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Ele/Mesmer Build : GW Submissions

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   [ 6 posts ] 
lordruss
September 17th, 2006, 4:37 pm 
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@ 70160q:
yeah, Conjure Phantasm isn't AMAZINGLY useful, but it does last for a while, maintaining pressure. You could probably replace it with something that did direct damage. I'll test that out.

Build for Elementalist/Mesmer
Level: 20

ATTRIBUTE POINTS - 199/200

Energy Storage: 13 (11 + Major Rune)
Fire Magic: 11 (10 + Minor Rune)
Illusion Magic: 11 (10 + Minor Rune)

1 Rune of Minor Vigor

SKILLS

Aura of Restoration
Fire Attunemnet
Phoenix
Mark of Rodgort
Flare
Phantom Pain
Conjure Phantasm
Glyph of Renewal [ELITE]

EXPLANATION

OK! As usual, cast Aura of Restoration before battle. Follow it up with Fire Attunement.
Now every time you cast a fire spell you'll get a Energy and Health boost. Cast
Mark of Rodgort. Now the fun really starts. Do the Glyph of Renewal and Phoenix combo,
which will damage your target for 150+ (Remember this is single creature farming build).

You'll gain over 40 hp with this spell, further restoring your health. The mob should now be on
fire thanks to Mark of Rodgort. That causes a large health degen but now hit them with the
Phantom Pain and Conjure Phantasm double. I recommend casting Conjure Phantasm first.

If Mark of Rodgort is still active then you can quickly cast Flare, to set them on fire again.
If not recast it and cast Phoenix, which had instantly recharged thanks to Glyph of Renewal.

This causes a massive health degen, which is perfect for farming single mobs such as drakes etc.

EQUIPMENT

This is a very energy heavy build, so do your best to get as much as possible. The armor I chose
was:

All-Seeing Eye
60 Armor
+1 Energy Storage
Rune of Minor Energy Storage (+1)

Hydromancer's Robes
60 Armor
5 Energy
15 Armor vs. Ice/Water/Cold Damage
Rune of Minor Fire Magic (+1)

Hydromancer's Leggings
60 Armor
+1 Energy Regeneration
15 Armor vs. Ice/Water/Cold Damage
Rune of Minor Vigor (+30 Health)

Hydromancer's Gloves
60 Armor
5 Energy
15 Armor vs. Ice/Water/Cold Damage
Rune of Major Energy Storage (+2 -50 Health)

Hydromancer's Shoes
60 Armor
+1 Energy Regeneration
15 Armor vs. Ice/Water/Cold Damage

Fire Staff
+10 Energy

I chose Hydromancer because it provides protection from more elements. Depends on what you want
to farm though.

Expensive Gear but well worth it. It ends up giving you 460 Health!! and 82 Energy with 4 pips
of regeneration!

OPTIONS

If you don't have access to Glyph of Renewal then it's going to be a lot harder because that
enables you to get Phoenix off the second time. However, if you take Fireball instead of
Glyph of Renewal you can cast it instead of Phoenix. It's only 84 damage as opposed to 150+ so
I'd recommend getting the Glyph (You get it at Perdition Rock).

Another good replacement for the Glyph is Searing Heat. Over 5 seconds it will do 135 damage and
then set them on fire at the end. Then downside is if they move away you're in trouble.

My final recommendation for replacing Glyph of Renewal is Mind Burn. Unfortunately it's also
an elite skill (Abbaddon's Mouth, Hell's Precipice, Ice Floe and Ring of Fire are where you can
get it) and causes exhaustion. However, with your massive energy pool and the way Fire Attunement
is restoring energy, it's very likely that you'll do the full 96 damage and then set them on fire
for 6 seconds - 2 seconds longer than Mark of Rodgort would.

The rest of the skills are crucial:

Aura of Restoration keeps you alive
Fire Attunement keeps you casting
Phoenix is your primary damage dealer damage
Mark of Rodgort is the basis of this entire build
Flare is a cheap and fast way to get them on fire again
Phantom Pain will slowly lower their health and then take a decent chunk off when it ends
Conjure Phantasm does very good damage over a long period of time

SUMMARY

I made this build myself, using GW Freaks to create the baseline before testing it.
If it has already been made I'm very sorry for posting this here and I consider myself chastised

THIS BUILD IS DESIGNED TO DO MASSIVE HEALTH DEGEN! THIS MEANS THERE ISN'T ENOUGH DIRECT DAMAGE TO
KILL THEM, JUST WEAKEN THEM! DON'T USE THIS AGAINST A MONK!!!!!

FINAL NOTE

I have done basic testing on this build and it works very well. It's a solo farming build to take
down single mobs (have I said that enough yet?). There are probably some issues, mainly to do with
timing but with practice you'll get it. If somebody wants to do in-depth testing against a variety
of classes and mobs feel free!

Made by me at 10:09 PM 17/09/2006
752 words and 4 MS Word Pages!


Last edited by Guest on September 19th, 2006, 5:29 pm, edited 1 time in total.

   
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rabidsoccerball
September 17th, 2006, 5:12 pm 
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Don't think you can get anything for this can you?
Not sure if people'd get bucks for submitting a build


   
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kallick
September 17th, 2006, 10:41 pm 
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A build that can only take on one monster at a time is next to useless in my eyes. Any build should be able to do that. However it's nice to see ideas for different things.

Oh, by the way the major runes only cause -35 health now so if you have an older rune swap it for a new one to get back the 15 extra health :) I did that with my warrior with 2 major runes and got back 30 health.

/NAY


   
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rabidsoccerball
September 18th, 2006, 10:57 am 
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Ok you can submit these.
Yay or nay
2 more nays for lockage.


   
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70160q
September 18th, 2006, 12:51 pm 
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does it matter to have conjure phantasm in the max degen is 10


   
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rabidsoccerball
September 18th, 2006, 1:25 pm 
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Use edit to reply.


   
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