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Originally Posted by Vampire of Bone

Heroes can use any skills unlocked on your account, you can unlock skills using 1000 balthazar faction which can be obtained through pvp matches.
By obtaining a skill on any character you unlock it for use on all pvp characters and heroes (to use it on a different pve character than the one on which you originally obtained it you will have to use a tome).
Hope that clears it up.
Also try checking wiki's notes on the quest, often they have helpful hints about which skills might be helpful and the best route to take.
Oh wow, ok thanks so much!
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Originally Posted by Frangeo Munda

Ok, so let's talk about Fire first. A lot of new ele players gravitate towards fire because it's, well, fire. It's big, explosive, does some nice AoE damage, and hey, you can rain down meteors from the sky! However, Fire is bad in this particular quest simply because Destroyers (the primary enemy of that quest) have incredibly high defense against it. They're all immune to burning (except for one, which I can't mention because it's a spoiler :P). They've also all got absurdly high armor vs. fire. For example, consider the elementalist skill Fireball, which does 91 Fire damage at 12 Fire magic. A Destroyer of Earth has 180 armor vs. fire damage, meaning that your big Fire spell will do a measly 11 damage (not taking into account level difference; because you're lower level than he is, you'll do even less damage!).
Next, get max armor. There's an armor trader in Boreal Station that can give you a relatively cheap set of max armor. Elementalists and other caster professions already have really low max armor. Having non-max armor basically highlights you as a great target for the enemy to whack.
When you can afford it, get a few runes. As an ele, you probably don't need the basic energy runes (Radiant, Attunement), as your primary attribute can compensate for that. I usually slap on a single Superior rune of my chosen element, a minor Energy Storage rune, and then whatever else. Need more health? Use a Survivor insignia. Are you always enchanted by something like Fire Attunement? Try Blessed insignae.
I wouldn't. Smiting isn't all that powerful, and arguably its most powerful elite skill, Ray of Judgement, relies somewhat on burning for damage (which, as I said above, destroyers are immune to). Instead, slap a few heals on the necro, and make the rest of his or her skills Death Magic or Curses or Blood (choose one, don't go for all three). Death Magic means minions, good cold damage (Destroyers don't like cold), and poison. Curses means destroyers self-inflicting damage, and some nice AoE stuff. Blood means lifestealing and some decent spiking (quick damage) ability. Again, do not do smiting; do healing (monk), Soul reaping (Necro), and one other Necro attribute.
An alt is just an Alternate Character. You should have at least 4 character slots open on that account, with one being filled with the ele you're talking about.
No problem; that's how we all started, even if some of us don't always admit it!
Also, I'd like to remind you that EotN henchmen aren't all that bad. If you have a hero, for example MOX, for whom you really just can't put together a good build, consider dropping him and bringing a hero. For example, Destroyers are weak to Lightning damage, and Aidan (ranger hench) uses the skill Barrage with a lightning bow. That means some rather nice AoE Lightning damage. Lo Sha, the mez henchie, uses the skill Ineptitude, which will cause blind to all of the Destroyers. Destroyers have no condition removal, so a mob of blind destroyers becomes nearly harmless.
Veterans of GW, with all possible skills unlocked on their accounts, often immediately tell new players to get this hero bar and that hero bar. It's entirely possible, however, for a newer player to play through EotN with only three heroes and 4 henchies.
Oh ok. That's a lot of stuff I didn't know, I appreciate you going through all of that with me thanks!
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Originally Posted by Kendil
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