If you want to take the path of a spiker, I suggest that you should take only air damage skills. My setup is : 2 enchant spells, 5 damage spells and res signet. You should try to minimize the time when you have to attack with your staff. To do this you have to try the combinations of skills and watch their recharge times as well as manage your energy.
I am using superior air rune, major vigor (havenĀ“t bought/find superior yet) and minor energy storage. I have : 16 in air, 13 in energy storage. My life is then 463 (with +17 on my staff) and energy 79 which is enough.
This setup makes me pure damage dealer with the short amount of time when I have to attack with my staff and gives me capability to keep it even in longer battles (which is the con of popular spikers with arcane echo). However without protector with remove hexes almost every mesmer can shut me down easily.
When there is no profession in the team that can take down enemy enchantments, I use my free 3 points in Curses and take "Rend enchantments".
|