actually ting the arguement im making was this:
as far as i can tell, so far my class build works just fine in group pvp. i kick ass with it. now we can make guesses as to how usefull it will be in GvG but noone here really knows because WE HAVENT TRIED IT YET. yes i play what is fun.... but if my class really does turn out to be useless and i am shackled constantly with no mana its not going to be fun and I'll change classes.
Your opinions about elementalists are based on experiences you have had with other pugs..... Try playing one before you decide how useless they are. When that guy is at 1/4 health and a monk is about to heal him and I drop a 150dmg orb before he gets the heal off that is USEFUL. I admitted that my thane was gimp, and I was never mad when a 8v8 group didnt invite me becuase of it. elementalists are NOT thanes and i do not believe them to be gimped.
I am a team player I just dont want to be forced to play something i dont want to play. Thats just retarded. I am NOT the power gamer that you and most of your friends are. If you don't accept that you will never be happy with me. I play when I can and I take real life first, games second.
EDIT: Also, once my pve elementalist monk is done I do plan on rolling another pve toon. I will eventually have all the skills for all the classes unlocked, but for now Ele/Mo is how I roll.
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Absorb what is useful, Discard what is not, Add what is uniquely your own.
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Jahman the blueberry Shaman - Dragonblight
Elfdroper - Merlin
Torch - Heretic Lamorak
1) 4 warriors is kind of a lot... you're gonna have to do 2 trains like this, b/c of collision detection. I'd rather have ranged dps here and run a 3 tank train.
2) AE damage is useful in a lot of cases, especially when you're working on your celestial sigil. elementalists can also provide higher burst damage than warriors can. burst damage kills in this game. not to mention it gives you an alternative means to do damage when they've dropped both a aegis, and ward of melee. and not to mention, cast a ward of melee themselves. they can also assist in knocking down targets, etc etc. a utility elementalist is trash, but the dps does help a lot.
3) e/mo's are worthless healers. if you're primarily dps elementalist and doing the backup rezzing, that's a different story.
4) instead of a 4th warrior, alternatively you can run a necro. with lingering curse, weaken armor, and all the dots, your targets will drop way faster. this way, you don't have warriors stopping to cast 3 second debuffs before they can attack their target, etc.
5) rangers have 1 bow snare which is ok. more importantly, disabling rezzes, a well timed frozen soil, and setting up traps (barbed especially owns), as well as assist on train is what makes them valuable. also when running secondary monk, they can do key rebirths. for HoH runs, running barrage can also be especially evil, esp with some armor penetration and such.
6) sword warriors are pretty shitty. no offense, but your bleeds are all curable, and your damage is not flattering. you can also be kited rather easily. hammer Wars are probably the best for chain-knockdowns, and target disabling.
I've done hall of heroes many times now, and it's tough. been there with both monk and ranger, and I can tell you, straight warriors trains are defeatable pretty by good pre-kiters. it's when they have ranged dps in addition to it which fucks things up. I can remove snares just as easily as people can put them on, but it's the ranged crap that I can't deal with when a tank is on me too.
and of course, in the end it's a lot about skill. are your monks good enough to take care of each other? or do you have to sacrifice dps to have a chance? do the tanks know how to coordinate? not just assisting the same target, but coordinating when they dump their adrenaline and doing it when the ranged dps is setup?
2) AE damage is useful in a lot of cases, especially when you're working on your celestial sigil. elementalists can also provide higher burst damage than warriors can. burst damage kills in this game. not to mention it gives you an alternative means to do damage when they've dropped both a aegis, and ward of melee. and not to mention, cast a ward of melee themselves. they can also assist in knocking down targets, etc etc. a utility elementalist is trash, but the dps does help a lot.
3) e/mo's are worthless healers. if you're primarily dps elementalist and doing the backup rezzing, that's a different story.
4) instead of a 4th warrior, alternatively you can run a necro. with lingering curse, weaken armor, and all the dots, your targets will drop way faster. this way, you don't have warriors stopping to cast 3 second debuffs before they can attack their target, etc.
5) rangers have 1 bow snare which is ok. more importantly, disabling rezzes, a well timed frozen soil, and setting up traps (barbed especially owns), as well as assist on train is what makes them valuable. also when running secondary monk, they can do key rebirths. for HoH runs, running barrage can also be especially evil, esp with some armor penetration and such.
6) sword warriors are pretty shitty. no offense, but your bleeds are all curable, and your damage is not flattering. you can also be kited rather easily. hammer Wars are probably the best for chain-knockdowns, and target disabling.
I've done hall of heroes many times now, and it's tough. been there with both monk and ranger, and I can tell you, straight warriors trains are defeatable pretty by good pre-kiters. it's when they have ranged dps in addition to it which fucks things up. I can remove snares just as easily as people can put them on, but it's the ranged crap that I can't deal with when a tank is on me too.
and of course, in the end it's a lot about skill. are your monks good enough to take care of each other? or do you have to sacrifice dps to have a chance? do the tanks know how to coordinate? not just assisting the same target, but coordinating when they dump their adrenaline and doing it when the ranged dps is setup?
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killets wrote:6) sword warriors are pretty shitty. no offense, but your bleeds are all curable, and your damage is not flattering. you can also be kited rather easily. hammer Wars are probably the best for chain-knockdowns, and target disabling.
If you're getting kited as a sword warrior, then you have the wrong skills equipped. Sprint + Hamstring = Crippled target.

Phineas wrote:If you're getting kited as a sword warrior, then you have the wrong skills equipped. Sprint + Hamstring = Crippled target.
umm..
1) sprint runs out.
2) hamstring is curable. knockdown is not. i can stand in a ward and chain cast through sword warriors. when i get freakin knocked down and can't do squat, that is what pains me.
3) even in a ward of foes, if you can knock your opponent down, you can still beat on him, even if you have 90% snare on yourself. can't do that with a sword.
4) burst damage > all in this game. your swings hit a lot harder with hammer. as a monk, let me tell you it's a fucking bitch to deal with that. my only recourse is running protective spirit, and it's generally a reactionary thing (it's difficult to effectively cast this preemptively because of the 10 energy cost, esp when it runs out after 5-20sec).
5) even monks can get sprint through a variety of subclasses. mo/r's get dodge, storm chaser. mo/e's get windborne speed. mo/me's get illusion of haste (the post-effect is self curable easily). and again, snare is curable, having your ass on the floor isn't.
pink's dad and mom are conjoined at the waist.
friend to all bwc/scourn. like it or not.
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