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Guild Wars 1-Skill Review Project: Elementalist 

Sientir
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Skill Review Project Introduction & Overview Blog Post: www.sientir.com/2019/03/guild...
Skill Review Project Introduction & Overview Video: • Guild Wars 1-Skill Rev...
Note: This video is ridiculously long, and I know that. Content development is often a learning process, and what I've learned from this video is that I should break things up. So expect the next part to be, like, five or six videos rather than one 5+ hour monster!
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16 авг 2019

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Комментарии : 44   
@WoodenPotatoes
@WoodenPotatoes 4 месяца назад
Tenais wind is actually pretty meta! You can proc it very easily with glyph of immolation and a great many hero skills!
@WoodenPotatoes
@WoodenPotatoes 4 месяца назад
Oh glyph of immolation with steam as well! Actually lots of little combos like that work out super cleanly.
@lMrJackl
@lMrJackl Год назад
0:00 Overview 21:42 Air Magic 1:32:54 Earth Magic 2:50:42 Energy Storage 3:16:20 Fire Magic 4:07:12 Water Magic 4:50:53 PvE & No Attribute Skills
@hundun5604
@hundun5604 9 месяцев назад
Air starts at 14:25 😉 ( I think I know why you start at 21:40, but technically it starts at 14:25)
@lMrJackl
@lMrJackl 9 месяцев назад
@@hundun5604 haha yes if I remember he goes off on a massive tangent about attunements and energy costs 🙂
@hundun5604
@hundun5604 9 месяцев назад
@@lMrJackl Yes, exactly. Anyway, thanks for posting these time-links. It's really useful.👍🏻
@sighauser407
@sighauser407 Год назад
To add to what you said around 13:40 , it seems like Ele was given this massive energy pool then gimped with giant energy costs. The only point I can see to this is to make it harder for other classes to use the high cost ele skills.
@hundun5604
@hundun5604 2 года назад
~ 2:00 So, the cracked armour condition could be quite helpful to increase elemental damage. However, if I understand it correctly, it doesn't do anything when the target has an armour rating of
@Sientir
@Sientir 2 года назад
Yeah, Cracked Armor won't lower armor below 60. Though, the armor penetration from Air Magic's lightning damage can treat armor as if it was below 60, so that's useful to know. :)
@tarheel7406
@tarheel7406 Год назад
The game could have really used a hex version of cracked armor, especially for Water. Call it acidic armor with hex skills in Water, Curses and/or Channeling.
@tarheel7406
@tarheel7406 4 года назад
After some time and further consideration, thought I'd create some new builds based on this series to break out of almost always using some slight variant of the same set of skills. Limitations are no PvE skills (so heroes can also use): ~1:06:07 Mind Shock, Burn & Rupt: Bed of Coals, Mind Shock, Arc Lightning, Glowing Gaze, Shell Shock, Shock Arrow, Teinai's Wind, Glyph of Immolation Hard mode makes use questionable, due to being unreliable vs. opposing eles and only with knockdown possible. ~1:08:50 Ride the Burning Lightning: Glyph of Immolation, Glowing Gaze, Lave Arrows, Shell Shock, Shock Arrow, Ride the Lightning, Whirlwind, Lava Font ~1:16:53 Observation: The Shock Arrow et. al. series of skills are not core. One is Factions, Two are Nightfall, and one EotN. Given so much enchantment hate, these four can be crucial for e-management. The developers should have changed some existing core skills to these functions when they introduced this mechanic. ~1:30:11 Tested Windborne Speed to see if it countered the slow down effects of stances. Tested on Flail (movement speed up to normal) and Dolyak Signet (no noticeable effect). If I'm correct, this skill should allow a warrior to constantly maintain Flail with no movement costs. Would need to see if heroes will use properly. [Tested with Vekk and he maintained this speed buff on me using Flail whether he was set on guard or passive.] ~1:37:05 Did some testing on Armor of Earth and how it works with both Storm Djinn's Haste and Windborne Speed. Both individually counter the slow down to a degree and the speed boost is cumulative when all three are active. The order cast may matter and not sure if a hero will cast on a caster. [During combat Vekk would keep WS on Koss using Flail but ignored me even though I had the slowdown from AoE. Outside of combat, Vekk maintained on me and ignored Koss.] ~1:42:46 As stated in an earlier comment, Churning Earth really shines in hard mode since the PvE foes move faster so they will be knocked down (if not snared). This knock down really makes Bed of Coals [Fire Magic] look very attractive when looking for a follow-up skill for the burning. I don't think either of us have noted that enemy scatter helps to counter "Stand Your Ground!". Since a foe isn't moving if KD'd, they would still get the armor buff. ~1:51:15 Earthquake Nuker: Earth Attunement, Elemental Attunement, Lava Arrows, Glyph of Concentration, Earthquake, Bed of Coals, Glyph of Sacrifice, Dragon's Stomp ~1:53:50 Earthen Shackles vs. Binding Chains. Same cost, cast time, recharge and duration. One inflicts weakness at end, the other damage while moving. ~2:01:45 Grasping Flailer: Grasping Earth, Warrior's Endurance, Cyclone Axe, Power Attack, Flail, Penetrating Blow, Penetrating Chop, Body Blow Grasping Derv: Earthen Shackles, Vivtorious Sweep, Zealous Renewal, Eremite's Zeal, Pious Renewal, Pious Assault, Heart of Fury, Radiant Scythe [Replace ES with Kinetic Armor for perma +60 armor.] ~2:21:12 Shockwave Shadow: Death's Charge, Obsidian Flame, Stone Daggers, Glowstone, Shock Arrow, Shockwave, Whirlwind, Heart of Shadow ~2:35:27 Stone Daggers... One of the benefits of this skill that I think I've observed is that it will burn through reversal skills (e.g. Reversal of Fortune) and enchantments like Spirit Bond allowing more damaging skills to get through. This is because the damage is in two smaller packets. ~2:57:44 Tried to make a build with Energy Boon and just can't find a use where there are better alternatives. With EB, I'm guessing that the initial energy gain for you and ally is kept regardless of a later strip, just losing the health buff. At 12 Energy Storage that's 10e for ally and 16e for you every ~20 seconds. Perhaps when facing lots of degen rather than damage where the health buff would be the most useful. ~3:01:50 I do wonder if you still hold the position that "attunements are just better"? Been watching your current GW playthroughs and I see a lot of party wipes and I'd bet that some are due to over reliance on enchantments when facing lots of stripping, etc. Anyway, took a shot at a build.... Ether Prism E-Denial Counter: Ether Prism, Ether Signet, Lava Arrows, Rodgort's Invocation, Glowing Gaze, Glyph of Lessor Energy, Aura of Restoration, Fire Attunement Fire Magic, adjust for whatever ele line you want. This is designed to specifically counter mass e-denial (e.g. mesmer Domination). As soon as you start to get hit, pop EP and use the signet as needed to get back in the fight. ~03:03:35 Ether Prodigy Healing Support: Ether Prodigy, Fire, Flare, Phoenix, Rodgort's Invocation, Glowing Gaze, Glyph of Lessor Energy, Heal Party, Heal Other Fire Magic, adjust for whatever ele line you want. Overcast from lete buffs Flare and Phoenix (which should heal frontline and minions). ~3:05:06 Etheer Renewal Healing Support: Aura of Restoration, Fire Attunement, Ether Renewal, Lava Arrows, Rodgort's Invocation, Glowing Gaze, Healing Breeze, Heal Party Fire Magic, adjust for whatever ele line you want. ~3:07:45 Again, when attunements aren't reliable, what are your energy management options? Glyph of Energy Cold Front: Glyph of Lessor Energy, Rust, Icy Prism, Glowing Ice, Glyph of Energy, Chilblains, Deep Freeze, Maelstrom ~3:12:54 Master of Magic and Conditions: Weaken Armor, Oppressive Gaze, Rodgart's Invocation, Teinai's Wind, Glowing Gaze, Shock Arrow, Aura of Restoration, Master of Magic 10, 10, 12 pts in Blood, Curses and Energy Storage respectively ~3:19:12 Burning Holy Dervish: Burning Speed, Zealous Sweep, Heart of Holy Flame/Zealous Renewal, Eremite's Zeal, Pious Renewal, Pious Assault, Irresistible Sweep, Heart of Fury Thinking of the undead dervs and warriors in The Desolation, but their Quicksand may require some adrenaline attack skills. ~3:28:46 Flame Bursting Dervish: Flame Burst, Zealous Sweep, Zealous Renewal, Eremite's Zeal, Balthazar's Rage, Irresistible Sweep, Radiant Scythe, Avatar of Lyssa ~4:02:14 Shadow Star Burster: Death's Charge, Lava Arrows, Lighting Touch, Star Burst, Teinai's Wind, Shock Arrow, Flame Burst, Heart of Shadow ~4:39:36 Slippery Ground and Steam Thunderclap Knockdown: Thunderclap, Chain Lighting, Arc Lightning, Shock Arrow, Glowstone, Blinding Flash, Epidemic, Slippery Ground Blinding Flash, Epidemic, Glyph of Immolation, Glowing Gaze, Lava Arrows, Savannah Heat, Bed of Coals, Slippery Ground Adjust attribute points if you will be facing weakness. Burning Trident: Glyph of Immolation, Water Trident, Glowing Gaze, Lava Arrows, Steam, Epidemic, Bed of Coals, Slippery Ground ~4:57:14 Glyph of Renewal takes real attention to skill activation order to work for me. Came up with a build for each ele line. Some require team help for optimal usage, namely the mes Stolen Speed would greatly help the fire version and weakness from a teammate would help the air. These assume no rupts and (as always) facing enchantment hate, so energy intensive but the double nukes should compensate: Double Hammer: Shock Arrow, Chain Lighting, Arc Lighting, Glowstone, Glyph of Lesser Energy, Lighting Orb, Glyph of Renewal, Lighting Hammer Double Eruption: Arc Lighting, Ebon Hawk, Glowstone, Stone Daggers, Glyph of Lessor Energy, Earthquake, Glyph of Renewal, Eruption Double Shower: Rust, Glowing Ice, Flare, Glyph of Lessor Energy, Glyph of Sacrifice, Glyph of Renewal, Meteor Shower, Ice Spikes Double Maelstrom: Arc Lighting, Chilling Winds, Rust, Glowing Ice, Glyph of Lessor Energy, Deep Freeze, Glyph of Renewal, Maelstrom Usually there's enough overcast at the start to last the whole battle. ~4:59:41 Second Wind... This seems to work very contrary to my typical strategy. Took a shot: Second Wind Nuker: Second Wind, Rodgort's Invocation, Glowing Gaze, Flare, Bed of Coals, Glyph of Lessor Energy, Earthquake, Churning Earth
@tarheel7406
@tarheel7406 4 года назад
Thoughts on Water Magic: As always, I like having at least one point blank area damage spell, and for Water Magic that's Frozen Burst. I usually use this to punish nearby melee and to protect my backline while trying to damage the opposing backline. I should consider bringing some shadow steps with Fire to pop in, drop some area fire damage, this Burst, then shadow back. Since it has effects other than damage, better than the comparable skills in the other ele lines. Glowing Ice is likely the most necessary of the ele skills in this series, as Water skills are generally high energy. Also better since when running Water you will almost always be using hexes while the others rely on a condition which may not be desired. Two observations regarding Ice Spear. First, it's really the only non-elite spammable Water skill to counter Wastrel's and to have something to do during long recharges. Second, it's an enchantment, which really is a problem when they are punished or when facing Nature's Renewal. Icy Prism is a bit underrated. I do think it does the double cold if the condition is met, has a decent recharge for Water, and works well with skills like Rust. Also provides some small overcast if you need it. Rust is underrated as well, if not just for the relatively long hex to trigger other skills' conditional benefits. The damage is decent and the effect can really mess with healing/rez signets. May work well vs. mesmer signets as well. Mirror of Ice is underrated in my view and I should probably use it more. Consider that it simultaneously can hit both the opposing front and backlines every ~8 seconds for only 10e a pop. Not sure how well heroes use this though. Think you're missing the boat on Shatterstone, which is my go to Water elite. The end effect triggers whether the hex is removed early or not, which makes a big difference. Can even work well against Destroyers against which hexes are typically avoided. Steam has limited uses when facing smaller mobs and running both Fire and Water. Steam at least also does some damage when Blinding Flash does not and works well with Glyph of Immolation.
@Sientir
@Sientir 4 года назад
Hmmm....I think I'd probably give Icy Prism a 4 these days, as I do like it as a way of getting additional Overcast going. Rust I'd have to experiment with more. I can see it being useful in areas where enemies use a lot of signets-I'd definitely prefer it in PvE over Ignorance. I'll have to see about giving Shatterstone a try. I have found myself liking Elemental Flame with water magic lately. I just like a Deep Freeze that also inflicts 4 seconds of burning. Honestly, if I'm bringing an Elementalist against destroyers, I'm probably focusing on Earth Magic more than any other because of just how much armor they have. They are weaker to water, yeah, but even still, that armor is often 100+, which halves the damage or more (I think their casters might have in the 80s for armor, which still reduces damage quite a bit), so the armor ignoring nature of parts of Earth Magic become way more appealing to me.
@tarheel7406
@tarheel7406 4 года назад
@@Sientir I did say "can work" vs Destroyers since the damage works even if removed, but I am generally with you. I typically go Air or Earth along with cracked armor and Winter. I'll usually put a strong trap under Winter with Destroyers.
@Sientir
@Sientir 4 года назад
@@tarheel7406 The idea of getting the armor penetration on cold damage via Winter is appealing. I hadn't thought much about that... Too much bias from the old, weird build idea of using Greater Conflagration and Winter to make everything cold damage for Mantra of Frost for tackling Hell's Precipice, I'm think. XD
@tarheel7406
@tarheel7406 4 года назад
@@Sientir Regarding Rust: While briefly referenced above, the biggest draw to me is that the hex duration is roughly twice the recharge. Lots of Water skills have effects conditioned on an existing water hex. You have a reliable 10e 8 recharge aoe spell, that has some material effects (conditional and unconditional), and can really buff other skills in the line. Relative to other water skills, this is really a 5.
@tarheel7406
@tarheel7406 4 года назад
@@Sientir Some revisit comments on Water Magic: Of the four elemental lines, Water suffers the most in later game due to the higher enemy armor. This is mostly due to my hex or condition guideline, meaning water hexes and cracked armor isn't always a reliable option. On the other hand, hex removal can be less common and will likely tax enemy casters more. Nevertheless, the non-hex spells in this line become more important as a result. My personality usually means I favor underdogs, and Water just seems have that role relative to the other ele lines. I never use Freezing Gust either but trying to find a place. It looks to be a conditional spike skill with a consolation prize if you miss the window. The 8 sec recharge seems to be a common theme in this line, so you start with a hex damage spell and follow up with this for additional damage and a cover. Shatterstone/Rust-Freezing Gust-Glowing Ice. That's 3-4 pops of compressed damage and energy return. Looks like a 2 (if not a 3) now. When you consider that relatively few Water spells do unconditional aoe damage, Ice Spikes is better than at first glance. There's just no defending Icy Shackles. The only possible use I can see is facing no hex removal and there's a derv that needs to be shutdown. (Think that Onslaught is so cool? Take this and go sit in the corner. We'll get to you later.) Really needed some damage while moving to even come close to elite status. Additional thought on Mirror of Ice: The conditional shorter recharge for this really ups the advantages of the ranged relatively longer lasting/shorter recharge water hex spells (e.g. Blurred Vision and Rust). Rust seems to be a common reference. It will be on my Water bar unless I'm running some non-hex build. Your "rather bring fire" and "it's no Energy Surge" comments always make me cringe. This type of observation applies to every skill, profession, line, etc. To me the analysis is when you are using Water Magic for a strategic reason, what are the options and how good they are relative to each other, etc. At least that's my angle. I really want to use Vapor Blade, but I can't find a place. As you stated, enemy enchantments are just so common and the conditional effect not under my control. I can see use where the mobs are using only rit or paragon skills for healing and protection, but that often means they also have some enchantment hate. Since I can't use the attunements, how do I fund the cost of Vapor Blade? The conditional damage should be "if foe enchanted". Ward Against Harm is the best ward in the game. Don't need a different Water elite to be effective for the task at hand, this will always be a safe bet. Counters some degen/pressure and is effective against both physical and elemental damage. There aren't that many skills that can be effective most anywhere. Water doesn't have that many spammable options nor non-hex spells. This makes Water Trident especially attractive at 5e. Really effective after Deep Freeze at the start of the fight.
@ofoufoutos7110
@ofoufoutos7110 10 месяцев назад
glyph of sacrifice can be used with arcane echo and avoid the penaly also in pve you can spam it with powerstones , its the most broken skill , feels like cheating tossing 5-6 meteor showers in less than 3 seconds
@bren8511
@bren8511 8 месяцев назад
Came back recently to the game,went to see your opinions on the common skills from eotn but saw you never got this series past three vids😢
@Sientir
@Sientir 8 месяцев назад
I think you're looking for this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-j_UFmoIQskc.html
@tarheel7406
@tarheel7406 4 года назад
Thoughts on Fire Magic: As a double enchantment, can't see ever bringing Double Dragon on a melee's skill bar but my eles will cast on them. This works really well with fire weapons on your physicals. Since I generally like to have at least one point blank damage skill, Flame Burst fills that spot and works with DD. [Edit: Untargeted spells do not trigger DD.] The energy demand is not an issue with double attunements. Flame Djinn's Haste is clearly meant for Dervishes, but I find that the 10e demand can be limiting since it's not effected by Mysticism. Too niche to have a high rating. Flare/Lava Arrows are again my always wanted spam skill if not just to counter the Wastel's skills. Usually prefer Lava Arrows with Searing Flames or Necrosis. Glyph of Immolation is underrated in my view. Works real well to fuel Glowing Gaze and pumps up Lava Arrows and other non-elites when Searing Flames not viable but you still want burning. As always, skills that use both hexes and conditions like Incendiary Bonds and Mark of Rodgort are usually a no go for me. Also Winter completely negates the later. Lava Font would be higher rated for my play style, but the problem is getting the overcast in Fire since I don't like most of the overcast causing skills in this line. Maybe with Mind Burn. Meteor Shower is just not a thing for me. The only time I use is with Glyph of Sacrifice and when the area has a high number of bosses for the instant recharge. I might consider using along with Glyph of Concentration, but the 5 second cast is still a major problem and something like Mantra of Resolve may be too energy costly if you get hit by multiple rupts during the cast time. As stated in an earlier post, Mind Burn et. al. skills are far less effective in hard mode due to the conditional bonus damage/effects being harder to meet. Nevertheless, when in an area with few opposing eles or the team is bringing some energy denial, they have their place. Mind Burn is one of the more useful ones in those situations since it provides some small overcast, has short recharge, and fuels Glowing Gaze, etc. Interesting that you have Rodgort's Invocation at a 5, as I never use since the 25e is so high requiring the double attunements and with Searing Flames is so much better. Perhaps I should consider leading with RI for the immediate burning and then going into a SF spam. Savanah Heat is usually my go to Fire elite since at 5e it doesn't require the double attunements and it leaves plenty of energy for a follow-up snare (e.g. Deep Freeze, Ice Spike, Churning Earth). Also not burning reliant for effectiveness. Finally, foe scattering is not always bad, as it will negate "Stand Your Ground!" and perhaps get them out of a ward. A 5 for me. Searing Flames is just boss when it can be effectively used. Due to the high energy demands to spam every 2 seconds, it usually requires double attunements [my version], Glowing Gaze, and sometimes Glyph of Lessor Energy to get energy pumped back up. The burning also fuels Necrosis for serious damage to your target or can also be spammed with Lava Arrows. Counters Wasterl's skills as well. Interesting to note, however, that SF can be much less or even ineffective against a lot of water ele foes due to their anti-burning skills. Will need a lot of enchantment removal there. A 5 rating when used effectively. Teinai's Heat is a really good ward when the opposing mobs have little condition removal and facing a decent amount of melee. Unremovable health degen and slower attacks (when weakened) is just devastating. Can be the only anti-melee you need. What's not to like?
@Sientir
@Sientir 4 года назад
I've enjoyed Flame Djinn's Haste when running a Conjure Flame bar. I think I may have been doing a lot of that leading up to this video, which would skew results. It can be reasonable on all of the melee professions, depending upon how you manage your energy. Radiant Scythe (as an example) is a skill I'd generally bring if using it on a Dervish. Another thing to like abound Mind Burn is how looooooong that burning lasts for. 10+ seconds of burning in an AoE is pretty solid. I've often liked dual attuning with fire magic (especially prior to Nightfall, not that that matters here...). Rodgort's Invocation has a relatively short recharge, large area of effect, and high damage, which is part of why I like it. Are you using Arcane Mimicry to dual attune and run Searing Flames? I remember when Nightfall came out and the PvE meta became 4+ Searing Flames eles just...melting everything. I wonder if that's why they made the primary foe of Eye of the North the burning immune Destroyers?
@tarheel7406
@tarheel7406 4 года назад
@@Sientir To answer your question, I only use the applicable line attunement and the PvE Elemental Lord on myself for usual "dual attunement". Heroes will use Aura of Restoration as an alternate. To add to the conjures, have to always remember that the base weapon damage has to be the same ele damage and not be facing enchantment hate. The weapon spells (especially Splinter) has largely replaced the conjures for my purposes.
@Sientir
@Sientir 4 года назад
@@tarheel7406 Yeah, Conjures are definitely a build type and not a general thing, for the reasons you mentioned.
@tarheel7406
@tarheel7406 4 года назад
@@Sientir It eventually occurred to me that I must have been misusing a GW term of art in "dual attunement". It appears that it usually means running both (e.g.) Water Attunement and Elemental Attunement. My apologies, to clarify I have been referring to running (e.g.) Water Attunement/Elemental Lord as a player or Water Attunement/Aura of Restoration on a hero.
@tarheel7406
@tarheel7406 4 года назад
@@Sientir Some revisit comments on Fire Magic: Always a been a bit hesitant to use Breath of Fire due to the 10 overcast. Using this after every 10 sec recharge can build up that overcast relatively quick. I do agree that the compressed damage and 5e cost does make it more attractive than some of its competitors otherwise, unless you actually want a longer scatter effect. Thought on Burning Speed: Another "this or that" with Whirling Charge? I would think Double Dragon it best used by casting on your warrior and when (of course) facing relatively even melee and casters. My reasoning is that assassins will likely go through their attack skills so fast that they may be reapplying the burning before the duration ends and dervs tend to use less attack skills and more non-targeted aoe. The warrior tends to sit in the middle of these two. Upon this revisit of Elemental Flame, I immediately thought of Stone Striker, namely are these two part of a series of skills in each ele line to encourage synergy. EF allows Air/Earth/Water to apply burning with the hexes in those respective lines, while SS allows an Air/Fire/Water to change the ele damage type but keep overall functionality. I did not readily find similar skills in the Air and Water lines however. Thoughts on Lava Font: My original comments downgraded this due to really needing the overcast for best use. Much more attractive with Breath of Fire since you can get in 2 LFs while BoF is recharging. Another reliable option for the overcast could be Obsidian Flame. Additional thoughts on Meteor Shower: Because of the cast time, I would never trust on a hero's bar. This means I'm usually looking at dedicating 4 slots to maximize value, namely a snare, Glyph of Sacrifice, MS, and a follow-up aoe damage spell in that order. The snare and follow-up can be used outside of this chain; however, unless you will wait for the full extended recharge, you will be using just 6 skills every other mob. Early on I was overly conservative with energy and less experienced with e-management, so Mind Blast looked attractive. Upon this revisit I'm now thinking of some possible use to counter moderate to strong e-denial along with attunements, Glyph of Immolation, etc. Would be very situational. Rodgort's Invocation is another one of those skills that I would predict will fall in your rating with more hard mode experience. There is just too much enchantment removal in too many areas that prevents funding the 25e requirement every 8 seconds. As I've stated elsewhere, perhaps there are ways to preserve attunements in these areas of which I'm unaware. Remember that the aoe of Savanah Heat is wider than (e.g.) your beloved Breath of Fire. This means that it will take longer for foes to escape and snares more effective. Same goes for Searing Heat (i.e. wider effect). With the fast pace of PvE battles and the enemy's faster movement speed in hard mode, you will likely be needing only one (maybe two) of these longer recharge spells before the carnage is over. With the adjacent aoe spells, hard mode foes can more quickly get out of danger and back to business. Your position on Searing Flames (even on this revisit) still puzzles me. I'll emphasize that its use is limited to areas that are safe for attunements, applying conditions, and burning. In those types of areas the chances of having another SF hero is already high. Furthermore, there are other classes that can apply burning, and it can be spread and duration extended by teammates. You don't even need to spike up your fire level since conditions are safe and cracked armor is likely in the mix. You can even bring cracked armor yourself with either Air Magic or a necromancer line. Another option other than cracked is Fragility, since that will trigger each time the burning is applied or ends. Use these tactics around the (e.g.) 8 man areas of Istan and get back to me. Notwithstanding a use by secondarys, I always want to envision some use of an elite by that profession and that applies to Star Burst. One certainly wouldn't want to just walk up to the opposing backline to use and mosey on back to safety, but Dash and the shadow steps offer some possibilities. Throw in some pbaoe and I may have something. I like having a ward in Fire Magic, as it makes the player think about running two of the ele secondary lines. (Sort of like the nec wells.) This leaves Air as the only secondary line without a ward. They should have spread these out more instead on concentrating in Earth.
@tarheel7406
@tarheel7406 4 года назад
Originally thought I would like playing as an ele, but it turned out to be one of my least favorites. With that said.... Thoughts on Air Magic: The attunements would be a 5 to me except for the relatively large areas with enchantment hate. When enchantments are relatively safe, usually running dual is all the e-management you will need. When enchantments aren't safe, the ele needs to look at the Shock Arrow et. al. series of skills, glyphs, and/or the mesmer Inspiration Magic for energy. Blinding Flash is situational to me. Basically it's useful for smaller mob areas where blinding a single foe makes a bigger difference or when your team can spread that blindness to other foes, leaving your elite slot open for something other than Blinding Surge (which is more appropriate when you will be facing mostly physicals). In complete agreement with your thoughts on Arc, Chain and (assuming as I'm typing) Invoke Lightning. Strong area of affect armor penetration. Chilling Winds isn't that useful to me unless I'm running with a hero who is using Water Magic, so that makes it situational. [Though an 8 second recharge isn't bad for a cold damage skill.] Would never waste a slot on Enervating Charge due to better ways to apply weakness unless I'm facing the same situations described above for Blinding Flash. I've always considered Gale an interrupt for the ele class. I've tried to use Glimmering Mark, but not sure how effective. I suppose it's best use is to pop on one of the mob's frontline and then use your other skills on the backline casters. Another option is to again use on a frontline melee and then use area of effect on the other frontline attackers. Maybe heroes use this better, since they should know which foe has the hex, but I doubt it. Gust is very situational, but great when it applies. The movement speed is irrelevant to me, but area of effect in both the back and frontlines every 10 secs is strong especially against mobs weak to cold damage. Lightning Bolt and Lightning Hammer are both 1 for me. Bolt's bonus damage is unreliable and Hammer's energy demand and cast time fails vs. (e.g.) Lightning Orb. Plus, I'd rather use nec secondary to apply cracked armor before using an ele damage skill. Lightning Javelin is a 5 for me. Low energy, spammable skill that can mass interrupt attackers. Think what this can do to assassin mobs. Lightning Surge is a 1 for me, as I rarely run a team that wants to inflict both hexes and conditions since most PvE mobs have counters to one or the other. I do not like the Mind Shock et. al. series of skills. In hard mode the conditional bonus damage from having more energy is just too unreliable. Rated 1 and never use. [Update: now rarely use.] Have never tried to use Ride the Lightning, so it's an incomplete to me. I can possibly see running an assassin as a secondary, pop into the backline of casters and rangers, cast some point blank area or touch skills, and then shadow step back to my own team. The Shock Arrow et. al. series of skills are all 5 since they are the best e-management options when the attunements are unreliable and they deal some damage. My biggest gripe is that 3 of these skills require a condition for the e-gain when hexes may be better in a given situation. The conditional e-management should be triggered on an and/or basis to make more flexible. Teinai's Wind is situational but is boss when it fits. I use this with Searing Flames for massive 1-2 punch. Thunderclap is another 5 skill when I want to apply conditions. Area damage, conditions, and interrupt, what's not to love? Whirlwind is at least a 3 since it's usable by both casters and melee for only 5e. Consider how often Air eles are using overcast to feed other skills, so the conditional wider area of effect can usually be met.
@Sientir
@Sientir 4 года назад
I wonder if Glimmering Mark would be useful against mobs of Charr Rangers in the Charr Homelands? It's definitely one of those skills, though, that looks interesting but hard to make use of. I like to run skills like Gust more often on melee attackers. I only really use Lightning Hammer on a dual attune, as it does have really high damage and a relatively low recharge. It also isn't a projectile like Lightning Orb (and hits harder), which can be a benefit. It is no Rodgort's Invocation, though, that's for sure! It does work well with Intensity, though. Also, you don't need Assassin shadow steps when you have Ride the Lightning, since you can target both enemies and allies with it to shadowstep. It doesn't deal damage to allies, obviously! But it is definitely the most versatile shadowstep, though the overcast makes it harder to use with melee attackers.
@tarheel7406
@tarheel7406 4 года назад
@@Sientir Some revisit comments on Air Magic: Forgot about Ride the Lightning being a two way shadow step. Thinking about the conjures. I might have already stated elsewhere, but I don't use these much since I just don't trust enchantment removal. On physicals they would have to be a nice to have but not crucial to the task at hand when facing even mild enchantment counters. I also think weapon spells will often provide better options when it's either/or. Nevertheless, it occurred to me if I have an ele hero with all or mostly long recharge damage skills, I'm looking at a lot of wanding. It may be worth finding a slot for the appropriate conjure in that case. [Note that there is no Conjure Earth.] Finally found a use for Mind Shock, namely with cracked armor and Winter vs. Destroyers. Shell Shock is really for feeding Shock Arrow if you need the cracked armor. The conditional bonus damage is just that, a bonus.
@tarheel7406
@tarheel7406 Год назад
@@Sientir Revisiting Lighting Hammer, and it's 25e can only be spammed reliably through a full mob fight with either a 2x attunement (i.e. Elemental Attunement +1) or a 3x attunement using Air, Aura of Restoration, & Elemental Lord.
@tarheel7406
@tarheel7406 4 года назад
Thoughts on misc Elemental: Wow, I really disagree with your 1 for Glyph of Concentration. While I prefer Mantra of Resolve, when that's not an option and I have a must cast spell, a 5e investment to make sure I get it off is a good investment.
@Sientir
@Sientir 4 года назад
I can see that. I typically don't have that many must-cast spells on long enough recharges, so investing a skill slot to make it go off is less interesting to me. So is the fact that this itself has a casting time and thus can be interrupted (compared to a couple of stance options, and, to be fair, there are fewer interrupts that can hit glyphs than spells given the Mesmer interrupts that only hit spells or chants). While I can see Glyph of Concentration being useful in some areas, I feel like there aren't many circumstances in PvE where I would really want this, other than maybe to get off a big AoE on Wind Riders *shakes fist*. Just out of curiosity, what places in PvE do you usually bring anti-interrupt skills?
@tarheel7406
@tarheel7406 4 года назад
@@SientirJust glacing at the wiki list, I can think of Southern Shiverpeaks and Vabbi. I'd really have to look thru my saved team builds to be more comprehensive. When an ele, I really want to insure against my nukes getting stopped.
@tarheel7406
@tarheel7406 4 года назад
@@Sientir Having just made some runs of the GOLEM mission, the Destroyer rangers have lots of rupts. While I was using the mes stance, if I was doing something else with a different secondary, I'm really wanting that Sandstorm to get through.
@tarheel7406
@tarheel7406 4 года назад
@@Sientir A quick follow-up response before I get to the "official" revisit comments: Yes, the glyph can be rupted as well, but as you said those are fewer for that skill type and getting rupted rapidly twice in a row will be very rare. It's no guarantee but it is very good, cheap insurance.
@tarheel7406
@tarheel7406 4 года назад
@@Sientir Some revisit comments on misc Elemental: Elemental Lord is just boss. I have no problems spamming (e.g.) Searing Flames with this and the applicable line attunement without having to burn the elite slot for e-management (i.e. Elemental Attunement). Also relieves your monks. You may want or need additional e-management, but who cares you're casting SF every 2 seconds so there's plenty of slots left. Obviously a leave at home if facing enchantment hate, but did I mention Searing Flames every 2 seconds? Have only used Intensity as an ele, but I can see this being effectively used as a nec (cold damage), rit or derv. As an ele I usually just hit after each recharge for the next spell or save for the next big one. A nec or rit would be more on the use (if recharged) before each cast of x spell. I can see a wind or earth derv just popping on each recharge to power offensive ele enchantments. Nevertheless, I usually don't have room for this one. Glyph of Elemental Power is usually a bar filler. Got all the necessary bases covered; what else may help or be nice to have? Short recharge means it's ready to go before it's consumed and can be used pre-battle. I assume that the game designers has some situation in mind for Glyph of Essence, but I can't imagine it. It's a Factions skill, but that doesn't help me any. Looks like my energy is almost gone, might as fell go out with a bang? There's no e-gain signet in any elemental line. Use this for some big spell, use Ether Signet followed by Ether Prodigy? In PvE Glyph of Sacrifice is only for Meteor Shower (and maybe Maelstrom); however it does take some discipline. Make sure you are already in any stance, yelled any shouts, etc. prior to using just before the big show. I do trip on occasion and it can ruin your day. The risks are getting stuck with the 5 second cast and a rupt. You can even get distracted and hit your spam skill resulting in not much to do for most of the fight. Since I didn't see much hope under Energy Storage, I should really figure out how to correctly use Second Wind. Essentially my current e-management options are either a) attunements or b) using the line e-return skills, Glyph of Lessor Energy, and/or the Inspiration line.
@tarheel7406
@tarheel7406 4 года назад
Thoughts on Energy Storage: Don't understand your position on Aura of Restoration. I don't use for myself, favoring Elemental Lord, but my heroes use along with the applicable attunement for the e-gain rather than the healing (which is just a bonus to me). Would never waste the elite spot on Elemental Attunement. Glyph of Elemental Power is a much better non-elite option to boost your stats. Energy Blast is probably a 3 for me for the armor ignoring damage, especially followed up with something like Obsidian Flame. Obviously most useful at the start of a fight when u have full energy. With the possible exceptions of Glyph of Energy and Master of Magic, the Energy Storage elites are just bad. I'm just not going to use my elite slot on energy management unless the skill has some special benefit. GoE works for some Water Magic builds (e.g. Deep Freeze and Maelstrom) and MoM is interesting to allow an ele to effectively use all four magic lines in the same build. Glyph of Lesser Energy is a 5 since it can effectively be used by any class, is usually essential when the attunements aren't reliable, and is almost always needed for Earth and Water Magic builds.
@Sientir
@Sientir 4 года назад
I've liked Elemental Attunement for dual attuning. Plus, the attribute bonus stacks with Glyph of Elemental Power to get to a sweet 20 with a sup rune. (For those unfamiliar who may be reading, dual attuning is running both Elemental Attunement and the attunement for the element you're using, such as Fire Attunement. This combination means most of your energy is refunded when you cast a spell, which allows you to spam the more expensive spells freely. This is particularly useful with 25 Energy skills that have a lower recharge, such as Rodgort's Invocation or Lightning Hammer.) I've also sometimes liked Elemental Attunement for a water magic build using Elemental Flame that has no specific elite it especially wants. I do think there are uses for a number of the elites. Ether Renewal can be used in some niche builds I've heard about (such as an Infuse Health spammer), and I have a farming build I use it with, and Ether Prodigy is handy if you're using expensive non-Elementalist spells (like Heal Party). I generally wouldn't use either of them, but pointing out a couple of uses. Energy Boon is an OK battery skill, though obviously Blood is Power is better, notably for the recharge. That said giving someone straight up 10 Energy is like 10 seconds of +3 Energy Regeneration immediately. But I agree that most Energy Storage elites are pretty niche if not outright bad. (Glares at Ether Prism.)
@tarheel7406
@tarheel7406 4 года назад
@@Sientir Some revisit comments on Energy Storage: This was clarified elsewhere, but when I refer to double attune, I mean Elemental Lord/[Applicable Line Attunement] for me or Aura of Restoration/[Applicable] for a hero. In my view, this paring is what makes (e.g.) spamming Searing Flames possible, since SF and Elemental Attunement are both elites. Maybe there would be some times I would sacrifice a line elite skill for EA, but the area would have to be enchantment safe and not call for one of those line elites. Glyph of Elemental Power is a non-elite option to boost stats, will last for 10 spells, and will likely recharge prior to consuming. I just don't see how EA is worth the elite spot, but will keep it in mind. Trying to get a better handle on Energy Boon. As I read this skill, what this does is create an ele battery that is designed to support one teammate and yourself/hero when you expect just that one teammate to have energy issues (likely the healer). It works opposite than does Blood is Power. Both are enchantments and can be cast at range; however, EB adds health and a block of energy every 20 secs to the target and battery while BiP can be spammed around but causes the battery to lose health and the energy is regen. (Blood Ritual can be spammed but works at touch range.) The problem is the energy block is too low and the recharge too high for what it's supposed to do. Ether Prism may be designed to counter mass e-denial. You hit this to bank a block of energy for 5e and your get 75% damage reduction against all the armor ignoring coming in. The problem again is the duration and recharge, as the mass mesmers will be raining down more chaos before the recharge. Ethery Prodigy may work to counter e-denial as well. Getting hit by mass e-denial, hit this to start the e-regen and actually lower max energy with overcast to mitigate damage. You remain effective with some lower energy spells, and by recasting this elite when needed you keep taking health loss and building some overcast. When all is said and done and it's time to pay the piper, your energy pool is low so the final health cost is mitigated. It's a self battery? You will have to handle e-management without any other ele enchantments though. Doubt if I could ever use either of these effectively myself, but perhaps a hero can. Okay, it took a bit for the flicking florescent to click on, but I now see some possibilities for an E/Mo with Ether Renewal because it reads to work with all spells. (Did you flip with Ether Prodigy in your original response?) I would use with Aura of Restoration/[Applicable Line Attunement] which gives you three enchantments when active (at the start of battle when you most need them) plus 5 ele and monk spells (most likely including Heal Party). At my hero's standard 12 ES and a minimum of three enchantments (while active and likely more from teammates since enchantment safe area), I'm looking at a minimum of 9 e-gain per spell. Heal Party then costs no more than 6e while elite active, and this only after a 1 sec cast since the other two self-enchantments are always maintained in-between battles. Could also slot GoEP (noted above) to boost even higher if needed. General Observation: I am going to predict here that once you have more hard mode experience, you will quickly learn that "double attunements are just better" doesn't suffice. Elemental Attunement recharges in 20 seconds and the line attunements in 30. What is your plan when both are stripped 3 seconds into the battle? Or perhaps you are getting pounded by enchantment punishers (like Desecrate Enchantments) and causing major headaches for your healers? Maybe I'm not being creative enough to preserve these critical e-management tools (admittedly a real possibility), but alternatives exist for a reason, and I don't think just for PvP. I'll add that it is often wise to bring Glyph of Lessor Energy even when running double attunements (my version at least), since it acts like an 5e investment that will pay lots of interest. An example would be a Searing Flames spam build, as you can drain if the battle is extended. Pop the GoLE for two free goes at the elite, and the attunements will still give the e-return to get you recharged. If and when you go with Master of Magic, you're looking at another reason to consider Aura of Restoration for more e-return when you cast any spell. I just think that skill has more uses than you gave it credit for. Again it's not the healing but rather the energy.
@tarheel7406
@tarheel7406 4 года назад
Thoughts on Earth Magic: If it's not clear yet, with very few exceptions I rarely run both hexes and conditions in PvE. This leaves skills like Ash Blast, Earthen Shackles, etc. usually with a 1 rating. I imagine the strategy for PvP would be different. (Will rarely use Teinai's Crystals in areas where hexes and conditions are more reliable.) Churning Earth is far more effective in hard mode where the foes move faster than normal. Plus no need for a snare is even better, since moving causes the knockdown. Punishes movement stances as well. Easily a 5 rating. I'm guessing that your limited HM experience (as of this post) has biased your position on this skill. Your suggested use of Crystal Wave did get me thinking (especially with Fragility), but still seems too niche and having to reapply conditions seems just too costly in time and energy. I can possibly see working with Shockwave. I never/rarely use Grasping Earth, but perhaps I should reconsider. It's a cheaper alternative to a ward and your melee can snare when cripple is unreliable for your backline nukers. Sandstorm is my go to elite for Earth Magic. What's really nice here is the bonus damage to attackers, which is where you really need it since Warriors and Rangers have such high armor. Really works well in my view with the Glyph of Lessor Energy before and (e.g.) Churning Earth or Deep Freeze after. Unsteady Ground is my second tier go to Earth elite, often bringing when I have a teammate running Sandstorm. The advantages are the lower energy demand and faster recharge. Stone Daggers are another 5 for me. First, I always want a spammable skill for damage and to counter the Wastrel's skills. Second, the bleeding is just a bonus, especially where bleeding has higher value. Third, I almost always want something that I can constantly 1-2 with (e.g.) Necrosis (the best skill in the game for PvE). I never use Stoning since it's essentially an interrupt for the ele class, but the weakness condition isn't all that important vs. casters. The 15e requirement is high as well, requiring the attunements which aren't always viable. A 1 for me. Most of the Earth wards are rated 5 and the reason most of my ele heroes always run Earth Magic as the third attribute. W Against Elements works well with "Stand Your Ground!". If the team scatters, the ward helps, if they don't SYG applies. W Against Foes is always useful vs. melee, while W Against Melee is more situational depending on whether your foes can counter or punish blocking. Obviously W of Stability is only useful when facing knockdown, but KD is rather common and when needed it's invaluable. W of Weakness is the only 1 for me here, since there are better ways to apply weakness in and out of a ward. I differentiate between situational and niche. A situational skill's rating shouldn't be affected too much for that, while a niche skill's rating will.
@Sientir
@Sientir 4 года назад
I can definitely see Churning Earth being useful in hard mode, that's something useful to consider. I should probably give Ward Against Foes more of a try, as I don't usually consider it. To anyone reading this who doesn't know, there is an armor cap for multiple skills that add armor of 25. Individual skills (such as "Save Yourselves!") can exceed that cap, but that's why Tar Heel mentions the way Ward Against Elements interacts with "Stand Your Ground!", where WAE is useful when heroes are scattering from, say, Firestorm, but that if they aren't running, then SYG applies.
@tarheel7406
@tarheel7406 4 года назад
@@Sientir Some revisit comments on Earth Magic: While Air is more multi-purpose, Earth has always felt more anti-melee to me as evidenced by it's theme of weakness. A good example of this is Aftershock and how it pairs with Whirlwind. You will want to be overcast for the greatest effect. General observation: To me a skill like Armor of Earth is niche by definition if it's only useful in specific PvE farming builds. Are all such niche skills a 1 as a result, impossible to be a 2+ rating? Perhaps we need one more level, namely 5-1 and James Brown (i.e. "Super Bad"). Thoughts on Ash Blast: To me this is like a skill designed to get a Fire ele to consider some offensive Earth skills. The direct competitor is likely Steam, which inflicts blind, has a shorter recharge, and isn't a hex, though it is single target. If I'm burning, I'm likely to prefer the blind rather than a miss hex. I'll also add that Earthbind looks more interesting with Churning Earth in hard mode. Thoughts on Crystal Wave: This is a 15e ele spell that would be difficult to use by melee, and casters try to stay away from adjacent foes. Returning to the "this or that" theme, I'm recalling Grenth's Fingers and Reap Impurities in a Fragility strategy (one I use against foes using these two skills). General comment: When using long cast spells like Dragon's Stomp/Earthquake and are facing a rupt risk, always bring some skill to make sure you get it off so the energy isn't wasted. To me this particular skill also indicates some design fail, because the cast time is too long to support (e.g.) Bed of Coals. I am again thinking of Earthbind. You know what counters Eruption? Asuran Scan. I think I read about that skill somewhere. Thoughts on Stone Striker: There is no "Conjure Earth", so this is it. The upside for physicals is you don't need an earth weapon; the downside is that the duration is shorter. Frankly, I'm not sure what the benefit is for physicals, since there are earth mods and they couldn't use any mesmer stance that benefited. A ranger has one or two stances that could benefit, but I think it would require specing across 4 lines. That leaves mesmers and eles. A mes may have to abandon Fast Casting in favor of Earth Magic. The most likely use is when you want to go as fire vs. fire, etc. but want to convert to earth for more effectiveness. You could then further convert that to cold if needed via Winter. Either way bringing the mesmer stance that applies.
@Lebedev34
@Lebedev34 2 года назад
Shell shock Is a 5 a must have for Any air elementalist
@tarheel7406
@tarheel7406 2 года назад
With what do you pair to get the overcast? To me, in ~50% of the areas you are either facing good-heavy condition mitigation or worse, healing buffs for condition removal. How do you handle this to justify as a "must have"?
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