Mind Blast on a hero........

Marverick

Marverick

Forge Runner

Join Date: Aug 2006

R/

I've been trying various Mind Blast builds on my Ele heroes and none of them seem to work at all. The hero hits <10 energy about 20-30 seconds into every single fight.

I'm running this right now
[skill]Fire Attunement[/skill][skill]Mind Blast[/skill][skill]Rodgort's Invocation[/skill][skill]Immolate[/skill][skill]Weapon of Warding[/skill][skill]Weapon of Shadow[/skill][skill]Protective Was Kaolai[/skill][skill]Death Pact Signet[/skill]

12+3+1 fire, 9+1 ES, 9 restoration

The hero just keeps running out of energy in 15-25 seconds into every single fight, even if he started it with full energy.

I swapped the restoration skills for [skill]Splinter Weapon[/skill] and [skill]Ancestors' Rage[/skill] and [skill]Glyph of Lesser Energy[/skill] to be less intense on energy but he still finds a way to run out of energy.


Does anyone have a Mind Blast bar that heroes will run well? My eles have been collecting dust ever since I got them and I need something for them to do.

cellardweller

cellardweller

Likes naked dance offs

Join Date: Aug 2005

The Older Gamers [TOG]

Sorry to say, but Mindblast heroes just don't work. They use the skill as straight damage and usually end up blowing all their energy hitting the same backline caster without getting anything in return.

Dual Attunements+Rodgorts Invocation is as good a build as I've seen then run, and even then they need glowing gaze and GoLE to keep it up.

BigDave

BigDave

Krytan Explorer

Join Date: Jul 2006

Manchester, UK

The Sapphire Rose [TSR]

^^ What they said.

The whole point of Mind Blast really is to keep energy levels high. The only way to do that is to pretty much spam the hell out of it while throwing in the real damage/utility spells in between. Heroes tend to use it the other way around. They'll cast it half as often as they need to and once their energy gets too low the bonus energy return won't trigger. Then they'll just run out of energy even faster.

As simple as it sounds to a human player, a Mind Blast build is just too complicated for a hero to run properly. You can't program a hero to use only one skill 50% of the time. They'll just use the skills as and when they feel like it.

Also, with that build you posted Protective Was Kaolai is probably not a good idea. When you hold an item you won't get any of the energy benefits from a staff/offhand, etc... Your energy will be lower making it that much harder to meet the requirement of the energy return on Mind Blast.

Dual attunements are good on heroes because it lets them spam pretty much any elemental damage until the cows come home but even then you'll have to keep one eye on their attunements. They have a bad habit of not renewing them when they need to.

There's loads of other ways to manage energy on an ele hero. Just have a good look round here.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

10 energy storage and no offhand because of the Kaolai pot is probably why that guy has energy problems.

kel77

kel77

Krytan Explorer

Join Date: Oct 2007

The Deep South

The Arctic Marauders[TAM] Former Leader and Officer | [SMS] Alliance

W/E

Heroes seem to do a decent job running SF and the dual attunement bar.

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

Most fire hero bars will end up having lots of e-management skills since they're so bad at e-mangement. The result is a somewhat low-damage build that gets even weaker when you fight stuff with high armor. I haven't bothered with ele heroes in a while. Dual attunements could work though....only thing I don't like was how fragile they are - lose one and their energy is headed down the drain

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

When I run a hero with MB/RI, typically it'll be with a bar like this -

[skill]Mind Blast[/skill][skill]Rodgort's Invocation[/skill][skill]Glowing Gaze[/skill][skill]Glyph of Lesser Energy[/skill][skill]Ward Against Melee[/skill][skill]Ward Against Foes[/skill][skill]Mark of Rodgort[/skill][skill]Fire Attunement[/skill]

With more than one offensive spell on the bar, the hero won't go for RI as often as you'd like. Even with this bar, they tend to spam MB and GG more than necessary.

Heroes suck at energy management, so GG helps. Wards are good for backline protection, I'll often take a second MB/RI with Ward Against Elements and Ward of Weariness. MoR keeps the burny fun going and helps GG.

Heroes definitely don't run MB/RI as well as an SF (they spam MB, not RI), but the bar provides more utility with four optional slots.

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

[skill]Mind Blast[/skill][skill]Immolate[/skill][skill]Liquid Flame[/skill][skill]Searing Heat[/skill][skill]Rodgort's Invocation[/skill][skill]Glyph of Lesser Energy[/skill][skill]Fire Attunement[/skill][skill]Death Pact Signet[/skill]

My heroes are just fine with mindblast.

14 fire,
13 energy storage

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

My heroes also run mindblast just fine.

Mindblast, rodgorts invocation, glyph of lesser energy, fire attunement, power drain, leech signet, res, liquid flame. Basically you just want to limit it to 1-3 skills. Since if you limit it with liquid flame long recharge on it. So he will mainly spam rodgorts and mindblast again and again.

mage767

mage767

Desert Nomad

Join Date: Oct 2006

USA

LOVE

Me/E

Mind Blast is overrated, hence widely used.

Searing Flames is much better on hero when combined with Rodgort. Do not take any AOE skills like searing heat, tenais heat, etc.

brakner

brakner

Academy Page

Join Date: Feb 2008

Vancouver, B.C.

Glade Runners [GR]

R/P

I gave up on Mind Blast or Searing Flame on heroes, they have no clue on target management and which to cast when. My 3 Ele heroes would be gasping for air half way through any major fight so I decided to run the SH build. Hard to screw it up .....yet


[skill]Savannah Heat[/skill][skill]Searing Heat[/skill][skill]Teinai's Heat[/skill][skill]Fireball[/skill][skill]Meteor Shower[/skill][skill]Deep Freeze[/skill][skill]Glyph of Lesser Energy[/skill][skill]Fire Attunement[/skill]

Energy Storage: 10 +1 +1
Fire Magic: 12 + 2
Water Magic 4+1


I have watched both Vekk and Zed and they always use GoLE before Deep Freeze so as far as I can tell they aren't screwing it up. Made short work of the Dwarves in Slavers Exile Why do they bunch up like that heh.

P.S. If I am running all 3 Ele's I switch one to Earth 4+1 and run the needed wards on him instead of Deep Freeze

Zamochit

Zamochit

Furnace Stoker

Join Date: Jul 2006

N/A

[skill]fire attunement[/skill] [skill]mind blast[/skill] [skill]Rodgort's invocation[/skill] [skill]glowing gaze[/skill] [skill]glyph of lesser energy[/skill] [skill]meteor shower[/skill] [skill]ancestors' rage[/skill] [skill]splinter weapon[/skill]

I tend not to run a res on my eles, I find it unnecessary the majority of the time.

12 +1 +1 ~ fire
9 ~ channeling
Rest +1 into energy storage.

Good single target damage and great AoE especially if running multiple physicals

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

I run a SF build, and it works well, but I've found that if I give the hero any fast-recharge utility or "bonus damage" spells he wont spam SF & glowing gaze the way he's supposed to.
In other words, if you want him to spam two damage spells, you can't give him five damage spells to choose from.

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by brakner
[skill]Savannah Heat[/skill][skill]Searing Heat[/skill][skill]Teinai's Heat[/skill][skill]Fireball[/skill][skill]Meteor Shower[/skill][skill]Deep Freeze[/skill][skill]Glyph of Lesser Energy[/skill][skill]Fire Attunement[/skill]
Savannah Heaters are good fun, but they're a glass cannon with a lot of downtime.

Quote: Originally Posted by Zamochit [skill]fire attunement[/skill] [skill]mind blast[/skill] [skill]Rodgort's invocation[/skill] [skill]glowing gaze[/skill] [skill]glyph of lesser energy[/skill] [skill]meteor shower[/skill] [skill]ancestors' rage[/skill] [skill]splinter weapon[/skill] I've been toying with this setup too.

Quote:
Originally Posted by Numa Pompilius
I run a SF build, and it works well, but I've found that if I give the hero any fast-recharge utility or "bonus damage" spells he wont spam SF & glowing gaze the way he's supposed to.
In other words, if you want him to spam two damage spells, you can't give him five damage spells to choose from. 100% agree. If i run SF it'll be in a duo with a basic bar like -

[skill]Searing Flames[/skill][skill]Glowing Gaze[/skill][skill]Leech Signet[/skill][skill]Power Drain[/skill][skill]Fire Attunement[/skill][skill]Aura of Restoration[/skill][skill]Glyph of Lesser Energy[/skill][skill]Resurrection Signet[/skill]

The whole point of a SF hero is to have it spam SF as much as possible, hence the bar full of energy management. In a duo these suckers keep going and going and going... You can slot Waste Not, Want Not in for AoR or Rez Sig in case they get dazed and need to get back up quickly.

brakner

brakner

Academy Page

Join Date: Feb 2008

Vancouver, B.C.

Glade Runners [GR]

R/P

Quote:
Originally Posted by Antithesis
Savannah Heaters are good fun, but they're a glass cannon with a lot of downtime. I thought that too but that's what Fireball is for. I still feel its one of the best filler spells in the fire line. 100+ damage for 10e and 7s recycle with an adjacent AoE range ( not nearby like most ) it packs a huge punch and can hit most mobs even if they are not tightly packed. Combine that with the 3x heats - MS and something will be available to cast.

Try out the bar and see

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by brakner
I thought that too but that's what Fireball is for. I still feel its one of the best filler spells in the fire line. 100+ damage for 10e and 7s recycle with an adjacent AoE range ( not nearby like most ) it packs a huge punch and can hit most mobs even if they are not tightly packed. Combine that with the 3x heats - MS and something will be available to cast.

Try out the bar and see I've run it plenty of times, hence my comment. Fireball needs line of sight and you're basically down to it alone if the first SH volley misses its mark.

Marverick

Marverick

Forge Runner

Join Date: Aug 2006

R/

Quote:
Originally Posted by Racthoh
10 energy storage and no offhand because of the Kaolai pot is probably why that guy has energy problems. Like I said, I've dumped the restoration stuff for Splinter, Ancestor's, and GoLE and he still runs out of energy. So obviously that's not the problem.

Mickey

Mickey

Jungle Guide

Join Date: Feb 2006

Eternal Insight

D/

I tested various Mind Blast hero builds, and I simply found that without Glyph of Lesser Energy in a Hero's bar, the Hero fails at Mind Blasting. However, with the Glyph, my Sousuke was always above 50 energy, and always used the Glyph before Rogdort's.

Antithesis

Antithesis

Desert Nomad

Join Date: Jan 2007

BrisneyLand

Sphincter Says [What]

W/

Quote:
Originally Posted by Marverick
Like I said, I've dumped the restoration stuff for Splinter, Ancestor's, and GoLE and he still runs out of energy. So obviously that's not the problem. Drop Immolate for Glowing Gaze, that should solve the problem.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Mine ALWAYS runs out of energy.
I gave up and started running dual SF heroes and a para hero w/ "They're on Fire!"

Then I started using Sabway!

Mickey

Mickey

Jungle Guide

Join Date: Feb 2006

Eternal Insight

D/

Quote:
Originally Posted by tyla salanari
Mine ALWAYS runs out of energy.
I gave up and started running dual SF heroes and a para hero w/ "They're on Fire!"

Then I started using Sabway! I use standard Sabway, but instead of an SS necro, I put in a Mind Blast hero. Dual spiking with [skill]Rodgort's Invocation[/skill] on my Ele with Sousuke is just too good.

brakner

brakner

Academy Page

Join Date: Feb 2008

Vancouver, B.C.

Glade Runners [GR]

R/P

Question, if you are running mind blast purely for the energy gain wouldn't it be better to run EA? Heroes are sort of stupid when it comes to when to use a skill, but they always try to maintain enchantments on themselves. I have ran this build below and have never seen Sous or Vekk get below 50% since it cost virtually nothing to cast Rodgort's.

[skill]Immolate[/skill][skill]Rodgort's Invocation[/skill][skill]Fireball[/skill][skill]Meteor Shower[/skill][skill]Elemental Attunement[/skill][skill]Fire Attunement[/skill][skill]Glyph of Lesser Energy[/skill]

Then run [skill]Ward Against Melee[/skill] or [skill]Ward Against Elements[/skill] or [skill]Ward of Stability[/skill] as your last skill depending on what you are fighting

Fire Magic 12 +2
Energy Storage 10+1 +1
Earth Magic 4 +1

~ Dan ~

Forge Runner

Join Date: Dec 2006

D/

Quote:
Originally Posted by cellardweller
Dual Attunements+Rodgorts Invocation is as good a build as I've seen then run, and even then they need glowing gaze and GoLE to keep it up. Hmm, mine did fine with just the attunes. Sure they can't keep it up for long, but stuff dies quick anyway vs 3 rodgort spammers.