Feb 22, 2005, 07:06 AM // 07:06 | #1 |
Pre-Searing Cadet
Join Date: Feb 2005
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AOE build needs guidance
PBOE, fire build Elementalist / Mesmer
12 energy storage, 12 fire mastery, rest in illusion magic 1. Aura of Restoration 2. Fire Attunement 3. Arcane Echo 4. Glyph of Energy 5. Rodort's Invacation 6. Pheonix 7. Inferno 8. Fire Storm AURA OF RESTORATION For 60 seconds, you are healed for 152-350% of the energy cost each time you cast a spell. FIRE ATTUNEMENT For 36-55 seconds, you are attuned to fire. You gain 30% of the energy cost of the spell each time you use Fire Magic. ARCANE ECHO If you cast a "spell" in the next 10-26 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill. GLYPH OF ENERGY Your next spell costs 20 less Energy to cast. RODGORT'S INVACATION You invoke the power of Rodgort at target foe's location. All enemies near this location are struck for 20-94 fire damage and are set on fire for 1-3 seconds. PHEONIX A fiery phoenix rises at your location, striking nearby foes for 20-97 fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional 15-75 fire damage. INFERNO Deals 18-100 fire damage to nearby enemies. FIRESTORM For 10 seconds, the area around target foe is bombarded with a rain of fire that strikes for 5-24 fire damage each second. this is my build for massive AOE damage, starting the fight you should use aura of restoration + fire attunement, then use arcane echo/glyph of power to use Meteor shower and rodgorts invaction at 20 less energy each. then pheonix and firestorm. main focus to stay around the healer and protect, or if you see enemies in a bunch formation run up to them and start the cast. weakness's of the build - no single target nukes, everything is AOE. - alot of the spells are high mana cost - knockdown - interuptions strength's of the build - AOE spells up to 100 damage each - protecting the healer - using arcane echo and glyph of energy to help out with high energy costs. - aura of restoration and fire attunement help with the load. - being able to hit/kill multiple enemies. anyone help me improve this build? idea i had was to put 12 in fire and energy storage then rest in earth for more protection, having trouble picking all the skills since i can only have 8. another thing was im not sure you can use arcane echo on glyphs. anways i appriciate all replies and encourage replies to better this spec. Last edited by Xyklon; Feb 22, 2005 at 07:14 AM // 07:14.. |
Feb 22, 2005, 08:12 AM // 08:12 | #2 |
Forge Runner
Join Date: Feb 2005
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why inferno? most of ur AoE are ranged... why bring urself clsoe when u can just do it ranged? last resort?
personally I hate last resort =/ I would rather never need last resort... oh well, personal opinion... |
Feb 22, 2005, 09:54 AM // 09:54 | #3 |
Pre-Searing Cadet
Join Date: Feb 2005
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what should i replace inferno with ? and ill probably lower energy storage to 9-10 and possible boost up a mes line if i see a skill id like. but right now im thinkin meteor shower or fireball
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Feb 22, 2005, 10:16 AM // 10:16 | #4 |
Champion of the Absurd
Join Date: Jan 2005
Guild: Spirits of War
Profession: Mo/W
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Have you tried this build out at all? I think one problem that you'll run into is that Arcane Echo shouldn't copy Glyph of Energy- it's not a spell.
Since you're not using the Mesmer secondary at all, I have a possible suggestion that could help you a lot with energy- take a Ranger secondary for Energizing Winds: no skill costs more than 10 energy to use. This would help drop your costs a lot, especially for Rodgort's and Meteor Shower, without requiring your elite slot for glyph of Energy. The death penalty can be kinda nasty, but it should make a considerable difference in your ability to cast spells. If you did this, you could replace Glyph of Energy with Glyph of Renewal, however, and halve the recharge time on one of your big nukes. If you're looking for good ranged fire nukes, you could possibly throw in Fireball and/or Searing Heat. Phoenix is nice, but it's best used at close range so you can reap the benefits of the initial explosion as well as the second one. If you do want to go close-ranged, I'd suggest throwing in Flame Burst for one of your other nukes- it's an excellent point-blank spell with a fast recharge.
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Feb 22, 2005, 12:26 PM // 12:26 | #5 |
Ascalonian Squire
Join Date: Feb 2005
Guild: Ham Storm
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One very handy skill I found, for a replacement to Inferno, was Lava Font:
Description: For 5 seconds, foes adjacent to the location where this spell was cast are struck for 5-24 fire damage. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 4 Seconds. Most of the time (not always) when you get a warrior slashing away at you, cast this and they start getting all these messages of damage, then they see the fire and they decide its not worth it and go find someone else to attack. Its similar to Fire Storm, in that when you get hit with fire storm, first thing you do is move out of its range. Energy is only 10, activation time isn't too bad, although you are vulnerable to interruption for a small while and recharge is really good, only 4 seconds. |
Feb 22, 2005, 12:46 PM // 12:46 | #6 |
Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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This build absolutely chokes on cooldowns - you get to cast 2-3 nukes, and then you're just sitting there doing nothing while everything recycles. You need to be working the entire match, not just for a few seconds at a time. Spells that refresh quickly are a neccessity, not an option. Failing that, at least take Conjure Flame so that your wand does respectable damage.
I tried really hard to use Rodgort's Invocation this weekend, but the skill is simply awful. The five second cast time just kills any tactical use it might have - people move around too much, targets go down, and the situation just changes too much in five seconds for it to be worth the amount you invest in it. Fireball is a whole lot better, and Fireball isn't exactly a skill that you should be excited to be using. Combining Glyph of Energy with the expensive nukes is a good idea, but it doesn't really do a whole lot here because your build isn't all that energy intensive - cooldowns prevent you from spending energy all that quickly. You could drop the Glyph entirely and not have any energy problems. Basically you just need to be able to do more - you're not burning energy very fast, you're spending a lot of time just attacking with a wand waiting for things to cool down, and your skills are of the expensive, time consuming, unwieldly type. A couple of big nukes aren't a bad thing, but fill in your time a bit better - work in Fireball, Immolate, or Conjure Flame, or take something with your secondary, so that you can better maximize the resources you have to work with. Peace, -CxE
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Feb 22, 2005, 01:33 PM // 13:33 | #7 | |
Banned
Join Date: Feb 2005
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Quote:
Maybe get mantra of recovery, you will be losing 8 energy at every spell cast, but it won't hurt you because of your huge energy storage and the still huge recharge times. Drop echo for Mantra of Recovery and glyph of lesser energy for Conjure Phantasm or something Last edited by Reaper2k3; Feb 22, 2005 at 01:40 PM // 13:40.. |
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Feb 23, 2005, 02:02 AM // 02:02 | #8 |
Rogue Agent
Join Date: Feb 2005
Location: Surfers Paradise
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It seems to me that this build is very situational. In the open field, it can be very hard to effectively use all of those AOE spells. In the right conditions though, you can feel like a god.
I do agree that the PBAOE spells do not fit into this build at all. It seems to me to be a ranged build. Keep a consistent play style, run from people and use range to your advantage. I would recommend Fireball as a good addition, also add immolate as a filler for when your fire nukes are recharging.
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Keramon :cool: |
Feb 23, 2005, 05:39 AM // 05:39 | #9 |
Elite Guru
Join Date: Feb 2005
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I have seen a build very similar to yours (but I forgot whose it was, sorry).
E/Mes Energy Storage 13 Fire 14 Echo-E Arcane Echo Flame Burst Inferno Phoenix Glyph of Lesser Energy Fire Attunement Aura of Restoration The order of skill casting is: Fire Attunement, Aura of Restoration, Glyph of Lesser Energy, Echo, Flame Burst (1), Arcane Echo, Flame Burst (2) (was Echo), Flame Burst (3) (was Arcane Echo), Flame Burst (1), Flame Burst (2), Flame Burst (3), Flame Burst (1), Inferno, Phoenix. I know its confusing to look at, but it works because Flame Burst 2 is all free because you used Glyph before the Echo. Then with Fire Attunement, all your other energy problems are taken care of. If you can set everything up this build can really dish out the AoE. I havn't added up the damage yet but it sounds like a lot, heh.
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