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Elementalist hero builds

Anyone got any that work? In the past I've been trying out either ye olde standard SF build or GvG builds but one is getting boring and the others are a bit too advanced (aka require target selection) and so don't really work well.

So what do you guys run? I'm thinking of trying out Invoke, that seems pretty neat. If they would maintain double attunements that could even be worth considering.

Here's (basically) what I have so far:
Searing Flames, Liquid Flame, Glowing Gaze, Immolate, Meteor Shower (disabled and manually cast, of course), Glyph of Lesser Energy, Fire Attunement, Res Sig

Savannah Heat, Searing Heat, Teinai's Heat, Breath of Fire, Fire Storm, Glyph of Elemental Power, Fire Attunement, Res Sig

Shatterstone, Deep Freeze, Ice Spikes, Freezing Gust, Blurred Vision, Glyph of Lesser Energy, Water Attunement, Res Sig

I've tried experimenting with Sandstorm/wards and Blinding Surge builds, but neither seems to work very well at all. None of the heroes/hench will stay inside wards and they target casters with BSurge.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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I run pretty much a standard SF hero build except I also bring a ward to protect itself and make life easier for the monk, and Steam (good enough with left over points for some blinding).

I like the nuking power an ele hero can do but I am finding I might need double attunement to make it effective with energy management, else they are only good for the opening round.

KoP
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I sometimes use the Savannah Heat build posted above. Tho i bring conjure instead of the attunement. With all those low cost / long recharge skills the heroes start up wanding quite fast and won't really have any energy problems at all. So all the extra damage is useful.

I tried running an Air build with them but they all didn't work properly. Water is not useful either cause the heroes don't kite enough to make snares useful. Earth is something i never tried before on a hero. But it has too many skills you have to cast in order making it not so attractive.

So i basically stick with the Fire attribute. Often they are just using SF (if there are at least 3 ele's in the team). It should be possible to make a nice build around Mind Blast as well. Since they will only use it on enemies when they have more energy then them. Resulting in an insane amout of energy to spam expensive skills. Or they will drain themselves to death rolleye
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DamadmOO Wrote:I sometimes use the Savannah Heat build posted above. Tho i bring conjure instead of the attunement. With all those low cost / long recharge skills the heroes start up wanding quite fast and won't really have any energy problems at all. So all the extra damage is useful.
I generally don't use Conjure on a hero because I tend to just give them leftovers or golds I get from treasure hunting and the attributes don't always match up.

I experimented a bit with a Mind Blast build inspired by the many different GvG versions out there and it seems to work ok.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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At the moment i am still using the searing heat build. Especially in Hard Mode this build is very effective since the caster heroes tend to attack the melee which are harassing them first. Putting a Searing Heat down at their own place will make the melee start kiting away from it so their damage is greatly reduced.

Another build i use quite often is an air build:

Elemental Attunement, Air Attunenemt, Lightning Hammer, Lightning Strike, Lightning Orb, Glyph of Lesser Energy, Blinding Flash, Resurrection Chant

All the air skills have a low recharge and with dual attunement and GoLE they never run out of energy. It has quite a fair amount of damage output and they use blinding flash quite well actually.
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