I thought of a unique Idea for an Elementalist. It goes completely against what Ele's are supposed to do.
Here's the build.
Class: Elementalist / Mesmer
Assumed items:
+1 to Energy Storage
+3 to Earth Magic
+4 to Water Magic
Attributes: (cost)
Energy Storage: 0+1 (0)
Earth Magic: 3+3 (6)
Water Magic: 12+4 (97)
Illusion Magic: 12 (97)
Total attribute points used: 200/200
Skills:
1) Illusionary Weaponry (elite) - (15,1,40) For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 34 damage. This is an elite skill.
2) Imagined Burden - (15,1,30) For 18 seconds, target foe moves 50% slower than normal.
3) Conjure Phantasm - (10,1,5) For 12 seconds, target foe experiences health degeneration of 5.
4) Clumsiness - (10,1,10) For 7 seconds, if target foe attempts to attack, the attack is interrupted, target foe suffers 76 damage, and Clumsiness ends.
5) Armor of Frost - (5,1,45) For 35 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.
6) Armor of Earth - (10,3/4,15) For 30 seconds, you gain 39 armor, but move 36% slower than normal.
7) Armor of Mist - (10,2,30) For 21 seconds, you gain +42 armor and move 33% faster.
8) Physical Resistance - (10,0,20) For 30 seconds, you gain +40 AL against physical damage, but you lose 24 AL against elemental damage.
The Idea behind this build is to be a Magical Melee.
The last 4 spells are to up my defense. As you can see, It can be raised quite high. Conjure Phantasm and Clumsiness help to damage enemies.
Imagined Burden slows the enemy down, in case he tries to run.
My main attack will be with the first skill, Illusionary Weapon. When you use this skill with a weapon, you do no damage with the weapon, but you do damage immediately depending on your skill. I believe this damage ignores armor, just deals immediate damage. That's 34 damage per strike, which is not bad. I'm not sure how this will fare in battle, but it's definently something interesting.
Magical Melee
Auh
Vermilion Okeanos
1st: Watch out for enchantment removers...
2nd: You need more damaging ability
Other than that, something new at last...
I had also been thinking of something similiar, but I haven't think of anything that good yet...
Aside from that, right now I am thinking about R/Me or Me/R to use pet attacks while continue to swing my illusionary weaponry without stopping + tiger's fury, as pet attacks does not come between the user's attacks. This way I can ignore the armor and cause condition on them... Just wonder what should I do if someone remove my enchantments.
2nd: You need more damaging ability
Other than that, something new at last...
I had also been thinking of something similiar, but I haven't think of anything that good yet...
Aside from that, right now I am thinking about R/Me or Me/R to use pet attacks while continue to swing my illusionary weaponry without stopping + tiger's fury, as pet attacks does not come between the user's attacks. This way I can ignore the armor and cause condition on them... Just wonder what should I do if someone remove my enchantments.
Auh
Yeah, For PvP it may be a problem, If someone decides to un-enchant me.
Iain ap Cuilleain
Quote:
Originally Posted by Vermilion Okeanos
Just wonder what should I do if someone remove my enchantment.
Don't allow it.
Keep an enchantment that is helpful but not critical on top of all the others, recasting if it gets removed. Mind you, that won't help if someone uses Rend Enchantments.
To the original Poster: It will be interesting to see how that plays -- enjoy.
Keep an enchantment that is helpful but not critical on top of all the others, recasting if it gets removed. Mind you, that won't help if someone uses Rend Enchantments.
To the original Poster: It will be interesting to see how that plays -- enjoy.
Mango Midget
Quote:
Originally Posted by Auh
I thought of a unique Idea for an Elementalist. It goes completely against what Ele's are supposed to do.
Here's the build.
Class: Elementalist / Mesmer
Assumed items:
+1 to Energy Storage
+3 to Earth Magic
+4 to Water Magic
Attributes: (cost)
Energy Storage: 0+1 (0)
Earth Magic: 3+3 (6)
Water Magic: 12+4 (97)
Illusion Magic: 12 (97)
Total attribute points used: 200/200
Skills:
1) Illusionary Weaponry (elite) - (15,1,40) For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 34 damage. This is an elite skill.
2) Imagined Burden - (15,1,30) For 18 seconds, target foe moves 50% slower than normal.
3) Conjure Phantasm - (10,1,5) For 12 seconds, target foe experiences health degeneration of 5.
4) Clumsiness - (10,1,10) For 7 seconds, if target foe attempts to attack, the attack is interrupted, target foe suffers 76 damage, and Clumsiness ends.
5) Armor of Frost - (5,1,45) For 35 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.
6) Armor of Earth - (10,3/4,15) For 30 seconds, you gain 39 armor, but move 36% slower than normal.
7) Armor of Mist - (10,2,30) For 21 seconds, you gain +42 armor and move 33% faster.
8) Physical Resistance - (10,0,20) For 30 seconds, you gain +40 AL against physical damage, but you lose 24 AL against elemental damage.
The Idea behind this build is to be a Magical Melee.
The last 4 spells are to up my defense. As you can see, It can be raised quite high. Conjure Phantasm and Clumsiness help to damage enemies.
Imagined Burden slows the enemy down, in case he tries to run.
My main attack will be with the first skill, Illusionary Weapon. When you use this skill with a weapon, you do no damage with the weapon, but you do damage immediately depending on your skill. I believe this damage ignores armor, just deals immediate damage. That's 34 damage per strike, which is not bad. I'm not sure how this will fare in battle, but it's definently something interesting. It looks pretty good. I might try it during retail.
Here's the build.
Class: Elementalist / Mesmer
Assumed items:
+1 to Energy Storage
+3 to Earth Magic
+4 to Water Magic
Attributes: (cost)
Energy Storage: 0+1 (0)
Earth Magic: 3+3 (6)
Water Magic: 12+4 (97)
Illusion Magic: 12 (97)
Total attribute points used: 200/200
Skills:
1) Illusionary Weaponry (elite) - (15,1,40) For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 34 damage. This is an elite skill.
2) Imagined Burden - (15,1,30) For 18 seconds, target foe moves 50% slower than normal.
3) Conjure Phantasm - (10,1,5) For 12 seconds, target foe experiences health degeneration of 5.
4) Clumsiness - (10,1,10) For 7 seconds, if target foe attempts to attack, the attack is interrupted, target foe suffers 76 damage, and Clumsiness ends.
5) Armor of Frost - (5,1,45) For 35 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.
6) Armor of Earth - (10,3/4,15) For 30 seconds, you gain 39 armor, but move 36% slower than normal.
7) Armor of Mist - (10,2,30) For 21 seconds, you gain +42 armor and move 33% faster.
8) Physical Resistance - (10,0,20) For 30 seconds, you gain +40 AL against physical damage, but you lose 24 AL against elemental damage.
The Idea behind this build is to be a Magical Melee.
The last 4 spells are to up my defense. As you can see, It can be raised quite high. Conjure Phantasm and Clumsiness help to damage enemies.
Imagined Burden slows the enemy down, in case he tries to run.
My main attack will be with the first skill, Illusionary Weapon. When you use this skill with a weapon, you do no damage with the weapon, but you do damage immediately depending on your skill. I believe this damage ignores armor, just deals immediate damage. That's 34 damage per strike, which is not bad. I'm not sure how this will fare in battle, but it's definently something interesting. It looks pretty good. I might try it during retail.
Kha
Personally I would just stick with Earth Magic and raise it, replace the Water Magic skills with Wards, and up Energy Storage. You will need more ways of managing your energy since your spells are very costly and don't have any skills to do it, and I think Armor of Earth, Physical Resistance and two wards will be enough to protect yourself and you will giving some protection to your team.
You may also look into Obsidian Flame for a damage spike or when a foe gets a bit too far (you might not have been able to Imagine Burdened them), or add a PBAoE, like Aftershock or Crystal Wave. I just think you are too focused on defense which is an iffy bet that you will be the target for PvE and definately PvP.
You may also look into Obsidian Flame for a damage spike or when a foe gets a bit too far (you might not have been able to Imagine Burdened them), or add a PBAoE, like Aftershock or Crystal Wave. I just think you are too focused on defense which is an iffy bet that you will be the target for PvE and definately PvP.
Jia Xu
btw, with that many runes, your health ain't gonna be that high, so a direct damage spell could rip chunks out of your health. i would personally not go for that many different attribute lines, and reduce the amount of runes you need. All we need is for either mist form or IW to become none-elite then i see an aweful potential for abuse :P
Zarconis
I agree with the other posters. Illusionary Weaponry makes an interesting build always. I would definitely add some PBAoE especially once your enchantment wears off or you defense is down. You could aftershock and then run, re-enchant and re-engage.
Raumoheru
Quote:
Originally Posted by Auh
I thought of a unique Idea for an Elementalist. It goes completely against what Ele's are supposed to do.
Here's the build.
Class: Elementalist / Mesmer
Assumed items:
+1 to Energy Storage
+3 to Earth Magic
+4 to Water Magic
Attributes: (cost)
Energy Storage: 0+1 (0)
Earth Magic: 3+3 (6)
Water Magic: 12+4 (97)
Illusion Magic: 12 (97)
Total attribute points used: 200/200
Skills:
1) Illusionary Weaponry (elite) - (15,1,40) For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 34 damage. This is an elite skill.
2) Imagined Burden - (15,1,30) For 18 seconds, target foe moves 50% slower than normal.
3) Conjure Phantasm - (10,1,5) For 12 seconds, target foe experiences health degeneration of 5.
4) Clumsiness - (10,1,10) For 7 seconds, if target foe attempts to attack, the attack is interrupted, target foe suffers 76 damage, and Clumsiness ends.
5) Armor of Frost - (5,1,45) For 35 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.
6) Armor of Earth - (10,3/4,15) For 30 seconds, you gain 39 armor, but move 36% slower than normal.
7) Armor of Mist - (10,2,30) For 21 seconds, you gain +42 armor and move 33% faster.
8) Physical Resistance - (10,0,20) For 30 seconds, you gain +40 AL against physical damage, but you lose 24 AL against elemental damage.
The Idea behind this build is to be a Magical Melee.
The last 4 spells are to up my defense. As you can see, It can be raised quite high. Conjure Phantasm and Clumsiness help to damage enemies.
Imagined Burden slows the enemy down, in case he tries to run.
My main attack will be with the first skill, Illusionary Weapon. When you use this skill with a weapon, you do no damage with the weapon, but you do damage immediately depending on your skill. I believe this damage ignores armor, just deals immediate damage. That's 34 damage per strike, which is not bad. I'm not sure how this will fare in battle, but it's definently something interesting. i had a char like that but was a ranger/mesmer instead for better armor and expertise.
btw, there are no +4 attribute items
Here's the build.
Class: Elementalist / Mesmer
Assumed items:
+1 to Energy Storage
+3 to Earth Magic
+4 to Water Magic
Attributes: (cost)
Energy Storage: 0+1 (0)
Earth Magic: 3+3 (6)
Water Magic: 12+4 (97)
Illusion Magic: 12 (97)
Total attribute points used: 200/200
Skills:
1) Illusionary Weaponry (elite) - (15,1,40) For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 34 damage. This is an elite skill.
2) Imagined Burden - (15,1,30) For 18 seconds, target foe moves 50% slower than normal.
3) Conjure Phantasm - (10,1,5) For 12 seconds, target foe experiences health degeneration of 5.
4) Clumsiness - (10,1,10) For 7 seconds, if target foe attempts to attack, the attack is interrupted, target foe suffers 76 damage, and Clumsiness ends.
5) Armor of Frost - (5,1,45) For 35 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.
6) Armor of Earth - (10,3/4,15) For 30 seconds, you gain 39 armor, but move 36% slower than normal.
7) Armor of Mist - (10,2,30) For 21 seconds, you gain +42 armor and move 33% faster.
8) Physical Resistance - (10,0,20) For 30 seconds, you gain +40 AL against physical damage, but you lose 24 AL against elemental damage.
The Idea behind this build is to be a Magical Melee.
The last 4 spells are to up my defense. As you can see, It can be raised quite high. Conjure Phantasm and Clumsiness help to damage enemies.
Imagined Burden slows the enemy down, in case he tries to run.
My main attack will be with the first skill, Illusionary Weapon. When you use this skill with a weapon, you do no damage with the weapon, but you do damage immediately depending on your skill. I believe this damage ignores armor, just deals immediate damage. That's 34 damage per strike, which is not bad. I'm not sure how this will fare in battle, but it's definently something interesting. i had a char like that but was a ranger/mesmer instead for better armor and expertise.
btw, there are no +4 attribute items
JeshterDaggerfury
Quote:
Originally Posted by Raumoheru
i had a char like that but was a ranger/mesmer instead for better armor and expertise.
btw, there are no +4 attribute items Yeah well there's a +3 and a +1 hat. :P
btw, there are no +4 attribute items Yeah well there's a +3 and a +1 hat. :P
Auh
Also a +'s for bonus items.