Water build for AB
Cosmic Error
I recently decided to take a break from Ritualists and use an elementalist. I'm not that expirenced with this profession. I chose Water Magic, since the idea of snaring someone and spamming damage spells appealed to me. I use this build, I find it works rather well in AB.
Water Magic 12+1+3
Energy Storage: 12
I have all Survivor insignas, and three energy boosting runes.
Skillz:
[card]Water Attunement[/card]
[card]Armor of Mist[/card]
[card]Deep Freeze[/card]
[card]Shard Storm[/card]
[card]Mind Freeze[/card](Very cheap and fast, I love it)
[card]Ice Spear[/card]
[card]Vapor Blade[/card]
[card]Maelstrom[/card]
So, I snare someone to prevent them from endangering me or running away, then spam Vapor blade and Ice Spear on them. If they're a caster, I use Maelstrom.
Water Magic 12+1+3
Energy Storage: 12
I have all Survivor insignas, and three energy boosting runes.
Skillz:
[card]Water Attunement[/card]
[card]Armor of Mist[/card]
[card]Deep Freeze[/card]
[card]Shard Storm[/card]
[card]Mind Freeze[/card](Very cheap and fast, I love it)
[card]Ice Spear[/card]
[card]Vapor Blade[/card]
[card]Maelstrom[/card]
So, I snare someone to prevent them from endangering me or running away, then spam Vapor blade and Ice Spear on them. If they're a caster, I use Maelstrom.
Snow Bunny
You have 2 spells causing exhaustion.
GG?
GG?
Yichi
well, playing a mb ele, I'll know who to target for free energy...
Tyla
Quote:
Originally Posted by Yichi
well, playing a mb ele, I'll know who to target for free energy...
QFT.
<12chars>
<12chars>
Trax Reborn
no arua of rest, no glyph of lesser energy= ftl water elem
JoeKnowMo
Replace:
[card]Mind Freeze[/card] with [card]Shatterstone[/card] (for high damage) or [card]Water Trident[/card] (for KD annoyance)
[card]Shard Storm[/card] with [card]Ice Spikes[/card] (AoE is generally more useful in AB)
[card]Ice Spear[/card] with [card]Mystic Regeneration[/card] (self-heals are gud)
[card]Vapor Blade[/card] with [wiki]Glowing Ice[/wiki] or [card]Glyph of Lesser Energy[/card] (e-mgmt is gud)
[card]Mind Freeze[/card] with [card]Shatterstone[/card] (for high damage) or [card]Water Trident[/card] (for KD annoyance)
[card]Shard Storm[/card] with [card]Ice Spikes[/card] (AoE is generally more useful in AB)
[card]Ice Spear[/card] with [card]Mystic Regeneration[/card] (self-heals are gud)
[card]Vapor Blade[/card] with [wiki]Glowing Ice[/wiki] or [card]Glyph of Lesser Energy[/card] (e-mgmt is gud)
Boogz
replace [card]Shard Storm[/card] with [card]Freezing Gust[/card]
and use the suggestions from the post above this one
and use the suggestions from the post above this one
ZenRgy
Use a major rune or a minor (anything but a superior), take off those energy boosting runes.
Cosmic Error
Quote:
Originally Posted by ZenRgy
Use a major rune, take off those energy boosting runes.
I have a major water rune, but why must I remove the energy runes?
ZenRgy
Quote:
Originally Posted by Cosmic Error
Winterclaw
You need GoS to keep Armor of mist up all the time.
You need a better elite.
Ice spear is bad.
Vapor blade isn't much better unless you have enchantment removal.
Maelstrom is blah.
No GoLE.
You need a better elite.
Ice spear is bad.
Vapor blade isn't much better unless you have enchantment removal.
Maelstrom is blah.
No GoLE.
Cosmic Error
Quote:
Originally Posted by ZenRgy
Current skillset:
[card]Water Attunement[/card]
[card]Glyph of Lesser Energy[/card]
[card]Armor of Mist[/card]
[card]Deep Freeze[/card]
[card]Ice Spikes[/card]
[card]Freezing Gust[/card]
[card]Vapor Blade[/card]
[card]Shatterstone[/card]
ZenRgy
Runes of Vitae, sup vigor?
Snow Bunny
Quote:
Originally Posted by Cosmic Error
Yes, but what do I use the four empty rune slots for then?
Current skillset:
[card]Water Attunement[/card]
[card]Glyph of Lesser Energy[/card]
[card]Armor of Mist[/card]
[card]Deep Freeze[/card]
[card]Ice Spikes[/card]
[card]Freezing Gust[/card]
[card]Vapor Blade[/card]
[card]Shatterstone[/card] Swap in Mending touch for some condition removal.
Current skillset:
[card]Water Attunement[/card]
[card]Glyph of Lesser Energy[/card]
[card]Armor of Mist[/card]
[card]Deep Freeze[/card]
[card]Ice Spikes[/card]
[card]Freezing Gust[/card]
[card]Vapor Blade[/card]
[card]Shatterstone[/card] Swap in Mending touch for some condition removal.
blue.rellik
Quote:
Originally Posted by Cosmic Error
Yes, but what do I use the four empty rune slots for then?
i herd +life is gud
Cosmic Error
Quote:
Originally Posted by ZenRgy
Runes of Vitae, sup vigor?
Okay, I'm using Vitae runes right now.
I don't have mending touch on my skill bar, so I can't swap it out for condition removal.
I don't have mending touch on my skill bar, so I can't swap it out for condition removal.
Shyft the Pyro
Quote:
Originally Posted by Cosmic Error
I don't have mending touch on my skill bar, so I can't swap it out for condition removal.
Your build looks good, but I prefer to run fire when I AB. SH lets you clean pretty much all shrines by yourself, and Flame Djinn's Haste provides a constant speed boost. It's not as good for killing players, but killing players isn't how you win in AB
Skyros
if you can fit it in anywhere... blurred vision is always nice.
id take out the mind freeze for shatter or water trident as said in previous posts.
the maelstrom is real nice to have when capping caster shrines or on mobs of enemies in general.
id take out the mind freeze for shatter or water trident as said in previous posts.
the maelstrom is real nice to have when capping caster shrines or on mobs of enemies in general.
Fire Childe
Ice Spikes
Freezing Gust
Frozen Burst
Grasping Earth
Water Trident (e)
Armour of Mist
Water Attunement
Glyph of Lesser Energy
Water Magic - 12 + 1 + 1
Energy Storage - 10 + 1
Earth Magic - residue
played with:
Water Trident (e)
Shard Storm
Freezing Gust
Vapour Blade
Auspicious Incantation
Deep Freeze
Armour of Mist
Water Attunement
Water Magic - 12 + 1 + 1
Energy Storage - 10 + 1
Inspiration - residue
All Survivor insignias the usual guff.
Designed to be played with an AoB Derv spike + Death's Charge and WoH prot hybrid with Return. The monk doesn't have sprint so you can periodically teleport to one of the aforementioned sprinters when you start getting left behind. Awwww.
It is mostly designed for running from shrine to shrine and capping alters, deterring persuers by pounding them with slow hexes and then running away. Its pretty hilarious against anything melee and all persuers give up eventually. Usually sooner rather than later.
We have playing this a few times and alternating with Mind Freeze (e) on one of the water eles and we would chase around Grenz encountering this same warrior in primeval armor. We sort of harassed him a couple of times with Freezing Gust + Water Trident - it became regular enough that every time we saw him we would break off and hunt down our prey again. After a few deaths he just started to run away as soon as we came into radar range.
Played this in a mob too and even though mobbing probably isn't a good idea if you actually want to win in AB, its pretty hilarious fun with some extra firepower. Everybody runs. They all fail.
Freezing Gust
Frozen Burst
Grasping Earth
Water Trident (e)
Armour of Mist
Water Attunement
Glyph of Lesser Energy
Water Magic - 12 + 1 + 1
Energy Storage - 10 + 1
Earth Magic - residue
played with:
Water Trident (e)
Shard Storm
Freezing Gust
Vapour Blade
Auspicious Incantation
Deep Freeze
Armour of Mist
Water Attunement
Water Magic - 12 + 1 + 1
Energy Storage - 10 + 1
Inspiration - residue
All Survivor insignias the usual guff.
Designed to be played with an AoB Derv spike + Death's Charge and WoH prot hybrid with Return. The monk doesn't have sprint so you can periodically teleport to one of the aforementioned sprinters when you start getting left behind. Awwww.
It is mostly designed for running from shrine to shrine and capping alters, deterring persuers by pounding them with slow hexes and then running away. Its pretty hilarious against anything melee and all persuers give up eventually. Usually sooner rather than later.
We have playing this a few times and alternating with Mind Freeze (e) on one of the water eles and we would chase around Grenz encountering this same warrior in primeval armor. We sort of harassed him a couple of times with Freezing Gust + Water Trident - it became regular enough that every time we saw him we would break off and hunt down our prey again. After a few deaths he just started to run away as soon as we came into radar range.
Played this in a mob too and even though mobbing probably isn't a good idea if you actually want to win in AB, its pretty hilarious fun with some extra firepower. Everybody runs. They all fail.
Sir Pandra Pierva
water trident plus glyph of imolation is always good for some laughs
CKaz
for AB since it came up, I've been having a lot of fun with air
it's not a capping build but it's sure fun vs warrs, 'sins that think 'easy kill'
[pure capping you'd probably go with fire aoe bombs, even e/a PBAOE]
lately i've done e/d -
basically it's 3 dmg skills, blinding flash, then the enchants
ele attune (E), air attune, mystic regen (derv), storm djinns haste
can really do a nice job on cap assist as well as mixing it up in fights
I've done fire/air as well (fire dmg, air blind and KD as needed) but it's a little more difficult on energy, and obviously more split attrib/bar
but nothing wrong with some water fun there too
earth shouts more pve to me but could probably have fun there too
Back to topic and water, yeah have water attune, armor of mist is fine, and right think about e/d and adding mystic regen, damage skills to taste.
I'd say your fine with your elite on water dmg spell, but otherwise consider ele attune for your elite and 3 dmg spells with some spamability across 'em
it's not a capping build but it's sure fun vs warrs, 'sins that think 'easy kill'
[pure capping you'd probably go with fire aoe bombs, even e/a PBAOE]
lately i've done e/d -
basically it's 3 dmg skills, blinding flash, then the enchants
ele attune (E), air attune, mystic regen (derv), storm djinns haste
can really do a nice job on cap assist as well as mixing it up in fights
I've done fire/air as well (fire dmg, air blind and KD as needed) but it's a little more difficult on energy, and obviously more split attrib/bar
but nothing wrong with some water fun there too
earth shouts more pve to me but could probably have fun there too
Back to topic and water, yeah have water attune, armor of mist is fine, and right think about e/d and adding mystic regen, damage skills to taste.
I'd say your fine with your elite on water dmg spell, but otherwise consider ele attune for your elite and 3 dmg spells with some spamability across 'em