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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
[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.
- 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.
- 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.