UPDATE: My completed E/Me Air/Domination Build
Ibanezgtrsst07
I know I've posted a couple threads about this. However, I think this build I made is extremely balanced. Please make some comments of what you think.
Here's the equipment
Air Wand 11-22 Dmg (20% faster skill recovery using air magic skills)
Storm Artifact +12 NRG (20% Faster skill recovery using air magic skills, 20% Faster Cast using air magic skills)
Stats:
Air Magic: 11+2
Energy Storage: 10
Domination Magic: 10
1 Pt leftover
Skills:
1. Enervating Charge
2. Lightning Orb
3. Lightning Surge (Elite)
4. Air Attunement
5. Glyph of Lesser Energy
6. Blinding Flash
7. Backfire
8. Guilt
Now here's the advantages..
1. 25% armor penetration (air magic)
2. Enervating Charge causes weakness for 18 seconds ---> much less damage by warriors/rangers
3. Lightning Surge knocks enemies down after 3 seconds. It also has a large range and only costs 10 energy to cause 90+ damage. So enemies can't escape.
4. Air Attunment gives 30% of the energy back, a big +
5. Glyph of Lesser Energy causes the next spell to cost 15 less energy. However since the max energy cost in this skill bar is 15 (backfire, blinding flash, or lightning orb) it's basically a free cast. Also, with 40% chance of instant skill recharge, about 30-50% of the skills casted will cost 0 energy.
6. Blinding Flash blinds the enemy for 9 seconds. I use this on melee classes of course. Usually I'm the first target in a PvP battle. This is the 3rd skill i cast (Air attunement + Glyph of Lesser Energy + blinding Flash = only less than 10 energy to cast) and whenever I'm low on health, I usually just cast this on everyone by me, then after I cast blinding flash, I cast lightning surge and make my great escape to regenerate health. A BIG LIFESAVER.
7. Backfire - the infamous Mesmer skill. Pretty self-explanitory. Destroys spellcasters or keeps them out of the battle for about 10 seconds. 10 Seoncs can mean win or lose. A must for any Me/x or x/Me.
8. Guilt steals 11 (with my level)to ? energy when enemy attempt to cast an offensive skill. The spell that the enemy tries to cast also fails and then guilt ends. So the enemy has x less energy, has to wait for their skill to recharge, lost the mana required to cast the spell, and is more vulnerable for attack.
Congrats to whoever is still reading to this. Here's a general summary of Pro's and Con's.
Pros:
*TONS of Hexes that tear down enemies both melee and ranged.
*DAMAGE and lots of it, many people also don't have Aeromancer armor because Pyromancers are extremely popular. So they don't have much (if any) air defense.
*EXTREMELY fast and low skill recharge and casting time. This makes for quick spamming for easy killing.
*EXCELLENT, STABLE ENERGY USAGE. I rarely ever ran out of energy. Usually by then I will be able to cast the big three (Air attunement, Glyph of Lesser energy + blinding flash). Usually when I do run out of energy, I cast Guilt and it all comes back due to 4 pip energy regeneration.
*EXTREMELY EASY TO ESCAPE. Blinding flash + Lightning Surge blinds melee characters and knocks them down, giving more than enough time to escape or making the warrior change their mind for the target.
*INTERUPTS SPELLS. Guilt and Lightning Surge interupt enemy spells.
*WORKS EXCELLENT FOR BOTH PVP AND PVE
Cons: Honestly, there aren't really cons to this build as I am really consistent in both PVP and PVE. But as we all know there is no such thing as perfection in Guild Wars. So here's the cons I've come up with.
*Lightning Surge is an exhaustion skill. Although E/x or x/E usually have at least one, this really isn't that big of a deal provided that noone's stupid and spams this spell.
*No AoE spells. Air Magic is mostly for single target elimination, However we're supposed to be calling targets anyways right?
*Could be some problems when you have no energy. Of course just sidestep (DON'T RUN. Running causes constant critical hits. Sidestep's don't). Usually I'll wait for 10 energy to cast lightning surge or if I have Glyph of Lesser Energy, I cast that and then blinding flash and I'll wait for reinforcements.
*Only 3 Offensive Straight-out damage skills. To those damage freaks this may be a problem for you. However the hexes really balance/overcome that problem, and the 40% faster skill recharge really comes in handy for this.
*No Resurrection Signet (The Main Con). As we all know Resureccting makes or breaks a PvP battle. So we don't have a rez skill so the party members may get a little pissed off.
Hope you enjoy it. This is my current skill rig right now, and it is extremely successful. Please leave some comments and if you want leave suggestions. I HIGHLY RECCOMEND YOU PEOPLE TRY THIS SKILL SETUP OUT WITH THE GEAR I LISTED. It really does wonders.
Here's the equipment
Air Wand 11-22 Dmg (20% faster skill recovery using air magic skills)
Storm Artifact +12 NRG (20% Faster skill recovery using air magic skills, 20% Faster Cast using air magic skills)
Stats:
Air Magic: 11+2
Energy Storage: 10
Domination Magic: 10
1 Pt leftover
Skills:
1. Enervating Charge
2. Lightning Orb
3. Lightning Surge (Elite)
4. Air Attunement
5. Glyph of Lesser Energy
6. Blinding Flash
7. Backfire
8. Guilt
Now here's the advantages..
1. 25% armor penetration (air magic)
2. Enervating Charge causes weakness for 18 seconds ---> much less damage by warriors/rangers
3. Lightning Surge knocks enemies down after 3 seconds. It also has a large range and only costs 10 energy to cause 90+ damage. So enemies can't escape.
4. Air Attunment gives 30% of the energy back, a big +
5. Glyph of Lesser Energy causes the next spell to cost 15 less energy. However since the max energy cost in this skill bar is 15 (backfire, blinding flash, or lightning orb) it's basically a free cast. Also, with 40% chance of instant skill recharge, about 30-50% of the skills casted will cost 0 energy.
6. Blinding Flash blinds the enemy for 9 seconds. I use this on melee classes of course. Usually I'm the first target in a PvP battle. This is the 3rd skill i cast (Air attunement + Glyph of Lesser Energy + blinding Flash = only less than 10 energy to cast) and whenever I'm low on health, I usually just cast this on everyone by me, then after I cast blinding flash, I cast lightning surge and make my great escape to regenerate health. A BIG LIFESAVER.
7. Backfire - the infamous Mesmer skill. Pretty self-explanitory. Destroys spellcasters or keeps them out of the battle for about 10 seconds. 10 Seoncs can mean win or lose. A must for any Me/x or x/Me.
8. Guilt steals 11 (with my level)to ? energy when enemy attempt to cast an offensive skill. The spell that the enemy tries to cast also fails and then guilt ends. So the enemy has x less energy, has to wait for their skill to recharge, lost the mana required to cast the spell, and is more vulnerable for attack.
Congrats to whoever is still reading to this. Here's a general summary of Pro's and Con's.
Pros:
*TONS of Hexes that tear down enemies both melee and ranged.
*DAMAGE and lots of it, many people also don't have Aeromancer armor because Pyromancers are extremely popular. So they don't have much (if any) air defense.
*EXTREMELY fast and low skill recharge and casting time. This makes for quick spamming for easy killing.
*EXCELLENT, STABLE ENERGY USAGE. I rarely ever ran out of energy. Usually by then I will be able to cast the big three (Air attunement, Glyph of Lesser energy + blinding flash). Usually when I do run out of energy, I cast Guilt and it all comes back due to 4 pip energy regeneration.
*EXTREMELY EASY TO ESCAPE. Blinding flash + Lightning Surge blinds melee characters and knocks them down, giving more than enough time to escape or making the warrior change their mind for the target.
*INTERUPTS SPELLS. Guilt and Lightning Surge interupt enemy spells.
*WORKS EXCELLENT FOR BOTH PVP AND PVE
Cons: Honestly, there aren't really cons to this build as I am really consistent in both PVP and PVE. But as we all know there is no such thing as perfection in Guild Wars. So here's the cons I've come up with.
*Lightning Surge is an exhaustion skill. Although E/x or x/E usually have at least one, this really isn't that big of a deal provided that noone's stupid and spams this spell.
*No AoE spells. Air Magic is mostly for single target elimination, However we're supposed to be calling targets anyways right?
*Could be some problems when you have no energy. Of course just sidestep (DON'T RUN. Running causes constant critical hits. Sidestep's don't). Usually I'll wait for 10 energy to cast lightning surge or if I have Glyph of Lesser Energy, I cast that and then blinding flash and I'll wait for reinforcements.
*Only 3 Offensive Straight-out damage skills. To those damage freaks this may be a problem for you. However the hexes really balance/overcome that problem, and the 40% faster skill recharge really comes in handy for this.
*No Resurrection Signet (The Main Con). As we all know Resureccting makes or breaks a PvP battle. So we don't have a rez skill so the party members may get a little pissed off.
Hope you enjoy it. This is my current skill rig right now, and it is extremely successful. Please leave some comments and if you want leave suggestions. I HIGHLY RECCOMEND YOU PEOPLE TRY THIS SKILL SETUP OUT WITH THE GEAR I LISTED. It really does wonders.
MadeInChina
Even though I don't have the game yet, by reading all your pros and cons it sounds amazing to me. I am really interested in making a ele/mes and your build so far, with all the explanations, sounds the best and, as you said, the most well-balanced character.
One question: What level are you and how easy is it for you to train solo?
Gratz on the build, I will most likely try it out!
One question: What level are you and how easy is it for you to train solo?
Gratz on the build, I will most likely try it out!
Ibanezgtrsst07
Quote:
Originally Posted by MadeInChina
Even though I don't have the game yet, by reading all your pros and cons it sounds amazing to me. I am really interested in making a ele/mes and your build so far, with all the explanations, sounds the best and, as you said, the most well-balanced character.
One question: What level are you and how easy is it for you to train solo?
Gratz on the build, I will most likely try it out! Hey no prob. I'm at the max level (Level 20). Don't worry if that sounds extreme. The game isn't about leveling at all. Anyways thanks for your comment. It will take you a long time to complete the build though, as Lightning Surge can only be stolen from The Signet of Elements in The Dragon's Lair (fairly later in the game), and I bought Guilt at Drokar's Forge (After the Dragon's Lair mission.)
I don't train solo, other than the beginning of the game. Elementalist's aren't really the classes that one can really solo with. I usually get in groups with people or get henchmen.
I got to level 20 pretty early in the game (Most people do anyways), and if you don't, don't worry about it. Later in the game you'll do a series of missions (I won't spoil anything for you) and you'll automatically reach the max level if you didn't already.
Anyways thanks for the comment man.
One question: What level are you and how easy is it for you to train solo?
Gratz on the build, I will most likely try it out! Hey no prob. I'm at the max level (Level 20). Don't worry if that sounds extreme. The game isn't about leveling at all. Anyways thanks for your comment. It will take you a long time to complete the build though, as Lightning Surge can only be stolen from The Signet of Elements in The Dragon's Lair (fairly later in the game), and I bought Guilt at Drokar's Forge (After the Dragon's Lair mission.)
I don't train solo, other than the beginning of the game. Elementalist's aren't really the classes that one can really solo with. I usually get in groups with people or get henchmen.
I got to level 20 pretty early in the game (Most people do anyways), and if you don't, don't worry about it. Later in the game you'll do a series of missions (I won't spoil anything for you) and you'll automatically reach the max level if you didn't already.
Anyways thanks for the comment man.
mikeydavison
I was looking to start an Aeromancer build, and this looks as good as any. I wasn't sure about a secondary profession, but you make a pretty good case for a Mesmer. Thanks for this comprehensive and thoughtful discussion of your build.
Minwanabi
Ok, I'm going to give this build a blow by blow, and keep in mind that this will be in regards to competitive PvP (such as Tombs and GvG)
Quote:
2. Enervating Charge causes weakness for 18 seconds ---> much less damage by warriors/rangers
Quote:
Quote:
Quote: . Blinding Flash blinds the enemy for 9 seconds. I use this on melee classes of course. Usually I'm the first target in a PvP battle. This is the 3rd skill i cast (Air attunement + Glyph of Lesser Energy + blinding Flash = only less than 10 energy to cast) and whenever I'm low on health, I usually just cast this on everyone by me, then after I cast blinding flash, I cast lightning surge and make my great escape to regenerate health. A BIG LIFESAVER. Read above. No group worth anything will leave a physical damage doer blinded or weak faster than it takes to hotkey their name and press number 1.
Quote:
Is an entire spot on your skill bar with 8 mana every 32+ seconds?
7. Backfire - the infamous Mesmer skill. Pretty self-explanitory. Destroys spellcasters or keeps them out of the battle for about 10 seconds. 10 Seoncs can mean win or lose. A must for any Me/x or x/Me.
Yawn. Will be removed instantly if it matters. Any half retarded group will either remove it, or be winning by enough that 10s doesn't matter. Quote:
Yeah, gale is a fantastic snare, only thing to watch for is that you have two exhaustion spells, those can stack up really quickly.
Quote: Oh, and thanks... Quote:
Nor have I. LSurge is a good spell, keep it. No one said to remove it.
Quote: |
Not on mine, but use it if you want...
Quote:
Quote: Monks are usually the first targeted enemies anyways, so they're far too busy trying to save their own asses than others, backfire backs it up and forces them to be more sparingly of their skill usage whentheyre being under attack. If there a good team, they will be spamming remove hex on the targetted monk; and there will be 1-2 other monks healing him. Backfire is a good skill, but in the time it takes to cast it you could have surged and orbed the monk to hit for like 150+ dmg, which if he was at lower than half life probaly would have killed him.
Quote:
Quote:
The problem your build has with guilt is that it doesn't mesh with any other skills. Rather than being 1/8 of a team build, you have half the skill bars from two seperate members. This build really isn't doing anything, at the core, and that's the problem. Guilt simply doesn't fit, because you can't squeeze the caster to make him cast against you or a party member of yours.
Having two exhaustion spells, especially spells that do practically the same thing is pointless.
Not really. One has a 3 second delay with damage and 1 that just knocks down are different. Who usees Surge to knock someone down? I dont think anyone does really. If you want to just knock them down most people use Gale. Less energy, faster cast, and no "wait 3 seconds". Quote:
Maybe 99% of people don't realize they're surged in random arena or something, but you should never make a build around assuming a failure in your enemies. What happens when you hit that 1%? Do you just lose, and say, well, if they were worse... What you should say is, well, how can we cover 100%?
A good team *will* recognize and respond to surge in time. Quote: |
Quote:
Quote:
I have to disagree with Min here. If you get enough hexes covering that backfire so the monk can't smite it themselves then they need a convert. Convert has a 2 second cast time. Usually what happens is you cast backfire. If the monk is good the monk will just smite the backfire themselves. In this case the backfire was nearly worthless. However, if you manage to cover the backfire with something then the monk will need a convert. The backfire will usually be up for ~5 seconds. Although not ideal you did keep a monk occupied for 5 seconds waiting for hex removal. Furthermore, one of the other monks had to waste time and energy to convert hexes. If you do this often enough it can put a serious crimp in a monks ability to heal. The key however is hex stacking. If you just throw a backfire up there and leave it all alone and naked don't expect it to do anything.
By the way, blinding flash does last 9 seconds in battle, I was able to blind several warriors/rangers and was able to stand still.
You misunderstand. Blind spells don't last longer than 3 seconds, at the most, because there are always between 1 and 3 condition removals on a good team, and they'll be using them, especially on conditions that matter like blind. It. Will. Get. Removed. To think otherwise is deluding yourself, and you will lose the moment you depend on wars and rangers standing around with their thumbs up their asses blind. Quote:
I have to agree with Min here. Condition removal is infintely more spammable than hex removal. No decent team will let their warriors/rangers operate with blind on them for more than a few seconds. The second any of our warriors have blind they start yelling it out on vent like their pants are on fire. If you're using it to save your butt well then you're going to die against a decent team.
Quote: |
Quote:
Quote:
If you're running a surge build like that you want 16 in air, not 14.
That is correct. No spike damage build should ever run with anything other than 16. Quote:
|