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http://fw.perfectworld.com/talentcal...22g32h12h21i22
This is my talent build for elemental warrior (Elf) up to lvl60.
Elemental warriors are best for full dps but weak in defence - so you got to drop your opponent fast before they can do cc(crowd control) control on you.It's also good practice to use your frenzy stance button often to release ensnare/speed reducing effect,it helps greatly in pvp situations,especially your an Elf warrior which you don't have status effect removal as racial.
My build is mainly for Crit/Wind/Damage, as elemental talent have crit rate for both lightning skills,make full use of it with the thunder slash stun,your opponent will realise their hp go down faster than they thought it would be.
Crit debuff - Weakness exposure : yes 4% may seem little for reducing crit dodge, however,crit dodge gems can only be put in two gears which means opponents cant really increase their crit dodge that much too.
Rage of war - In Gvgs you are extremely weak against ganks if you don't have a healer focus on you, so assault with no cd will save you in many life/death situations as long your Divine uphold is on,every second counts.Also can be used to kill/chase down multiple targets.
Crit damage - Since you will be dealing a lot of crits , shattershards will GREATLY improve your damage and increase your chances to one shot most squishy classes.
Gems - Shattershards and Goldsparks are great bonuses for crits. But don't forget your main gems which are easier to get in GL , GT and other quests , it is also cheaper to get them. I'll go Bloodstone - your only survivability gem you should invest in , Ragefire - of cause if you wanna do more damage , Eagle-eye - to counter one of your nemesis (Assasins) which you will find important as your level goes higher.
Solarflares - Good for PVE or PVP ONLY if you invest a lot of them in your gears.
Mistshroud - I'll suggest this gem as your end game gem for your 4th slot , this will be the second defensive gem I will use.At my current level I will just collect mistshrouds on a 'no need to pay' level,means I will just keep it in my bank or combine them when you have no more space.
This build might not be the best and might be modified as level gets higher.
This is my talent build for elemental warrior (Elf) up to lvl60.
Elemental warriors are best for full dps but weak in defence - so you got to drop your opponent fast before they can do cc(crowd control) control on you.It's also good practice to use your frenzy stance button often to release ensnare/speed reducing effect,it helps greatly in pvp situations,especially your an Elf warrior which you don't have status effect removal as racial.
My build is mainly for Crit/Wind/Damage, as elemental talent have crit rate for both lightning skills,make full use of it with the thunder slash stun,your opponent will realise their hp go down faster than they thought it would be.
Crit debuff - Weakness exposure : yes 4% may seem little for reducing crit dodge, however,crit dodge gems can only be put in two gears which means opponents cant really increase their crit dodge that much too.
Rage of war - In Gvgs you are extremely weak against ganks if you don't have a healer focus on you, so assault with no cd will save you in many life/death situations as long your Divine uphold is on,every second counts.Also can be used to kill/chase down multiple targets.
Crit damage - Since you will be dealing a lot of crits , shattershards will GREATLY improve your damage and increase your chances to one shot most squishy classes.
Gems - Shattershards and Goldsparks are great bonuses for crits. But don't forget your main gems which are easier to get in GL , GT and other quests , it is also cheaper to get them. I'll go Bloodstone - your only survivability gem you should invest in , Ragefire - of cause if you wanna do more damage , Eagle-eye - to counter one of your nemesis (Assasins) which you will find important as your level goes higher.
Solarflares - Good for PVE or PVP ONLY if you invest a lot of them in your gears.
Mistshroud - I'll suggest this gem as your end game gem for your 4th slot , this will be the second defensive gem I will use.At my current level I will just collect mistshrouds on a 'no need to pay' level,means I will just keep it in my bank or combine them when you have no more space.
This build might not be the best and might be modified as level gets higher.
Last edited by Kaikaze - Eyrda; 05-02-2011 at 07:12 PM.
# 2
05-02-2011, 08:57 PM
My Criticism:
1. 2 Points in Lethal Lightning is perhaps understandable, given that it is mainly a PVE skill. I cannot understand however why you would ignore Lightning Mastery. Ele WR's focus largely on DPS, faster cooldowns, and wind damage. You are ignoring all these three things with that. Also, you would need the minimum 3 points in LL to open LM and max it.
2. Combat Rampage is a talent specialty that sounds good in paper but is horrible in practice. Divine Uphold will only last you for 12 seconds, and this buff, 8 seconds. Even if you gained a large attack increase within the duration of DU, which in itself is rather unlikely, 12 seconds is still too short a time to make any significant difference in Mass PvP.
3. 4 points in Storm Mastery is a waste. I take that you aren't quite experienced with playing Warriors yet. Mastery to make any significant increases in your damage output, needs to be quite high. Think in the hundreds here. Besides, a pet skill that increases mastery is more than enough to suffice for this talent. I would rather allocate these 4 points to Exorcism.
4. This is rather common, but most people tend to ignore Bleeding Touch, and avoid putting points in it. Bleeding Touch when maxed reduces healing effects to a target struck by Bloodsuck Slash, by about 45%. Mass PvP has players healing themselves with potions or healing skills to keep their HP up. Bloodsuck Slash comes into work here by reducing the healing they get rather substantially.
Say they get healed for 3000 HP. With Bloodsuck Slash active, that heal gets reduced to: 3000 - (3000 x 0.45) = 1650 HP. This 45% reduction lasts for 10 seconds, and Bloodsuck Slash can be casted again after 15 secs, giving you only a 5 sec gap that the effect isn't active.
As the heal gets higher, you can see how the reduction catches up. This can aid you greatly when you are killing players, especially healer types, like Vamps, Bards, and Priests. Even self-pots with other classes can be affected too. I suggest that you pick this talent up.
5. Weakness of Exposure and Rage of War are another two talents that you can forgo using. A 4% Critical Dodge Rate reduction is barely noticeable, and hardly useful in almost any PVP situation. Divine Uphold only lasts for 12 seconds and cools for 300 secs. That short time is useless in making any kills. You may think that within that 12 seconds you can just keep using Charge and stun people without any breaks due to the CD removal. It's still 12 seconds though, a time that will pass by far too quickly for you to use to any great effect. I can see how you can potentially just keep stunning people while you are at a GvG. However, builds are supposed to be adapted to situations that happen more often, or to skills you can use more often. That 300 second CD already ruins it. As such, I suggest that you move these points elsewhere. Perhaps, to something more practical.
I guess that's about it.
1. 2 Points in Lethal Lightning is perhaps understandable, given that it is mainly a PVE skill. I cannot understand however why you would ignore Lightning Mastery. Ele WR's focus largely on DPS, faster cooldowns, and wind damage. You are ignoring all these three things with that. Also, you would need the minimum 3 points in LL to open LM and max it.
2. Combat Rampage is a talent specialty that sounds good in paper but is horrible in practice. Divine Uphold will only last you for 12 seconds, and this buff, 8 seconds. Even if you gained a large attack increase within the duration of DU, which in itself is rather unlikely, 12 seconds is still too short a time to make any significant difference in Mass PvP.
3. 4 points in Storm Mastery is a waste. I take that you aren't quite experienced with playing Warriors yet. Mastery to make any significant increases in your damage output, needs to be quite high. Think in the hundreds here. Besides, a pet skill that increases mastery is more than enough to suffice for this talent. I would rather allocate these 4 points to Exorcism.
4. This is rather common, but most people tend to ignore Bleeding Touch, and avoid putting points in it. Bleeding Touch when maxed reduces healing effects to a target struck by Bloodsuck Slash, by about 45%. Mass PvP has players healing themselves with potions or healing skills to keep their HP up. Bloodsuck Slash comes into work here by reducing the healing they get rather substantially.
Say they get healed for 3000 HP. With Bloodsuck Slash active, that heal gets reduced to: 3000 - (3000 x 0.45) = 1650 HP. This 45% reduction lasts for 10 seconds, and Bloodsuck Slash can be casted again after 15 secs, giving you only a 5 sec gap that the effect isn't active.
As the heal gets higher, you can see how the reduction catches up. This can aid you greatly when you are killing players, especially healer types, like Vamps, Bards, and Priests. Even self-pots with other classes can be affected too. I suggest that you pick this talent up.
5. Weakness of Exposure and Rage of War are another two talents that you can forgo using. A 4% Critical Dodge Rate reduction is barely noticeable, and hardly useful in almost any PVP situation. Divine Uphold only lasts for 12 seconds and cools for 300 secs. That short time is useless in making any kills. You may think that within that 12 seconds you can just keep using Charge and stun people without any breaks due to the CD removal. It's still 12 seconds though, a time that will pass by far too quickly for you to use to any great effect. I can see how you can potentially just keep stunning people while you are at a GvG. However, builds are supposed to be adapted to situations that happen more often, or to skills you can use more often. That 300 second CD already ruins it. As such, I suggest that you move these points elsewhere. Perhaps, to something more practical.
I guess that's about it.
# 3
05-02-2011, 09:05 PM
Quote:
|
My Criticism:
1. 2 Points in Lethal Lightning is perhaps understandable, given that it is mainly a PVE skill. I cannot understand however why you would ignore Lightning Mastery. Ele WR's focus largely on DPS, faster cooldowns, and wind damage. You are ignoring all these three things with that. Also, you would need the minimum 3 points in LL to open LM and max it. 2. Combat Rampage is a talent specialty that sounds good in paper but is horrible in practice. Divine Uphold will only last you for 12 seconds, and this buff, 8 seconds. Even if you gained a large attack increase within the duration of DU, which in itself is rather unlikely, 12 seconds is still too short a time to make any significant difference in Mass PvP. 3. 4 points in Storm Mastery is a waste. I take that you aren't quite experienced with playing Warriors yet. Mastery to make any significant increases in your damage output, needs to be quite high. Think in the hundreds here. Besides, a pet skill that increases mastery is more than enough to suffice for this talent. I would rather allocate these 4 points to Exorcism. 4. This is rather common, but most people tend to ignore Bleeding Touch, and avoid putting points in it. Bleeding Touch when maxed reduces healing effects to a target struck by Bloodsuck Slash, by about 45%. Mass PvP has players healing themselves with potions or healing skills to keep their HP up. Bloodsuck Slash comes into work here by reducing the healing they get rather substantially. Say they get healed for 3000 HP. With Bloodsuck Slash active, that heal gets reduced to: 3000 - (3000 x 0.45) = 1650 HP. This 45% reduction lasts for 10 seconds, and Bloodsuck Slash can be casted again after 15 secs, giving you only a 5 sec gap that the effect isn't active. As the heal gets higher, you can see how the reduction catches up. This can aid you greatly when you are killing players, especially healer types, like Vamps, Bards, and Priests. Even self-pots with other classes can be affected too. I suggest that you pick this talent up. 5. Weakness of Exposure and Rage of War are another two talents that you can forgo using. A 4% Critical Dodge Rate reduction is barely noticeable, and hardly useful in almost any PVP situation. Divine Uphold only lasts for 12 seconds and cools for 300 secs. That short time is useless in making any kills. You may think that within that 12 seconds you can just keep using Charge and stun people without any breaks due to the CD removal. It's still 12 seconds though, a time that will pass by far too quickly for you to use to any great effect. I can see how you can potentially just keep stunning people while you are at a GvG. However, builds are supposed to be adapted to situations that happen more often, or to skills you can use more often. That 300 second CD already ruins it. As such, I suggest that you move these points elsewhere. Perhaps, to something more practical. I guess that's about it. |
Thank you, but I have a question, Why will we add Exorcism if we deal mainly wind damage?
And from my experience putting points in LM is a waste because after our skill rotation our LS had been cd already.
# 4
05-03-2011, 04:38 AM
Sorry to say that but this elemental build has many flaws imo:
1) Lightning mastery : LM is a MUST have, because lightning slash is the bread and the butter for an elemental warrior, 1 on 2 hits has to be a LS in every rotation you use.
2) Evil ward : 1/4 attack are physical based in rotation, plus the fact that your based damages are physical, plus the helps it provides to other physical class in party.. Evil ward is has to be maxed.
3) Storm mastery : ok to have it, but not that important after lvl50 due to the fact it's a fix amount of 10mastery per point.
4) Bleeding Touch : very effective against healing class, therefore it's up to you to lvl it or not but I like it.
5) Divine uphold/weakness exposure/rage of war : useless to put points in that, no cd or more def for only a few seconds is not worth it.
6) Frenzy outbreak is not bad to have either.
Just my opinion tho, I can be wrong
1) Lightning mastery : LM is a MUST have, because lightning slash is the bread and the butter for an elemental warrior, 1 on 2 hits has to be a LS in every rotation you use.
2) Evil ward : 1/4 attack are physical based in rotation, plus the fact that your based damages are physical, plus the helps it provides to other physical class in party.. Evil ward is has to be maxed.
3) Storm mastery : ok to have it, but not that important after lvl50 due to the fact it's a fix amount of 10mastery per point.
4) Bleeding Touch : very effective against healing class, therefore it's up to you to lvl it or not but I like it.
5) Divine uphold/weakness exposure/rage of war : useless to put points in that, no cd or more def for only a few seconds is not worth it.
6) Frenzy outbreak is not bad to have either.
Just my opinion tho, I can be wrong

Signature by Baby.
Level 80 since october 2011
# 5
05-03-2011, 04:41 AM
Exorcism maxed deals a 60 physical resistance reduction and 20% Max MP reduction. I'll admit, the effects may not seem much. You can use it though to help Bloodsuck Slash hit a little harder and to lower player's mana pool as you keep hitting them with Evil Ward. It's not the best talent out there, but it's still better than the other talents you could've specced at. Every line in your tree has a level and points spent requirement. The 4 points you allot to Exorcism helps fill that.
As for LM, that depends largely on how you rotate your attack skills. With Frenzy Stance III and no points in LM, Lightning Slash cools for 7 seconds. If your skill rotation here used all your attack skills, then this 7 sec CD wouldn't be a problem. However, that's not how an Ele is supposed to attack. Your hardest hitters are Bloodsuck Slash (15 sec CD), Thunder Slash (7 sec CD, FS III), and Lightning Slash (4 sec CD, FS III, LM Max). You are supposed to rotate your attacking with these three main skills. Quite literally, you will want to spam your Wind damage skills as much as you can, TS and LS in this case. This is largely the reason that you want LS on a 4 sec CD, so you can keep a spammable Wind damage skill before you can rotate all your hardest hitters again. Hitting LS more often also means more chances to get your opponent on the Slow effect. Being a melee-type, a slow moving target is something you'd really like. A delay of even a few seconds is something you never want when you're fighting, the lower you can get a CD down, the better. Besides, there's not much else you can allot your skill points to.
*EDIT*
I can see how Gini once again raises points I already raised (Heh!). But you can see Kai how we WRs have agreements on things you really need in your build. Don't worry about Gini telling you to get Frenzy Outbreak. Some Warriors want that Evasion. Others like us, just want a better CD on skills we love, like BoR and Crash Dash.
As for LM, that depends largely on how you rotate your attack skills. With Frenzy Stance III and no points in LM, Lightning Slash cools for 7 seconds. If your skill rotation here used all your attack skills, then this 7 sec CD wouldn't be a problem. However, that's not how an Ele is supposed to attack. Your hardest hitters are Bloodsuck Slash (15 sec CD), Thunder Slash (7 sec CD, FS III), and Lightning Slash (4 sec CD, FS III, LM Max). You are supposed to rotate your attacking with these three main skills. Quite literally, you will want to spam your Wind damage skills as much as you can, TS and LS in this case. This is largely the reason that you want LS on a 4 sec CD, so you can keep a spammable Wind damage skill before you can rotate all your hardest hitters again. Hitting LS more often also means more chances to get your opponent on the Slow effect. Being a melee-type, a slow moving target is something you'd really like. A delay of even a few seconds is something you never want when you're fighting, the lower you can get a CD down, the better. Besides, there's not much else you can allot your skill points to.
*EDIT*
I can see how Gini once again raises points I already raised (Heh!). But you can see Kai how we WRs have agreements on things you really need in your build. Don't worry about Gini telling you to get Frenzy Outbreak. Some Warriors want that Evasion. Others like us, just want a better CD on skills we love, like BoR and Crash Dash.
Last edited by Elude - Eyrda; 05-03-2011 at 04:45 AM.
# 6
05-03-2011, 09:16 AM
This is my opinion:
Lightning Mastery: This is a MUST.
It is true that one can have a full skill rotation without this talent, however, getting it provides a much better skill rotation that has a much higher damage output. It is also pretty much the best skill we have, so using it as much as possible is always helpful.
Too many reasons (like some posted already) to get this skill, and none at all to not get it.
Combat Rampage: This is pretty much useless.
There is a thread with a discussion about this talent somewhere in the forums (don't really have time to go look for it right now), but the effect timer doesn't reset each time that one is hit, that means that to "fully" use this talent, the WR should have to get hit 10 times in the first second, leaving 7 to use the effect.
We could use the same strategy some mages use: gathering a bunch of mobs and let them hit us so the effect stacks, the only problem is that the effect lasts only 8 seconds, which is nothing.
Storm Mastery: This is just a matter of preference.
Some WR's out there already have 500~600+ Wind Mastery, that is why some think that 40 more points for 4 talent points could be used much better somewhere else, but some others think that every single point counts, getting as much as damage as possible.
Weakness Exposure and Rage of War: I also think that critical dodge reduction is amazing.
The problem is that it is limited to 3 hits, which makes this effect so limited. Also, Human talent is much better than Elf one (double the amount reduced), 2% for 2 talent points is not that much, even less when people are using crit dodge gems.
Even being a Human, the best use I see for this talent is using it in combination with Rage of War, while chasing someone, that way, one can "spam" assault and getting the reduced critical dodge effect on for every attack, as long as the duration of divine uphold is not over.
One usually saves Divine Uphold for critical moments (about to die), and I don't see much use to having no cooldown on assault, 1vs1 it could be helpful to stun the other one while trying to recover HP with potions; during mass PvP it could help to try to get away, or if you have red hands you could just assault people while one-shoting them, but then again, the duration of Divine Uphold is not that much, and the amount it takes to cast skills (animation time, etc) takes a huge amount of that little time.
While it could lead to have an "easier" way to kill people, this talents are pretty much a waste of points at this point (maybe at higher levels when there're more spare points to use).
Frenzied Force: You can't get level 2 until level 61 :P
Bleeding Touch and Exorcism: They are nice skill, especially Bleeding Touch, so putting the points you decide to change on this skills will be worth it.
Personally, I don't like Exorcisms THAT much, it is ok, but not great. The physical resistance reduction is nice, but not really necessary, and the reduced MP could help when fighting mages (reduce their damage and affect their shield) and healers (reduce the amount they heal, etc), even more when combined with the effect of Bleeding Touch.
Frenzy Outbreak: If you plan to use evasion gems on the future, this talent would make it possible so they are useful.
However, the talent will be changed in a future patch to 50% evasion and 50% defense, instead of 100% evasion. That means that aiming for a "evasion" elemental WR would be just a waste of talents and gems.
Lightning Mastery: This is a MUST.
It is true that one can have a full skill rotation without this talent, however, getting it provides a much better skill rotation that has a much higher damage output. It is also pretty much the best skill we have, so using it as much as possible is always helpful.
Too many reasons (like some posted already) to get this skill, and none at all to not get it.
Combat Rampage: This is pretty much useless.
There is a thread with a discussion about this talent somewhere in the forums (don't really have time to go look for it right now), but the effect timer doesn't reset each time that one is hit, that means that to "fully" use this talent, the WR should have to get hit 10 times in the first second, leaving 7 to use the effect.
We could use the same strategy some mages use: gathering a bunch of mobs and let them hit us so the effect stacks, the only problem is that the effect lasts only 8 seconds, which is nothing.
Storm Mastery: This is just a matter of preference.
Some WR's out there already have 500~600+ Wind Mastery, that is why some think that 40 more points for 4 talent points could be used much better somewhere else, but some others think that every single point counts, getting as much as damage as possible.
Weakness Exposure and Rage of War: I also think that critical dodge reduction is amazing.
The problem is that it is limited to 3 hits, which makes this effect so limited. Also, Human talent is much better than Elf one (double the amount reduced), 2% for 2 talent points is not that much, even less when people are using crit dodge gems.
Even being a Human, the best use I see for this talent is using it in combination with Rage of War, while chasing someone, that way, one can "spam" assault and getting the reduced critical dodge effect on for every attack, as long as the duration of divine uphold is not over.
One usually saves Divine Uphold for critical moments (about to die), and I don't see much use to having no cooldown on assault, 1vs1 it could be helpful to stun the other one while trying to recover HP with potions; during mass PvP it could help to try to get away, or if you have red hands you could just assault people while one-shoting them, but then again, the duration of Divine Uphold is not that much, and the amount it takes to cast skills (animation time, etc) takes a huge amount of that little time.
While it could lead to have an "easier" way to kill people, this talents are pretty much a waste of points at this point (maybe at higher levels when there're more spare points to use).
Frenzied Force: You can't get level 2 until level 61 :P
Bleeding Touch and Exorcism: They are nice skill, especially Bleeding Touch, so putting the points you decide to change on this skills will be worth it.
Personally, I don't like Exorcisms THAT much, it is ok, but not great. The physical resistance reduction is nice, but not really necessary, and the reduced MP could help when fighting mages (reduce their damage and affect their shield) and healers (reduce the amount they heal, etc), even more when combined with the effect of Bleeding Touch.
Frenzy Outbreak: If you plan to use evasion gems on the future, this talent would make it possible so they are useful.
However, the talent will be changed in a future patch to 50% evasion and 50% defense, instead of 100% evasion. That means that aiming for a "evasion" elemental WR would be just a waste of talents and gems.
# 7
05-03-2011, 11:09 PM
Quote:
|
Sorry to say that but this elemental build has many flaws imo:
1) Lightning mastery : LM is a MUST have, because lightning slash is the bread and the butter for an elemental warrior, 1 on 2 hits has to be a LS in every rotation you use. 2) Evil ward : 1/4 attack are physical based in rotation, plus the fact that your based damages are physical, plus the helps it provides to other physical class in party.. Evil ward is has to be maxed. 3) Storm mastery : ok to have it, but not that important after lvl50 due to the fact it's a fix amount of 10mastery per point. 4) Bleeding Touch : very effective against healing class, therefore it's up to you to lvl it or not but I like it. 5) Divine uphold/weakness exposure/rage of war : useless to put points in that, no cd or more def for only a few seconds is not worth it. 6) Frenzy outbreak is not bad to have either. Just my opinion tho, I can be wrong ![]() |
I think Exorcism is a nice skill but trust me u won't spam Evil ward that often if you have lightning mastery, wind dmg will be your priority and you have to drop your opponent ASAP because we are WEAK due to def reduction and 90% attack gems..we only have hp to back us up.Mages,priests no matter wad will have many MP left even if we decrease their max mp.I agree on bleeding touch to stop their heals but elemental warriors ain't fit to play many debuffs,thats a phantom warrior's job.We specialise in spike/crit dmg and drop your enemy as fast as possible while phantom gets stronger towards his opponents the longer they fight because of their hp drain and and high hp.
# 8
05-03-2011, 11:23 PM
What Crit Dodge for?
# 9
05-05-2011, 02:05 PM
Quote:
|
I think Exorcism is a nice skill but trust me u won't spam Evil ward that often if you have lightning mastery, wind dmg will be your priority and you have to drop your opponent ASAP because we are WEAK due to def reduction and 90% attack gems..we only have hp to back us up.Mages,priests no matter wad will have many MP left even if we decrease their max mp.I agree on bleeding touch to stop their heals but elemental warriors ain't fit to play many debuffs,thats a phantom warrior's job.We specialise in spike/crit dmg and drop your enemy as fast as possible while phantom gets stronger towards his opponents the longer they fight because of their hp drain and and high hp.
|
So spamming evilward is already somthing to do in PvP as well as PVE (in my rotation the target is under its effects 50% of the time or so).
And no for the bleeding touch you are wrong again...
In a correct rotation with CD on LM at the minimum, you can launch 3 elemental attack then you need 1 physical because the 2 others are on CD:
LM,TS,LM, then a physical.
Usually I start by a physical EW or BT according to the enemy, anyway BT is our strongest attack and has to be used in the rotation, when fighting a priest starting with it is really efficient because they usually heal themselves pretty soon in the fight.
So you are using BT for 3 things:
- filling the empty slot of the elemental rotation
- reducing healing/mp
- its our strongest hit.
Nothing to do with phantom this or phantom that...
Trusting you? why not but I think I have way more experience from CB1 till 50+ till now at 60+ in OB to be able to tell you that

Signature by Baby.
Level 80 since october 2011
# 10
05-05-2011, 05:33 PM
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