ELE/MES
fire - Just enough so that mark of rodgorts stays just below a 2 second burn time. (IE lights on fire for 1 second)
Illusionary - Just enough so that fragility does 28 dmg
Energy Storage - You decide (The more the better)
Earth Magic - You decide
SKills
REQ:
Conjure Flame
Fragility
mark of Rodgorts
Phantom Pain
Conjure Phantasm
OPTIONAL
Wards, Obsidion Flesh, anything else that boosts defence or less dmg taken.
Equipment - High Energy Armours
-Fire Damage Staff
Runes: - ENERGY STORAGE, EARTH MAGIC, FIRE MAGIC - Use this so that you can save yourself an extra attribute lvl in fire magic. Just remember to maximize fire while keep the burn time in mark of rodgarts down to 1 second. I will further post at what these skill lvls should be when i further test.
Cast conjure flame, it will be low dmg but it's still better than nothing (Removes all your enchantments, obsidion flesh OR any negative ones)
if you brought obsidion flesh, use it now.
Throw phantom pain out on your enemy. The DoT is nice but it's the deep wound at the end that you want (condition)(NOTE, IF YOUR ENERGY CANNOT REALLY HANDLE THIS OR YOU NOTICE IT DOES NOT WORK TOO WELL, COMPLETELY SWAP IT OUT FOR SOME NICE DoT FROM Conjure Phantasm.
Cast Fragility on your opponent
cast Mark of rodgorts on your opponent
now attack them with your firestaff. Conjure flames will ensure the dmg is fire and add a small amount. Phantom pain gives a nice DoT and ends with a condition
Fragility does 28 dmg each time foe suffers or recovers from a new condition
Mark of rodgorts lites them on fire each time they take fire dmg (condition) the reason we kept fire attributes low was so that they only burn for 1 second. Suffer and recover every second while taking 1 second of 3 pips of burn. If desired you can cast conjure phantasm just for some added nastiness while you recast everything (unless, of course, which they probably are, dead.)
Rinse and repeat when they wear off.
The damage is for 1 attack or 1 second;
About 7 dmg from conjure flames
3 pips for 1 second from phantom pain 6 dmg
3 pips from burning for 1 second 6 dmg
fragility dmg from suffer/recover 56 dmg
fire staff 21 dmg
= about 21+56+6+6+7 = 96 dmg a second
This does not include when they suffer from a deep wound, taking another 28 dmg that second plus having their maximum life lowered by 20% and then taking another 28 dmg when deep wound ends (hopefully they will be dead by the time it ends)
For a potential max of 128 dmg a second. not too shabby once you get everything up and running.
for conjure phantasm build
= about 106 dmg a second with this being the possible max.
I will be doing more experimentation with this build tonight and will further post when tweaked. Any constructive critisism is nice but please give me credit.
The "ouch I'm not ok, OUCH i'm OK!"
InFeStEd
KuTeBaka
max degen is 10ish if im not mistaken?
Yukito Kunisaki
Without Hex Removal, they're toast.
Well done. ^_^
Well done. ^_^
Rajamic
Few numbers problems.
First, On Fire status is 7 pips of Degen, not 3.
Average damage on a max damage customised mage weapon is only 19.8, not 21.
As mentioned before, damagewise, max degen is 10 pips, so Conjure Phantasm would do nothing.
Finally, and this is the biggy, Wands and Staves attack once every 1.75 seconds, not once a second. (If it were once a second, they'd be more powerful DPS with normal swings than any other weapon!)
So your math becomes:
2*28 for Fragility + 2*7 for On Fire + 7 for Conjure + 19.8 for your staff + 3*2*1.75 for Phantom Pain with each attack.
56 + 14 + 7 + 20 (rounding) + 10.5 = 107.5 damage, every 1.75 seconds. The armor-ignoring part would be 80.5.
107.5 / 1.75 = ~61.5 Damage per second
80.5 /1.75 = 46 Damage per second.
Hex removal is a huge problem for this. Throwing Phantasm (or any other for that matter) on probably won't work too well as a cover hex either. It's not going to appear until almost 4 seconds after Fragility is applied, and everyone knows that when someone puts Fragility on you, they plan to use it a lot. If either Fragility or Mark of Rodgort gets pulled off, what are you going to do for the next 20 seconds while they recharge? You've already devoted more than half your build to this one tactic that almost any Monk will bring a skill to stop. Heck, even the Tombs-tastic Nature's Renewal screws this up.
At least when a Ranger does a Fragility build, they still get the On Fire and every arrow interrupting (which in some cases can protect the hexes!) from Incendiary Arrows even if all the hexes get removed. (In case you are curious, my ranger doing a Fragility setup can do 384 armor-ignoring damage over a 9 second span (about 42.5 DPS), not counting the damage the arrows actually do, and I can add in Penetrating Shots and such in the middle to amplify it. And I only bring Illusion up to like 9.)
I'd say throw away both conjures. Phantasm becomes rather pointless, and Flame isn't adding enough damage to be worthwhile and with a fire staff isn't required for Rodgort. You don't have an elite listed there (besides the option of Obsidian Flesh), so you might want Ineptitude. One more condition-causer. And regardless of what it is, you want to throw some hex on them before Fragility or Rodgort, just to be able to mess with Hex Breaker if they are using it.
Oh, and Elems don't have "high energy armors". All of theirs are 60AL, +10 energy/+2 energy regen for the set, with +15 AL to different Elements.
First, On Fire status is 7 pips of Degen, not 3.
Average damage on a max damage customised mage weapon is only 19.8, not 21.
As mentioned before, damagewise, max degen is 10 pips, so Conjure Phantasm would do nothing.
Finally, and this is the biggy, Wands and Staves attack once every 1.75 seconds, not once a second. (If it were once a second, they'd be more powerful DPS with normal swings than any other weapon!)
So your math becomes:
2*28 for Fragility + 2*7 for On Fire + 7 for Conjure + 19.8 for your staff + 3*2*1.75 for Phantom Pain with each attack.
56 + 14 + 7 + 20 (rounding) + 10.5 = 107.5 damage, every 1.75 seconds. The armor-ignoring part would be 80.5.
107.5 / 1.75 = ~61.5 Damage per second
80.5 /1.75 = 46 Damage per second.
Hex removal is a huge problem for this. Throwing Phantasm (or any other for that matter) on probably won't work too well as a cover hex either. It's not going to appear until almost 4 seconds after Fragility is applied, and everyone knows that when someone puts Fragility on you, they plan to use it a lot. If either Fragility or Mark of Rodgort gets pulled off, what are you going to do for the next 20 seconds while they recharge? You've already devoted more than half your build to this one tactic that almost any Monk will bring a skill to stop. Heck, even the Tombs-tastic Nature's Renewal screws this up.
At least when a Ranger does a Fragility build, they still get the On Fire and every arrow interrupting (which in some cases can protect the hexes!) from Incendiary Arrows even if all the hexes get removed. (In case you are curious, my ranger doing a Fragility setup can do 384 armor-ignoring damage over a 9 second span (about 42.5 DPS), not counting the damage the arrows actually do, and I can add in Penetrating Shots and such in the middle to amplify it. And I only bring Illusion up to like 9.)
I'd say throw away both conjures. Phantasm becomes rather pointless, and Flame isn't adding enough damage to be worthwhile and with a fire staff isn't required for Rodgort. You don't have an elite listed there (besides the option of Obsidian Flesh), so you might want Ineptitude. One more condition-causer. And regardless of what it is, you want to throw some hex on them before Fragility or Rodgort, just to be able to mess with Hex Breaker if they are using it.
Oh, and Elems don't have "high energy armors". All of theirs are 60AL, +10 energy/+2 energy regen for the set, with +15 AL to different Elements.
Weezer_Blue
Looks nearly identacle to a R/Me fragility build - cept R/Me uses Incindiary, and saves a skill slot.
Enigmatics
Except R/Me only get 8 seconds of fragility to work with.
rii
I prefer the classic freyas version. Fragility is so cool..... then you get 10 seconds (woo)
Rajamic
I also hadn't noticed before:
I'm betting the On Fire time of Rodgorts scales identically to Incendiary Arrows, and with IA, 4 in Wilderness is where it hits 2 seconds, not somewhere in the middle. This would make Conjure Flame even worse.
I'm betting the On Fire time of Rodgorts scales identically to Incendiary Arrows, and with IA, 4 in Wilderness is where it hits 2 seconds, not somewhere in the middle. This would make Conjure Flame even worse.
InFeStEd
heh, it was worth a try, it actually doesnt work too bad, most ppl dont expect it from a elementalist.