theblang
07-05-2005, 18:48
I posted in the main strategy forums and did not receive any input, was hoping I could here. I have been doing alot of thinking about the Me/E or E/Me debate, fast cast vs energy storage, but for this particular build strategy the half a second nukes would really utilize the 10 second time window of ether renewal.
Fast-casting has to be maxed out and then some with runes and items. The goal of this build is to do damage and do it quickly, all while earning energy and health in the process. Enchantments 1-5 will be loaded in order. Next, we'll be spamming Flare and Ice Spear as fast as possible. With Fast-Casting at 16, casting times are exactly halved, so both spells should be able to cast and be available for re-cast every second. I through in an AoE for good measure, but it could be replaced with Energy Tap, which if it were casted during Ether Renewal would provide 9 more energy than the nuking phase started with.
Here's a breakdown of healing and energy usage (_per second_):
--- 25 pt of Healing ---
Aura of Restoration (10*150% = 15) + Ether Renewal (5*2 = 10)
--- 0 pt Energy Cost (Nuking Phase) ---
Attunements ((-5*2) + 30% = -7) + Ether Renewal (5*1 = 5) + Armor (2)
--- 71 Damage ---
Flare (34) + Ice Spear (37)
---------------------------------------------------------------------
The Edge - Guild Wars Utility
http://www.sovereignlegion.com/downloads/theedge.htm
Class: Mesmer / Elementalist
Attributes: (cost) '+' indicates Rune attributes
Fast Casting: 12+4 (97)
Inspiration Magic: 3 (6)
Fire Magic: 9 (48)
Water Magic: 9 (48)
Total attribute points used: 199/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Aura of Restoration [Energy Storage] (10,0,20) Enchantment: For 60 seconds, you are healed for 152% of the energy cost each time you cast a spell.
2) Water Attunement [Water Magic] (10,2,60) Enchantment: For 50 seconds, you are attuned to water. You gain 30% of the energy cost of the spell each time you use Water Magic.
3) Fire Attunement [Fire Magic] (10,2,60) Enchantment: For 50 seconds, you are attuned to fire. You gain 30% of the energy cost of the spell each time you use Fire Magic.
4) Channeling [Inspiration Magic] (5,1,15) Enchantment: For 18 seconds, whenever you cast a spell, you steal 1 energy from each nearby foe.
5) Ether Renewal [Energy Storage] (10,1,30) Enchantment: For 10 seconds, each time you cast a spell, you gain 1 energy and 5 health for each enchantment on you. This is an elite skill.
6) Flare [Fire Magic] (5,1,0) Spell: Flare flies towards target foe, striking for 34 fire damage if it hits.
7) Ice Spear [Water Magic] (5,1,0) Spell: Ice Spear flies toward target foe, striking for 37 cold damage if it hits. Ice Spear has half the normal spell range.
8) Rodgort's Invocation [Fire Magic] (25,5,15) Spell: You invoke the power of Rodgort at target foe's location. All enemies near this location are struck for 70 fire damage and are set on fire for 2 seconds.
Fast-casting has to be maxed out and then some with runes and items. The goal of this build is to do damage and do it quickly, all while earning energy and health in the process. Enchantments 1-5 will be loaded in order. Next, we'll be spamming Flare and Ice Spear as fast as possible. With Fast-Casting at 16, casting times are exactly halved, so both spells should be able to cast and be available for re-cast every second. I through in an AoE for good measure, but it could be replaced with Energy Tap, which if it were casted during Ether Renewal would provide 9 more energy than the nuking phase started with.
Here's a breakdown of healing and energy usage (_per second_):
--- 25 pt of Healing ---
Aura of Restoration (10*150% = 15) + Ether Renewal (5*2 = 10)
--- 0 pt Energy Cost (Nuking Phase) ---
Attunements ((-5*2) + 30% = -7) + Ether Renewal (5*1 = 5) + Armor (2)
--- 71 Damage ---
Flare (34) + Ice Spear (37)
---------------------------------------------------------------------
The Edge - Guild Wars Utility
http://www.sovereignlegion.com/downloads/theedge.htm
Class: Mesmer / Elementalist
Attributes: (cost) '+' indicates Rune attributes
Fast Casting: 12+4 (97)
Inspiration Magic: 3 (6)
Fire Magic: 9 (48)
Water Magic: 9 (48)
Total attribute points used: 199/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Aura of Restoration [Energy Storage] (10,0,20) Enchantment: For 60 seconds, you are healed for 152% of the energy cost each time you cast a spell.
2) Water Attunement [Water Magic] (10,2,60) Enchantment: For 50 seconds, you are attuned to water. You gain 30% of the energy cost of the spell each time you use Water Magic.
3) Fire Attunement [Fire Magic] (10,2,60) Enchantment: For 50 seconds, you are attuned to fire. You gain 30% of the energy cost of the spell each time you use Fire Magic.
4) Channeling [Inspiration Magic] (5,1,15) Enchantment: For 18 seconds, whenever you cast a spell, you steal 1 energy from each nearby foe.
5) Ether Renewal [Energy Storage] (10,1,30) Enchantment: For 10 seconds, each time you cast a spell, you gain 1 energy and 5 health for each enchantment on you. This is an elite skill.
6) Flare [Fire Magic] (5,1,0) Spell: Flare flies towards target foe, striking for 34 fire damage if it hits.
7) Ice Spear [Water Magic] (5,1,0) Spell: Ice Spear flies toward target foe, striking for 37 cold damage if it hits. Ice Spear has half the normal spell range.
8) Rodgort's Invocation [Fire Magic] (25,5,15) Spell: You invoke the power of Rodgort at target foe's location. All enemies near this location are struck for 70 fire damage and are set on fire for 2 seconds.