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Guthyx
16-06-2005, 18:39
I was wondering what good attribute point values would be? As in where to put all my points in. I have heard good stuff about fire, air, and earth magic, as well as energy storage, and healing prayers.

I'm hoping to hear from some of you active PvPer's out there, since I am very interested in playing PvP (once I get out of pre-searing; I'm only Level 7 now) and I would like to have a good PvP character. Anyways, I hope I get lots of replies! :)

Swervy_a
16-06-2005, 18:48
A good place to put points is simply wherever you find it most useful for playing PvE. Seriously, no point in worrying about your build at all at LEAST until you're level 20, and you really should probably not PvP until you've got the full 200 attribute points.

You can always rearrange your skills later. It all depends on how you want to play. Are you trying to be a healer? 12 energy storage and 12 healing prayers is the way to go. Do you want to be support? Try earth or water magic and protection prayers. Damage? Air and fire magic. Etc.

Remember, the only permanent thing about your character is the primary profession. Don't worry this early.

jray
16-06-2005, 18:53
Remember, the only permanent thing about your character is the primary profession. Don't worry this early.

You ought to think of your secondary profession as permanent too, unless you are willing to spend weeks or months doing boring grinds to earn all the skillpoints for another secondary profession. I know ANet has introduced some things to alleviate this in the recent update, like granting starter skills when you change professions, and those double-XP scrolls, but it's still a horrible grind.

Guthyx
17-06-2005, 04:31
I would like to have a heavy damage dealer, with healing prayers as well to heal me and my allies. Could someone give me an attribute build that would make me good at that?

Also, could someone tell me some of the best skills to get for Elementalists and Monks, because I'd like to know which skills I should strive to get, especially if they would help my character based on the build above.

Guthyx
17-06-2005, 06:41
Anyone?

I would like to make my Elementalist/Monk good, so I'm hoping I will get some good replies.

elbertc
17-06-2005, 06:49
Well, the question still remains. Do you want to be a healer or a damage dealer? As a secondary Mo, you're not going to be as effective as a primary Mo for healing for the simple fact of not having the Divine Favor attribute tree.

Aside from that, whichever elementalist tree you decide to go with is entirely up to you. I've seen a lot of Fire Elementalists because of their AoE. I'm sure the other elemental sets will have their own flavor of AoEs, too, but Fire seems to be an Elementalist's bread&butter.

Don't worry about being too effective too early in your character's lifetime and focus on what you would like to be and how you think your build will be able to contribute to your team members.

Each of the 30 combinations have their merits and are equally capable of handling many different solutions.


I would like to make my Elementalist/Monk good...
Good is a relative term. Decide for yourself what you think is good. Most missions will require you to play a little different than the previous mission.

Rad
17-06-2005, 06:49
My suggestions is to check out the e and mo skills on this site. Glance through them all until you find about 4 skills from a subdivision of elementalist. Now glance through the monk healing skills and find some you like. Throw in a res signet for 4v4 pvp matches and a res spell for PvE or bigger pvp matches.

it's all up to you man, enjoy!

Guthyx
17-06-2005, 07:02
I've decided I want to be an Air/Geo Elementalist with Monk healing spells. I would like probably the 2 BEST air spells, the 2 BEST earth spells, the BEST 2 monk healing spells, Rez Signet, and the other Rez spell I guess Rad was talking about, or another great damage-dealing spell.

And, to all of you, thanks for what you've said so far, and please contribute more! :D

@Rad: Thanks, I'll try what you said!

elbertc
17-06-2005, 07:09
I've decided I want to be an Air/Geo Elementalist with Monk healing spells. I would like probably the 2 BEST air spells, the 2 BEST earth spells, the BEST 2 monk healing spells, Rez Signet, and the other Rez spell I guess Rad was talking about, or another great damage-dealing spell.


Nah.. Having the Mo profession affords you the luxury of getting the better Resurrection skills (Rebirth, Vengence, Restore Life, etc). Use one of those instead of the Signet.

You say that you want 2/2/2/1 + res, but I think your tune will change as you progress further in the game. Besides which, you won't get the BEST of anything until at least you're in the Desert, which you probably won't reach in the first week of casual playing.

Guthyx
17-06-2005, 07:51
Except I'm not "casual playing".


You have played for 19 hours 0 minutes since creating this character 1 day ago.

For the record, it has been more than one day, just not 2 full days yet.

Butterat
17-06-2005, 08:17
19 hours out of a day and a half? Ladies and gentlemen, congradulations to our newest GW addict!!!!

Seriously though, the reason everyone that's responding to you here is saying not to worry, and what i think you're missing, is because of something called attribute point refunds.

If you look at the hero profile in game (hit "h") where it shows all your attributes, then you should see that you can lower attributes as well as raise them, all very easily. Just pay attention to the number of attribute refunds you have. To lower an attribute by one rank costs one point, regardless of how many attribute points you're getting back from it. At max level, you can have up to 24 refund points, but if i recall correctly, that starts out lower and goes up as you level.

Spend those points freely. You get another one back for every 75 xp you earn. That way, you're given the means and the liberty to experiment with everything from air/fire/healing to water/smiting, and so on. Also, as someone mentioned above, there aren't any skills that are, for example, the most powerful fire skill. Probably after you've gotten to level 20, you'll start to capture elite skills, which are somewhat more powerful, but you only get one elite on your entire skill bar. As for the rest of the skills, the thing to look for is how those skills can form combinations. For example, using the skills Mark of Rodgort right before you use Flare so that youre target loses extra hp from being set on fire. (Check the skills section for descriptions of those, if need be.) The way the game is set up, you can customize everything to suit your playing style. If you want to be aggressive, you have a good combination of professions with fire, air, and smiting. If you want to be defensive, use water, earth, and protection. If you want to be a support character and not really fight the enemies directly, use healing along with spells like the "Ward Against _____" spells in earth magic.

My final word is this: Don't spread your attribute points too thin. Between your two professions, your character has 8 attributes. If you decide you like, and want to use, them all, then no attribute is going to have more than 6 or 7 ranks in it. Specialization can be okay, but you open yourself up to cetain weaknesses that diversity can save you from. For example, if you use solely fire magic and energy storage (which you can totally do), both will be very powerful, but you'd be far less effective against an opponent with the mesmer skill Mantra of fire, while, if you had just a couple of air magic spells along, a well-placed lightning bolt could shut the mesmer up. My recommendation is to pick three to four (less than that, too specialized, more than that, spread too thin) attributes and go with them. You can always change them around later to try something different. Personally, i keep two attributes at 13 and one at 11. For four, you could probably have four 10's, though all that is just details. You can see though that even adding one more attribute takes away a full 7 points from other attributes, in this model.

So now, go out into tyria, chug some dwarven ale when you get the chance, and may Dwayna lead you well down your chosen path.

BZ.

Tall Leprechaun
17-06-2005, 08:30
Ele/Monk? Try a Geomancer with Healing Breeze. Armor of Earth, Ward against Melee, Eruption, Earthquake, Aftershock, Crystal Wave and Healing Breeze. The 8th spell can be an elite of your choice. Of course it's an anti-melee build. 15 points of Earth would be great.

Butterat
17-06-2005, 08:37
Ele/Monk? Try a Geomancer with Healing Breeze. Armor of Earth, Ward against Melee, Eruption, Earthquake, Aftershock, Crystal Wave and Healing Breeze. The 8th spell can be an elite of your choice. Of course it's an anti-melee build. 15 points of Earth would be great.

I wish i could have an attribute with 15 points in it when i was level 7... it's too easy these days... :-P

BZ.

Rad
17-06-2005, 08:54
ok, so you've decided air/geo/healing.

My primary is air/geo with rebirth. Here's a suggestion for what you "could" do, but check through the skills and figure out what really suits your style, cause you and I will likely play differently. (keep in mind also you won't be able to have this build until a bit into the game, so I suggest sticking to fire and healing to start.)

Lightning Strike
Lightning Orb
Stone Daggers
Earthquake
Aftershock
Healing Breeze
Orison of healing
Rebirth

Attributes (in order of highest to lowest):

AoE damage:
Earth
Air
Healing

Single Target Damage:
Air
Earth
Healing

Healing:
Healing
Air
Earth


Again, this is a "light" build as I'll call it. You have a couple nice air spells, stone daggers is earth and can be spammed, equake and aftershock are your up close AoE spells (use equake followed immediately by aftershock), and the two healing spells are useful as a secondary healer. Once you decide whether you want more damage or more healing, switch out the spells as you wish. You'll want an elite in there later, but right now, you probably don't know how you'll be playing so no need to include it.

Use this list as your first goal, get them, and learn how they work. Then figure out what your playstyle can utilize and get em :happy34: If you end up really liking aftershock, but want to focus on one target, grab the air spell Shock and couple it with aftershock. Lots and lots of possibilities.

Guthyx
19-06-2005, 06:31
Okay, but does anyone have a good Attribute build for the above skills? As in:

Air: 7
Earth: 7
Energy Storage: 7
Healing: 5

Or whatever? I don't even think that that's the right amount of attribute points but I'm only Level 10 right now so I wouldn't know. :p

Guthyx
22-06-2005, 06:40
How's this look for the skill bar of an Aero/Healer?

Lightning Strike
Lightning Orb
Conjure Lightning
Chain Lightning
Air Attunement
Healing Breeze
Orison of Healing
Rebirth/Rez Signet

Guthyx
23-06-2005, 19:37
Can anyone help with the above 2 posts?

TW III
23-06-2005, 19:42
you shouldn't try to heal as an ele/mon.

Guthyx
25-06-2005, 00:34
What should I do then? Smiting?

bllius
25-06-2005, 04:16
protection?

Hurin66
25-06-2005, 04:23
Lightning Strike
Lightning Orb
Enervating Charge
Chain Lightning
Air Attunement
Elemental Attunement/Lightning Surge/Mind Shock
Glyph of Sacrifice -> ward vs elements
Resurrect -> res signet

Thats a basic and working build, in general for elites i preffer air attunement since it does not level you with exhaustion like the other to.
The only reason to play /m.

Spec full air and energy storage, or spec for 6 earth and then full air and energy storage if you are using the ward.

Guthyx
25-06-2005, 22:19
Thanks Hurin.

Do you have any suggestions on how to play the build (in PvP)? Because I always die pretty fast because Warriors run up to me, or pets. Usually all I do is spam as many damage spells as I can until I run out of energy, rez when needed if I can, then wait to die... :(

Guthyx
03-07-2005, 04:25
Anyone have suggestions on how to play that build? Or even a better build?