14 May 2008 at 00:17 - 12
Quote:
Interesting... so with a dual attune I assume the energy return isn't additive? What does it work to, like 66%?
It returns energy equal to an integer of (do each calculation separately): 50%, then 30%+1.
For a 25 energy skill, dual attune will give back 12+8 energy.
15, 7+5 energy
10, 5+4 energy
5, 2+2 energy
14 May 2008 at 01:53 - 14
Savannah Heat
Searing
Gole
Utility
Utility
Splinter
A.Rage
Death Pact
AoE ftwww
14 May 2008 at 18:42 - 15
Has anyone tested the Ele Fire Build that uses Assassins Promise on a hero?
If the nec heros can use signets properly then an ele hero should be able to us AP properly...making for a strong hero build.
http://www.pvxwiki.com/wiki/Build:E/..._Promise_Nuker
14 May 2008 at 18:59 - 16
No... Heroes try to use it only when monster is low on health, regardless if it's a boss that will be healed in few seconds/AP on him doesn't make sense. Plus they fail at Glyph.
15 May 2008 at 15:37 - 17
never ever EVUR use [arcane echo] on a hero, they are bad at it.
Also @ Abedeus,
If aomething doesnt get a heal when it is below 5% of it's maximum HP, it probably wont get it ever and will die, heroes seem to use AP at exactly that moment, they use the hex quite well.
I used AP for some time on my heroes (including monks  ) and liked how it worked so you are wrong about heroes being bad at it.
15 May 2008 at 16:25 - 18
Maybe u can check at
http://www.pvxwiki.com/wiki/Build:E/Rt_SH_Splinter_Hero
http://www.pvxwiki.com/wiki/Build:E/...s_Elementalist
http://www.pvxwiki.com/wiki/Build:E/...tterstone_Hero
I hope i helped you
15 May 2008 at 16:45 - 19
On the first 2 builds...
Radiant Insignias are bad. Especially on an Elementalist, as you have a high energy pool option on your primary attribute.
-Health runes are only good for hitting breakpoints.
And the SF lacks a 40/40 set.
15 May 2008 at 20:24 - 20
The best one i know of.
[searing flames][glowing gaze][liquid flame][meteor shower][power drain][glyph of lesser energy][fire attunement][resurrection signet]
16 May 2008 at 02:09 - 21
Quote:
Originally Posted by la_cabra_de_vida
The best one i know of.
[searing flames][glowing gaze][liquid flame][meteor shower][power drain][glyph of lesser energy][fire attunement][resurrection signet]
[Leech Signet] can replace [Meteor Shower]. Imo [meteor shower] is bad. Long cast time, unpredictable KDs. You be better off spamming 3 more [searing flames]
But since OP loves Meteor showers, it can stay
Edit: Maybe unpredicatable is not the right word, but you get the what i am trying to say
16 May 2008 at 16:16 - 22
[Searing Flames][Glowing Gaze][Liquid Flame][Searing Heat][Power Drain]or[Leech Signet][Glyph of Lesser Energy][Fire Attunement][Resurrection Signet]
I guess that would be fairly stable, although I actually never use elementalist heroes because they fail at pretty much every build I give them. Luckily I am ele myself.. Btw, don't count on the heroes using Searing Heat properly...
17 May 2008 at 20:11 - 23
[Elementalist Fire Hero;OgNDoMz/IkCu0LGju00AjMB]
That's what i use on my heroes, when i used searing flames my heroes ALWAYS ran out of energy. With this they can cast everything they want. If you aren't in a very hard area you can replace rebirth with another skill ( I use searing heat, or tenai's heat ), otherwise rebirth can be useful, because an Ele is a caster, casters can run away from the fight really fast, and ress the group.
Some people think meteor shower costs too much energy etc. but you get 90% back with dual attunement, the other 10% he can get back from regeneration, so actually meteor shower costs NO energy with this. The other reason why MS is a really good skill, especially in hard area's, is that MS knocks them down, so they can't really use skills, and that's huge damage reduction..
make sure your ele always has both attunements on, sometimes he needs some help with that..
@ runes its not very important, but NEVER use a sup fire magic rune on a hero ele, he loses too much health there. I gave him a major fire magic, and it works fine.
Dae
BTW, when my guildies etc post ele hero fire builds, in all of them there are some skills who only affect there adjacent/ nearby/ in the area location ( Example : [Inferno]), but when you give them these skills they are going to run to the enemies and use the skills next to them, after 3 secs your foes aren't attacking your tanks anymore but your ele's! Conclusion : Dont give your ele heroes these skills , but give them spells they can cast far away, so your ele's are safe.
17 May 2008 at 20:12 - 24
I would put a Ward on that bar, Dae.
If you're going pure damage, you might aswell go Searing Flames.
18 May 2008 at 09:32 - 25
Searing Flames
Drain Enchantment
Power Drain
Glowing Gaze
Meteor - for the single mob 100 dmg kd / interrupt for 5e (yeah yeah call me nub but it does the biz)
Fire Attunement
Gylph of Lesser..
Mantra of (what ever the primary damage type of the zone enemies are)
i dont use rez on anyone but my monk heroes coz i likes it uber hard!!
Spamming of the SF for obvious reasons, Heroes use PD very well DE is always usefull - this is my Acolyte Sosu bar and.. He be "Guardian of" with it.
2 cents of mine...
20 May 2008 at 09:49 - 26
PLZ dont use Rebirth, ele hero with no energy anyone? Possibly disable it but id still rather take something like [resurrect] or [flesh of my flesh] as my res
My "normal" fire ele bar
[searing flames][glowing gaze][fire attunement][power drain][glyph of lesser energy][resurrection signet][liquid flame][leech signet]
I change out leech sig for something like meteor shower or something on occasion but with the AI interrupt ability it seems to work well.
If you are going SF then make sure you have 2 of them or more to benefit from it.
If not then consider something similar to the channeling/blinding (Vekk does this well IMO)
[elemental attunement][blinding flash][air attunement][enervating charge][shell shock][splinter weapon][ancestors rage]
Thats pretty much Antithesis' build as well as I can remember of the top of my head without access to my templates atm. Blind, weakness and cracked armor, plenty of melee hate there with splinter weapon buff to your physicals etc.
I very rarely run a earth ele, mainly just if I need the appropriate ward (anti knockdown mostly) and I do have a snare based water ele somewhere with [ice spikes][water attunement][shatterstone][glowing ice] etc
BTW dont forget that with 0 attrib in water, [maelstrom] will still interrupt AoE so you can just slot that in a fire ele bar if you want it and barring the E cost thats your interrupt job done.
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