(ie, encourage the opponent to move) kind of skills. All of these skills
have a 30 second recharge. The damage listed shows the total damage if one says in the area of effect for the time period (unlikely in GvG or PvP),
per energy point expended.
Code:
skill en cast len area damage SoW 15 2 5 ??? 9 holy damage CS 15 2 10 near 8 chaos damage + energy 1-6 energy drain FS 15 4 10 area 16 fire dmg Erpt 25 4 5 near 5 earth damage + blinds near after 5 seconds Mae 25 4 0 area 11 cold damage + interrupts casters + exhaust
The most efficient spells in this group are Firestorm (/w 16 dmg/energy expanded) and Maelstrom (/w 11 cold damage/ energy point). Both of these also have a large area of effect. Maelstrom has the added advantage of interrupting casters, however, it causes exhaustion. This makes the 'cold' line innappropriate unless you are a dedicated elementalist.
Eruption is interesting. Its five seconds might be short enough so that a bulk of the damage is dealt before the individual leaves the area of effect, also if you can keep the opponent from moving, they are blinded after this period. However, the damage dealt isn't very good -- mass blindness is the real goal of of this spell. The cost is quite expensive, and the area of effect is tiny.
I'm not sure how to evaluate chaos storm (although my mesmer uses it to great effect). The biggest problem (in PvE) with chaos storm is getting your team mates to stop running (and drawing the target out of the storm). Nothing more irritating than setting up a sure-kill for 3 low level monsters surrounding a monk (who can heal themselves) and have the monk run away. In GvG, I'd think chaos storm would not be effective at all. It has a very small area of effect and I can't imagine any real player wanting to stay in it for long.
The most obscure of these (to me) is holy wrath. I'm not sure what the area is, if it is just a 1 foot cone centered at the target, then it is almost use less unless you target casters that are too involved with their chaining to notice.
If you were to create a 'build' around one of these (yes, it wouldn't be a great build), assuming a 'Arcane Echo' or something like that, which would you pick and why?
spell details...
Symbol of Wrath (smiting)
15 energy, 2 seconds cast, 30 seconds recharge
For 5 seconds, foes in this location take 6-27 holy
damage each second.
Chaos Storm (domination)
15 energy, 2 seconds cast, 30 seconds recharge
For 10 seconds, foes near target foe's location
suffer 5-12 damage per second. Chaos drains 1-6
energy whenever it strikes a foe casting a spell.
Maelstrom (water magic)
25 energy, 4 seconds cast, 30 seconds recharge
For 10 seconds, foes in the area are struck with
8-29 cold damage each second. Maelstorm interrupts
spell casting when it hits. This spell causes
exhaustion
Fire Storm (fire magic)
15 energy, 4 seconds cast, 30 seconds recharge
For 10 seconds, area around target foe is struck
for 5-24 fire damage each second.
Eruption (earth magic)
25 energy, 3 seconds, 30 seconds recharge
For 5 seconds, foes near this location are struck
for 5-28 earth damage each second. When eruption
ends, foes in the area of effect are blinded.