to keep energy up, glyph then MS to cast it instantly, then AP so that my skills recharge once enemy dies, then bed of coals so that when MS knocks them down they get set on fire for 7 secs, then flame djinn's haste for an extra bit of damage and to get away quick, then either searing heat to finish them off or shadow refuge to heal.
I'd appreciate knowing which you feel is the better overall build for AB. Thanks.
Kyrein
i'd go with the top one personally, but it could be improved on
look me up ingame if you want some tips
look me up ingame if you want some tips
NathanMurray
Wow this one is tricky to decide on hmmmmm................. I think I would agree with Kyrein on this one if it were me I'd pick the top one.
I Will Heal You Ally
Hmmm... 2nd. There are a lot of better AB builds but out of those two with those setups 2nd is better cuz of selfheal... even if you run away you'll find that in AB there are a lot of degen
EDIT: Hmm no points invested in the heal so I'll go for first one ... invest somepoints 6-8 regen and use the 2nd. instead of that use glyh of rest
EDIT: Hmm no points invested in the heal so I'll go for first one ... invest somepoints 6-8 regen and use the 2nd. instead of that use glyh of rest
whufc89
I realise there's a whole load of other ele AB builds out there, but the ones I've seen so far such as the mind blast/mystic regen incorporated ones just don't feel right when I'm running it. So far I like this one a lot & I feel comfortable using it, so I'm gonna stick with it for a while.
I found it weird that 2 of you picked the first build considering it has no self heal whatsoever
Thanks a lot anyway.
Oh & Kyrein I'll take you up on that, thanks
I found it weird that 2 of you picked the first build considering it has no self heal whatsoever
Thanks a lot anyway.
Oh & Kyrein I'll take you up on that, thanks
whufc89
Quote:
Originally Posted by I Will Heal You Ally
Hmmm... 2nd. There are a lot of better AB builds but out of those two with those setups 2nd is better cuz of selfheal... even if you run away you'll find that in AB there are a lot of degen
EDIT: Hmm no points invested in the heal so I'll go for first one ... invest somepoints 6-8 regen and use the 2nd. instead of that use glyh of rest How about:
Fire - 16 (12+1+3)
Energy - 10
Deadly Arts - 6
Shadow Arts - 6
That gives shadow arts, +7 health regen for 6 seconds. Also gives Assassin's Promise 9 seconds to work & 11 energy if target foe dies.
EDIT: Hmm no points invested in the heal so I'll go for first one ... invest somepoints 6-8 regen and use the 2nd. instead of that use glyh of rest How about:
Fire - 16 (12+1+3)
Energy - 10
Deadly Arts - 6
Shadow Arts - 6
That gives shadow arts, +7 health regen for 6 seconds. Also gives Assassin's Promise 9 seconds to work & 11 energy if target foe dies.
Kyrein
double post........edit it next time
Coloneh
the first one i guess. but AP nuking sucks, not sure how you expect to kill a player with either of those bars.
whufc89
The build is based around clearing & capping shrines. I don't like to focus too much on killing human players.
Syntonic
My suggestion would be to take the first. With either of those builds, you are going to die to any half decent players if they don't decide to ignore you. At least with the first build, you clear shrines slightly faster. I'm not sure exactly how much good you are accomplishing though since MB+RI or other ele builds clear shrines just as well but also are able to provide at least damage assistance against players when necessary.
Sir Pandra Pierva
first off let me say congrats on remaking an old bar.........
top one though
top one though
whufc89
Quote:
Originally Posted by Sir Pandra Pierva
first off let me say congrats on remaking an old bar.........
/sarcasm?
Asrial
You should really work in some better healing for those moments where you're not near enemies and low on health (or degenning). From my AB experiences, I've died alot less when I could heal up during transitions.
..and ignore people like Pandra.. (which there's alot of in the build area, bleh)
..and ignore people like Pandra.. (which there's alot of in the build area, bleh)
Tyla
Lose the superior runes.
If you're running shadow arts, use Feigned Neutrality instead of Shadow Refuge.
But seriously, it is a very old bar....
If you're running shadow arts, use Feigned Neutrality instead of Shadow Refuge.
But seriously, it is a very old bar....
Coloneh
a very old bar that no one uses for good reason. this isnt even as good as echo nuking.
Terraban
Maybe take Smoke Powder Defense for all of the narutards?
Ensign
Feigned Neutrality in the flex slot. This character is for clearing shrine NPCs and nothing else.
Bowstring Badass
Quote:
Originally Posted by Ensign
Feigned Neutrality in the flex slot. This character is for clearing shrine NPCs and nothing else.
Normally I would say Shadow Refuge or go with StormLord Alec's answer for favorite regen skill Restful Breeze.
I wouldn't even bother running a regen skill because if you get caught it won't save you in AB imo... Then again it could help.
Normally I would say Shadow Refuge or go with StormLord Alec's answer for favorite regen skill Restful Breeze.
I wouldn't even bother running a regen skill because if you get caught it won't save you in AB imo... Then again it could help.
whufc89
OK 4 people have now said it's a very old bar so I was just wondering WHY it isn't used anymore. Also, what replacement bar could I use? I tried dual attune but it's too much hassle having to keep both of them running, then Mystic Regen for healing, then flame djinn's etc.
I then tried a mind blast build in order to keep energy up but it didn't feel right. I'm willing to give anything a try though so if any of you have a decent AB build for an elementalist, I'd appreciate it if you could share it with me, thanks.
It just seems that necros, warrior, mesmer etc etc have the perfect build for AB which a load of other people use aswell (such as shock axe etc) but there doesn't seem to be a "cookie cutter" build for an ele in AB, which would be useful.
I then tried a mind blast build in order to keep energy up but it didn't feel right. I'm willing to give anything a try though so if any of you have a decent AB build for an elementalist, I'd appreciate it if you could share it with me, thanks.
It just seems that necros, warrior, mesmer etc etc have the perfect build for AB which a load of other people use aswell (such as shock axe etc) but there doesn't seem to be a "cookie cutter" build for an ele in AB, which would be useful.
Sacratus Ignis
AP nuking is an old build, works incredibly well in some situations esp combined with PvE only skill Finish Him! it isn't used that much because unlike the ideal cookie cutter build, it only works if you run it quite well and don't suck. If you miscast promise once and don't kill in time or don't cast before enemy dies, your bar is effectively useless for the entire recast timer.
the most effective ele bar i came up with is a sandstorming earth ele tank. The build works best for capping shrines but is also effective at survival and nuking groups of enemies if they mob up.
It went something like...
earth attunement, sandstorm, churning earth, stone daggers, armor of earth, stoneflesh aura, dwayna's touch, and enchanted haste.
as long as you have at least one of the first 3 enchants up, enchanted haste is a great running skill for moving from shrine to shrine, chasing, and running. Although with stoneflesh and armor of earth you should take hardly any dmg except through degen, dwayna's touch is a fast and cost effective heal even at lower wind prayers. And then your earth nukes are great against the bunched up groups you'll find at shrines - spam stone daggers against any single target.
the most effective ele bar i came up with is a sandstorming earth ele tank. The build works best for capping shrines but is also effective at survival and nuking groups of enemies if they mob up.
It went something like...
earth attunement, sandstorm, churning earth, stone daggers, armor of earth, stoneflesh aura, dwayna's touch, and enchanted haste.
as long as you have at least one of the first 3 enchants up, enchanted haste is a great running skill for moving from shrine to shrine, chasing, and running. Although with stoneflesh and armor of earth you should take hardly any dmg except through degen, dwayna's touch is a fast and cost effective heal even at lower wind prayers. And then your earth nukes are great against the bunched up groups you'll find at shrines - spam stone daggers against any single target.
Ensign
Quote:
Originally Posted by whufc89
OK 4 people have now said it's a very old bar so I was just wondering WHY it isn't used anymore.
It's a character that can only wipe NPCs (and stupid players) off of shrines. It doesn't do anything else. It was used in the first place because any moron could use it to wipe a shrine (target shrine NPC, push 1-8 in order, move to next shrine) - and if you watch the number of players who suicide on shrines, that's not a worthless role.
It's still used plenty. However you don't see a lot of support for it amongst more seasoned players because pretty much any Fire Ele bar can wipe out a shrine without trouble. In the bad player meta it's still going strong though, since it's one of the easiest builds to run, single minded, and functional.
It's still used plenty. However you don't see a lot of support for it amongst more seasoned players because pretty much any Fire Ele bar can wipe out a shrine without trouble. In the bad player meta it's still going strong though, since it's one of the easiest builds to run, single minded, and functional.
whufc89
OK considering the amount of negative views on the AP build I've decided to change it for the following, can you let me know what you think, thanks:
[skill]fire attunement[/skill][skill]flame djinn's haste[/skill][skill]mystic regeneration[/skill][skill]immolate[/skill][skill]savannah heat[/skill][skill]searing heat[/skill][skill]rodgort's invocation[/skill][skill]fireball[/skill]
Fire Magic - 16
Energy Storage - 10
Earth Prayers - 8
[skill]fire attunement[/skill][skill]flame djinn's haste[/skill][skill]mystic regeneration[/skill][skill]immolate[/skill][skill]savannah heat[/skill][skill]searing heat[/skill][skill]rodgort's invocation[/skill][skill]fireball[/skill]
Fire Magic - 16
Energy Storage - 10
Earth Prayers - 8
Sacratus Ignis
run the build i suggested at the end of the last page. it's better than your newer one lol. as much dmg, better run skill, and you dont take any dmg.
whufc89
Quote:
Originally Posted by Sacratus Ignis
run the build i suggested at the end of the last page. it's better than your newer one lol. as much dmg, better run skill, and you dont take any dmg.
I'll give it a shot, thanks
beanerman_99
What do you want your role to be when you AB?
If it is purely to cap shrines then set up your bar to do that. This, to me, is not necessarily a bad thing. Everyone yells at each other to "cap cap!!1" so you would fill that role nicely. Many times I find myself the only person actively doing the capping! So I set up my bar to cap, run to next shrine, cap, run to next shrine, rinse and repeat. My job is to cap and try to avoid the other team mobs.
If it is to take on the opposing team then you should do that. That includes doing damage AND keeping yourself alive.
The best advice anyone can really give is to try your bars out and then make adjustments. I run a ele/sin build that is mostly AoE fire spells for taking out shrines. But I also added dash to get away from enemies, Feigned Neutrality for some self heal, and my fav..Hidden Caltrops to cripple the opposing players in my AoE's. Works quite well and its fun!
If it is purely to cap shrines then set up your bar to do that. This, to me, is not necessarily a bad thing. Everyone yells at each other to "cap cap!!1" so you would fill that role nicely. Many times I find myself the only person actively doing the capping! So I set up my bar to cap, run to next shrine, cap, run to next shrine, rinse and repeat. My job is to cap and try to avoid the other team mobs.
If it is to take on the opposing team then you should do that. That includes doing damage AND keeping yourself alive.
The best advice anyone can really give is to try your bars out and then make adjustments. I run a ele/sin build that is mostly AoE fire spells for taking out shrines. But I also added dash to get away from enemies, Feigned Neutrality for some self heal, and my fav..Hidden Caltrops to cripple the opposing players in my AoE's. Works quite well and its fun!
Coloneh
If you want to be able to solo car build for that. bring 3 heats and some earth enchantments. as long as you can bunch up the NPCs and not die, triple heats wipe nearly anything.