25 Apr 2005 at 00:00 - 6
Nécros...(I typed that odd e by accident...but it looks so good i'll leave it in)...they've got a few good abilities, but not many that I can think of which'll benefit the elementalist more than another class could. Perhaps for maximum burnout, spike damage you're looking for offering of blood to push your sustained damage output beyond the expected limit...perhaps enfeeble to keep warriors at bay?...though to be honest, I'd rather entrust that to my teammates and get on with nuking.
An idea I've been playing around with, and I'm not sure if this will work. Plague touch to cancel out exhaustion and using it against an enemy monk. Most monk heals and skills are small and spammable (no more than 10 energy), you as an elementalist do spike and/or AoE damage and the inclusion of the purely self inflicted exhaustion is a sign of this. I don't know if it works like a normal condition...but it seems to me throwing in 3 obsidian flames, building up a -20 or -30 and using plague touch to transfer this to a monk is one DEADLY shutdown. It'll affect him for up to 90 seconds...and for the first 20-30 seconds he'll be seriously strapped for energy, unable to deal with subsequent spike damage. I mention this because conditions are usually woefully undefended against, no surprise...as the usual conditions of being "on fire" or poisoned are hardly the most threatening you have. Again, I'm not sure if the game allows this thing to work...but it'd be great/wierd/imbalanced if it did.
Air elementalists...I have a personal dislike for air elementalists. Fire for AoE, Water for disrupts, Earth for buffs...air for targeting single foes. But wait...dosen't a warrior do that?...sure... one of the things open to an air elementalist is the Lightning Surge and Lightning Orb combo. The effect is 165 damage instantly to a single foe before armor...although orb does have armor piercing. Now...it takes 2 seconds to simply cast Lighning Surge, the mean time there are sword waving builds (not necessarily warrior Freyas made an interesting if a little unwieldy mesmer build) can regularly up the ante to 60-70 dps to a single target. At 70 damage...it translates into 210 in 3 seconds...is that not spike damage at least in practice...if not in principle? Taking all that time to conjure up an orb and kicking it to someone seems redundant to me when a (yes lame) DPS build can push the same and easily top the kind of damage with a couple of swings of a sword.
Nevertheless...the recent surge of dual attunement builds has prompted me to try my hand at making my very own...this solves some very interesting issues. Before we start, let me warn you that I do not test the game, nor do I have a teambuilder running so the following is mainly raw theory...which I do try to make as sound as possible. This'll be long, so bear with me and please prompt me to make adjustments where due.
Note: Dual attunement builds are builds that use elemental attunement and the specific attunement skill of the line to ensure that any skill from a particular elemental line is cast at only 20% energy cost.
As correctly stated such builds are plenty in the search option. But thats dull...I want to give you something fresh and original because I'm so nice. Plus I can use this chance to see what problems there are here and to refine my understanding.
Firstly for a spammy single target air elementalist using akimbo attunement...you can now be a Mesmer primary without killing yourself for energy...fast casting can help chop a few fractions of a second off a cast. This, if you plan on mass spamming certain skills will up the DPS a fair bit. Now, spells have a 0.75 aftercast which Fast Casting simply will not help, so you want skills to be fairly long to cast and accordingly powerful so that Fast Casting will help without making you wait for any cooldown and thus shaft your DPS. In practise using Fast Casting...I'd say that 2 seconds is the maximum you want to push to. Luckily for us in Air...we have:
Quote:
Lightning Orb
Description: Lightning Orb flies towards target foe and strikes for 10-82 lightning damage if it hits. This spell has 25% armor penetration.
Energy Cost: 15
Casting Time: 2 seconds
Recharge Time: 5 seconds