The (Pretty Much Ultimate Cookie-Cutter FotM) Searing Flames Build
Apple Ipod
http://gw.gamependium.com/tools/builds/show/533
There you go.
Anet and the Nerf Bat are armored, sharpened, and raring to go!
There you go.
Anet and the Nerf Bat are armored, sharpened, and raring to go!
Symbol
I suggest dropping glyph of restoration for natural stride. Since you've already invested quite a bit in wilderness survival, you should get a decent 5 second duration out of it. It's a good run skill and can help you survive physical spikes (50% block).
A couple of minor nitpicks:
1) Searing flames uses up 3.33 E/sec when cast under attunement (10E every 3 seconds)
2) You get a lot of mileage out of 20/20 recharge gear in this build, since it gives you the flexibility to cast glowing gaze as much as you need to.
3) Using the glyph with SQ is a bit tricky. You want to cast the glyph right as the stance begins. The best way to do it is to start casting it and then activate SQ. That way you have a decent margin between the time the glyph recharges and the stance ends (for example you might be casting when the glyph recharges).
A couple of minor nitpicks:
1) Searing flames uses up 3.33 E/sec when cast under attunement (10E every 3 seconds)
2) You get a lot of mileage out of 20/20 recharge gear in this build, since it gives you the flexibility to cast glowing gaze as much as you need to.
3) Using the glyph with SQ is a bit tricky. You want to cast the glyph right as the stance begins. The best way to do it is to start casting it and then activate SQ. That way you have a decent margin between the time the glyph recharges and the stance ends (for example you might be casting when the glyph recharges).
Hyprodimus Prime
I made one on wiki a few days ago, http://gw.gamewikis.org/wiki/E/Me_Firewall
(I dont know how to change the name, I want to rename it to Firebat)
I think its a little better because rodgort's keeps them everyone on fire and triggers searing flames, then searing triggers mark. Mind wrack as a cover hex. But i think most of the other stuff is more or less the same.
(I dont know how to change the name, I want to rename it to Firebat)
I think its a little better because rodgort's keeps them everyone on fire and triggers searing flames, then searing triggers mark. Mind wrack as a cover hex. But i think most of the other stuff is more or less the same.
Symbol
Mark of Rodgort is totally pointless with searing flames. Searing flames can start the burning by itself so all you're really doing is wasting a skill slot.
Apple Ipod
Updated it with Natural Stride, Minor Rune of Energy Storage, and Equipment.
Oh, and Mark of Rodgort is truly a waste of a skill slot in a Searing Flames build. When you have 4 Eles spamming SF, the enemy is bound to be Burning already.
Oh, and Mark of Rodgort is truly a waste of a skill slot in a Searing Flames build. When you have 4 Eles spamming SF, the enemy is bound to be Burning already.
Hella Good
The build goes something like Radgort's Invocation, Searing Flames, Glowing Gaze, and usually is accompanies by Glyph of Lesser Energy. Fire Attunement and the Restoration Aura, too. I've also often seen Glyph of Sac/Meteor Shower and Glyph of Concentration/Meteor incorporated in it. The Ranger part isn't all that necessary.
Apple Ipod
I find that Rodgort's Invocation costs too much Energy (25) and has a slow cast time of 3 seconds.
Also, the Ranger portion is necessary for the Energy management (Serpent's Quickness) and the spike prevention/kiting (Natural Stride).
I had no room for any other Glyphs or Meteor/Meteor Shower in the build.
Also, the Ranger portion is necessary for the Energy management (Serpent's Quickness) and the spike prevention/kiting (Natural Stride).
I had no room for any other Glyphs or Meteor/Meteor Shower in the build.
Symbol
I've seen people fit RI into the build but I don't see the point 25E and 3s for something that does 8 more damage than searing flames 90% of the time (since they're already burning)-why?
Evilsod
Out of interest... why not Glyph of Ele Power? The next 5 spells is hardly something to over look.
Hyprodimus Prime
Mark of Rodgort is a waste? Why use up 15 energy and 3.75 sec on burning that lasts 6 sec? and you dont even get the initial damage. If the other side's monk removes burning then you're back to square one. Atleast with Mark, you can use your staff to get them burning again. Or tell the ranger, tank or monk to use a fire damage wep to help out. Without Mark of rodgort you are only getting in 2 SF before then next has to be to get them burning again. Thats 182 damage for 45 energy? (at 12 firemagic) It isnt even spike damage! And 4 eles with searing flames? Isnt that a little dangerous putting so many posible party members as SF nuker. Fire damage is also reduced by armor.
I think Mark is a must. Its just so easy to keep it up. And now its only 15 energy!
Edit:Ah I see what you guys are saying now about not needing Mark. In PvP one guy loosing out on 15 energy isnt much of a problem, the others compensate easily.
I think Mark is a must. Its just so easy to keep it up. And now its only 15 energy!
Edit:Ah I see what you guys are saying now about not needing Mark. In PvP one guy loosing out on 15 energy isnt much of a problem, the others compensate easily.
LightningHell
Quote:
Originally Posted by Hyprodimus Prime
Mark of Rodgort is a waste? Why use up 15 energy and 3.75 sec on burning that lasts 6 sec? and you dont even get the initial damage. If the other side's monk removes burning then you're back to square one. Atleast with Mark, you can use your staff to get them burning again. Or tell the ranger, tank or monk to use a fire damage wep to help out. Without Mark of rodgort you are only getting in 2 SF before then next has to be to get them burning again. Thats 182 damage for 45 energy? (at 12 firemagic) It isnt even spike damage! And 4 eles with searing flames? Isnt that a little dangerous putting so many posible party members as SF nuker. Fire damage is also reduced by armor.
I think Mark is a must. Its just so easy to keep it up. And now its only 15 energy!
Edit:Ah I see what you guys are saying now about not needing Mark. In PvP one guy loosing out on 15 energy isnt much of a problem, the others compensate easily. That isn't near the problem enough. Although it does waste energy (and in PvP 15 energy is even more important than in PvE).
You're wasting a skillslot and a few seconds for Mark of Rodgort? O_O
I think Mark is a must. Its just so easy to keep it up. And now its only 15 energy!
Edit:Ah I see what you guys are saying now about not needing Mark. In PvP one guy loosing out on 15 energy isnt much of a problem, the others compensate easily. That isn't near the problem enough. Although it does waste energy (and in PvP 15 energy is even more important than in PvE).
You're wasting a skillslot and a few seconds for Mark of Rodgort? O_O
Symbol
Quote:
Originally Posted by Hypodrimus Prime
Quote:
Heroes tend to screw up the order of use, so they are quite inneficient, but they still use it well enough to make it worth using on them.
Originally Posted by Evilsod
Out of interest... why not Glyph of Ele Power? The next 5 spells is hardly something to over look.
Not worth it IMO. At max you'll get an extra 14 damage on 5 searing flames, so an additional 70 damage every 15 seconds. Why not take liquid flame if you're going to do that?
Hyprodimus Prime
Ok, I think I understand now and ive tried it myself with a buddy key my friend gave me. With atune GoLE and glowing gaze there was no energy problems at all. What i found however was that (and this is by my self too) Mark made it so that i could repeat nuke withtout the delay of wasting one SF to get him burning. I think that if you are going to use a SF build in PvE as a mob nuker, Mark will be more efficient as it hexes all adjacents too.
Grammar
Aura of Restoration
Fire Attunement Glyph of Elemental Power Searing Flames {E} Glowing Glaze Meteor Shower Serpent's Quickness (turns MS's recharge to 40s) Rez -Same idea as the posed build, but without losing MS, which still pwnzface!!1 (sorry, couldn't resist) in PvE. -Glyph of Elemental Power works well with spammy spells like Searing Flames & Glowing Glaze. - Fire Attunement & Glowing Glaze allow you to continually spam Searing Flames. - Aura of Restoration works as a cover enchantment for Fire Attunement, and works well as a heal when coupled with spammy spells like Searing Flames & Glowing Glaze. Credit: probably not me. I'm sure there are 95198764 people running this exact same build as we speak, so I'm definitely not claiming credit. The Great Al
big suggestion: when using a searing flames build, PLEASE tell a paragon in the group (or go /P) to bring the chant where everyone in earshot takes x% less damage from foes on fire..it is a HUGE help
Symbol
"They're on fire!" is linked to leadership, so no abusing it with paragon secondary.
Darkpower Alchemist
[skill=big]Rodgort's Invocation[/skill]
This is a benchmark fire spell. Find a more effective spell with the power output. Searing Heat/Flames and the copies are the closest to it, but you can run from them,but not RI. It can hit through solid walls and you can hide and kill with it,not to mention avoid being interupted except by a mesmer when behind solid objects. This spell is definitely awesome when E Management is done well. All nukers should rock this spell. And,if you spend your money right,HCS weapons can make a difference. Symbol
What are you talking about? You can't compare Rodgort's Invocation to searing flames. Searing flames totally outclasses every other nuke in the fire line (it should, it's elite).
Searing flames is also instant hit, you can't run from it. I suggest you actually go use the skills being discussed before posting. trialist
Quote:
Originally Posted by Darkpower Alchemist
This is a benchmark fire spell. Find a more effective spell with the power output. Searing Heat/Flames and the copies are the closest to it, but you can run from them,but not RI.
It can hit through solid walls and you can hide and kill with it,not to mention avoid being interupted except by a mesmer when behind solid objects. This spell is definitely awesome when E Management is done well. All nukers should rock this spell. And,if you spend your money right,HCS weapons can make a difference. Me thinks someone has his skills majorly fubured or is highly delusional... Searing Flames does not equal Searing Heat. Run from Searing Flames? I would love to know how you pull that off. Skuld
Rodgorts with searing flames is nice. Nothing more fun than 2 eles using rodgorts -> searing flames one after the other. Red bars go skydiving
Grammar
Quote:
Originally Posted by Darkpower Alchemist
This is a benchmark fire spell. Find a more effective spell with the power output. Searing Heat/Flames and the copies are the closest to it, but you can run from them,but not RI. (bolded for emphasis) Anyone else get the impression that this guy is thinking of Searing Heat "and the copies" (Teinai's Heat and Savannah Heat) instead of Searing Flames? [skill=big]Searing Flames[/skill] ^^^ This is the skill we're talking about. Hyprodimus Prime
He said "RI" as in rodgorst's invocation. I think he likes it because it causes burning and damage at the same time.
ShaneOfMach
throw in energizing wind into that searing flames build
Should be used in prolonged fights, instead of quick spikes XvArchonvX
Quote:
Originally Posted by ShaneOfMach
throw in energizing wind into that searing flames build
Should be used in prolonged fights, instead of quick spikes Why would you bring a spirit for energy management when it could screw up the rest of your team? You really shouldn't have energy problems when running Fire Attune and Glowing Gaze with a burning build. If you are running some modified build that still gives you energy trouble, then bring Glyph of Lesser Energy. Grammar
Quote:
Originally Posted by XvArchonvX
Why would you bring a spirit for energy management when it could screw up the rest of your team? You really shouldn't have energy problems when running Fire Attune and Glowing Gaze with a burning build. If you are running some modified build that still gives you energy trouble, then bring Glyph of Lesser Energy.
WFT.
The newly buffed Fire Attunement (returns 6e on Searing Flames, 2e on Glowing Glaze) + Glowing Glaze combine to do the trick very nicely here. Glyph of Lesser Energy can also be used if you feel you need a little more help with energy, but I prefer to take Glyph of Elemental Power because it boosts your net energy gain for Glowing Glaze from 7 to 8 (under attunement), boosts the burning duration on Searing Flames from 7 to 8 (which allows you to squeeze in one more hit before you need to start the burning again), and boosts your damage by 14 for each hit. Again, check out the build I posted on page 1 (gotta love Serpants Quickness ). Hyprodimus Prime
http://gw.gamewikis.org/wiki/E/Me_Firewall
Here it is!. Take a look at the second build, I think it would work very nicely in missions and long duration fights. It over comes the energizing wind problem with quickening zephyr, and the way to over come the long recharge of quickening zephyr is to have 2 eles with the same build bring them and they take turns setting the spirits up. By alternating, you can always have pretty consistant spamability. It doesnt really affect the other casters because they will have faster recharged spells. It does save both sides time and energy, but unless they are using a SF build, I dont think they are going to out damage you. Dazzler
I just capped Searing Flames and was going to try this build tonight in PvE:
[skill]Searing Flames[/skill][skill]Glowing Gaze[/skill][skill]Liquid Flame[/skill][skill]Glyph of Elemental Power[/skill][skill]Fire Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Meteor Shower[/skill][skill]Resurrection Signet[/skill] Fire: 12 + 3 + 1 Energy Storage: 12 + 1 With an 18 fire, Glowing Gaze will net you 6 + 2 = 8 E per casting. Liquid Flame is used during the down-time between castings of Searing Flame and to provide a bigger initial spike. Casting would be something like (running total energy balance is in parenthesis, running total damage in []) Glyph of Elemental Power (once combat starts) 0. Searing Flames (-8.777 e) [0] 1. Glowing Gaze (0) [59 +14(burning)] 2. Glyph of Lesser Energy (-3.667) [59 + 28(burning)] 3. Searing Flames (-2.334) [192 + 42(burning)] 4. Liquid Flame (-1) [325 + 56(burning)] 5. Glyph of Elemental Power (you have 1s downtime waiting for skills to recharge) (-4.667) [325 + 70(burning)] 6. Searing Flames (-13.337) [458 + 84(burning)] 7. Glowing Gaze (-4) [517 + 98(burning)] etc After these 8 seconds you are only down 4 energy from your top level. And you have done 517 direct dmg + 112 burning damage. (399 + 112 burning done in AOE dmg (assuming Liquid Flame AOE triggers which it usually does). So against a single target, that is 78.625 damage/second! Pretty cool. I'll see how well it works in practice. Note: Meteor Shower is just in there for its utility in certain PvE situations. Hyprodimus Prime
Quote:
Originally Posted by XvArchonvX
I really wouldn't reccomend that second build for PvE. While the EW/QZ combo would help eles who are spamming high energy skills, it would really hurt monks since they tend to use mostly 5 energy skills and would thus not be helped by EW that only lowers cost to a min of 10 energy.
Personally I don't see where energy problems come into play with the first build if used correctly. I've been trying it out for a while lately and the only times I ran into trouble were when I forgot to recast my attunement (or had it stripped because I forgot to recast Aura or Rest as a cover for it) or when I either didn't use Glyph of Lesser E as often as I should or used it when Serpent's Quickness wasn't active and thus suffered a longer recharge for it. When I did use the build as intended, I really experienced no problems with energy. I put in EW not really for energy management but to compensate for the increase of energy cost of Quickening zephyr. "Skills that originally cost 5 energy continue to cost 5 energy. The "minimum cost 10 energy" only applies to skills above 10 energy that would be reduced below this limit. " This means other proffesions can only benifit from EW. The second build is to further increase the recharge speed of SF. Commander Ryker
All of these builds look interesting but tell me, how well would they work with the ele hero's?
XvArchonvX
Quote:
Originally Posted by Commander Ryker
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Quote:
Originally Posted by Hyprodimus Prime
I put in EW not really for energy management but to compensate for the increase of energy cost of Quickening zephyr. "Skills that originally cost 5 energy continue to cost 5 energy. The "minimum cost 10 energy" only applies to skills above 10 energy that would be reduced below this limit. "
This means other proffesions can only benifit from EW. The second build is to further increase the recharge speed of SF. yea, I failed to see that in the notes at wiki. I still don't see what would justify bringing this when Glyph of Lesser E should really be all you need (with fire attune of course). Hyprodimus Prime
I guess that works too...ok more changes then. And how do you change the name of a page? I want to name it firebat, if thats ok with the community of searing flamers. Reminds me of the Terran Firebats.
Evilsod
I fail to see how Mark of Rodgort is a bad idea in a SF build. Rodgorts Invocation is a 3 second cast for 25 energy. Anyone whos anyone could interrupt that in PvP and unless your going for pure nukage w/ Meteor Shower its not much use in PvE either.
Mark of Rodgort should really be making them burn for 4 seconds more everytime SF hits... as oppose to stopping burning after 7 seconds and needing another wave to restart the burning. Unless i'm reading this the wrong way. Mr Pvper
if i were to use a searing flames build, kinetic armor>natural stride since SQ is a stance that greatly affects the dmg effects of searing flames, so u dont need liquid flame, u need steam for the defensive purposes. Kinetic armor can be renewed with aura of restoration whenever, and u only need 7~9 earth magic to make it so the dmg against u is reduced 1/2-2/3s on normal phy and ele spells/atks. 5water magic provides a 7second blindness for steam, to counter sin combos. Glyph of lesser energy prodives energy needed after executing searing flames rapidly from SQ to spike, managing ur energy better. i use this for ra and it works great, can kill the entire team if i had too n had the idea of SQ way b4 this thing was posted>_>
pingu666
fireball would be a nice "filler" skill to slip in
Hyprodimus Prime
Quote:
Originally Posted by Hyprodimus Prime
I guess that works too...ok more changes then. And how do you change the name of a page? I want to name it firebat, if thats ok with the community of searing flamers. Reminds me of the Terran Firebats.
Wait now I remember why its EW not GoLE, because EW will reduce SF by 9 energy everytime you use it because QZ increases it to 19. 15 x .3=4.5 rounded to 4. GoLE has the equivalent power if casting 3 SF. You can cast a lot more than 3 SF in the 30+ seconds that QZ is up. Then your partner sets his down.
kess
Do you guys know that if an opponent is hex with mark of rodgort, and you cast glowing gaze, you will gain 10 nrg(provided fire @ 16) even the foe is not on fire?
MoR-GG-SF-SF-GG-> ftw Hyprodimus Prime
I think Mark takes effect first before the Gaze's so gaze's damage will trigger Mark, then burning triggers the energy.
Francis Crawford
Quote:
Originally Posted by kess
Do you guys know that if an opponent is hex with mark of rodgort, and you cast glowing gaze, you will gain 10 nrg(provided fire @ 16) even the foe is not on fire?
MoR-GG-SF-SF-GG-> ftw Ooh. I didn't know that. But what happens when Searing Flames hits an enemy hexed with Mark of Rodgort who wasn't previously on fire? I would think the hex is irrelevant at that point, and the enemy would just take Searing Flames burning. Also -- what happens when an enemy who IS on fire and is hexed with Mark of Rodgort gets hit by further fire damage? Symbol
I've changed my mind about mark's usefulness. The fact that GG will trigger burning and then give you the extra energy make it worthwhile. Considering you also get constant burning and the full 119 damage from each SF trigger is icing on the cake (it actually buffs your damage quite a bit). So to whoever suggested adding it first, you were correct. Good call.
MoR definitely makes my shortlist of fire skills that are useful in a SF build (the others being liquid flame and maybe meteor shower depending on whether you can fit GoS). Quote:
But what happens when Searing Flames hits an enemy hexed with Mark of Rodgort who wasn't previously on fire? I would think the hex is irrelevant at that point, and the enemy would just take Searing Flames burning.
Yeah SF just starts the burn-but the opponent should be constantly burning anyway.
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