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Dannzzigg
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Air Warden - GvG Midline Build


Air Warden

Elementalist/Monk
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Energy Storage: 12 (11+1)
Air Magic: 12 (10+2)
Earth Magic: 11 (10+1)
Healing Prayers: 1

- Elemental Attunement [Elite] (Energy Storage)
For 50 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of these elements.
Energy:10 Cast:2 Recharge:45

- Blinding Flash (Air Magic)
Target foe is Blinded for 9 seconds.
Energy:15 Cast:0.75 Recharge:4

- Storm Djinn's Haste (Air Magic)
For 22 seconds, you move 33% faster. Each second that you are moving, you lose 1 Energy.
Energy:5 Cast:0.25 Recharge:10

- Ward Against Melee (Earth Magic)
You create a Ward Against Melee at your current location. For 17 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks.
Energy:10 Cast:1 Recharge:20

- Ward Against Foes (Earth Magic)
You create a Ward Against Foes at your current location. For 17 seconds, non-Spirit foes in this area move 50% slower.
Energy:15 Cast:1 Recharge:20

- Kinetic Armor (Earth Magic)
For 8 seconds, you gain +64 armor. Whenever you cast a Spell, Kinetic Armor is renewed for 8 seconds.
Energy:15 Cast:3 Recharge:60

- Smite Hex (Smiting Prayers)
Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 10..70 damage.
Energy:5 Cast:1 Recharge:12

- Resurrection Chant (Healing Prayers)
Resurrect target party member with up to your current Health and 7% Energy. This spell has half the normal range.
Energy:10 Cast:6 Recharge:15

Notes: An interesting thing I discovered with a little math... With the current point spread, Blinding Flash is cheaper then Blinding Surge when using Elemental Attunement vs Air Attunement with Surge. Also, Elemental Attunement obviously gives you the advantage of energy gained for the Wards where Air Attunement of course, does not.

The build wouldn't be played much diffently than it already is. We've completely removed the offensive component from the build, but lately the Air Pressure build hasn't been able to do much besides blind anyway. Now, we add some defense in Wards, plus the abiloity to "trap" the entrance to the flagstand with Ward v Foes to slow an oncoming runner. A single hex removal would be used for self protection, or if absolutely necessary, to help keep the Warriors clean.

Kinetic Armor is necessary as a cover to Attunement, and Res Chant provides a hard res for the team.


Last edited by Dannzzigg, 6/20/2007, 11:28 am


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6/20/2007, 10:55 am Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Dannzzigg
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Re: Air Warden - GvG Midline Build


I just remembered the suggested swap of replacing Aura of Rest for Kinetic Armor.

Edited above to replace it.


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6/20/2007, 11:27 am Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Andovar
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Re: Air Warden - GvG Midline Build


I'm still not sold on the Kinetic Armor idea. What about when it gets stripped? Or if there's a short break in the action, and you have no one to cast a spell on?

Also, are you sure about the math with the attunements? It would seem to me that Surge would only be 6 energy, while Flash would be 8 energy. Although I guess the energy saved on the other skills will more than make up for it.
 
6/20/2007, 10:36 pm Send Email to Andovar   Send PM to Andovar
 
PeleusDorado
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Re: Air Warden - GvG Midline Build


AoR will give you an easier spell to keep in front of Elemental Attunement. There is not a whole lot of spells in this build that allow you to spam them for Kinetic Armor (even though the extra armor would be nice).

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Pyxis
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Re: Air Warden - GvG Midline Build


You could go with Stone Striker instead of Kinetic Armor. With the Geomancer Insignias this puts your Ele at 80 armor against all damage. There really is no downside with this build since you are running blinding flash instead of blinding surge.

Its +20 armor instead of +64 but you get 1/4 cast time instead of 3s and 20s recharge instead of 60s. Could possibly go with +10 armor on the staff since Elemental Attunement will be running, but that may be pushing it.

6/21/2007, 9:37 am Send Email to Pyxis   Send PM to Pyxis MSN
 
Andovar
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Re: Air Warden - GvG Midline Build


The stone striker idea is worth a shot.
Not as much defense, but like you said, it's a lot easier to keep it up.
 
6/21/2007, 9:41 pm Send Email to Andovar   Send PM to Andovar
 
DamonIsa
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Re: Air Warden - GvG Midline Build


Since someone mentioned Armor insignias... figured I'd point out that Prismatic would be the way to go, not Geomancers. Prismatic, with over 9 in two elements is +10 armor always, against everything. That way if Stone Striker gets removed you're not hosed. emoticon

Any chance that you could, I dunno, go Ritualist for Secondary? Put in the Weapon Spell that gives you armor and regen for Conditions and Hexes (Resilient Weapon), and Flesh of my Flesh. Other than Death Pact (Which I think you all said you're skittish about), I still believe it's hands down the best mid-battle ressurect there is.

*shrug* Just an idea.

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Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
6/22/2007, 5:04 am Send Email to DamonIsa   Send PM to DamonIsa
 
Dannzzigg
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Re: Air Warden - GvG Midline Build


Flesh of My Flesh takes you from having one dead character and one live one to having two nearly dead characters who are both dead within a few seconds, or who have tripled the amount of energy pressure on your monks to keep alive. No thanks.

Prismatic Insignias give +10 armor always.

Geomancers give +20 armor vs all damage when using Stone Striker.

We'll have to see how that works out, perhpas trying things a bit differently from time to time to test them.

I'd also recommend we try swapping Kinetic, Striker and even Aura of Resto as we work through the kinks of the build. Not all in one night, mind you, but over the course of time.

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6/22/2007, 6:36 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Dannzzigg
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Re: Air Warden - GvG Midline Build


quote:

Andovar wrote:
Also, are you sure about the math with the attunements? It would seem to me that Surge would only be 6 energy, while Flash would be 8 energy. Although I guess the energy saved on the other skills will more than make up for it.
 



Air Attunement gives 30% of the cost of Blinding Surge- 10 x .3 = 3 for a net cost of 7

Elemental Attunement gives 50% of the cost of Flash - 15 x .5 = 7.5, rounded down by ANet to 7, for a net cost of 8...

hmm....

OK, so the math isn't in favor of the combo, but once you add in the additional kickback for the Earth spells, it should work out favorably. At least I think it will.

We'll have to see how it works in practice. We can always go back to Air Attunement with Blinding Surge, but I'm afraid the Wards may prove too expensive in that case to maintain them.

..................................

Also, on the topic of having all of our enchantment stripping allocated to one character, here's a thought we may want to explore should that prove to be a problem.

We could remove the +Armor spell, whichever one we choose, and work with the assumption that the Wards and the Blinding should do well enough to protect the Ele in most cases, at least long enough for the monks to hit him with a ZB or something.

Then, we switch the secondary to Mesmer and swap in Inspired Hex for Smite Hex and add Inspired Enchantment for the +armor spell.

We'd lose our Hard Res, but it might be worth exploring if the disenchanter get's into too much trouble too fast.

It is worth noting though, that the disenchanter's best enchanment removal skills are all cheap, so he should be able to keep using them even with significant DP. He'll just be alot harder to keep alive.


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6/22/2007, 6:48 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Dannzzigg
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Re: Air Warden - GvG Midline Build


On another note...

I was just checking out the last updates and saw that Convert Hexes has been changed...

Remove all hexes from target other ally. For 8...18 seconds, that ally gains +10 armor for each Necromancer hex that was removed.
Energy: 15 Cast: 1 Recharge: 12

The only character that would have the available enegry to use this skill would likely be the Ele. I love the idea of getting full hex removal, especially with the added potential bonus of additional armor.

What do you folks think about swapping Smite for this, assuming all else in the build stays the same as posted (with whichever +armor skill we go with)?

I'm thinking it might be very good to have to keep the Warriors clean or just for general de-hexing when it's spammed at us.

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6/22/2007, 8:16 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 


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