I have a build I've made up and I want to know if it's watertight. Basically it reduces recharge 100% and eliminates energy cost. It's a Me/R.
First theres Energizing wind. Lets assume for the example that the spell you pick has a cost of 10 energy, 15 energy is ok too, but you'll still get a small energy cost. Energizing wind removes 15 energy from the cost, with a minimum cost of 10, and adds 25% to the recharge cost.
Then theres serpent's quickness, which I added in order to neutralize the added recharge of energizing wind. It reduces recharge 33%.
Then theres quickening zephyr. It removes 50% recharge cost, and adds 30% to the energy cost. If you did as I suggested and picked a spell that only costs 10 energy, the added energy is 3 and is nulled by energizing wind. If it has an energy cost of 15, you get an energy cost of 4.5.
So far, thats wilderness survival and beast mastery.
Add fast casting. A few levels in fast casting and mantra of recovery removes a percentage of the spell casting time, and 50% of the recharge time, making the total recharge time reduced by 108%.
This leaves four slots for ressurrection signet and the spell(s) you want to modify.
Energizing wind- 26-126 seconds.
Serpents quickness- 15-27 seconds.
Quickening Zephyr- 30-126 seconds.
Mantra of Recovery- 5-17 seconds.
So, yeah, tell me if theres any fatal flaws. I think that quickening zephyr would probably apply to mantra of recovery, lowering the recharge from 30 to 15, and assuming you weren't level 12 in fast casting (unavoidable in this build) there would only be a period of a couple of seconds where mantra of recovery wouldn't apply before you could cast it again.
T

), and then some helpfull warrior comes up and kills both spirits in one hit.