Freyas Theme Builds #4

Originally Published by Freyas


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Well, I finally decided to make the time to renew this series of articles, aiming at one of the areas where I disagree with some of the other members here: Elementalist damage output.  It is possible to create an Elementalist that can sustain a high damage output as well as have high survivability, and I decided to throw together a build to prove it.

Looking at the Elementalist skill lines, Air Magic looks the best in terms of damage.  It has fairly similar damage to the other skill lines, but with generally fairly low energy costs and fast recharge times.  Air Magic lacks Area of Effect(AoE) damage, but single-target damage is generally more reliable, as it can be difficult to place AoE spells to hit enough people to justify the energy cost and cast times on most AoE spells.  Air Magic skills also have 25% armor penetration, which will further increase the damage that these spells will be doing.

As most of the Air Magic spells have fast recharge times, only need a few damage spells are needed.  Lightning Strike and Lightning Orb both look good for damage, with relatively quick cast times and high damage output.  Lightning Strike is one of the best spells in the game for efficiency: 5 energy, 1 second cast time for some pretty nice damage once you factor in the 25% armor penetration.  I'll go more into detail on the damage later once we get the build set up.  Lightning Orb is less efficient, but is a higher spike of damage.  Chain Lightning looks excellent in terms of damage  and efficiency, but with the downside of causing exhaustion and having a longer recharge.  For another fairly good damage skill with a fast recharge, Lightning Javelin can work as well, despite being less efficient.  Lightning Javelin is not very desireable to be honest, but for the idea of the build I'm going to want spammable spells, and it is the only other 5-second recharge damage spell linked to Air Magic.

With these 4 skills, you're able to constantly spam spells, assuming you have an infinite supply of energy.  Every spell has a .75 second aftercast, meaning that you cannot start casting another spell or attack for .75 seconds after casting a spell.  Thus, if you cast Lightning Strike, you can't start casting Lightning Orb until 1.75 seconds after the time that you started casting Lightning Strike.  Lightning Strike will take 2.75 seconds to cast, taking you to 4.5 seconds total time, and if you cast one other spell or wait for .5 seconds, you'll be able to cast Lightning Strike again.  You could theoretically just cast Lightning Strike, Lightning Orb, and Lightning Javelin repeatedly, though I'd much prefer to cast Chain Lightning when it's recharged, assuming I can live with the exhaustion.

If you're not familiar with exhaustion, it is an effect that is associated with some spells that reduces the maximum amount of energy that your character can use by 10 energy.  Your character will slowly recover from exhaustion, at the rate of 1 energy every 3 seconds.  It takes 30 seconds for the exhaustion from one spell to wear off, in other words.  In this situation, Chain Lightning is the spell that is causing exhaustion.  Chain Lightning has a recharge time of 20 seconds and a cast time of 2 seconds, meaning that you can recast it every 22 seconds.  During this time, you'll have recovered 7.33 of the energy that you lost to exhaustion from casting it the previous time.  Overall, if you recast Chain Lightning as soon as it recharges, you'll lose approximately 3 energy from the maximum amount of energy you can use each time that you cast it, which will take an extremely long battle to have a noticeable effect.  Remember, Exhaustion does not affect the current amount of energy that you have, only the maximum amount of energy that you can have.  Since we're only going to be using one skill that causes Exhaustion, and that spaced out 20 seconds or more, it won't cause a problem in this build.

By now, people are probably saying "Sure, this is nice and good, but I'm spending a lot of energy casting all these spells- how am I supposed to keep casting these spells without running out of energy?"  This is where the elite skill Ether Renewal comes into play.  This will give energy(and health) whenever you cast a spell, depending on how many enchantments that you have on you.  Ether Renewal is an enchament itself, and if you have a few more enchantments that you can put on yourself, you can gain a very nice amount of energy per cast.  We've got 5 of the skill slots used, 4 from damage spells, and 1 from Ether Renewal.  This gives room for a maximum of 3 more enchantments.  I'd like to throw in some Earth Magic for some defense in the form of Armor of Earth, and Air Attunement from the Air Magic line will decrease the cost of our skills, giving a double benefit in reducing energy costs as well as giving energy via Ether Renewal.  For the last skill, another enchantment would help, but I'd prefer to use a skill to increase the effectiveness of Ether Renewal in a different way: Arcane Echo.  This will give us a second copy of the next skill we use, so if we use it right before Ether Renewal, we'll get a second copy of Ether Renewal that we'll be able to use when the first one expires.

Elementalist/Mesmer
Air Magic: 12 + 4(+3 from superior rune, +1 from headgear)
Energy Storage: 10+1(+1 from minor rune)
Earth Magic: 8+1(+1 from minor rune)
Unused Attribute Points: 5(could put these into illusion if you want to)

Lightning Orb - Air Magic
Lightning Strike - Air Magic
Lightning Javelin - Air Magic
Chain Lightning - Air Magic
Air Attunement - Air Magic
Armor of Earth - Earth Magic
Ether Renewal{E} - Energy Storage
Arcane Echo - Illusion Magic

With an Energy Storage attribute of 11, Ether Renewal will give 4 energy and 16 health per enchantment.  Since we'll be enchanted with 3 enchantments(Armor of Earth, Air Attunement, and Ether Renewal itself), this means that while Ether Renewal is active we'll be gaining 12 energy and 48 health whenever we cast a spell.  Ether Renewal has a 10 second duration and 30 second recharge, meaning it can only be active for 1/3 of the time, though with Arcane Echo, it can be active for 2/3 the time, or 20 seconds out of every 30.  We do have Air Attunement to keep down our energy costs for attack spells, but our enchantments will need to be renewed occasionally.  Armor of Earth will need to be renewed every 30 seconds, and Air Attunement will need to be renewed every 61 seconds.  Assuming we've got a 12 energy focus, we'll be starting out with an energy pool of 75 energy(30+12+33 from energy storage), and will regenerate 1.33 energy every second.

So, we'll start out by casting our enchantments(Armor of Earth and Air Attunement).  This will take 20 energy and 4.5 seconds, meaning we'll have regenerated 6 energy while casting, starting us off at 61 energy.  At this point, we'll start casting our nukes- Lightning Orb will cost us 10.5 energy due to Air Attunement(or rather, it will cost us 15 and we'll gain 4.5 energy from casting it), Lightning Strike will cost 3.5 energy, and Lightning Javelin and Chain Lightning will both cost 7 energy.  I would recommend casting spells in the following order: Lightning Strike, Lightning Javelin/Chain Lightning, Lightning Orb. Repeat these spells, using Chain Lightning when it is recharged, and Lightning Javelin while waiting for Chain Lightning to recharge.  One cycle of these spells will cost 20.5 energy, and take 7.25 seconds or 6.25 seconds depending on if you're using Chain Lightning or Lightning Javelin.  During the 7.25 seconds cycles, you'll regenerate 9.67 energy causing you to lose 10.83 energy, while during the cycles with Lightning Javelin you'll regenerate 8.33 energy, so you'll lose 12.17 energy.

So, starting out after casting our enchantments, we'll be at 61 energy.  Cast a cycle with Chain Lightning followed by a cycle with Lightning Javelin.  This will take 14 seconds, and will take us down 23 energy, leaving us at 38 energy.  At this point we'll want to cast Arcane Echo and Ether Renewal, and cast another 2 cycles with Lightning Javelin(as Chain Lightning is still recharging.  Arcane Echo and Ether Renewal will cost 25 energy,  taking 4.5 seconds, where we'll regenerate 6 energy, so we'll be at 19 energy, with Ether Renewal active.   All of our enchantments should still be active for the entire duration of Ether Renewal, with Armor of Earth expiring in 16 seconds.  Looking at the effect of Ether Renewal here, we'll be gaining 12 energy per cast.  Thus during the 10 second duration, we'll be casting Lightning Strike(1.75 seconds), Lightning Javelin(1.75 seconds), Lightning Orb(1.75 seconds), Lightning Strike(1.75 seconds), Lightning Javelin(1.75 seconds) costing  31.5 energy(2 Strikes, 2 Javelins, and 1 Orb) and gaining us 60 energy via Ether Renewal and regenerating 13.33 energy.  This will take us to 47.5 energy(19+60-31.5), at which point we can cast the Lightning Orb at the end of this cycle, then use the echoed Ether Renewal.  These spells will take us down to 28 energy(after regeneration), and repeating the 5 spells under ether renewal will take us up to 56.5 energy.  We'll need to use Armor of Earth during this cycle, which I would suggest doing in place of the first Lightning Javelin.

At this point, we'll have 10 seconds without Ether Renewal, which we can use casting the Chain Lightning cycle, which will take 7.25 seconds and cost 10.83 energy, taking us to 45.67 energy.  At this point we'll cast Arcane Echo, which takes 2.75 seconds to cast, meaning we should finish casting this as Ether Renewal is finishing recharging.  Before casting Arcane Echo to begin with, we were at 38 energy, and at this time, we're at 45 energy- meaning that  we are gaining energy as time goes by.  Since we're never going to hit 0 energy without outside interference, the build is sustainable in outputting this damage.

So now that we know that we can sustain this damage indefinately, let's see how much damage we're actually doing.  At 16 Air Magic, the skills do damage as follows:

Lightning Orb: 106 damage + 25% armor penetration
Lightning Strike: 53 damage + 25% armor penetration
Lightning Javelin: 53 damage + 25% armor penetration
Chain Lightning: 106 damage +25% armor penetration, + damage to up to 2 other nearby enemies.

If you're curious as to how armor penetration works, Ensign has a nice article explaining how damage is calculated here.  Against a 60 AL opponent, Lightning Strike and Lightning Javelin will be dealing 69 damage while Lightning Orb and Chain Lightning will be dealing 138 damage after you factor in the armor penetration.  Each cycle of the Lightning Javelin combo will deal 276 damage in 6.25 seconds, or roughly 44 damage per second, while the Chain Lightning cycles will be dealing 345 damage in 7.25 seconds, or roughly 48 damage per second.  You'll have to recast your enchantments and cast Ether Prodigy at times, which will cut down your damage output some, but it's easily possible to maintain a damage ouput of over 40 dps with this build when attacking opponents with 60 AL(other casters).

Against an 80 AL opponent, you will deal the listed amount of damage for the spells, since the 25% armor penetration acts like the armor is 75% of what it is.  Essentially, your armor penetration will reduce the effect of a warriors armor to that of a caster.  The Lightning Javelin cycle will deal 212 damage over 6.25 seconds, giving 34 damage per second, while the Chain Lightning cycle will deal 265 damage over 7.25 seconds, or 37 damage per second.  So against warriors you'll be dealing over 30 dps.

Rangers have 100 AL versus elemental damage, so they'll be the worst opponents to attack for this character.  Against a 100 AL opponent, Lightning Strike and Lightning Javelin will deal 41 damage, while Lightning Orb and Chain Lightning will deal 82 damage.  This means the Lightning Javelin cycle will deal roughly 26 dps, while the Chain Lightning cycle will deal 28 dps, meaning that you will only really deal about 25 dps versus Rangers.

This damage output is still quite good, as most damage-dealing Warriors and Rangers can only achieve this level of damage through the use of many damage buffs.  Additionally, this character is fairly strong defensively, as you will have an additional 48 AL thanks to Armor of Earth.  Combined with your 60 AL armor as an Elementalist, you will have 108 AL, plus 15 AL versus an element of your choice, depending on which set of armor you use.  Ether Renewal does heal you for casting as well, at 48 health per cast while it's active.

Like any build, this build does have some weaknesses.  The most obvious one is enchantment removal.  If you get your Ether Renewal removed, you're not going to be able to afford to cast too many skills while you're waiting for it to recharge, and if you get all of your enchantments stripped via Rend Enchantments or Lingering Curse, you will need a fair amount of energy to get started again on your combo, as well as possibly having to wait for your enchantments to recharge(Air Attunement has a 60 second recharge).  In the meantime, you can probably output some damage, but you won't be very effective until you can start generating energy via Ether Renewal.

Interrupts can also be a problem, depending on what interrupts are used, and what spell gets interrupted.  Power Block on any of your damage skills will be devastating, as you will be unable to deal damage if they block your Air Magic skills.  Other interrupts are mostly bearable, so long as they do not happen to interrupt your enchantments, especially Ether Renewal.  Power Leak can be dangerous when combined with more energy denial spells such as power burn or energy drain, but you can generally survive this without too much difficulties by slowing down your spellcasting until Ether Renewal recharges.  If you get Ether Renewal up, you can start to refill your energy pool, allowing you to get back on your feet versus an energy denial mesmer.  An allied healer can help you out significantly by giving you an extra enchantment for the duration of Ether Renewal as well: a Healing Breeze or Vigorous Spirit at the right time can get you an extra 20 energy via Ether Renewal.

Repeated interrupts, generally from either the "dazed" condition or from Ranger preparations such as Incendiary Arrows or Choking Gas are likely the most dangerous problems that you will face.  In these cases, I would suggest waiting out the "dazed" condition or duration of the preparations before casting again, as if you do attempt to cast, you will likely simply be wasting your energy.





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