Lol Swingline just can't accept that SF is a bad skill. No, you cannot stomp one Stone Summit Defender + one Stone Summit Healer in 3-4s with SF. Or if you think you can, upload a video, or some form of screenshot with inherent timing (e.g. you stomp the Monks before "Fall Back!" recharges more than 1/4 of the way). Until then I rest my case.
@SongOf - there's no difference, I do it all the time with all my builds. Cracked Armour support affects Air less partly because of armour penetration and partly because of Lightning Orb's auto-application of Cracked Armour. Weaken Armour is sexy and all but it's not always available on demand (and to see the increase in damage you need to have Weaken Armour up before you cast your spells). Air Magic can punch through Lightning-resistant monsters, so it's not that much of a drawback. Finally I think Fire isn't a complete replacement to Invoke, but it's a good partial one. The problem is there hasn't been the second half of that replacement, the one that covers Fire-resistant monsters.
@Gabs88 - not dropping DWG might actually be good since the armour penetration is much appreciated. As for that SoI bar, only primary Mesmers can run it so it's out too.
@Dust - the spec for Rangers is difficult because you need 14 Expertise. Choice is not a factor; not having 14 Expertise means the 10e Bow attacks are very expensive. With Marksmanship spec not negotiable as well that leaves like 3 points for Command. I could drop to 15 Marksmanship, but still it's 10e for "Fall Back!" and Rangers don't get good energy management.
@Cthon - no the AI doesn't use Rodgort's Invocation on recharge. So what? Liquid Flame and Fireball still deal 133 damage in an AoE; that's still pretty impressive. The AI doesn't use ESurge on recharge either; I learn to live with it.
SF is usually not damage on demand because the target is usually not burning. It takes one cast of Searing Flames to set him on fire, and after he dies, it takes another cast of Searing Flames to set the next target on fire, unless you are getting good balls (which I usually do not get). Besides if it takes 3-4s to kill one target then by the third target the original burning from the first cast is gone. Mark of Rodgort's AoE is too small to be of much relevance, and you need to get it onto a target before you can start dealing damage. The only way to ensure SF damage is on demand is via Glyph of Immolation, which is not cheap since it conflicts with GoLE. EDIT: Oh yeah and condition removal pwns SF damage.
Invoke really did do 6s spikes. It has enough skills. 6s recharge on Invoke + Chain as well as 5s recharge on Lightning Orb means targets die on demand. The same does not apply to Searing Flames (and to some extent Fire Magic as a whole).
Swingline said you can't (shouldn't) slot Fireball / Liquid Flame etc in a SF build.
I meant Shatterstone does not detonate when the target dies, unless it is Shatterstone itself that did the last hit (this link.
The fact that monsters heavily resistant to Fire and don't leave corpses exist means Death Magic + Fire Magic is not a universal replacement to Invoke. It leaves holes, because it means now in addition to Fire Ele + Death Nec you need something that specifically targets Ruby Djinn. The search for the ultimate teambuild goes on.
I suggested Curses because however you look at it it's an option. Not a very good one, but it's an option.
Quote:
Originally Posted by Ichibank
I do not believe an equal replacement to invoke can be found within the elementalist class.
Frankly I do not think an equal replacement to Invoke can be found anywhere. A solution will have to involve a greater shakeup of the general teambuild, and that's where Icy Veins might come in handy.