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 ELEMENTALIST TACTICS (Core)

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Merzhin
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PostSubject: ELEMENTALIST TACTICS (Core)   Sun Jul 05, 2009 1:06 pm

In this article, click on "Reply" & write a text about your hints, methods, builds and tricks that make this profession interesting. You can talk of the high and lows of the profession, of your vision of how to use it at its utmost degree, all for the benefit of the community, but also when farming alone. be clear, and show intelligent tactics and builds to share with others.


Last edited by Merzhin on Wed Jan 13, 2010 3:07 am; edited 2 times in total
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Merzhin
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PostSubject: Merlin's knowledge   Thu Aug 13, 2009 8:42 pm

As an introduction to the arts of elemental supremacy i shall tell you this...

Most mages who dwell in Tyria believe that specializing is a good idea. I cannot tell you how twisted toads they are to think this way...

*coughs*

Having the blessing of the four elements is a privilege and it shall be honored. ALL of the elements are in perfect balance and can be used according to the situation... For instance, it can easily be shaped according to the party you are travelling with and of course to the place you are travelling to...

Most elementalists believe that Fire is the remedy of it all. Wrong, wrong and wrong again!

*coughs*

Fire is easy and pleasing because of its mass destruction effects but it is not the most powerful of the elements. Or it would be the only existing element if it would not be in need of the balance of the others. Bring me a wizard that contest that statement and I shall deal with him/her personally.

*coughs*

Do not misunderstand my words, Fire is a key element to the whole but it is as important as others. Thus, the best elementalists Tyria has ever seen are generalists and not specialists. With this precious basic knowledge in head, let me explain you why my children...
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PostSubject: Damage?   Thu Sep 10, 2009 3:50 pm

ON DAMAGE:

Elementalists are quite often thought of as being the mass damage dealers in a party of adventurers. The conception of an Elementalist blasting from behind while Warriors are front side is very outdated these days. Why?

*cough*

The Elementalist's bane is the fact that the majority of his/her damage is... "Elemental"! It can be reduced by high-armoured, high-level foes. So bringing "utility" skills powered by your high energy levels can be extremely beneficial to the party.

Another very important point to remember about Elementalists is that we have low armor. All these robes and mantles are pretty but are not meant to be made of steel. So, as an Elementalist, you can reduce the likelihood of being attacked by remaining at the back of the group and by sometimes (quite often actually) running away from attacking foes. There is no shame in it, and the first one to say the contrary becomes a toad for the rest of his miserable life!

*cough* *cough again*

Good... Note, that Elementalists can also use skills called Wards, which provide various protections to allies standing within the limits of the magic Circle. That will help defend your party as a whole, and not just yourself. Sometimes, and especially when the only healers you can count on are Heroes or Henchmen, that option can save lives.
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PostSubject: AIR   Wed Jan 13, 2010 3:01 am

AIR:

The main beauty of Air is its armor penetration faculties. It is especially dreadful against single foes but also against an area filled with heavily-armored enemies.

Its second wonder is the collection of spells that makes your enemies fall on their arses *cough* as you knock them down. This is still dreadful in a one on one fight or against tough enemies, because it prevents the enemy from activating skills and attacking.

Finally, of course, there is the power to blind adversaries. i shall not make an apology to it. Anyone who suffers blindness from magicians for 10 seconds understand the pain of it.

Altogether, though I am a generalist, I can confess *cough* that if I was forced to pick up a favorite element, Air would be the one I would choose. Though I am glad I am not forced, since as I stipulated before, all 4 elements are important.

Now in exclusivity, I shall let you know of one of my favorite build, or at least one version of it not involving the Mesmer arts to which I am also accustomed. it is a build I have tested so many times and that works like a charm is mastered properly. Note that it is limited to my knowledge only of all the spells from Tyria. Feel free to modify it as you see fit. Let me dub it AIR STRIKE:

1 - Aura of Restoration (always mandatory for any wizard that has still its full mind)

2 - Air Attunement (obviously)

3 - Glyph of Elemental Power (this raises by 2 all elemental attributes - in this case Air is what we need - for the next 10 spells and is very nice in terms of activating energy, as well as casting and recharging time. I actually advise its use in other builds, especially those involving Fire)

> The trick is to always be ready with the two first spells and activate the glyph only when it is time to attack. Do not wait until it is time to attack to activate all three, for it is a considerate waste of time.

4 - Glimmering Mark (This is my favorite Tyrian Elite AIR spell: It strikes for a nice amount of damage -especially after the glyph- a single enemy per second and is like a cloud on its head wherever that enemy might run. The trick is that if it suffers another spell, Glimmering Mark ends. So make sure when you cast this on an enemy to take care of other while it gets annoyed by constant lightning on its head. The only pity of this spell is that it does not offers armor penetration but still, the glyph makes it interesting.)

5 - Chain Lightning (This is very nice since is it boosted by the glyph and strikes one foe and up to two other nearby foes with the same max damage. A deadly spell to cast first)

6 - Lightning Orb (People have debated that this spell is expensive in terms of energy . It might but it is nice in terms of recharging - only 5 seconds - and it does high damage. I would not use it though if it were for a nice bonus that makes it deadly: beyond armor penetration, it caused cracked armor for a descent amount of time. So it is definitely something to be used against tough enemies to weakness it for warriors to strike.)

> As you have noticed these three are the core spells of this build's damage spells. each have different purposes to be understood and mastered. One for unavoidable stinging weakening bites, one for mass damage, and one for important blow and cracked armor.

7 - Whirlwind (The damage offered by this spell is low and does not offers armor penetration. Its only use is for replacement on the battle field or escape in case you are surrounded by monsters for it makes everyone fall down on their arses *cough*)

8 - Blinding Flash (No comment. A must have if you claim you are a AIR wizard)

> Now combos can be made differently with this build according to who you are facing. Here is thus the way I like to use it best:

- Lightning Orb, then Blind, then Glimmering Mark on a strong enemy > The effect is deadly since you give it a massive blow and leave it with cracked armor for your friends to profit, no way of physically striking, and with a cloud of lightning bolts that follows it and weakens it. if you do this, then you have enormously helped those who try to take it down. And the good news are: It can be repeated.

- Chain Lightning is mainly for large groups of monsters. it can be cast first to help take most monsters down fast, then you can focus on a specific monster as shown above.

- Whirlwind always works as an escape, and though weak in damage, it is to my point of view one of the best generic 'knock down and go' spells. If you wish something that inflicts more damage, it will target only one enemy, but can be deadlier in PvP.

*cough* Now to the other elements...
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