Hi all,
I left the n00b land a while ago and now someone told me there were skills "Ward Against Melee" and "Ressurection Signet". Is there a way to get back or can I learn those elsewhere? It wouldn't be nice to start a new game since i'm already lvl9.
Thanks for your time.
About elementalist skills...
flr_
Cs Coldize
you can learn Ward Against Melee later near Kryta I think but you can never go back to get Res signet since its only located in Pre-searing ascalon.
Eclair
You can buy Res Signet from the skill trainer in Ascalon if you missed it in Pre-Ascalon.
Aalric
If you wish to know the exact location, Ward Against Melee is leant from Captain Greywind in the Ascalon Settlement.
DarkAynjil
Read the freaking STICKIES, pls.
Vermilion Okeanos
all the quest skill u can get from pre-searing will be with the skill trainer in ascalon. and all the quest skill from ascalon city to snow area will be at yak's bend... and all the north shiverpeak quest skills will be at lion's arch... so on...
Rhunex
Why do people like ward against melee...? I really never liked it compared to Ward Against Harm...and I really dislike when party members get mad at me for using Ward Against Harm instead of Ward Against Melee because htey want defense against what is "effecting" them. Does anyone know what Ward Against Harm does except Elementalists who use it??? it does defense to all types of damages(mine does 21) and even more defense vs. fire damage(mine does 47) and it stays their for 18 seconds, almost as long as the recharge...plus its cheap, and no casting time...
All Ward Against Melee does is increase your evade % against melee...not ranged...not spells...and in the end, Chain Lightning does more damage to Warriors(Tanks) than wild blow or whatever is your favorite enemy melee skill...
All Ward Against Melee does is increase your evade % against melee...not ranged...not spells...and in the end, Chain Lightning does more damage to Warriors(Tanks) than wild blow or whatever is your favorite enemy melee skill...
Keure
Unless you're dealing with a team heavy on warriors, Ward against Harm is better overall than Ward against Melee from a strict effect comparison, no doubt about it. Yet the opportunity cost (first you gotta invest in Water instead of Earth, and with that many points in Water, I'd take Water Trident anyday) hurts the spell alot, though you could definitely use it to support a team not wanting to die from the air ele spikers.
Personally, I like using Ward against Melee because a warrior can and will whiff disruption in the middle of one (monk breathing room is always good) and because it doesn't have this big opportunity cost.
Personally, I like using Ward against Melee because a warrior can and will whiff disruption in the middle of one (monk breathing room is always good) and because it doesn't have this big opportunity cost.