E/Me Help
sharpnet
I am right now making a PvE char that will later turn into a PvP at 20 and done with everything. I am using the build from this site right now: http://guildwarsguru.com/content/wal...omb-id1098.php and I just wanted to see if this is a good build to use right now or if there are any otehr suggestions out htere. Thanks
judge1121
build is ok but ur armor is weak to tank close range. u could try an echo nuker since i c u want fire.
sharpnet
and exactly what is that?
Nash
Air is one of the better elements, but Smiting just outranks all the elements due to the broken Ether Renewal.
Vhayr
Ether Renewal will be fixed soon enough, I can feel it. It is way too overpowered. I tend to us my E/Mo as a Smiter in PvP, and it completely owns all of the stupid Warriors that don't move away from me when I get going (don't get me wrong, a lot of them are smart and run away).
As for the OP's question, well, all of the elements have good and bad points. That build is quite old, I think, but it could work. Just try things out for yourself, adapt a build to suit your playing style and if you manage to find something that works for you, then stick with it. My build has changed so much since I first started playing, and that's one of the great things about this game.
Good luck.
As for the OP's question, well, all of the elements have good and bad points. That build is quite old, I think, but it could work. Just try things out for yourself, adapt a build to suit your playing style and if you manage to find something that works for you, then stick with it. My build has changed so much since I first started playing, and that's one of the great things about this game.
Good luck.
sharpnet
I think you have misread my post, I am a E/Me not a E/Mo
sharpnet
bump bump
Cameela
I never really wanted to make an elementalist, I just didn't like their clothes very much, but I remember seeing somebody run by with the aeromancer top and I thought that was pretty cute, and I really only had mesmer and monk spells, so off I went to learn elemental ways. I didn't like fire, water was fun for awhile, but just far too weak, air was not very good for large swarms of monsters... I actually had aftershock on my PvP mesmer, and I thought that looked like fun, so I decided to go with earth and see how it does.
I would ask people, "Is fire the best for PvE?" and I normally got told, yes. But, hell, what do they know. So, I stuck with earth and finished the game the other day and haven't changed my attributes and barely ever change my spell set. I can pretty much switch from PvE into PvP at will, just swapping out res signet.
Anyways, this is how I made mine and its pretty powerful far as I'm concerned.
Attributes
Energy Storage{P}: 9
Earth Magic: 16
Inspiration Magic: 10
Skills
Ether Feast
Crystal Wave
Earthquake
Aftershock
Obsidian Flesh
Armor of Earth
Aura of Restoration
Res Signet PvP, Energy Source PvE
Gear
I use the Stone's Eye gemstone tiara
Runes: Minor energy storage, superior earth, best vigor you can come up with.
Weapon: I use the energy long sword +5 energy and of enchanting with the highest percent you can acquire.
Use an earth artifact +12 energy, 20% recharge, faster casting time. I found a neat one that adds to my armor, so I use that.
Overview
Basically, I have always found the best method is a balance between offense and defense. None of the other elementalist lines has both as much as earth. I carry with me more armor than a warrior while my enchantments are up. There is a 5 second space where enemies can cast spells, due to obsidian flesh being in the process of recharging. Aura of restoration provides extra healing when you cast, plus it provides a cover for armor of earth incase something wants to strip an enchantment from you.
PvE: I charge in, literally everything anywhere I will go in as soon as I'm ready. I tank harder than a warrior in good circumstances and the bonus is nothing can hit me with spells, unless they are aoe. Depending on the enemies armor, your damage will vary. But, ideally, you can hit for 376 damage, to everything nearby, in three spells centered around you. The damage goes down as armor goes up, but thats to be expected. I've had people be astounded that I'm upfront tanking and taking such little damage. It's really quite fun to do and fun to see a horde of monsters around you crumble under your power.
PvP: Using the same method. Always, always, use armor of earth first. Then shield it with aura of restoration and refresh as needed. I normally put on obsidian flesh, casually stroll over to whatever soft targets happened to be clumped together and unleash a huge ball of damage. Keep in mind, this is basically 370~ damage to cloth armor. I've had people die just because they had too many runes on.
People can easily run away from you, but I find in the start of the match nobody knows what you are doing. Just going for a 60% slower walk around the arena. Until you fix upon something and set to it. I normally try to wait until a target has 1/4 or 1/2 health, usually they end up dead. Nobody expects this kind of damage to hit so suddenly. Use that as your trick card.
The weakness here is energy and degeneration. I have a method to help with the energy drains of other mesmers and rangers. Carry a big hammer. It effectively hides the 17 energy you gain from artifact and sword, ready to be used whenever you switch weapons.
Stick to monks. Swing your sword at them. If they are using reversal of fortune, your sword will ping for 2 damage and they will lose the enchantment for a whopping +2 health. Chase them. Use aftershock when they stop to cast spells. Let them know you are there and keep them busy. I've had battles where my initial attack failed to kill a target, but scared the hell out of them so bad they will run away from you aslong as you keep chasing them.
Remember, if you are in a pinch, you can cast aftershock, armor of earth, restoration and obsidian flesh to gain a little bit of health. I've had to do this many times and it really helps, unless you were doomed from the start.
So, this is my help to you. Fellow Elementalist Mesmers. The power of Earth with a little bit of inspiration can go a long, long way
I would ask people, "Is fire the best for PvE?" and I normally got told, yes. But, hell, what do they know. So, I stuck with earth and finished the game the other day and haven't changed my attributes and barely ever change my spell set. I can pretty much switch from PvE into PvP at will, just swapping out res signet.
Anyways, this is how I made mine and its pretty powerful far as I'm concerned.
Attributes
Energy Storage{P}: 9
Earth Magic: 16
Inspiration Magic: 10
Skills
Ether Feast
Crystal Wave
Earthquake
Aftershock
Obsidian Flesh
Armor of Earth
Aura of Restoration
Res Signet PvP, Energy Source PvE
Gear
I use the Stone's Eye gemstone tiara
Runes: Minor energy storage, superior earth, best vigor you can come up with.
Weapon: I use the energy long sword +5 energy and of enchanting with the highest percent you can acquire.
Use an earth artifact +12 energy, 20% recharge, faster casting time. I found a neat one that adds to my armor, so I use that.
Overview
Basically, I have always found the best method is a balance between offense and defense. None of the other elementalist lines has both as much as earth. I carry with me more armor than a warrior while my enchantments are up. There is a 5 second space where enemies can cast spells, due to obsidian flesh being in the process of recharging. Aura of restoration provides extra healing when you cast, plus it provides a cover for armor of earth incase something wants to strip an enchantment from you.
PvE: I charge in, literally everything anywhere I will go in as soon as I'm ready. I tank harder than a warrior in good circumstances and the bonus is nothing can hit me with spells, unless they are aoe. Depending on the enemies armor, your damage will vary. But, ideally, you can hit for 376 damage, to everything nearby, in three spells centered around you. The damage goes down as armor goes up, but thats to be expected. I've had people be astounded that I'm upfront tanking and taking such little damage. It's really quite fun to do and fun to see a horde of monsters around you crumble under your power.
PvP: Using the same method. Always, always, use armor of earth first. Then shield it with aura of restoration and refresh as needed. I normally put on obsidian flesh, casually stroll over to whatever soft targets happened to be clumped together and unleash a huge ball of damage. Keep in mind, this is basically 370~ damage to cloth armor. I've had people die just because they had too many runes on.
People can easily run away from you, but I find in the start of the match nobody knows what you are doing. Just going for a 60% slower walk around the arena. Until you fix upon something and set to it. I normally try to wait until a target has 1/4 or 1/2 health, usually they end up dead. Nobody expects this kind of damage to hit so suddenly. Use that as your trick card.
The weakness here is energy and degeneration. I have a method to help with the energy drains of other mesmers and rangers. Carry a big hammer. It effectively hides the 17 energy you gain from artifact and sword, ready to be used whenever you switch weapons.
Stick to monks. Swing your sword at them. If they are using reversal of fortune, your sword will ping for 2 damage and they will lose the enchantment for a whopping +2 health. Chase them. Use aftershock when they stop to cast spells. Let them know you are there and keep them busy. I've had battles where my initial attack failed to kill a target, but scared the hell out of them so bad they will run away from you aslong as you keep chasing them.
Remember, if you are in a pinch, you can cast aftershock, armor of earth, restoration and obsidian flesh to gain a little bit of health. I've had to do this many times and it really helps, unless you were doomed from the start.
So, this is my help to you. Fellow Elementalist Mesmers. The power of Earth with a little bit of inspiration can go a long, long way
sharpnet
I really dont think im a real big fan of earth...but tahnks
sharpnet
Any other builds that might help for a fire E/Me?
Esrever
Might want to check out Archane Echo, Distortion, and Hexbreaker. Archane Echo copies the next skill you use for 20 seconds, and is usually used by PvE fire elementalists to drop two Meteor Showers in a row. Distortion causes melee attacks to miss 75% of the time, at the cost of some energy whenever attacks miss. I haven't heard of this being used on elementalist, but I see no reason why it shouldn't work. Hexbreaker causes the next hex spell used against you to fail, and deals a small amount of damage to the caster.
Tigris Of Gaul
You could go Earth/Energy Drain*.
Water/Inspiration in general.
Lots of options... what element do you want?
Water/Inspiration in general.
Lots of options... what element do you want?
sharpnet
Quote:
Originally Posted by Tigris Of Gaul
You could go Earth/Energy Drain*.
Water/Inspiration in general.
Lots of options... what element do you want? Fire basically, but it really doesnt matter to me a whole lot
Water/Inspiration in general.
Lots of options... what element do you want? Fire basically, but it really doesnt matter to me a whole lot
sharpnet
bump bump
sharpnet
bump numero dos
knives
E/me, take out channeling and points out of the inpiration line, put them into the illusion line, take distortion.
judge1121
Quote:
Originally Posted by sharpnet
and exactly what is that?
sry for taking long being focusing on game and school more.
an echo nuker is a fire ele that uses the elite skill echo to repeat their skill.
so it means u can cast 2 meteor showers or 2 firestorms. The great thing of this is that u dont need to raise any mesmer points to get echo working.
an echo nuker is a fire ele that uses the elite skill echo to repeat their skill.
so it means u can cast 2 meteor showers or 2 firestorms. The great thing of this is that u dont need to raise any mesmer points to get echo working.
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Fun PvP E/Me Earth Build 4v4 only:
Earth 15, Energy storage 13
Arcane Echo
Echo{E}
Obsidean Flame-115 dmg, ignores armor, causes exhaustion
Grasping Earth
Ward against Foes
Stone Daggers
Iron Mist
Res Signet
Positives:
Any Non-W target dead in 4-5 casts if they're not healed (It Kills 2 unhealed targets before first echo ends <20sec);
Echo{E}+Res Sig if 2 party members die;
Iron Mist is fun;
Stone Daggers hit casters for 48 every second;
Grasping Earth slows nearby targets and pets that chase you;
That's all the positives, now,
The Negatives:
After about 10 obsidean flames, 80 energy remains at 0-10 for the rest of the match (4v4 is short though);
Only way to counter Domination magic is to run and use slowing on your enemies;
You get overly exhausted killing one character if he's being healed;
Your team will lose if you accidently iron mist the monk to make him immune. "Why the @$#@ was I only doing 0 dmg!?" lol woops
------------------------------------
Another fun PvP E/x Earth Build
Earth 14, Energy Storage 12
Obsidean Flesh{E}
Kinetic Armor
Stone Daggers
Ward Against Melee
Armor of Earth
Aura of Restoration
Earth Attunement
Rez Signet
This isn't original. The idea comes from a rather difficult to beat low level PvE boss, catch is he doesn't have Obsidean Flesh{E} so mesmers can kill him easily. Adding Obsidean Flesh{E} makes the mesmers unable to touch you. I like this because you have +105 Armor and immune to spells. Problem? Melee induced conditions drain you, and you run out of energy when your 60 second enchant ends. That's the only weakness I remember. You can set up like a statue and spam Stone Daggers for about a minute. I think serious energy management issues is the only reason I quit using this after like an hour. PvE tank anyone?
Earth 15, Energy storage 13
Arcane Echo
Echo{E}
Obsidean Flame-115 dmg, ignores armor, causes exhaustion
Grasping Earth
Ward against Foes
Stone Daggers
Iron Mist
Res Signet
Positives:
Any Non-W target dead in 4-5 casts if they're not healed (It Kills 2 unhealed targets before first echo ends <20sec);
Echo{E}+Res Sig if 2 party members die;
Iron Mist is fun;
Stone Daggers hit casters for 48 every second;
Grasping Earth slows nearby targets and pets that chase you;
That's all the positives, now,
The Negatives:
After about 10 obsidean flames, 80 energy remains at 0-10 for the rest of the match (4v4 is short though);
Only way to counter Domination magic is to run and use slowing on your enemies;
You get overly exhausted killing one character if he's being healed;
Your team will lose if you accidently iron mist the monk to make him immune. "Why the @$#@ was I only doing 0 dmg!?" lol woops
------------------------------------
Another fun PvP E/x Earth Build
Earth 14, Energy Storage 12
Obsidean Flesh{E}
Kinetic Armor
Stone Daggers
Ward Against Melee
Armor of Earth
Aura of Restoration
Earth Attunement
Rez Signet
This isn't original. The idea comes from a rather difficult to beat low level PvE boss, catch is he doesn't have Obsidean Flesh{E} so mesmers can kill him easily. Adding Obsidean Flesh{E} makes the mesmers unable to touch you. I like this because you have +105 Armor and immune to spells. Problem? Melee induced conditions drain you, and you run out of energy when your 60 second enchant ends. That's the only weakness I remember. You can set up like a statue and spam Stone Daggers for about a minute. I think serious energy management issues is the only reason I quit using this after like an hour. PvE tank anyone?