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dopplex
10-05-2005, 17:21
Leading off, this is my first real build attempt. The character is actually ranger base, but the build itself is focusing a lot on the mesmer skills for its primary function (Energy Denial to casters, especially healers). It's Ranger base solely because I started my RP character as a Ra/Me, and don't feel like rehashing the 12 levels I've gone through just yet.



Skillbuilder v2.0 output

Primary Profession: Ranger
Secondary Profession: Mesmer

[Items]
+4 to Wilderness Survival

[Attributes]
Expertise: 1 + 0 (1)
Wilderness Survival: 10 + 4 (61)
Domination Magic: 10 + 0 (61)
Inspiration Magic: 11 + 0 (77)

Total Points Used: 200

[Skills]
1) Power Leak (0.250/20/10e): If target foe is casting a spell, the spell is interrupted and target foe loses 20 energy.
2) Energy Drain* (1.000/20/5e): Steal 17 energy from target foe.
3) Energy Tap (3.000/20/5e): Steal 13 energy from target foe.
4) Power Drain (0.250/25/5e): If target foe is casting a spell, the spell is interrupted and you gain 23 energy.
5) Apply Poison (2.000/12/15e): For 12 seconds, enemies struck by your physical attacks become poisoned for 15 seconds.
6) Troll Unguent (3.000/10/5e): For 10 seconds, you gain health regeneration 10.
7) Serpent's Quickness (0.000/45/5e): For 29 seconds, recharge times for your attack skills are reduced by 33%. Serpent's Quickness ends if your health drops below 50%.
8) Quickening Zephyr (5.000/60/5e): Create a level 9 Spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more energy to cast. This Spirit dies after 142 seconds.


Serpent's Quickness is the skill that is most likely to get swapped out to get whatever utility I might need, such as more damage. Since this build is slightly lacking in damage output

I'm looking for the weaknesses of the build with regards to fulfilling its intended role (So I don't need to hear about how I'm going to get mauled by melees... I know! I don't know exactly how traps work yet, but if they're proximity triggered, I was thinking that Barbed Trap would be a good anti-melee substitution skill.)

The only real skill synergy I think that this exploits is the potential of Quickening Zephyr alongside Energy drain/denial. I get faster recharge on my energy steals and interrupts, and the increased energy cost is going to effect my target more than me, since I'm gaining energy from the steals.

Comments? Remember, this is my first real build, so be nice...

Tsume
10-05-2005, 21:26
I'm lookin throug, and I'm thinking maybe somethign like Energy Burn would be more useful than Power Drain, as it doesnt actually steal energy.

Though you might not need the extra energy burn at all. You could just augment it with Mind Wrack and see how that works. You could probably continuously Mind Wrack one target and keep one drain skill on him, while useing your others on another target.

dopplex
10-05-2005, 22:03
Actually, the updated version that I did shortly after posting includes both energy burn and mind wrack :-D So... I agree with that feedback. I still need to actually get all of these lovely spells though ::sigh::

I want to make sure I have at least a few interrupts available - which is why power drain was in there. The newer version is actually missing any interrupts - but is only 7 skills, so I have one slot in which I can be flexible and put an interrupt or an anti-warrior skill like Sympathetic Visions. I also like Spirit Shackles, but I think that on the whole Sympathetic Visions, even with minimal illusion skill, is likely to be more useful with a warrior bearing down on me.

Thanks for the feedback!