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Old May 25, 2005, 03:04 PM // 15:04   #1
Pre-Searing Cadet
 
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Default Mesmer/Elementalist

What you think about this combination guys ?

Mesmer/Elementalist
12 Air Magic
12 Inspiration
3 Fast Casting

Mantra of Recovery
For the next 30/90 seconds, spells you cast recharge 50% faster. Each time you cast a spell, you lose 8/3 energy or Mantra of Recovery ends.
(30 sec It will be enough)

Arcane Echo Illusions
If you cast a spell in the next 10-32 seconds, Arcane Echo is replaced with that spell for 20 seconds.

Energy Tap Inspiration
Steals 8-14 energy from a target foe.
(with 12 inspiration i Steal 14 energy)

Ether Feast Inspiration
The target loses 5 energy. The caster is healed for 8-24 for each point of energy lost.

Chain Lightning Air Magic
Target enemy and up to two other enemies near your target are struck for 10-82 lightning damage. This spell causes Exaustion.

Whirlwind Air Magic
All adjacent enemies suffer 15-51 cold damage. Attacking enemies struck by Whirlwind are knocked down.

Lightning Orb Air Magic
Lightning Orb flies toward target enemy and strikes for 10-82 lightning damage if it hits.

Air Attunement Air Magic
For the next 36-55 seconds, you are attuned to Air. You gain 30% of the energy cost of the spell each time you use Air Magic.


I throw Mantra of Recovery and Air Attunement. My spells are renewed by about 50% faster for 30 sec. Chain Lighting 10sec. I cast Arcane echo for doubling damage.

My question:
-how much energy will have ?
-This is good combination ?
-Mantra Of Recovery is in General or Fast Casting ? Im asking becouse in diffrance site are diffrance information

I unplayed be it else it theoretical

I apologize for my english as I teach he shortly
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Old May 25, 2005, 03:51 PM // 15:51   #2
Master of Beasts
 
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Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Mantra of Recovery has changed.

Mantra of Recovery
Description: For 5-17 seconds, spells you cast recharge 50% faster. This is an elite skill.
Energy Cost: 15
Activation Time: None.
Recharge Time: 30 Seconds.
Linked Attribute: Fast Casting. Increases duration.
Skill Type: Stance.

It's actually better than it was - it still isn't great though. It doesn't affect itself as it's a "stance", so you can have it up a maximum of 17 of 30 seconds. To take advantage of it you have to cast many spells within those seconds, so more fast casting is good. The 15 energy is a big blow to your energy pool, though you can always glyph it for some energy management. If you cast energy tap right away and again at the 10 second mark you nearly double your rate of energy taps, so you pull in some extra energy, but not enough to fuel twice as many spells most likely. It might allow for a quick spike of damage for 20 seconds or so, if you had enough fast casting.

If you take a 12/10/8 distribution in Air/Inspiration/Fast Casting you could use runes and headgear to have 12/10+2/8+3 and 16 seconds of mantra in which to use your skills.

I don't think it's great, but it might be enough to get a damage spike going - if you use fairly fast cycling spells to start with you could spam really fast, but you'd best be using spells with good damage/cost ratios as you arenot going to have a ton of energy to do it with.
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Old May 25, 2005, 03:54 PM // 15:54   #3
Lion's Arch Merchant
 
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Join Date: May 2005
Guild: WOR
Profession: Mo/
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That particular build would probably work better as E/Me, as I think the extra energy would serve you better than faster casting.

Fast Casting is at it's best to quickly chain together interrupts and target specific spells. With the skills you have chosen, it is more important for you to simply ensure you have enough energy to keep casting.
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