Mar 29, 2005, 01:09 PM // 13:09
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#1
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Ascalonian Squire
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Please Critique Build
I hope that skills can be unlocked this beta, didn't realize they were last round, so that I can try this build in tombs; also I'm looking for a guild to join.
Water Trident Caster
Class: Elementalist / Mesmer
Assumed items:
+1 to Energy Storage
+4 to Water Magic
Attributes: (cost)
Energy Storage: 10+1 (61)
Water Magic: 11+4 (77)
Illusion Magic: 1 (1)
Inspiration Magic: 10 (61)
Total attribute points used: 200/200
Skills:
1) Water Trident (availability) (elite) - (5,1,3) Send out a water trident at target foe. Water Trident strikes for 70 cold damage if it hits. If it hits a moving foe, that foe is knocked down. This is an elite skill.
2) Arcane Echo (availability) - (15,2,30) If you cast a spell in the next 11 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill.
3) Channeling (availability) - (5,1,15) For 40 seconds, whenever you cast a spell, you steal 1 energy from each nearby foe.
4) Power Drain (availability) - (5,1,25) If target foe is casting a spell, the spell is interrupted and you gain 21 energy.
5) Inspired Hex (availability) - (5,1,0) Remove a hex from target ally and gain 11 energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.
6) Spirit of Failure (availability) - (10,3,10) For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 3 energy whenever that foe misses in combat.
7) Elemental Resistance (availability) - (10,0,20) For 70 seconds, you gain +40 AL against elemental damage, but you lose 16 AL against physical damage.
8) Aura of Restoration (availability) - (10,14,20) For 60 seconds, you are healed for 334% of the energy cost each time you cast a spell.
The idea is to cast channeling and then spam Water Trident in combo with Arcane Echo; no cool down sweet. Not sure of the range of channeling, but if it is the same as water trident then your looking at a min of 1 eng rebate per spell. With Aura of restoration I should be able to keep myself healed and use Elemental resitance when I come under fire. The other spells are for quick energy regain to get back into the fray.
How do you think this build will fair in tombs? Any suggestions?
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Mar 29, 2005, 09:17 PM // 21:17
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#3
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Lion's Arch Merchant
Join Date: Feb 2005
Location: Madison, WI
Profession: W/Mo
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hmm
Walder, can you describe how Glyph and Echo work together for those like me who haven't experimented with them yet? I was under the impression that Echo cost 15 just to look like Trident for whatever amount of time, and that each Trident still had it's normal cost?
If Glyph makes Echo free, which in turn makes the Echoed spell free, that seems like it's a bit overpowered?
Anyway, it would seem to me that basically for the cost of 5E every 20 seconds you have 2 Tridents which each retain their cost.
Matt
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Mar 29, 2005, 09:18 PM // 21:18
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#4
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Elite Guru
Join Date: Feb 2005
Location: Just a Box in a Cage
Guild: Hurry Up The Cakes [Oven]
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looking at the original build, it's offense is seriously lacking. If all you're relying on to deal massive damage - the elementalist's main job, is water trident spamming, then half the people in my guild (we like /Mesmer.. hehe) could subdue you with a single spell or bow attack.
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Mar 29, 2005, 09:20 PM // 21:20
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#5
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Sins FTW!
Join Date: Mar 2005
Location: USA
Guild: Angel Sharks [AS]
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Quote:
Originally Posted by walder
But get rid of Power Drain as interrupts are too hard to time.
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I didn't find interrupts hard to time at all, unless it was a very short spell. I used Power Drain with my Me/N character and I found it very useful. Came in handy in the Tombs. If it recharged faster then it would be more useful (though probably at the risk of being elite).
And I'm also questioning Channeling. I never found it helpful. I rather go with Energy Tap, too. You will only need two, most likely one spell for regaining energy. Having too many without a strong source of spells to burn it leaves you with a surplus.
Just relying on Water Trident isn't going to be giving you the best damage output. I agree with Walder's suggestion of putting other spells in there, though I prefer Ice Spikes over Frozen Burst (you won't always be surrounded by enemies to get the best out of your Frozen Burst, but there will be plenty of times where a group of foes will be hunched for a nice Ice Spikes and Maelstrom combo which I do in PvP). With spamming WT and its ability to knock down moving foes you really don't have to focus on slowing your enemy. Water Trident, Water Attunement and a AoE spell might be all you will need for water magic since you seem to be preferencing more mesmer spells.
I find Aura of Restoration not worth having since the only time you will really need to heal yourself in a group is during emergencies, and Aura of Restoration is not for that. You should go with Ether Feast instead.
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Mar 29, 2005, 10:29 PM // 22:29
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#6
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Krytan Explorer
Join Date: Mar 2005
Location: SoCal
Profession: E/
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i like the build, but id loose one of your energy control skills because you will not have a energy problem with that build, allmost all your skills are low costing and you have no perm enchants, so you will have a full 4 pips of 70+ energy.
i would toss out your weakest energy gaining skill and add in a offensive skill.
other than that, everything likes nice to me.
nice job.
edit: i see spirit of failure being the skill you take off the list to add a more offensive skill.
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Mar 30, 2005, 12:58 AM // 00:58
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#8
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Ascalonian Squire
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Did you test that out Walder? If you did, that seems...overpowered.
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Mar 30, 2005, 01:03 AM // 01:03
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#9
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Elite Guru
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if it worked that way, why not echo a hugely expensive nuke? that way, the echoed nuke would cost 0 energy..
doesnt sound quite right to me. i would think that arcane echo would be 0 energy when you first cast it with the glyph, but "keeps" the 15 energy casting cost. that means that if you ever cast it again, it would still cost 15 energy. i haven't used arcane echo, but i would think that the echoed spell would cost whatever the spell normally costs.
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Mar 30, 2005, 01:48 AM // 01:48
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#11
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Sins FTW!
Join Date: Mar 2005
Location: USA
Guild: Angel Sharks [AS]
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The Glyph is only going to take 15 off of the cast of Arcane Echo, which means Arcane Echo will cost 0 (though you still are paying 5 energy for the Glyph). When you use Arcane Echo and then Water Trident, so you have, let's say, Water Trident and Echoed Water Trident, using Echoed Water Trident is still costing the energy of Water Trident. I've used Arcane Echo with other spells and this is how it works.
If I am wrong for some reason or it has changed, then this is a serious way to abuse your build and makes mesmers far too powerful. Like someone said, you could just Arcane Echo the high nukes/AoEs/25 energy spells like crazy.
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