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God of Hellfire (elementalist build)


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#51
Cryos_Feron

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Mandatory Passives
 
- Death Siphon (20 mana and 10% health restored when an enemy is killed near you)

 

What exactly does near you mean ?

 

Because with an Elementalist I'd prefer not to get engaged in any melee situations.



#52
BoogieManFL

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Wait. How do you fade step if enemies get close when the 4 slots are already used for something else?



#53
PillarBiter

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What exactly does near you mean ?

 

Because with an Elementalist I'd prefer not to get engaged in any melee situations.

 

You don't need to be 'near' the enemy. Even if they die a ways off, you still get it. Get the passive, it's glorious.



#54
I_pity_the_fool

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You don't need to be 'near' the enemy. Even if they die a ways off, you still get it. Get the passive, it's glorious.

 

I've noticed this as well (either that, or Bioware and I have very different ideas of what counts as "near").

 

I'm not invulnerable though so I think it might just be "if you kill an enemy..." rather than "if an enemy dies near you..."



#55
Kraun

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What exactly does near you mean ?

 

Because with an Elementalist I'd prefer not to get engaged in any melee situations.

 

Probably a 5-10m radius is nearby enough



#56
-PenguinFetish-

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I've noticed this as well (either that, or Bioware and I have very different ideas of what counts as "near").

I'm not invulnerable though so I think it might just be "if you kill an enemy..." rather than "if an enemy dies near you..."


Nope, its for each enemy that dies, by your hand or not.

#57
I_pity_the_fool

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Nope, its for each enemy that dies, by your hand or not.

 

That can't be right. Every enemy on the map heals you when it dies? I've been far, far away from enemies and gotten healed by their deaths.

 

Could it be every enemy that dies near you, or every enemy you kill far away?



#58
J. Peterman

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That can't be right. Every enemy on the map heals you when it dies? I've been far, far away from enemies and gotten healed by their deaths.

 

Could it be every enemy that dies near you, or every enemy you kill far away?

 

Enemies killed "far" away by others healed me too.



#59
konfeta

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Is there anyone who can decidedly bring me off immolate and to use stonefist instead?

I haven't tried out Firewall seriously, but if Firewall's damage is explicitly a burn mechanic that is the same as Immolate and Firemine, then Firewall's damage won't stack with Immolate's burn component, so there's a reason.

 

Though it's my understanding that Firewall is more useful for panicking, so that might not apply.



#60
-PenguinFetish-

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That can't be right. Every enemy on the map heals you when it dies? I've been far, far away from enemies and gotten healed by their deaths.

Could it be every enemy that dies near you, or every enemy you kill far away?


Yeah its totally right. Death siphon is powerful as f*ck.
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#61
I_pity_the_fool

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Also "health amount: 10%" doesn't quite seem right. Is it 10% of their health?



#62
J. Peterman

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Also "health amount: 10%" doesn't quite seem right. Is it 10% of their health?

 

I assume it's 10% of yours.



#63
-PenguinFetish-

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Also "health amount: 10%" doesn't quite seem right. Is it 10% of their health?


No its 10% of your total health that is recovered.

#64
Drasca

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I love elementalists! My builds always have two 'swing' skills I replace at times.

 

Firewall and Fire Storm are stables for the CC but...

 

Single target defense / interrupt:

Winter's grasp OR stone fist. They each affect different mobs the other cannot. WG will freeze a Red Behemoth, Brute, Arcane Horror or Venatori Commander but SF cannot knockdown it for example

 

Energy Barrage-- sometimes. Great detonator, especially on sleeped targets, but projectiles are slow.

 

Barrier-- obvious choice for Perilous. Barrier too OP.

 

Fire Mine. Standing on top of one, place it at doors/choke points, or underneath spellcasters (since they move sooo slowly or not at all at ranged). Soooo much damage for so little cost. Fear no terrors or rogues as they explode mid-air to your fiery death.

 

Fade Cloak: Invulnerability, high spirit explosion in a very small radious, low cooldown, what's not to like? Also debuffs, prevents and recovers the ele from the dreaded stun/knockdown vulnerability while maintaining winter's stillness manage & cooldown regen.

 

Current perilous line up:
Barrier, Fire Wall, Fade Cloak, Firestorm.

 

Previous fun pure dps line up:

Stone fist / Winter's Grasp, Fire Wall, Fire Mine, Firestorm.

 

Flashpoint used on CC or invincibility (self, or group, via FC/Barrier) as necessary. Get revived by dots. WF/SF as necessary for direct damage/interrupt/CC in between Fire Wall/Mine/Storm.

 

Jump jump, jump in the fire!



#65
TWrecks

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Perilous setup - 

 

Barrier - +50% passive + 30% ring

Firestorm - CC, knocks pesky assassin types on their ass

Immolate - Burn dps short cd

Stone Fist - CC + damage - short cd.. life saver for agro

 

Death Siphon passive, CD redux on crits, life on kill wep


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#66
konfeta

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Where exactly do people get life on kill weapons from? I haven't seen any upgrade applicable to the staff that gives it.



#67
-PenguinFetish-

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Where exactly do people get life on kill weapons from? I haven't seen any upgrade applicable to the staff that gives it.

 

Crafted staff upgrades give it. My necromancer has 29% heal on kill at the moment. 



#68
konfeta

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So, what do you break down to get the actual crafting mats? I am 40k gold in and haven't single one with that bonus.



#69
knownastherat

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What exactly does near you mean ?

 

Because with an Elementalist I'd prefer not to get engaged in any melee situations.

 

While individual styles and builds differ it makes sense for Elementalist be in such situations.

 

Death Siphon is one point beyond "mandatory" Pyromancer and even if Elementalist would plan on not getting engaged in melee it will probably happen and without Death Siphon there are only pots. With Death Siphon, amazing cds and procs, getting close to melee range to utilize Death Siphon to fuel casting offers itself. And if health regeneration is possible, along with mana, one can get hit, one can intentionally get engaged.

 

Barrier - gather/kite 3/4 mobs - wait for cd and stop - Barrier - they get into melee range - Fire Mine - half Barrier gone and getting hit - boom! - like new. Kite them to Fire Wall, they get lost. Kite them to missed Fire Mine. Get to tank - Barrier - Fire Mine. Same thing. Even those poofs with Immolate work. There are benefits in getting close, maybe even essentials. 

 

---

 

On Barrier + Fire Mine via Chaotic Focus. AW was throwing Abyss: Barrier - Fire Mine in the middle - boom! 3200 (is it possible?) damage. I have like 50 weapon power. It cleared everything on Threatening.



#70
External89

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Perilous setup - 

 

Barrier - +50% passive + 30% ring

Firestorm - CC, knocks pesky assassin types on their ass

Immolate - Burn dps short cd

Stone Fist - CC + damage - short cd.. life saver for agro

 

Death Siphon passive, CD redux on crits, life on kill wep

 

 

This is pretty much the setup to go you  beat me to it sir !

Ofcourse if you're not doing perilous swap out barrier with firewall . 

But firewall is so dam useless in perilous.



#71
-PenguinFetish-

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So, what do you break down to get the actual crafting mats? I am 40k gold in and haven't single one with that bonus.


Superb/master runes mostly. They are very rare but provide really good stats

#72
J. Peterman

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Superb/master runes mostly. They are very rare but provide really good stats

 

Hmm. Gonna try a few master ones. I had no idea crafting mats were a thing. There's just so much I don't know.



#73
-PenguinFetish-

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Hmm. Gonna try a few master ones. I had no idea crafting mats were a thing. There's just so much I don't know.


Its the same ones you use to craft armor. Each material haas a tier and rarity. All of said materials have certain attributes when placed in certain slots (offensive, defensive, etc). Heal on kill is found on certain cloth when placed in the relevant schematic slot.

#74
J. Peterman

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Its the same ones you use to craft armor. Each material haas a tier and rarity. All of said materials have certain attributes when placed in certain slots (offensive, defensive, etc). Heal on kill is found on certain cloth when placed in the relevant schematic slot.

 

Ah, gotcha.



#75
Torkelight

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Crafted staff upgrades give it. My necromancer has 29% heal on kill at the moment. 

That seems a bit excessive? Maybe not if you solo, but if you have death siphon as well... well. Of course usefull if you are soloing.

If you are using 10% heal on kill-ring I think I might have swapped it out for another ring, perhaps 30% damage on firestorm or flamewall? Or something else usefull if you have it..