I've nuked for most of the time I've played Guild Wars, but I've never liked Meteor Shower, and indeed haven't yet bothered to get Meteor onto my skill list.
With Factions out, I'm playing more group PvE again. This build is working pretty well for me.
Rez
Aura of Restoration
Elemental Attunement (E)
Fire Attunement
Rodgort's Invocation
Incendiary Bonds
Fireball
Immolate
The goal of the build is simply to pump out the maximum possible damage. An important side benefit is that it pumps a lot of energy through Aura of Restoration for self-healing.
Pitfalls include squishiness, enchantment stripping, and disruption (especially of Elemental Attunement or Rodgort's Invocation; if it's interrupted you don't get 19 of 25 energy spent back from your Attunements). Ether Prodigy might be a better choice as an elite, but I like the big energy numbers and don't enjoy playing Ether Prodigy (although I would enjoy having room on my skillbar for one more spell).
Note that with dual Attunements, 5 energy and 10 energy spells each cost 2 net, 15 energy spells cost 4 net, and 25 energy spells cost 6 net. But again, that's only if the spell resolves (and both Attunements are up).
Playing tips include:
1. Let the warriors run in before you fire a shot. That greatly reduces the change you'll be enemy target #1.
2. If Shatter Enchantment/Strip Enchantment is a major concern, cover Elemental Attunement with Aura of Restoration diligently.
3. Try not to set somebody on fire with two different spells at the same time. A good rhythm is Fireball-Immolate-Something Else.
Weapons I use are
A. (Most commonly) Rago's Flame Staff. This is best when enchantment stripping/interruption is a moderate concern.
B. Collectors' wand/offhand. This is best when nobody's bothering me at all,, and I simply want to maximize damage output.
C. Defensive collector's Staff of Defense. This is best when I'm taking a lot of damage.
My limit in any given fight is toggling between two slots situationally.
I also have an axe/shield set in my fourth weapon slot (for when I Ether Renewal farm), and I really should remember to switch to it before I'm killed so that I can have some immediate post-rez energy by switching back out.
And for armor I of course use Tempest, for the when-enchanted bonus. And a single sup rune (Fire); I just keep a hat around for each element, with a sup rune on it. (And a hat with a minor fire rune for when I have DP, but I never switch to it; if DP gets that bad I could use candy canes ...)
F


