I hope that skills can be unlocked this beta, didn't realize they were last round, so that I can try this build in tombs; also I'm looking for a guild to join.
Water Trident Caster
Class: Elementalist / Mesmer
Assumed items:
+1 to Energy Storage
+4 to Water Magic
Attributes: (cost)
Energy Storage: 10+1 (61)
Water Magic: 11+4 (77)
Illusion Magic: 1 (1)
Inspiration Magic: 10 (61)
Total attribute points used: 200/200
Skills:
1) Water Trident (availability) (elite) - (5,1,3) Send out a water trident at target foe. Water Trident strikes for 70 cold damage if it hits. If it hits a moving foe, that foe is knocked down. This is an elite skill.
2) Arcane Echo (availability) - (15,2,30) If you cast a spell in the next 11 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill.
3) Channeling (availability) - (5,1,15) For 40 seconds, whenever you cast a spell, you steal 1 energy from each nearby foe.
4) Power Drain (availability) - (5,1,25) If target foe is casting a spell, the spell is interrupted and you gain 21 energy.
5) Inspired Hex (availability) - (5,1,0) Remove a hex from target ally and gain 11 energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.
6) Spirit of Failure (availability) - (10,3,10) For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 3 energy whenever that foe misses in combat.
7) Elemental Resistance (availability) - (10,0,20) For 70 seconds, you gain +40 AL against elemental damage, but you lose 16 AL against physical damage.
8) Aura of Restoration (availability) - (10,14,20) For 60 seconds, you are healed for 334% of the energy cost each time you cast a spell.
The idea is to cast channeling and then spam Water Trident in combo with Arcane Echo; no cool down sweet. Not sure of the range of channeling, but if it is the same as water trident then your looking at a min of 1 eng rebate per spell. With Aura of restoration I should be able to keep myself healed and use Elemental resitance when I come under fire. The other spells are for quick energy regain to get back into the fray.
How do you think this build will fair in tombs? Any suggestions?
Please Critique Build
Mak
walder
Your definitely going to want to use Glyph of Lesser Energy. Your combo will look like Glyph + Arcane Echo + Water Trident. That makes all of your Echo'd Water Tridents free. Saves you a lot of energy.
I don't really like the energy management skills you chose. I'm not sure about Channeling, it could be good but I've never used it before. But get rid of Power Drain as interrupts are too hard to time. I would use Energy Tap instead. Leave Inspired Hext to the debuffers on your team, you are a damage dealer. I wouldn't use Spirit of Failure or Elemental Resistance either.
I would go with something like this:
Ele/Mes
Water 14 (+1/+1)
Energy Storage 11 (+1)
Inspiration 8
Glyph of Lesser Energy
Water Trident-E
Arcane Echo
Water Attunment
Energy Tap
Deep Freeze
Channeling
Frozen Burst
I just threw some skills together that slow your target so that you have an easier time hitting them with Water Trident. I know I missed a lot when I was playing the Water Pre-made that used Trident. Its a little less on the energy and a little more on the damage. I think you were trying to do too much with your build.
If energy isn't a problem, then get rid of Channeling and use Ice Spikes instead. It will allow you to get away if there are too many people around you.
I don't really like the energy management skills you chose. I'm not sure about Channeling, it could be good but I've never used it before. But get rid of Power Drain as interrupts are too hard to time. I would use Energy Tap instead. Leave Inspired Hext to the debuffers on your team, you are a damage dealer. I wouldn't use Spirit of Failure or Elemental Resistance either.
I would go with something like this:
Ele/Mes
Water 14 (+1/+1)
Energy Storage 11 (+1)
Inspiration 8
Glyph of Lesser Energy
Water Trident-E
Arcane Echo
Water Attunment
Energy Tap
Deep Freeze
Channeling
Frozen Burst
I just threw some skills together that slow your target so that you have an easier time hitting them with Water Trident. I know I missed a lot when I was playing the Water Pre-made that used Trident. Its a little less on the energy and a little more on the damage. I think you were trying to do too much with your build.
If energy isn't a problem, then get rid of Channeling and use Ice Spikes instead. It will allow you to get away if there are too many people around you.
Rellok
Walder, can you describe how Glyph and Echo work together for those like me who haven't experimented with them yet? I was under the impression that Echo cost 15 just to look like Trident for whatever amount of time, and that each Trident still had it's normal cost?
If Glyph makes Echo free, which in turn makes the Echoed spell free, that seems like it's a bit overpowered?
Anyway, it would seem to me that basically for the cost of 5E every 20 seconds you have 2 Tridents which each retain their cost.
Matt
If Glyph makes Echo free, which in turn makes the Echoed spell free, that seems like it's a bit overpowered?
Anyway, it would seem to me that basically for the cost of 5E every 20 seconds you have 2 Tridents which each retain their cost.
Matt
Weezer_Blue
looking at the original build, it's offense is seriously lacking. If all you're relying on to deal massive damage - the elementalist's main job, is water trident spamming, then half the people in my guild (we like /Mesmer.. hehe) could subdue you with a single spell or bow attack.
Kha
Quote:
Originally Posted by walder
But get rid of Power Drain as interrupts are too hard to time.
I didn't find interrupts hard to time at all, unless it was a very short spell. I used Power Drain with my Me/N character and I found it very useful. Came in handy in the Tombs. If it recharged faster then it would be more useful (though probably at the risk of being elite).
And I'm also questioning Channeling. I never found it helpful. I rather go with Energy Tap, too. You will only need two, most likely one spell for regaining energy. Having too many without a strong source of spells to burn it leaves you with a surplus.
Just relying on Water Trident isn't going to be giving you the best damage output. I agree with Walder's suggestion of putting other spells in there, though I prefer Ice Spikes over Frozen Burst (you won't always be surrounded by enemies to get the best out of your Frozen Burst, but there will be plenty of times where a group of foes will be hunched for a nice Ice Spikes and Maelstrom combo which I do in PvP). With spamming WT and its ability to knock down moving foes you really don't have to focus on slowing your enemy. Water Trident, Water Attunement and a AoE spell might be all you will need for water magic since you seem to be preferencing more mesmer spells.
I find Aura of Restoration not worth having since the only time you will really need to heal yourself in a group is during emergencies, and Aura of Restoration is not for that. You should go with Ether Feast instead.
And I'm also questioning Channeling. I never found it helpful. I rather go with Energy Tap, too. You will only need two, most likely one spell for regaining energy. Having too many without a strong source of spells to burn it leaves you with a surplus.
Just relying on Water Trident isn't going to be giving you the best damage output. I agree with Walder's suggestion of putting other spells in there, though I prefer Ice Spikes over Frozen Burst (you won't always be surrounded by enemies to get the best out of your Frozen Burst, but there will be plenty of times where a group of foes will be hunched for a nice Ice Spikes and Maelstrom combo which I do in PvP). With spamming WT and its ability to knock down moving foes you really don't have to focus on slowing your enemy. Water Trident, Water Attunement and a AoE spell might be all you will need for water magic since you seem to be preferencing more mesmer spells.
I find Aura of Restoration not worth having since the only time you will really need to heal yourself in a group is during emergencies, and Aura of Restoration is not for that. You should go with Ether Feast instead.
tastegw
i like the build, but id loose one of your energy control skills because you will not have a energy problem with that build, allmost all your skills are low costing and you have no perm enchants, so you will have a full 4 pips of 70+ energy.
i would toss out your weakest energy gaining skill and add in a offensive skill.
other than that, everything likes nice to me.
nice job.
edit: i see spirit of failure being the skill you take off the list to add a more offensive skill.
i would toss out your weakest energy gaining skill and add in a offensive skill.
other than that, everything likes nice to me.
nice job.
edit: i see spirit of failure being the skill you take off the list to add a more offensive skill.
walder
Yea, I was just putting more damage in. I forgot about Maelstrom, definitely use that because its really strong.
The way the Water Trident works is this: Cast Glyph of Lesser Energy then Arcane Echo. This makes your Echo cost 0 energy. However, Echo becomes the next skill you cast. So now cast Water Trident for 5 energy. Now you have your Arcane Echo which now acts as Water Trident and your original Water Tridnet. But remember, your Arcane Echo costs 0 energy because of Glyph. Now when you cast Arcane Echo, it will still cost 0 energy but it will be another Water Trident instead of Arcane Echo.
The way the Water Trident works is this: Cast Glyph of Lesser Energy then Arcane Echo. This makes your Echo cost 0 energy. However, Echo becomes the next skill you cast. So now cast Water Trident for 5 energy. Now you have your Arcane Echo which now acts as Water Trident and your original Water Tridnet. But remember, your Arcane Echo costs 0 energy because of Glyph. Now when you cast Arcane Echo, it will still cost 0 energy but it will be another Water Trident instead of Arcane Echo.
Maugrim
Did you test that out Walder? If you did, that seems...overpowered.
Bgnome
if it worked that way, why not echo a hugely expensive nuke? that way, the echoed nuke would cost 0 energy..
doesnt sound quite right to me. i would think that arcane echo would be 0 energy when you first cast it with the glyph, but "keeps" the 15 energy casting cost. that means that if you ever cast it again, it would still cost 15 energy. i haven't used arcane echo, but i would think that the echoed spell would cost whatever the spell normally costs.
doesnt sound quite right to me. i would think that arcane echo would be 0 energy when you first cast it with the glyph, but "keeps" the 15 energy casting cost. that means that if you ever cast it again, it would still cost 15 energy. i haven't used arcane echo, but i would think that the echoed spell would cost whatever the spell normally costs.
walder
I havn't tested it myself, but I've seen a bunch of builds at TGH that feature the same idea. I'll probably test it myself if I can get the skills next BWE.
Kha
The Glyph is only going to take 15 off of the cast of Arcane Echo, which means Arcane Echo will cost 0 (though you still are paying 5 energy for the Glyph). When you use Arcane Echo and then Water Trident, so you have, let's say, Water Trident and Echoed Water Trident, using Echoed Water Trident is still costing the energy of Water Trident. I've used Arcane Echo with other spells and this is how it works.
If I am wrong for some reason or it has changed, then this is a serious way to abuse your build and makes mesmers far too powerful. Like someone said, you could just Arcane Echo the high nukes/AoEs/25 energy spells like crazy.
If I am wrong for some reason or it has changed, then this is a serious way to abuse your build and makes mesmers far too powerful. Like someone said, you could just Arcane Echo the high nukes/AoEs/25 energy spells like crazy.