I would suggest not dropping the DwG ashes. Although yes, it'll deal damage, you'll have done one of two things, both of which aren't very good strategies for a backline caster:
-Get into Melee Range. Why run all the way up to the frontline to drop your ashes, only to run right back to the backline? You put yourself in danger, plus you lose a lot of time running up to the front and to the back. You could do much more damage just blasting more spells off, especially with DwG's armor penetration effect.
-Lose all Enchantments. This is a biggie. Monks and Necromancers will hate your guts for this, and you'll be putting yourself at risk. If you're in the backline and just considering dropping them next to an enemy Warrior attacking you, you'd be taking off all the enchantments that your team's Monks are putting on you to keep you alive. If your spike doesn't kill the Warrior, good night.
So yeah. Just keep the ashes in the backline until they run out, so you don't lose any enchantments.
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How's your energy management? Essence Strike is pretty good, but keep in mind that DwG, Channeled Strike and Spirit Rift are all 10e spells. I haven't had a chance to test this build yet, which is why I'm asking, but from what I see you're simply spamming spells constantly. Add this to the fact that you're holding ashes (therefore not having your energy from weapons) and I'm just wary of how much energy you can maintain during a fight.
If you don't really mind the loss of Bloodsong or Destruction, perhaps take a look at [skill]Empowerment[/skill]. It might not do any damage, but it might be something to look at. You'll be receiving an energy boost when DwG runs out ('cause your weapons are back) and that'd let you easily recast the ashes, but with Empowerment, you'll get a nice 10e buffer after you do. Essentially, you'd be casting DwG for free. Might be worth a test, if you're willing to give up a little damage.
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Two cents for now.
Last edited by Oso Minar; May 01, 2007 at 04:44 AM // 04:44..
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