Vitamins
02-06-2005, 04:22
12 inpiration
12 sword
5 illusion
skills
1 Arcane Conundrum
2 Flurry
3 Pure strike
4 Seeking blade
5 Skull crack
6 Ether Lord
7 Mantra of Lightning
8 Ressurection Signet
Arcane conundrum so that you can double their casting times right off the bat to set up for skull crack daze effect. Ether lord for 9 seconds of 3 extra ticks of energy regen so you can use energy useage weapon skills. Mantra of lightning for 45% dmg reduction and 1 energy against lightning.
Skull crack is for using after you got arcane conundrum on them and want to extend the double casting time thing and make them dazed. Dazed condition makes it so that your attacks interrupt so if you pair it up with flurry you should start interrupting orison of healing and whatnot as the 1 second cast has been doubled to 2. And the 2 second cast time of orb of lightning to 4, lightning strike from 1 to 2, gale's 1 cast time to 2, and chain lightning from 2 to 4. Pure strike cant be evaded if you are not using flurry and seeking blade causes bleeding and extra dmg if they evade.
I chose sword because it had the most numerous energy requiring skills with lowest recharge. + the no evading deal seems boss to use against ward against melee or blind. The reason I tried not to take adrenal skills other then skull crack is so you can have skull crack available.
The only thing I'm concerned about is whether the guy would cause enough dmg. He might need a judge's insight cast on him so he can penetrate armour and make flurry do some dmg.
Haven't tried this out. I'm just thinking up crazy things. I was wondering... if warriors job is to beeline at the mages/healers anyway why don't they have mesmer subjobs?
12 sword
5 illusion
skills
1 Arcane Conundrum
2 Flurry
3 Pure strike
4 Seeking blade
5 Skull crack
6 Ether Lord
7 Mantra of Lightning
8 Ressurection Signet
Arcane conundrum so that you can double their casting times right off the bat to set up for skull crack daze effect. Ether lord for 9 seconds of 3 extra ticks of energy regen so you can use energy useage weapon skills. Mantra of lightning for 45% dmg reduction and 1 energy against lightning.
Skull crack is for using after you got arcane conundrum on them and want to extend the double casting time thing and make them dazed. Dazed condition makes it so that your attacks interrupt so if you pair it up with flurry you should start interrupting orison of healing and whatnot as the 1 second cast has been doubled to 2. And the 2 second cast time of orb of lightning to 4, lightning strike from 1 to 2, gale's 1 cast time to 2, and chain lightning from 2 to 4. Pure strike cant be evaded if you are not using flurry and seeking blade causes bleeding and extra dmg if they evade.
I chose sword because it had the most numerous energy requiring skills with lowest recharge. + the no evading deal seems boss to use against ward against melee or blind. The reason I tried not to take adrenal skills other then skull crack is so you can have skull crack available.
The only thing I'm concerned about is whether the guy would cause enough dmg. He might need a judge's insight cast on him so he can penetrate armour and make flurry do some dmg.
Haven't tried this out. I'm just thinking up crazy things. I was wondering... if warriors job is to beeline at the mages/healers anyway why don't they have mesmer subjobs?