Uprising of the Aeromancers?
ForeverGoNe
Currently, Ive heard there has been an uproar in aeromancers, so I was wondering, what was with the sudden change?
And if so, is there a specific build for an aeromancer, skillwise?
And if so, is there a specific build for an aeromancer, skillwise?
arnansnow
I have heard no uproar, and I am an Aeromancer myself.
Check the Build forums for Builds.
Check the Build forums for Builds.
Seth_The_Brave
do you even play this game? I mean spike teams are almost dead already, and the influx of aeromancers are people trying to jump on the band wagon too late. eles are out, rangers are in. and all monk smite teams will be next.
hydrak
Quote:
Originally Posted by Seth_The_Brave
all monk smite teams will be next.
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UberRusty
Quote:
Stop dreaming! Nature renewal will own them. |
dbgtboy
nature renewal is only for enchantments, i am a healing monk and i rarely use enchantments because they are so easy to get rid of, so that nature ritual is useless on me, the only enchantment skill i have is healing seed.
Narcissus
Quote:
Originally Posted by dbgtboy
nature renewal is only for enchantments, i am a healing monk and i rarely use enchantments because they are so easy to get rid of, so that nature ritual is useless on me, the only enchantment skill i have is healing seed.
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Alathys Tylderaan
Spirit groups get on my nerves. I fought a 30 minutes battle in burial mounds today because the team we got to after taking the other two, had practically filled the space between the obelisk and their priest with spirits...
Xellos
The irony is that tombs is the one of the only places where energy denial isn't godly effective. GvG though it's like the only thing that happens.
ForeverGoNe
Quote:
Originally Posted by Seth_The_Brave
do you even play this game? I mean spike teams are almost dead already, and the influx of aeromancers are people trying to jump on the band wagon too late. eles are out, rangers are in. and all monk smite teams will be next.
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DrSLUGFly
I'm a fire ele, but I've been considering switching to air or water because fire is always area effect (dot splash) and people just step out. And hte rest have too long cast time...
I'm not jumping on any band wagon, I just want my ele to be more effective.
I'm not jumping on any band wagon, I just want my ele to be more effective.
PieXags
I have noticed an excess amount of air ele's as of late and it really makes me mad, because in my opinion, out of all the builds, they're problably the easiest to use/be good with. ANYONE can pick up fill up your skill bar with high-damage lightning damage spells and spam them throughout the whole battle. Takes little or no skill at all to drop someone as a high powered air elementalist, what takes skill is trying to survive the onslaught of 100+ damage skills from the air eles. To find out if it really was all that easy, I tried it...and sure enough, people were dropping like flies in a few attacks. Easy peasy, japanesey.
With most professions, you've really got to study builds and get to know your stuff before you can do pretty good, not the case with most air elementalists.
Smite monks have been increasing in popularity as well, people will take any pre-built character they can so long as they quit losing.
With most professions, you've really got to study builds and get to know your stuff before you can do pretty good, not the case with most air elementalists.
Smite monks have been increasing in popularity as well, people will take any pre-built character they can so long as they quit losing.
C2K
I had a PvP Air Ele for about a day. I'll admit that it was very effective and killed fast, but it was very boring to play. And once they see your Air attunement, everyone knows what your throwing at them.
Xellos
It takes skill for 5 eles to synch their orbs perfectly so that it looks like 1 orb hitting you nearly insta-killing you or insta-killing you. There's skill in Air Gank builds, just that the payoff isn't that great against counters (obviously, or else skill > strategy which is sorta stupid then) and is far beyond the capabilities of most players.
spiritofcat
I only really play PvE, and I changed to Air, from Fire, a while back now.
It's mostly good, but I still miss the nice AOE damage of Fireball and Meteor Storm.
The closest thing I can find in air is Chain Lightning, and that only hits 3 enemies.
For PvP, where the teams are equal in size, air seems like a good option, but in PvE, when you're being swarmed, doing big damage to 3 enemies isn't so great, nor is being able to drop them fairly easily one at a time, because the rest of them just kill you.
It's mostly good, but I still miss the nice AOE damage of Fireball and Meteor Storm.
The closest thing I can find in air is Chain Lightning, and that only hits 3 enemies.
For PvP, where the teams are equal in size, air seems like a good option, but in PvE, when you're being swarmed, doing big damage to 3 enemies isn't so great, nor is being able to drop them fairly easily one at a time, because the rest of them just kill you.
Zeru
air eles got popular cause they're easy to use. fotm builds are generally going to be builds that are a) easy to perform and b) decently powerful with little work manipulating them around. air ele fits this perfectly. this teaches the wrong long-term lesson though. except from a few special circumstances water is going to generally be better overall for a well-coordinated team due to it's constant snaring ability and earth is extremely good as well.
Winds of Blood
I have been an aeromancer since the first BWE. I have noticed an increase of newbie air eles, who think they are truley superior by using "Lightning Strike"
Stupid Noobs =/
Stupid Noobs =/
Cibi
Generally speaking slowing people down for afew seconds seems to do little good when a air spike team sends a chain lightening burst at you...
But earth is good, if only because they can survive attacks like no one else when using the right skills, as well as reducing the ability of warriors and elementalist to harm those who get in the right wards... Low number of damage spells however, most of which with somewhat long cast times, long recast time, high cost, but high damage...
Any build can be good, and can even beat some counter builds, if only they are played with the insane skill of a group that is really, really, really good.
But earth is good, if only because they can survive attacks like no one else when using the right skills, as well as reducing the ability of warriors and elementalist to harm those who get in the right wards... Low number of damage spells however, most of which with somewhat long cast times, long recast time, high cost, but high damage...
Any build can be good, and can even beat some counter builds, if only they are played with the insane skill of a group that is really, really, really good.
ManadartheHealer
Air Eles on the way out...rangers are in!!
Rangers will take over the world finally (or, at least the HoH )
Rangers will take over the world finally (or, at least the HoH )
Lord Nova
Agree. Trappers own the world!
Lews
Air ele is boring, and so are rangers. So my guild decided to resserect the good ol' fire days! We got all the way to HoH, without really trying, and killed every team we ran into in seconds. Then in HoH, 2 of our 3 monks went afk. =( But it was so beutiful to kill the air, smite, and ranger teams, and everyone else. :P
Vwoss
Quote:
Originally Posted by Lews
Air ele is boring, and so are rangers. So my guild decided to resserect the good ol' fire days! We got all the way to HoH, without really trying, and killed every team we ran into in seconds. Then in HoH, 2 of our 3 monks went afk. =( But it was so beutiful to kill the air, smite, and ranger teams, and everyone else. :P
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goldfinger
Quote:
Originally Posted by dbgtboy
nature renewal is only for enchantments, i am a healing monk and i rarely use enchantments because they are so easy to get rid of, so that nature ritual is useless on me, the only enchantment skill i have is healing seed.
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Itbegins
Air ele's are so ez i wish that aNet would take of the oppenent skill usage you see or put it so its only pve cause as soon as i see that air atune or light orb i take out my power block and other mesmer goodies for them Cry
Divinitys Creature
Play to win
Calnaion Blackhawk
omg, aeromancers, thats all i see in arenas nowadays, what has happened to the world, RANGERS WILL BE NEXT, just you wait.... just your waaaiiittt!
Schorny
Quote:
Originally Posted by Itbegins
Air ele's are so ez i wish that aNet would take of the oppenent skill usage you see or put it so its only pve cause as soon as i see that air atune or light orb i take out my power block and other mesmer goodies for them Cry
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Why is everyone so mad at air spike teams? It is not easy to coordinate it right, of course it is also not terrible hard. But you need an organised team for air spikes to be good.
A spirit team needs less coordination, you need to fix your tactic before the battle start. So it is also not really hard to play a spirit team.
Trapper are harder to play, you need coordination (like the air spikes). What about the 8 W/Mo Builds? Also only a little coordination is enough.
And for shutting down a build: every build can be easily shut down by the right counter build - but you can't take all counter-builds with you, so you need a balanced team to fight all different builds...
I agree that there are too many aeromancers out there, so I'm considering switching to earth instead, but aeromancer isn't a bad class. Or do we whine because we got tired of whining about W/Mo?
smgzor
I don't think you can really call air eles "noobs" yes there are a lot of air ele, however there are some insanely good air eles out there. Our guild was formed using air ele before all the counters to air were out there, and i can say that some of the eles in our guild are some of the most talented air eles i've seen in GW. It's not really just the lightning spells it's other things as well such as figuring out when to use interrupts and such that make them so talented. A lot of the classes in the game consist of pressing T, 1, 2, 3, or whatever skills you have, but there are also special skills for every class that take a little more talent to use.
Anyway... back to my original point, not all air ele are noob just because a lot of people play them. A lot of people play ranger poorly but i have really gotten owned by some people who know how to play a good ranger build. Most of the "spirit spam" builds don't work because they are just newbies who don't even know how spirits work. I've actually had a group come into halls and put fertile seasons down for my team while we were holding the altar. It's the same for air eles. I'll put spellbreaker on the target, and have had the team stay on the target for the whole duration of spellbreaker and just keep trying to cast on it. Each class can be used effectively if you have skilled players using it.
Anyway... back to my original point, not all air ele are noob just because a lot of people play them. A lot of people play ranger poorly but i have really gotten owned by some people who know how to play a good ranger build. Most of the "spirit spam" builds don't work because they are just newbies who don't even know how spirits work. I've actually had a group come into halls and put fertile seasons down for my team while we were holding the altar. It's the same for air eles. I'll put spellbreaker on the target, and have had the team stay on the target for the whole duration of spellbreaker and just keep trying to cast on it. Each class can be used effectively if you have skilled players using it.
IxChel
up-ris-ing (n)
an organized opposition intended to change or overthrow existing authority; a conflict in which one faction tries to wrest control from another; popular revolt against a constituted government or its policies; a rebellion, revolt, revolution or insurgency
an organized opposition intended to change or overthrow existing authority; a conflict in which one faction tries to wrest control from another; popular revolt against a constituted government or its policies; a rebellion, revolt, revolution or insurgency
Mumblyfish
Quote:
Originally Posted by Schorny
A spirit team needs less coordination, you need to fix your tactic before the battle start. So it is also not really hard to play a spirit team.
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Schorny
Quote:
Originally Posted by Mumblyfish
Not so. Assuming you've got one Ranger primary knocking out Spirits, you're effectively down to seven players. If you hope to actually achieve anything, like killing people, you need to work well with your team and have a solid build, since you're effectively down one healer/damage dealer.
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Lews
Quote:
Originally Posted by Vwoss
Amen to that. Is it the fragility mark build?
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Lord Malikai
I like playing my Water Elementalists in random arenas. I tried the lightning build but overall, water had more effect as well as survivability in longer duels. I can see where an Air build is better for an organized team battle but for random arenas, it's water all the way. And to say... Water Trident with 16 in WM can actually spam out some pretty impressive damage, as well as knocking them down when they decide to run for it.
Water Magic - 12+1+3 = 16
Energy Storage - 12+1
Glyph of Elemental Power
Res Signet
Conjure Frost
Water Attunement
Water Trident {E}
Ice Prison
Deep Freeze
Armor of Mist
Basically, I start off by glyph elem, then conjure (always conjure first). Then glyph elem again to get water attunement. Then both glyph again when the first mob of enemies come in. Hit them with Deep Freeze. Then cast Ice Prison on main target. From there, spam Water Trident. If a warrior gets close, hit him with Ice Prison (when it recharges), then hit Armor of Mist, run away, turn and smack him down with water tridents as he gets up, follows, falls down, gets up, follows, falls down :P It's kinda funny. Armor of Mist and Ice Prison are great ways to put some space between yourself and a nasty warrior. I've found Water Elementalists are great for protecting your monk.
Water Magic - 12+1+3 = 16
Energy Storage - 12+1
Glyph of Elemental Power
Res Signet
Conjure Frost
Water Attunement
Water Trident {E}
Ice Prison
Deep Freeze
Armor of Mist
Basically, I start off by glyph elem, then conjure (always conjure first). Then glyph elem again to get water attunement. Then both glyph again when the first mob of enemies come in. Hit them with Deep Freeze. Then cast Ice Prison on main target. From there, spam Water Trident. If a warrior gets close, hit him with Ice Prison (when it recharges), then hit Armor of Mist, run away, turn and smack him down with water tridents as he gets up, follows, falls down, gets up, follows, falls down :P It's kinda funny. Armor of Mist and Ice Prison are great ways to put some space between yourself and a nasty warrior. I've found Water Elementalists are great for protecting your monk.
DarkAynjil
Quote:
Originally Posted by Lord Malikai
I like playing my Water Elementalists in random arenas. I tried the lightning build but overall, water had more effect as well as survivability in longer duels. I can see where an Air build is better for an organized team battle but for random arenas, it's water all the way. And to say... Water Trident with 16 in WM can actually spam out some pretty impressive damage, as well as knocking them down when they decide to run for it.
Water Magic - 12+1+3 = 16 Energy Storage - 12+1 Glyph of Elemental Power Res Signet Conjure Frost Water Attunement Water Trident {E} Ice Prison Deep Freeze Armor of Mist Basically, I start off by glyph elem, then conjure (always conjure first). Then glyph elem again to get water attunement. Then both glyph again when the first mob of enemies come in. Hit them with Deep Freeze. Then cast Ice Prison on main target. From there, spam Water Trident. If a warrior gets close, hit him with Ice Prison (when it recharges), then hit Armor of Mist, run away, turn and smack him down with water tridents as he gets up, follows, falls down, gets up, follows, falls down :P It's kinda funny. Armor of Mist and Ice Prison are great ways to put some space between yourself and a nasty warrior. I've found Water Elementalists are great for protecting your monk. |