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Old May 07, 2012, 01:22 PM // 13:22   #161
Ascalonian Squire
 
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Originally Posted by Gabs88 View Post
If you're gonna be running something like that it's better to make a build for a primary ele. It's significantly more damage.
Not really. A water ele would run out of energy very quickly unless you sacrifice your elite for something like Elemental Attunement. The loss of Water Trident is far more noticeable than the roughly 20% increase in damage of the other skills (assuming a superior water magic rune). Also note that a necro can still function somewhat decently against mobs with enchant removal and an ele will run out of energy very fast.

Just what I've experienced.
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Old May 08, 2012, 11:45 AM // 11:45   #162
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Originally Posted by Morte66 View Post
I tried that. If you use them they cast both at once, so you get the sum of their healing rather than the sum of their durations. It's no help for perma-speed, assuming that's what you're after.
Both skills will be microed (all my Fall Backs are).

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Originally Posted by Plutoman
In choosing a fire replacement for the invoke ele line-up; what's the preferred replacement? Preferably, in a manner to maintain the defensive protection line-up, with an appropriate attribute spread. 4 fire skills, ele attunement, 3 prot skills/para skills? 3 fire, glyph of ele power, ele attunement, 3 others? Should fire attunement be used alongside ele attunement? The skills are higher energy, and protect skills are energy-intensive, but a BiP backs them also.

What about that necro bar? Enough damage on the death magic line-up? IV requires a hefty investment into SR, while DM contains most of the damage spells - this of course immensely hurts any secondary potential, but an 8-spec could be ran with some appropriate runes. They'd be runed high to keep aggro off the BiP and ST (as the mesmers are). I'm considering this off the top of my head, finals next week and my circuits final is worth 40% of my grade, not to mention Diff EQ... so not much time to test out other combinations.
You're relying on BiP, something I don't do, so it's not something I can say for sure. You'll have to test them yourself. Just remember that if you need more energy on those bars you can run GoLE instead of GoEP (which also works with the prot skills).

Death bar doesn't have as much damage as the EA Fire Ele, which is why it's a secondary option to cover for when Fire isn't viable. About the Water necro, Water is bad enough for damage already, even more so when cast at 12 Water instead of 18, so I'm highly skeptical.

Last edited by Jeydra; May 08, 2012 at 11:47 AM // 11:47..
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Old May 08, 2012, 01:08 PM // 13:08   #163
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Originally Posted by Tess80 View Post
Not really. A water ele would run out of energy very quickly unless you sacrifice your elite for something like Elemental Attunement. The loss of Water Trident is far more noticeable than the roughly 20% increase in damage of the other skills (assuming a superior water magic rune). Also note that a necro can still function somewhat decently against mobs with enchant removal and an ele will run out of energy very fast.

Just what I've experienced.
Have you tried adding glowing ice to the build template you posted? TBH, I can't really see a hero ele running out of energy with attunement, GoLE, and glowing ice. You could always go /me too for pdrain or the like. Only reason I'm suggesting all this is b/c you could get significantly more damage by going ele primary.
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Old May 08, 2012, 01:43 PM // 13:43   #164
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I suppose it's worth trying out with Glowing Ice, probably instead of my usual Rust. That would make it:

Water Magic: 12+1+3
Energy Storage: 12+1
* Water Trident
* Deep Freeze
* Ice Spikes
* Maelstrom
* Blurred Vision
* Glowing Ice
* Glyph of Lesser Energy
* Water Attunement

I'm gonna try this, but if I look at it, I expect to still run out of energy with this. If this hero can manage energy, then I agree that it's better than the necro variant. If it can't and I need to drop one of the top 5 skills for more energy management, then I'm probably gonna favor the necro though.
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Old May 08, 2012, 02:57 PM // 14:57   #165
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Originally Posted by Jeydra View Post
You're relying on BiP
Thanks. I'll give a stab at it all. Regarding BiP, I'm considering trying a switch to a triple keystone setup, so it might switch things up there. I dislike adjacent range, but I've seen some impressive damage come out of a mesmer that doesn't use energy.. Not to mention, stacks extremely well.
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Old May 08, 2012, 02:59 PM // 14:59   #166
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Originally Posted by Tess80 View Post
Not really. A water ele would run out of energy very quickly unless you sacrifice your elite for something like Elemental Attunement. The loss of Water Trident is far more noticeable than the roughly 20% increase in damage of the other skills (assuming a superior water magic rune). Also note that a necro can still function somewhat decently against mobs with enchant removal and an ele will run out of energy very fast.

Just what I've experienced.
In that case you should probably be looking in to EA Fire or Air instead and perhaps cross-spec in to Frost if there is a specific skill you want.
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