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Post by Richard on Apr 1, 2006 1:23:34 GMT -5
This if for any Elementalist builds.
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Post by warrior on Apr 2, 2006 12:57:17 GMT -5
Here is a build for a Warder
1.) Ward Against Melee 2.) Ward Against Foes 3.) Earthquake 4.) Aftershock 5.) Obsidian Flame 6.) Glyph of Energy {Glyph of Lesser Energy} 7.) Heal Party 8.) Ressurection Signet
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Post by oompa on Apr 5, 2006 23:29:08 GMT -5
I got these build from guildwars guru Origanally posted by ensign Link to the entire thread: www.guildwarsguru.com/forum/showthread.php?t=2810PvE Pyromancer Elementalist/Monk Fire Magic 12, +3 Rune, +1 Hat Energy Storage 9, +1 Rune Healing 9 Protection 3 Immolate Fireball Phoenix Fire Storm Lava Font Healing Hands Healing Breeze Rebirth Blasty McBlasterson Elementalist/Mesmer Air Magic 12, +3 Rune, +1 Hat Energy Storage 9, +1 Rune Inspiration 9 Chain Lightning Lightning Surge Lightning Orb Lightning Strike Conjure Lightning Air Attunement Power Drain Inspired Enchantment Echo Trident Elementalist/Mesmer Water Magic 12, +3 Rune, +1 Hat Energy Storage 11, +1 Rune Air Magic 4, +1 Rune Illusion Magic 5 Water Trident Shard Storm Ice Spikes Maelstrom Ice Prison Water Attunement Gale Arcane Echo Elmo the Healer Elementalist/Monk Energy Storage 12, +1 Rune, +1 Hat Healing 12 Ether Renewal Glyph of Sacrifice Heal Other Healing Breeze Healing Seed Infuse Health Balthazar's Spirit Restore Life
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Post by ele build on Apr 11, 2006 19:50:42 GMT -5
This build is a way for an ele to solo farm anywhere that doesn't have enemies that can strip enchantments.
Class: Elementalis/Ranger Weapon: Preferably anything with Enchantments +20% to benefit Mist form. Armor: Your choice
Skills:
Mist Form {Elite} - Water Magic: For 21 seconds you can not take or deal damage through melee attacks.
Ice Spikes - Water Magic: Target and adjacent foes are struck for 84 cold damage and move 66% slower for 6 seconds.
Frozen Burst - Water Magic: All nearby foes are struck for 116 cold damage and move 66% slower for 11 seconds.
Deep Freeze - Water Magic: All foes at targets location are struck for 90 cold damage and move 66% slower for 10 seconds.
Maelstrom - Water Magic: For 10 seconds all adjacent foes are struck for 26 cold damage each second. Maelstrom interrupts spell casting when it hits. This spell causes exhaustion.
Serpent's Quickness - Wilderness Survival: For 21 seconds, recharge times for your skills is reduced by 33%. This ends if your health drops below 50%.
Water Attunement - Water Magic: For 61 seconds you gain 30% of the energy cost of water spells.
Troll Unguent - Wilderness Survival: For 10 seconds you gain +6 health regeneration.
Attributes:
Water Magic = 16 (12 + helm + superior water rune) Energy Storage = 14 (11 + superior energy storage rune) Wilderness Survival = 6 (6)
How this works: This build is easy enough if you can get the timing correct. It basically starts out with Serpents quickness, followed quickly by Mist form. After that, get the group of enemies close to you. Cast any of the first 3 AoE spells. Follow this with maelstrom ( even though they have the AoE AI, with 66% slow, it will still hurt them a bit ) ( Maelstrom can/should be cast after you use all 3 spells, this way you should have some of the recharged before the enemy returns ). If you get into the situation where Mist Form runs out and is not yet recharged, you can usually walk away because they are too slow to follow you. Just keep Mist Form, Water attunement and Serpents quickness activated as much as possible, and enemies will drop like frozen flies!
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Post by titanfox on Apr 11, 2006 20:00:17 GMT -5
me again sorry...oops lol
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