This is a build that I like to use in all aspects of GW (PvP & PvE).
[skill]Destructive was Glaive[/skill]
[skill]Channeled Strike[/skill]
[skill]Spirit Rift[/skill]
[skill]Essence Strike[/skill]
[skill]Spirit Burn[/skill]
[skill]Gaze from Beyond[/skill]
[skill]Destruction[/skill]
[skill]Flesh of my Flesh[/skill]
Channeling: 12 + 1 + 3 = 16
Spawning: 12
Ok you can replace [skill]Destruction[/skill] with [skill]Bloodsong[/skill]. If you don't feel like you are going to be needing a rez then swap it out for [skill]Spirit Boon Strike[/skill].
This build can be extremely deadly if you manage to get DwG then cast Spirit rift and as soon as you are done casting it cast Channeled Strike. If you do this in time you can get both spells to go off at the same time. Also if you are skilled you can move in close fire off that combo and drop the ashes to get even more damage.
Ok so tell me what you think of it.
Rt/ Channeling build.
1 up and 2 down
Oso Minar
I would suggest not dropping the DwG ashes. Although yes, it'll deal damage, you'll have done one of two things, both of which aren't very good strategies for a backline caster:
-Get into Melee Range. Why run all the way up to the frontline to drop your ashes, only to run right back to the backline? You put yourself in danger, plus you lose a lot of time running up to the front and to the back. You could do much more damage just blasting more spells off, especially with DwG's armor penetration effect.
-Lose all Enchantments. This is a biggie. Monks and Necromancers will hate your guts for this, and you'll be putting yourself at risk. If you're in the backline and just considering dropping them next to an enemy Warrior attacking you, you'd be taking off all the enchantments that your team's Monks are putting on you to keep you alive. If your spike doesn't kill the Warrior, good night.
So yeah. Just keep the ashes in the backline until they run out, so you don't lose any enchantments.
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How's your energy management? Essence Strike is pretty good, but keep in mind that DwG, Channeled Strike and Spirit Rift are all 10e spells. I haven't had a chance to test this build yet, which is why I'm asking, but from what I see you're simply spamming spells constantly. Add this to the fact that you're holding ashes (therefore not having your energy from weapons) and I'm just wary of how much energy you can maintain during a fight.
If you don't really mind the loss of Bloodsong or Destruction, perhaps take a look at [skill]Empowerment[/skill]. It might not do any damage, but it might be something to look at. You'll be receiving an energy boost when DwG runs out ('cause your weapons are back) and that'd let you easily recast the ashes, but with Empowerment, you'll get a nice 10e buffer after you do. Essentially, you'd be casting DwG for free. Might be worth a test, if you're willing to give up a little damage.
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Two cents for now.
-Get into Melee Range. Why run all the way up to the frontline to drop your ashes, only to run right back to the backline? You put yourself in danger, plus you lose a lot of time running up to the front and to the back. You could do much more damage just blasting more spells off, especially with DwG's armor penetration effect.
-Lose all Enchantments. This is a biggie. Monks and Necromancers will hate your guts for this, and you'll be putting yourself at risk. If you're in the backline and just considering dropping them next to an enemy Warrior attacking you, you'd be taking off all the enchantments that your team's Monks are putting on you to keep you alive. If your spike doesn't kill the Warrior, good night.
So yeah. Just keep the ashes in the backline until they run out, so you don't lose any enchantments.
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How's your energy management? Essence Strike is pretty good, but keep in mind that DwG, Channeled Strike and Spirit Rift are all 10e spells. I haven't had a chance to test this build yet, which is why I'm asking, but from what I see you're simply spamming spells constantly. Add this to the fact that you're holding ashes (therefore not having your energy from weapons) and I'm just wary of how much energy you can maintain during a fight.
If you don't really mind the loss of Bloodsong or Destruction, perhaps take a look at [skill]Empowerment[/skill]. It might not do any damage, but it might be something to look at. You'll be receiving an energy boost when DwG runs out ('cause your weapons are back) and that'd let you easily recast the ashes, but with Empowerment, you'll get a nice 10e buffer after you do. Essentially, you'd be casting DwG for free. Might be worth a test, if you're willing to give up a little damage.
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Two cents for now.
Dahnel
Not dropping the DwG ashes means you don't lose your enchantments, letting an item spell run out naturally counts as not dropping it, but also means you lose the potential attack power, and a half used elite is well...somewhat unpleasant.
The damage increase is slight (+10% armour penetration is a joke) too slight to sacrifice an elite spot for in my opinion as well as having to spend 10E every 10 seconds to cast it (not to mention losing your weapon bonuses), in a drawn out battle you are going to be hitting 0 most the time.
My advice would be, since you have all those points in spawning and nothing to do with them but give spirits more health, to drop DwG for Attuned was Songkai and Destruction or Blood song for Empowerment like Oso suggested, this way you have better energy management without sacrificing your Item spell.
The damage increase is slight (+10% armour penetration is a joke) too slight to sacrifice an elite spot for in my opinion as well as having to spend 10E every 10 seconds to cast it (not to mention losing your weapon bonuses), in a drawn out battle you are going to be hitting 0 most the time.
My advice would be, since you have all those points in spawning and nothing to do with them but give spirits more health, to drop DwG for Attuned was Songkai and Destruction or Blood song for Empowerment like Oso suggested, this way you have better energy management without sacrificing your Item spell.
1 up and 2 down
How about I clarify some, I should have said that you should only drop DwG when you unleash that combo on an enemy that gets to the back line casters. Also the +10% armor penetration does actually make a difference. Also you usually don't have enough time to drop the ashes purposly with the Channeled + Rift spike unless as soon as you cast DwG then fire those two off.
I should add this, you don't really have to combo rift and channeled but it does do a nice spike. I also like to fire off Burn and Gaze while I have DwG up.
I should add this, you don't really have to combo rift and channeled but it does do a nice spike. I also like to fire off Burn and Gaze while I have DwG up.