One of the characters I love is the Elementalist. Right now, with my current character, I am debating on either working with my Fire magic or Air magic. I'm still trying to debate whats best.
What I'd like to know is what magic other people are working with, how its working out and some of the builds that you've created with the Elementalist either being the primary or secondary profession.
Inquiring minds want to know...
Elementalist point of view
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Well, fire is largely for AoE attacks, while air has strong single-target attacks. Personally, I don't like fire very much, but it really depends on what you're trying to do with it. As for secondary professions, I tend to prefer mesmer for some of the energy drain-type skills and/or interrupts. You could also go monk for a little backup healing/protection or a ress, or necro for hexes, etc.
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Elementalist/Ranger, why? FOR THE PET!! I love pets and my primary is Fire elementalist. Well at least for the time being, i may experiment more with the next beta weekend. Send in the pet and just nuke from a far! If you are ok with equipping a bow thats a plus to if you put points into marksmanship.
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During this last beta, I personally perfered 'Fire' over both water and air. Possibly, because of the larger radius and the 'nuke' type factor you get with fire. The little testing I did however was rather biased as I didn't try air and water out for to long... Anyways, I personaly like fire because of it's larger damage radius.
-Shawn
-Shawn
I used to play an ele/mes with water magic. Of course, water trident was my staple (or spammable, to be more accurate) spell. I didn't stick too long with it though -- I think the main reason I played an ele is because I'm so used to playing mage/wizard-like characters.. and I've always liked the element of water more. 
But water is good if you want a side effect of slowing down targets while doing damage.

But water is good if you want a side effect of slowing down targets while doing damage.
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i like fire with my elem, provides defense from melee to i think. I hve an elem/monk that heals a lot so i find fire helps me defend myself in melee against warriors. hers my build if u want to look at it...
elem./monk
fire - 10 + 2
healing - 11
e storage - 10 + 1
protection - 1
lave font
flame spurt??(close range one, not inferno)
flare
pheonix
heal other
orison of healing
word of healing
mend condition
so basically here i just used fire for my own close range fighting protection, i could usually survive 2 warriors, soemtimes more, one time i ran into a 6 paladin, 2 monk build in gvg. i was able to take out 2 warrior monks on me, and make the other run. of course this is more of a heal my team build, with occasional flare if were doing good, and the rest of fire is for awsome protection against melee.
elem./monk
fire - 10 + 2
healing - 11
e storage - 10 + 1
protection - 1
lave font
flame spurt??(close range one, not inferno)
flare
pheonix
heal other
orison of healing
word of healing
mend condition
so basically here i just used fire for my own close range fighting protection, i could usually survive 2 warriors, soemtimes more, one time i ran into a 6 paladin, 2 monk build in gvg. i was able to take out 2 warrior monks on me, and make the other run. of course this is more of a heal my team build, with occasional flare if were doing good, and the rest of fire is for awsome protection against melee.
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well water is very effective for primary elementalists i agree there. But when going for damage output as a mian elem id prob go water. I mean they hve water trident(the ultimate spammer), then just about all there skills cause slowness. I relaly like ice spikes, good skill and slows down and hits a group. Deep freeze is a lot of energy and long cast, but good when u hve the free time. shard sotrm can be used when ice spikes is rechargin and u just used trident. although water only has one defensive spell, i forget what its called, where fire has more.
Id have to disagree with anyone who wants to use an elementalist for spaming the damage per second just isnt good enough when your being limited by mana.
Go fire AoE or high burst damage like a series of 100 dmg air spells.
On a side not exhastion really doesnt mean anything to a primary ele so dont be affraid to use 1 or even 2 of these skills. Gale is one of the best interupts in the game.
Go fire AoE or high burst damage like a series of 100 dmg air spells.
On a side not exhastion really doesnt mean anything to a primary ele so dont be affraid to use 1 or even 2 of these skills. Gale is one of the best interupts in the game.
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Just so everyone knows exhastion doesnt effect your max energy just your max usable energy so it really doesnt have an effect at all unless you get down to 20 . So yes you do need to manage it but its not hard i was running 3 exhastion spells with some judicial casting it caused very little trouble.
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ill hve to disagree with u there
air has some advantages, faster casting, armor penetration, etc. I mean lightning orb does same as fireballe, with same energy cost, but 1 sec cast time and only 5 sec rechargen i think, which means u could destroy a fire elem just about, by the time a fire elem has used firballe u could hve gotten off lightning orb and lightning strike. if ure realy fast ud be casting another damging lighting skill at about the same time fireball hits u.
so summing that up u just did like 80 + 40 + 80, and he did like 94 damage. who won that competition there. also by the time u cast all those u would only hve to wait 1 sec about, and look at that your ready to cast again, wheres hes still waiting...
o + armor penetration, beat that : )
air has some advantages, faster casting, armor penetration, etc. I mean lightning orb does same as fireballe, with same energy cost, but 1 sec cast time and only 5 sec rechargen i think, which means u could destroy a fire elem just about, by the time a fire elem has used firballe u could hve gotten off lightning orb and lightning strike. if ure realy fast ud be casting another damging lighting skill at about the same time fireball hits u.
so summing that up u just did like 80 + 40 + 80, and he did like 94 damage. who won that competition there. also by the time u cast all those u would only hve to wait 1 sec about, and look at that your ready to cast again, wheres hes still waiting...
o + armor penetration, beat that : )
If you are looking to play an elementalist and you don't care about the numbers, then just pick whichever element appeals to you most.
Earth with a conjure would be the runaway winner for best and most varied element, no contest. I imagine that's why the Devs didn't put a conjure in that line.
Water is a fine line with a bit of variety.
If you're not planning on doing a lot of PvPing, Fire is fine. Monsters are dumb and they like to clump together, so you can make good use of Fire's AoE spells. At this point I'd have to say stay away from Air- the more I look at it, the more it looks like their best spell (after Conjure of course) is Windborne Speed, and that makes me sad. Air's reputation says it's good for killing single targets, but if that's really all you're after, play a ranger, as Ensign says.
Earth with a conjure would be the runaway winner for best and most varied element, no contest. I imagine that's why the Devs didn't put a conjure in that line.
Water is a fine line with a bit of variety.
If you're not planning on doing a lot of PvPing, Fire is fine. Monsters are dumb and they like to clump together, so you can make good use of Fire's AoE spells. At this point I'd have to say stay away from Air- the more I look at it, the more it looks like their best spell (after Conjure of course) is Windborne Speed, and that makes me sad. Air's reputation says it's good for killing single targets, but if that's really all you're after, play a ranger, as Ensign says.
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Originally Posted by Dovi the Monk
ill hve to disagree with u there
air has some advantages, faster casting, armor penetration, etc. I mean lightning orb does same as fireballe, with same energy cost, but 1 sec cast time and only 5 sec rechargen i think, which means u could destroy a fire elem just about, by the time a fire elem has used firballe u could hve gotten off lightning orb and lightning strike. if ure realy fast ud be casting another damging lighting skill at about the same time fireball hits u. so summing that up u just did like 80 + 40 + 80, and he did like 94 damage. who won that competition there. also by the time u cast all those u would only hve to wait 1 sec about, and look at that your ready to cast again, wheres hes still waiting... o + armor penetration, beat that : ) |
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[COLOR=DarkGreen]i believe u misunderstood me, for this is not a ludricras statement, i was just looking at casting times...
fire elem - fireball = 90 damage 3 sec cast
air elem - lightning orb, lightning strike, another air spell(1 sec caster) = 80 + 40 + 80, 3 sec castin time(now i know its hard to do all that in 3 secs, but think of it as by the time fireball hits u theres like 1 sec so i think u could get those 3 skills off by the time u r hit by firebal.)
now if a fire elem started using flare, theres 3 hits of like 45 damage, but no matter what, the 3 hits from the 1 sec casters over on air = more damage. now if u cant figure that out, ure hopeless. no offense.
so basically the only reason to go fire would be for AoE damage, but in taking in the most damage to a target the air elem would kick the fire elem arse.[/COLOR]
fire elem - fireball = 90 damage 3 sec cast
air elem - lightning orb, lightning strike, another air spell(1 sec caster) = 80 + 40 + 80, 3 sec castin time(now i know its hard to do all that in 3 secs, but think of it as by the time fireball hits u theres like 1 sec so i think u could get those 3 skills off by the time u r hit by firebal.)
now if a fire elem started using flare, theres 3 hits of like 45 damage, but no matter what, the 3 hits from the 1 sec casters over on air = more damage. now if u cant figure that out, ure hopeless. no offense.
so basically the only reason to go fire would be for AoE damage, but in taking in the most damage to a target the air elem would kick the fire elem arse.[/COLOR]
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it seems that the Fire line is by far the best, for two reasons:
- it has very good AoE
- it has immolate
if you want to single-out and kill a particular individual (a monk, let's say) immolate / mark of rodgort / flare is a nice combination; the only think you need is a quick "hex" to top off the mark so it doesn't get removed; if you are a necromancer for your 2nd class, you have many quick hexes to choose from
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If you are wanting to shut-down warriors, then I think the "air" line is excellent -- weakness and blindness are great ways to render a warrior harmless
- it has very good AoE
- it has immolate
if you want to single-out and kill a particular individual (a monk, let's say) immolate / mark of rodgort / flare is a nice combination; the only think you need is a quick "hex" to top off the mark so it doesn't get removed; if you are a necromancer for your 2nd class, you have many quick hexes to choose from

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If you are wanting to shut-down warriors, then I think the "air" line is excellent -- weakness and blindness are great ways to render a warrior harmless
