Build:Me/Rt Hasty AoE

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Contents

The Me/Rt Hasty AoE uses the Mesmer's Fast Casting to achieve incredible speed and recharge for the Ritualist's Channeling Magic, resulting in a build which does more damage, and faster, than a primary Channeler can do alone.

[edit] Attributes and Skills

MesmerRitualistMesmer / Ritualist Attribute Rank
Fast Casting 11 + 1 + (1..3)
Channeling Magic 12
Communing 6
Mantra of Recovery

Mantra of Recovery

Destruction

Destruction

Essence Strike

Essence Strike

Spirit Burn

Spirit Burn

Spirit Rift

Spirit Rift

Ancestors' Rage

Ancestors' Rage

Mighty Was Vorizun

Mighty Was Vorizun

Generic resurrect

Generic resurrect

[edit] Equipment

  • Radiant Armor is best. This build uses plenty of energy, so more is always better.
  • Weapons are mostly irrelevant, since you will be holding Vorizun's ashes nearly constantly.

[edit] Usage

  • Keep Mantra of Recovery active at all times. Against all but the very highest levels of armor (against which no Channeling user will be very useful), the ability to cast your spells twice as often will more than make up for the lack of Channeling runes.
  • Mighty Was Vorizun provides an impressive +30 energy, so it is wise to keep it up whenever possible. Between your high Fast Casting and Mantra of Recovery, the loss of HCT and HSR mods is barely noticeable.
  • Spirit Rift and Ancestor's Rage are your primary damage spells, due to their huge damage and area-of-effect nature. Spirit Rift is much more useful in PvE than in PvP, though it may be useful in the chaos of AB, or used against NPCs at the cap points.
  • Essence Strike is your energy management. Use it early and often. Assuming that it is cast as often as possible and that Mantra of Recovery is kept up at all times, it will provide energy equal to roughly 1.5 pips of regen.
  • Spirit Burn is used as a cheap finishing spell. It may be treated as an optional slot, as it does not do AoE damage and thus is less valuable than Ancestors' Rage or Spirit Rift. If external energy management, such as a motivation paragon or a necromancer with certain blood spells, is provided, it may be switched for Channeled Strike, which will do more damage for more energy.
  • Destruction is used solely for the purpose of fueling Essence Strike and Spirit Burn. It it not recommended that you use the spirit close enough for its effect, powerful though it is, to hit any enemies, but rather that you stay at full spell range.
  • If your party will not be moving quickly from group to group but will be staying in roughly one area for longer periods of time, such as during missions in which you must defend against waves of monsters, Destruction may be replaced with Bloodsong, which will provide a small measure of additional damage and will need to be recast less frequently. However, when you are moving quickly from area to area, Destruction is the better choice due to its recharge, giving you a much smaller chance of being forced to move out of range of your spirit with no means of recasting it.
  • Only cast Ancestors' Rage on yourself if an error in aggro has occurred and you are swarmed with enemies. It is much better to stay at a distance and cast it on your frontliners. Remember that Rage targets an ally, not a foe, so it is not absolutely guaranteed to hit many (or any) enemies. If only two monsters are adjacent to your frontliner of choice and one of them dies, you may wish to wait a few seconds until your ally runs closer to other foes before casting this.

[edit] Counters

  • Though you are a low priority target for skills which remove stances (Wild Blow, Wild Strike, and Wild Throw), the loss of Mantra of Recovery will hurt.
  • This build consumes a lot of energy, and though it can usually handle the natural energy stresses of casting, active energy denial will slow you down significantly.
  • Standard anti-caster effects, such as Daze, Depravity, Power Block, Soul Leech, and so on will be troublesome.

[edit] Variants

  • Spirit Burn is the most replaceable skill on the bar. It can be replaced with a Weapon Spell, most likely Splinter Weapon, to aid your allies, another single-target damage spell such as Channeled Strike or Lamentation for more damage, Arcane Echo for more frequent castings of Spirit Rift or Ancestors' Rage, Lyssa's Balance for simple enchantment removal, or anything else you may desire. Note that using Arcane Echo may cause moderate to severe energy problems. Whether the additional energy burn rate is worth the additional damage is highly contingent upon what, exactly, your group is facing.
  • As mentioned above, Destruction can be replaced by Bloodsong if your party is not expected to be highly mobile.

[edit] Notes

  • Tempting though it is to spam every skill the second it recharges, sometimes it's smarter to set your sights upon one or two certain skills (most often Essence Strike and Spirit Rift) to keep up a steady, sustainable stream of damage, saving other spells for when a scary, skill-heavy spike is surely necessary.


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