Replacing the Invoke Ele

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Morte66 View Post
I tried that. If you use them they cast both at once, so you get the sum of their healing rather than the sum of their durations. It's no help for perma-speed, assuming that's what you're after.
Both skills will be microed (all my Fall Backs are).

Quote:
Originally Posted by Plutoman
In choosing a fire replacement for the invoke ele line-up; what's the preferred replacement? Preferably, in a manner to maintain the defensive protection line-up, with an appropriate attribute spread. 4 fire skills, ele attunement, 3 prot skills/para skills? 3 fire, glyph of ele power, ele attunement, 3 others? Should fire attunement be used alongside ele attunement? The skills are higher energy, and protect skills are energy-intensive, but a BiP backs them also.

What about that necro bar? Enough damage on the death magic line-up? IV requires a hefty investment into SR, while DM contains most of the damage spells - this of course immensely hurts any secondary potential, but an 8-spec could be ran with some appropriate runes. They'd be runed high to keep aggro off the BiP and ST (as the mesmers are). I'm considering this off the top of my head, finals next week and my circuits final is worth 40% of my grade, not to mention Diff EQ... so not much time to test out other combinations. You're relying on BiP, something I don't do, so it's not something I can say for sure. You'll have to test them yourself. Just remember that if you need more energy on those bars you can run GoLE instead of GoEP (which also works with the prot skills).

Death bar doesn't have as much damage as the EA Fire Ele, which is why it's a secondary option to cover for when Fire isn't viable. About the Water necro, Water is bad enough for damage already, even more so when cast at 12 Water instead of 18, so I'm highly skeptical.

Tess80

Ascalonian Squire

Join Date: Sep 2010

Me/

I suppose it's worth trying out with Glowing Ice, probably instead of my usual Rust. That would make it:

Water Magic: 12+1+3
Energy Storage: 12+1
* Water Trident
* Deep Freeze
* Ice Spikes
* Maelstrom
* Blurred Vision
* Glowing Ice
* Glyph of Lesser Energy
* Water Attunement

I'm gonna try this, but if I look at it, I expect to still run out of energy with this. If this hero can manage energy, then I agree that it's better than the necro variant. If it can't and I need to drop one of the top 5 skills for more energy management, then I'm probably gonna favor the necro though.