chattius 2,522 Posted September 26, 2013 Share Posted September 26, 2013 Do you do a general elementalist approach or do you specialize if you want to play with GoW? In our destroyers build there are areas were GoW kills faster: long hallways where enemies are lined up for example. But if surrounded Destroyers win. 1 Link to comment
DaveO 88 Posted September 26, 2013 Share Posted September 26, 2013 You'd probably want both Elemental Focus and Lore along with Ancient Magic(to negate physical resistance) and Combat Discipline. 1 Link to comment
Flix 5,116 Posted September 26, 2013 Share Posted September 26, 2013 I would use both. I can't imagine being so specialized that I would only focus on just Gust of Wind. The Destroyers and even Tornado definitely have their place in a strong Elementalist character's repetoire. 1 Link to comment
claudius 104 Posted September 26, 2013 Share Posted September 26, 2013 Gust of wind is also a defensive spell. Unbelievable crowd control. 1 Link to comment
gogoblender 3,069 Posted September 28, 2013 Share Posted September 28, 2013 heh, never even got use a Gust build... it does look really awesome in play though... not really looking like wind though gogo Link to comment
chattius 2,522 Posted September 28, 2013 Author Share Posted September 28, 2013 What is needed for a Gust of Wind build: elementalist focus elemental lore combat discipline ancient magic: does it work on physical damage mitigation? concentration: companion and runes of protection dragon magic focus: companion can do around one-third more in damage mentalist focus: runes of protection and maelstrom armour lore spell resistance: works great with the willpower from companion ... alchemy is what I would choose as last: healing potions which really heal 100% of health mentors lasting real long pink potions to stop these nasty undeads in swamps from standing up again ... Combinations: there is a nasty bug in dragon mage combinations You can't reduce the number of combat arts you have in a combination, but you can put in diffrent ones. So I normally have in my general elementalist build: 3: maelstrom, destroyer, GoW With CM-patch and its ca-range sigil set using the elementalist set as another ca-range giver maelstrom covers a big area. By doing it first the enemies have lower stats. So they hit weaker and have less hitpoints They also have less physical resistance. So both, destroyers and GoW, as physical attacks win from this. This combination is nice at bosses which summon beasts. 2: maelstorm, GOW Main usage is fighting throwing enemies in an hallways. By placing the maelstrom in front, their throws drop short. The same effects to the enemies as above are still valid. This scenerario has a lot of idle destroyers if using the 3-ca combination. 1: GoW The build has 100% chance to halve regeneration time. With combat discipline mastery another 20% are won in the regeneration clock. 70% less regeneration time, the reg-clock starts at 8. 1: Destroyers Late game when they are spammable with clock starting at 8. Early game the 3-ca combinations is dragon-strike, destroyers and energy blaze. It is used when a nice numbers of enemies is collected at an open spot. Link to comment
DaveO 88 Posted October 26, 2013 Share Posted October 26, 2013 From what the wiki says, Ancient Magic only effects resistance and not mitigation. With a narrow stream from GoW and having it modified with the Poison Mist mod(I'd choose the last one), you have two damage types instead of one hitting a target multiple times. Both of those damage types are going to be resisted less with Ancient Magic. That was my reasoning. Link to comment
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