User talk:Readem/Buildbox SH Elementalist

Discussion
Seeing as this build is indirectly in the untested section, I am not sure if you want the R-a-B added yet. But I will leave a few comments. First of all, this build is coming from someone who complains about kiting foes and that one slowing hex is not enough. Excuse me, but SH and FS... everyone knows that these are the two skills that need cripple / slowing hexes the most. It is even easier to run from SH and FS than a melee player. Now, please don't post a hypocritical build, at least have the decency to add knockdown or a water hex. --Lord Carnage 16:43, 1 April 2007 (CDT)

Used it more then once, no need for anti-kite. Isn't meant for Killing, but all pressure. Constant degen from MoR is plenty enough. better for organized PVP. SH is does need anti-kite but is used strategically more then anything. In TA, my guild runs something similar to this, w/ a thumper, BoA sin using Horns, and a ZB prot. Everyone usually weilds Fire weps as well. Very good pressure build. Readem (talk *contribs ) 18:40, 1 April 2007 (CDT)

Oh, and btw, melee builds need anti-Kite. Besides, gale+SH is horrible w/ gale being only 2 seconds now. And this is for a quick win team. Readem (talk *contribs ) 18:42, 1 April 2007 (CDT)

You obviously didn't pay attention to what I wrote. Yes, melee needs anti-kite, but SH and FS need them more (what, you plan on only hitting them with 1 to 2 hits?)! And did I once say gale? No. I was saying at least bring something to stop them from kiting. You have nothing, not even a short ice hex. SH and FS aren't spike skills, they are useless unless you can hold foes in them. Now, even if they are stupid enough to stay in there, SH, FS, and Glowing gaze is low total damage output with long recharging skills (SH and FS). You are sacrificing the damage potential of an Elementalist, merely to keep yourself alive a little longer. Leave the healing to the monks, dude. As long as you can do your job and keep pressure on the other team, your monk(s) should be capable of keeping the team alive. Sure, you may be frustrated by the lack of monks in RA, but thats no excuse to use builds that only keep themselves alive and are not capable of killing an enemy. --Lord Carnage 19:57, 1 April 2007 (CDT)

You would be surprised, how often a team will be completely destroyed by this build. They are suddenly Burning and takeing rather large amounts of damage. While running, the BoA sin and Thumper ar able to gank at least one foe. Ice hexes with SH = lame. Anyone knows that. And gale is one of the most powerful and most used KD skill in the game, but it is still not enough to keep a target in SH. FS has an extremely large AoE effect, and in crowded spaces, it forces the opponent to run quite a distance. GG, is a great skill, allowing great energy management, and additional pressure. Keeping alive is essential, in all categories of PVP...why do you think DP+DE+FN combo got nerfed? Every caster in the game was using it, to what? Survive. Besides, this is for a Q kill team, or pressure team, meant to be with multiple gankers. Readem (talk *contribs ) 20:08, 1 April 2007 (CDT)

Have you even tried this in PvP? Completely destroyed? Umm, what? Most people ARE NOT STUPID and aren't going to sit in there unless you force them to stay there. As soon as I see an AoE, no matter what char I am, I WILL MOVE. Oh, wow, you did maybe 50 damage to me in that time. Wow, that tickled. Oh, no, what's this? I'm burning for 3 sec from my brief stint in the FS and SH under MoR over there? Oooh, that reaaally scares me. Crap, i guess I'll have to wait 25 seconds until he can start his loop again, shucks. Oh, what's this? He's wanding me and using GG every 8s while I have rodgort on me, attempting to keep me burning? Pfft, hardly what I could call spike damage or pressure. One hex removal and that puny damage is worthless. BTW, I never dissed any of the skills individually, but how incorrectly they are used. Let's see, you are a damage dealer. You have only three damage skills (four, if you count the burning effect of MoR). Two of which have low cooldown and can easily be escaped, due to lack of any movement-hindering skills. Oh, and BTW, SH combined with a water hex (other than Tenai's prison and Icy Prison, as they end on fire damage) is FTW. It doesn't matter if you have low water magic, as you only need it to last a few seconds longer than SH (to allow for casting time). Besides, you are already using the cover hex, MoR. The monks aren't going to do the damage for you. Even if you can heal yourself, if you can't keep the pressure on the other team, you will fall. --Lord Carnage 20:41, 1 April 2007 (CDT)

Oh, and BTW, some other user has already recommended Gale under the SH description. Know why? Sure its only 2s KD, but the damage under SH compounds every second, it is well worth the exhaustion if it means the foe will be in the SH and FS longer. All I'm saying is that you need SOMETHING to keep them in the AoE. --Lord Carnage 20:44, 1 April 2007 (CDT)

Oh, wow, just noticed another huge mistake of yours. You say that "FS has an extremely large AoE effect" (your exact words). READ THE DESCRIPTION ON Fire Storm. Note how it says ADJACENT, which so happens to be the smallest AoE range in the game! Don't try to outdo me on knowledge of skills, particularly ele skills. --Lord Carnage 20:47, 1 April 2007 (CDT)