echo, arcane echo, glyph of renewal.
those 3 things typically is how you can get around long recharge spells.
But I'm sure you knew that.
I think moreso what you are trying to understand is why water spells have such long recharges. The problem lies in the snares. If the water spells that do damage did NOT have longer than normal recharges then a single hydromancer could keep multiple enemies snared quite easily. And not the kind of snare that only requires mend or martyr or purge to remove.
The snares may not last very long but they are hexes, and most people don't waste a hex removal ability on something like a snare, they use it on the scarier hexes.
If built right a water elementalist can make a single person's life completely miserable, especially if they are a caster.
Maelstrom, shard storm, water trident, echo water trident, gale, trident, trident, gale.
etc etc. Granted this would require the crazy KD of gale + 2 water tridents, and would involve alot of exhaustion, however, If this combo is done correctly on a fleeing caster opponent, specifically a monk, that monk is basically screwed, glued, and tattoo'd.
Yes, a mesmer would be more effective at monk lockdown, however, this hydromancer could perform this on ANY profession with pretty much the same effect. The sheer amount of KD is ridiculous. Then of course you top that off with the fact that the person cannot cast anything in defense cause you are containing them within the maelstrom, it can be pretty gross.
But nah, God forbid people learn to abuse any other Elementalist primaries other than air or earth.
I've seen some amazing crap pulled by hydromancers and pyromancers lately in GvG. Bring Back The Rifts brings a tear to my eye with their build that includes pyromancers.
Last edited by Elizam Etherfury; Feb 15, 2006 at 11:48 AM // 11:48..
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