Searing Flames/Invoke.
Schmitty211
Which would be better for heros to run, they both can dish out some massive damage.
I also heard that almost all mobs in game have + armor to fire.
I also heard that almost all mobs in game have + armor to fire.
Sagittario
Prefer Invokers who can be easily turned into B-surge for areas with heavy psych dmg.
If you bring pair of SF eles, consider bringing para with They're on fire or mes with Fragility or derv with Reap Impurities, but remember Destroyers are immune to burging and high resistant to fire, so SF is useless against them, which makes you to completely rebuild your team for most EotN an some other areas.
If you bring pair of SF eles, consider bringing para with They're on fire or mes with Fragility or derv with Reap Impurities, but remember Destroyers are immune to burging and high resistant to fire, so SF is useless against them, which makes you to completely rebuild your team for most EotN an some other areas.
Xenomortis
Searing Flames is horrible; at least Invoke works.
Venganza
Quote:
Originally Posted by Schmitty211

Which would be better for heros to run, they both can dish out some massive damage.
Umm actually no, which is why Anet will be fixing up eles 
Air Magic at least has some utility against HM armor rating: when in doubt, reach for a mesmer

Air Magic at least has some utility against HM armor rating: when in doubt, reach for a mesmer

Cool Name
Quote:
Originally Posted by Schmitty211

Which would be better for heros to run, they both can dish out some massive damage.
I also heard that almost all mobs in game have + armor to fire. I just want to correct this: it isn't that mobs have +armor to fire, it is usually +armor to elemental damage, and usually only in HM. The reason fire does worse than air is because air magic has armor penetration. I think fire still does well in NM but I haven't played NM in quite a while so I might be wrong.
Another reason invoke is better is because it doesn't cause scatter, but is still kind of AoE.
I also heard that almost all mobs in game have + armor to fire. I just want to correct this: it isn't that mobs have +armor to fire, it is usually +armor to elemental damage, and usually only in HM. The reason fire does worse than air is because air magic has armor penetration. I think fire still does well in NM but I haven't played NM in quite a while so I might be wrong.
Another reason invoke is better is because it doesn't cause scatter, but is still kind of AoE.
Kunder
Past around 80ish armor your elemental spell in general start weakening noticeably, and 100+ makes them quite underpowered. Against the near-60 armor crowd SF reigns supreme. At about 80ish base armor you want cracked armor and/or armor penetration on your spells (so either another mesmer to spread conditions or switching to air). Once you get to 100 AL enemies you really want to have both cracked armor and AP spells, or to switch over to armor ignoring spells.
Generally this translates into SF making everything around lvl 20ish explode on sight, Invoke putting out the best damage against enemies around lvl 24-26, with lvl 28+ enemies causing significant damage drop off unless you take special measures to bypass their armor.
Of course, these are only rules of thumb based on the AL = 3 * lvl + prof bonus rule of thumb. Some monsters have an extra -20 or +20 to certain elements on top of that (destroyers being the biggest example, with their +20 vs fire), and others ignore it entirely and have haxx0rz 160 armor against everything (RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO these guys). That said, its possible to beat nearly anything even with SF, you just do it quite a bit slower.
On a side note, Air has the ability to inflict weakness/blindness, which can massively nerf the damage enemy physicals can output. I don't really count cracked armor for much since its single target while your nukes are AoE, though it combines very nicely with mesmer condition spreaders. Fire OTOH doesn't really have any support at all.
Also of note is that an upcoming update will apparently change all of this. Its expected that enemy armor will get a general nerf, though exactly what and how much isn't known.
Generally this translates into SF making everything around lvl 20ish explode on sight, Invoke putting out the best damage against enemies around lvl 24-26, with lvl 28+ enemies causing significant damage drop off unless you take special measures to bypass their armor.
Of course, these are only rules of thumb based on the AL = 3 * lvl + prof bonus rule of thumb. Some monsters have an extra -20 or +20 to certain elements on top of that (destroyers being the biggest example, with their +20 vs fire), and others ignore it entirely and have haxx0rz 160 armor against everything (RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO these guys). That said, its possible to beat nearly anything even with SF, you just do it quite a bit slower.
On a side note, Air has the ability to inflict weakness/blindness, which can massively nerf the damage enemy physicals can output. I don't really count cracked armor for much since its single target while your nukes are AoE, though it combines very nicely with mesmer condition spreaders. Fire OTOH doesn't really have any support at all.
Also of note is that an upcoming update will apparently change all of this. Its expected that enemy armor will get a general nerf, though exactly what and how much isn't known.
Xsiriss
In general air builds are better for Hm and very decent in NM too. You don't want to use any other element in HM and as people have said you can swap elites round for utlity(b-surge, thunderclap even) just makes it ace.
Kunder could you source this update note? I'm interested.
Kunder could you source this update note? I'm interested.
Lanier
Searing Flames does have an important upside (that it shares with discord). SF builds can rely entirely on SF for damage, meaning that you dont have to use up more space on your bar for more spells to inflict damage with (like you would with invoke). Therefore, you can devote more space on your bar for monk, necromancer, and rit support skills. Its really a very similar concept to discord - the only difference being that a devoted SF team will require BiP to assist with e-management (so that you don't have to devote the SF's entire bars to e-management).
Kunder
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Originally Posted by Xsiriss

Kunder could you source this update note? I'm interested.
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