Recharge/energy cost removal

Thylacine

Ascalonian Squire

Join Date: Sep 2005

I have a build I've made up and I want to know if it's watertight. Basically it reduces recharge 100% and eliminates energy cost. It's a Me/R.

First theres Energizing wind. Lets assume for the example that the spell you pick has a cost of 10 energy, 15 energy is ok too, but you'll still get a small energy cost. Energizing wind removes 15 energy from the cost, with a minimum cost of 10, and adds 25% to the recharge cost.

Then theres serpent's quickness, which I added in order to neutralize the added recharge of energizing wind. It reduces recharge 33%.

Then theres quickening zephyr. It removes 50% recharge cost, and adds 30% to the energy cost. If you did as I suggested and picked a spell that only costs 10 energy, the added energy is 3 and is nulled by energizing wind. If it has an energy cost of 15, you get an energy cost of 4.5.

So far, thats wilderness survival and beast mastery.

Add fast casting. A few levels in fast casting and mantra of recovery removes a percentage of the spell casting time, and 50% of the recharge time, making the total recharge time reduced by 108%.

This leaves four slots for ressurrection signet and the spell(s) you want to modify.

Energizing wind- 26-126 seconds.
Serpents quickness- 15-27 seconds.
Quickening Zephyr- 30-126 seconds.
Mantra of Recovery- 5-17 seconds.

So, yeah, tell me if theres any fatal flaws. I think that quickening zephyr would probably apply to mantra of recovery, lowering the recharge from 30 to 15, and assuming you weren't level 12 in fast casting (unavoidable in this build) there would only be a period of a couple of seconds where mantra of recovery wouldn't apply before you could cast it again.

Thylacine

Ascalonian Squire

Join Date: Sep 2005

I hate bumping. I also hate posts left unreplied to....

pagansaint

Krytan Explorer

Join Date: Jun 2005

And now you only have 4 slots for spells to reduce the cost of, 3 if you are team friendly with a res signet.

What spells do you use? Energy Burn and Power Spike would be good choices for the recharge time on them, also backfire maybe for mass casts...

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

You're building your character backwards. First decide which skills you want to be using, then pick other skills that help you use them more often.

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

so if QZ is 50 and SQ is 33 and mantra is 50 that comes out to an 84% decrease in recharge time right? I dont think they directly stack to make it 133% reduce. 84% decrease is cool, but I think this buidl would be served greatly if you had a ranger devoted to both of those spirits that way you could drop any beast mastery points and beef up your other atts.

If that really does work that way then that means energy burn and ether lord would recharge every 3 seconds. That would be pretty damn cool.

Gabriel Fallen Monk

Academy Page

Join Date: Aug 2005

Mary Land

Infusion INF

Mo/Me

Actually just thought about it and you do have a fatal flaw in your calculation.

Mantra of Recovery = stance
Serpents Quickness = stance

Ah the proverbial fork in the road.

lynxxClan

Ascalonian Squire

Join Date: Aug 2005

Select Few [SF]

Mo/Me

I know alot of things stack pretty easily, but when you talk percentages you have to ask the dev team how that works because there are two main ways it could work.
Lets say we have a skill that takes 10 Seconds to cast and you want ti to take 0 seconds.

1. You cast a spell the reduces it by 50%, your now at 5 seconds cast time. You find another spell that reduces it by 20% additional and you cast it, your now at a 4 Second cast time instead of 3 Seconds. You find yet another spell that reduces it by another 25%, your now at a 3 second cast time instead of what you figured would be .5 second cast time of a 10 second castign time skill.

Basically it doesnt stack the way you want with percentages becaese everytime you multiply or add or subtract a percentage the new number you get becomes the 100% for the next effect to stack onto. This is what I would think is what would happen because Anet has specifically said that you cannot reduce a recharge or cast time to 0 seconds unless it already has it like that.

2. It does stack, you find 4 or 5 skills that reduces the recharge and cast tiem to 0 and your now godly because you can do whatever you want insatntly, if you wanted you could make a bot that simply press's button 1-8 every second for the entire match giving you infinite whatever you want and dealing mass aoe damage to everything. Of course that would easily be beaten by deenchantign and killing of spirits. Only noobs would sit there and let you be god when your only human.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

i dunno i just see this vision in my head of you spending about 10 seconds putting up spirits, using just about all of your energy (QZ is now 25 energy and lasts like 30 seconds ), and then some helpfull warrior comes up and kills both spirits in one hit.

if you really wanted this to be a team build, id try and share the load, like say have your ranger friend(s) put up the spirits, while you bring skills that fit in nicely with all those spirits.

however i still see the basic problem with all spirits now, you can kill them so easily, and they take forever to recharge.

your best bet would be make some sort of compromise and try to maximize the efficiency of the build around 1 spirit, then have everyone on the team run 1 copy of this spirit so you can keep putting it down, should the other team start killing the spirits.

all in all it seems like more trouble than its worth :<