Flareway

Wretchman Drake

Wretchman Drake

Jungle Guide

Join Date: Sep 2005

Charr Carvings and [BeeR]

Bringing back a classic old school build for Random Arena, Alliance Battle and possibly PvE pleasure...

Attributes:
Fire: 12
Fast Casting: 16

Staff: Hale Fire Staff of Enchanting

Skills:
1.) Flare
2.) Glowing Gaze
3.) Mark of Rodgort
4.) Fireball
5.) Immolate
6.) Rez
7.) Fire Attunement
8.) Elemental Attunement

I faced a Searing Flames ele with this build face to face and we both killed each other about the same time. Which is also suprising because the elementalists can wear armor against elemental damage, yet I was still able to take him down. This is a good spike build for unorganized teams and such where you feel confident there wouldn't be enchantment removal.

Usage:

Cast Elemental Attunement first, then Fire Attunement so you get energy back from the 1st attunement, then cast Mark of Rodgort on your target, and spam Flare with Glowing Gaze occasionaly. Immolate is in case the Mark of Rodgort had been stripped or if you need to make a move on a target that is behind a wall or above you, etc; out of viable range for Flare.

This is good DPS and with a constant -7 degen, it should take squishy targets down nicely, even the predictable Zealous Benediction monk.

LouAl

Wilds Pathfinder

Join Date: Dec 2005

flareway isn't exactly the best use of a mesmer to begin with, but when you have duplication/triplication of skills it seems even worse.

That being said, if you want to do dmg to a single opponent, you will be better off using the Air line. If you want to use MoRodgort you should be trying to spread burning across a large group of foes rather than focusing on a single opponent. Comparing your build 1v1 to Searing Flames doesn't really make sense either because SF is only really effective vs groups anyway (it is ok 1v1 but certianly not overpowered).

If you want to focus on 1 foe, and use the fire line, I would say drop MoR+flare and use Immolate for your burning since it can be applied continually now (or very near continually). Then you could have room for another damage spell or two that are a bit more powerful than flare. Also, you could drop some of your e-mgmt in favor of better utility (hex removal maybe?) or more damage. You might even try using Mantra of Recovery and a few spells with 7 second-ish recharge (including glowing gaze for e-mgmt) for better dps.

still, there are better uses of a mesmer's time...

Dutch Masterr

Dutch Masterr

Wilds Pathfinder

Join Date: Aug 2006

Long Island, NY

Elite Knights [SWAT]

W/

if using mark of rodgort, why use immolate?

Dodo The Extinct

Dodo The Extinct

Wilds Pathfinder

Join Date: Dec 2005

Me/Rt

I`d suggest taking away Immolate and swapping in Meteor. I used to play Flareway in RA, and using Meteor as part of my build helped alot when I decided to spike.

Flareway isn`t that effective anymore, but none the less, it is fun ^_^

NinjaKai

Forge Runner

Join Date: Feb 2006

UK

Duality Of The Dragon

Quote:
Originally Posted by LouAl
flareway isn't exactly the best use of a mesmer to begin with,

still, there are better uses of a mesmer's time... Where's the fun in making a character if you don't use weird builds now and then.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Fire magic on a mesmer.. why?

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

For kicks!

(Yeah.)