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Author: Wyat_hawke
2,867 Views
15 Comments
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Introduction:
This is part two of my creative builds worth mentioning guides. The guides will bring you creative builds that aren't used often, but makes a killer in most scenarios.
Today, I'm going to focus on the elementalist.
Disclaimer:
I can’t take credit for being the inventor of this build. But seeing as almost no other person in GW uses it, I think it is fair to let people know of it.
The Promising Nuker
| QUOTE (www.guildwars.com) | The Elementalist commands the four elemental forces: earth, air, fire, and water. With magic derived from the very foundations of nature itself, Elementalists can inflict more damage in a single strike than any other profession. (…)
Fire magic is often considered the most purely destructive form, inflicting searing pain and damage on multiple enemies.
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SKILL TEMPLATE:
OgdToYG61ZBqMAGFDjoAAXQLAA
Basic Setup:
That is all you really ”need” for this build to work. To maximize the effect though, it is advised that you slap on a rune of vigor and a rune of major energy storage. Choose the vigor rune that suits your pocket best. Personally, I run this:
Remember, this is just a suggestion. A +20% enchantment mod is handy to have of course, but you can do without aswell if you want.
http://gw.gamewikis.org/wiki/Assassin%27s_Promise
http://gw.gamewikis.org/wiki/Glyph_of_Sacrifice
http://gw.gamewikis.org/wiki/Meteor_Shower
http://gw.gamewikis.org/wiki/Fire_Storm
http://gw.gamewikis.org/wiki/Breath_of_Fire
http://gw.gamewikis.org/wiki/Resurrection_Signet
http://gw.gamewikis.org/wiki/Fire_Attunement
http://gw.gamewikis.org/wiki/Aura_of_restoration
Usage:
This build focuses on using powerful, long recharging AoE skills together with Assassins Promise so you can dish out damage continuously. The usage is fairly easy. Make sure to keep the enchantments up all the time. When approaching a target, cast 2-3-4-5 in order. When your target is about go six feet under, quickly cast Assassins Promise to recharge all your skills. Sometimes you might cast Assassins Promise in the middle of your chain, in the event that your target dies before you can finish the chain.
Congratulations! Your target should be dead. You can now recast the entire combo on another target. You should have (theoretically) inflicted 937 damage and 3 knockdowns.
Where to Use the Build:
This is a PvE-only build. It is best used in Normal Mode, since your foes won’t scatter that easily then. Try to hit a big mob of spellcasters when using the build. Focusing all your firepower on one lonely warrior is a waste of energy. A group of, say, elementalists are on the other hand a totally different story.
CONS
If Assassins Promise doesn’t trigger, you will have to wait an awful lot of time before you can recast the combo. Therefore:
It is fragile against hex removal
If you get your enchantments stripped, your energy management will go significantly down
In the higher end areas of GW, the foes might scatter too soon, and thus wreck havoc on your team instead
You can quite easily be interrupted, so watch out
If you only cast your MS all the time, exhaustion will get you
In order to prevent this from happening, make sure someone else can bring hexes as covers, or cast Assassins Promise just at the end, so your foes don’t get enough time to remove the hex. Make sure to maintain your distance from enchantment strippers, and of course, a good tank is always good to have so he/she can keep aggro. Oh, and using MS on that little lvl 5 jahai rat isn’t needed at all. If a target already is low on health, don’t bother to fire off the whole combo again. A simple breath or fire storm might just be enough sometimes.
PROS
Good selfhealing. It might not look like it, but using Meteor Shower alone nets 87 health. As long as you are casting your spells, you should be good.
You can recast the combo much faster than the old Glyph of Renewal + MS combo, and it’s a lot more energy sufficient aswell. Beware though; it’s not always as safe as the old version. As always, practice makes perfect
Huge damage over a short time
Variations
If you for some reason want to play around with other magical attributes, it is possible, but not really advised. The builds provided here underneath are just bleak copies compared to the pure destruction we can harness from the fire attribute. Unless you are going into a certain area where either blind or interruption are needed (more often than every 3 seconds), you can substitute the original build for these. I’ve provided 2 samples (feel free to experiment with them), one for Earth Magic and one for Water Magic.
Earthly Promise
If you know you are going to face a lot of melee, this might be a better solution. The damage however isn’t anywhere near the original, and this version is a lot more energy heavy.
The Promise of Water
This build might come handy if you know there are areas where you’ll be wiped out instantly if you don’t watch your back. Damage output is a big “meh”, but on the plus side you get more than enough interruptions and rather good snares to keep the mob away.
Cheers; comments and suggestions can be placed below. This ends part two in my trilogy
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