Stats
Swords 11
Tactics 9 (+2 from equipment)
Water 8
Air 7
Note: I still need 15 points from one of the quests, and I am planning on putting them into swordsmanship and air
15-22 sword +5 armor
+10 energy artifact
85 average armor (90 w/ sword) I have an 80 ascalon helm
Current Skills:
Healing Signet
Watch Yourself
Galrath Slash
Pure Strike
Chain Lightning
Enervating Charge
Frozen Burst
Ressurection Signet
Things I sometimes use:
Sever artery
Salvage Slash (I never seem to time it right with spells it seems)
Bonetti's defense
Galdiator's Defense
Armor of Mist
Blurred Vision
Mist Form
Maelstorm
Ice Prison
Lightning Javelin
Whirlwind
I try to keep it about 4-5 skills from Warrior, 3-2 from Elementalist, and the rez signet. For this PC, I'm trying to think of PvE and PvP. In PvE, I like to use Frozen burst + another PBAoE spell. In PvP, I'll sometimes use Chain lightning and swap out frozen burst for something like ice prison. ATM I don't have a lightning or icy sword so I can't use conjures (yet). Also I haven't finished the game yet so I don't have all of the skills, but I've gotten as far as Camp Rankor. I'd like to keep both air and water, but at this point, I'm willing to give up one of them if I must.
Right now I'm a little dissappointed with my PC's preformance in PvP (particularily damage but that might just be for most warriors) but I'm usually pleased with his preformance in PvE. I would like to keep watch yourself (+20 armor to you and your allies nearby) and enervating charge (weakness helps me protect casters). Currently I'm tempted to use something like Maelstorm for my one water spell when going after casters and then slug it out while they are helpless.
PS. If possible, could you guys rate this build on a scale of 1-10 (10 best) for PvP and then for PvE?
Need advice for my W/E
Winterclaw
Clorinth Imrahil
i think your points are spread out alittle too much, you wont being using skills effectively to do damage in pvp. Speacializing in three skills seems to be what everyone is doing, but there are still exceptions. I personally dont think you should use maelstorm because warriors have little to no mana, and even with your artifact after you use mael you wont have much left to keep any energy attacks up. Maelstorm also takes for seconds to cast, and any decent player knows to just move out of the area. Also if you want to do more damage you should really get a conjure enchantment. I use a Axe so im not sure about your sword skills, but for water, frozen burst, ice prison, blurred vision should be considered. I also wouldn't use watch yourself for pvp, but thats me. i dunno if anyone can back me up but i think having a healing signet is a waste of a skill because your monk should be doing a good job.
Oh i just saw that you dont have any strength. This is lowering your damage numbers, having points in strength will give you armor pentration which is quite important if you plan on taking down any warrior.
This is my two cents, not the best but keep it in mind.
Oh i just saw that you dont have any strength. This is lowering your damage numbers, having points in strength will give you armor pentration which is quite important if you plan on taking down any warrior.
This is my two cents, not the best but keep it in mind.
Dreamsmith
First of all, get thy hands on an elemental damage hilt. Conjure element is the biggest nifty an elementalist secondary brings to a warrior. Secondly, get a speed buff to make it even more effective, ala Frenzy, making your conjure even more effective. Third, pick one element and concentrate on it, unless you've got a real good reasons to try to split your attention between two (e.g. one is for damage and one for defense -- don't spec two different lines for the same purpose).
Winterclaw
I'm trying to get a hilt.
Air has good damage, and like I mentioned, the weakness condition from Enervating charge helps a lot (I think). When I was around LA, a ettin that did 16-19 damage on me did only 3-6 after I used the spell. Water has some good hexes and defense even if it isn't too great on damage. That said, if I had to pick one which should it be?
Air has good damage, and like I mentioned, the weakness condition from Enervating charge helps a lot (I think). When I was around LA, a ettin that did 16-19 damage on me did only 3-6 after I used the spell. Water has some good hexes and defense even if it isn't too great on damage. That said, if I had to pick one which should it be?