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Author: Txen_Viong
2,924 Views
12 Comments
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Echo Savannah Heat.
(“The mob killer”)
*Disclaimer*
This build has been made, edited, tested (And, in my opinion, perfected) by me; any similar builds are not related as I have not looked at any other builds in along time. If you have a similar build I did not copy you as I did not know of it. If you have a better build, please post it. Credit is due to the random ele I saw in AB wipe out part of a mob with one casting of Savannah Heat.
*/Disclaimer*
This build is made for Fort Aspenwood, it can do both Luxon and Kurzick sides with ease, its main purpose is too quickly kill mobs and NPCs, its use is easy and its damage obscene.
Key: E = energy cost, C= cast time, R= Recharge.
The Skills:
Savannah Heat. Elite spell. You create Savannah Heat at target foe’s location. For 5 seconds, all nearby foes take 21 (Fire) damage each second and an additional 21 (Fire) damage for each second this spell has been in effect. (Attrib: Fire Magic) E=5, C=2, R=25
Mark of Rodgort. Hex spell. Target foe and all nearby foes are Hexed with Mark of Rodgort. For 37 seconds, whenever each foe is struck for fire damage, that foe it set on fire for 4 seconds. (Attrib: Fire Magic) E=15, C=1, R=5
Glowing Gaze. Spell. Target foe takes 53 fire damage. If that foe is on Fire, you gain 10 energy. (Attrib: Fire Magic) E=5, C=1, R=8
Meteor. Spell. Target foe and all adjacent foes are struck for 119 fire damage and knocked down. This spell causes Exhaustion. (Attrib: Fire Magic) E=5, C=3, R=30
Arcane Echo. Enchantment Spell. If you cast a spell in the next 20 seconds, Arcane Echo is replaced by that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. (No Attrib, Mesmer Skill) E=15, C=2, R=30
Flame Dijnn’s Haste. Enchantment Spell. All adjacent foes are struck for 127 fire damage. For 21 seconds, you move 33% faster. (Attrib: Fire Magic) E=10, C=3/4, R=10
Fire Attunement. Enchantment Spell. For 62 seconds, you are attuned to Fire. You gave 1 Energy plus 30% of the base Energy cost of the Skill each time you use Fire Magic. (Attrib: Fire Magic) E=10, C=2, R=45
Aura of Restoration. Enchantment Spell. for 60 seconds, you are healed for 367% of the Energy cost each time you cast a spell. (Attrib: Energy Storage) E=10, C=1/4, R=5.
Attributes:
Fire Magic: 12+3+1
Energy Storage: 12+1
Equipment: A 20/20 wand and a 20/20 offhand. This build will NOT be at maximum output if those weapons are not used.
Full Radiant Armor.
Rune of Vigor (Best you have).
Rune of Attunement.
Rune of Vitae.
Usage (Note this is made for Fort Aspenwood, but can easily be used in other things such as AB): Follow basic Kurzick/Luxon tactics.
When facing a mob/capping a place/breaching a gate; Cast your attunement followed by Aura of Restoration, then use Arcane Echo, get in range of your target and cast Savannah Heat, followed by its echo’d version, followed by Meteor. (That usually kills everything, its over 700dmg).
For Kurzick, use Flame Dijnn’s Haste to run amber, for Luxon, use it as a speed boost to run from gate to gate and retake the mines.
Not much more to say, using Mark of Rodgort on a mob then doing the above combo does much more damage and with use of Glowing Gaze to finish of the survivors allows for good energy management.
Glowing Gaze is for energy management and that little bit of extra damage.
For storming green mine it is useful to target the Luxon Monk/Kurzick Elementalist, stay on the cliff side of the hill (Out of Line of Site), and start your combo with Mark of Rodgort followed by the normal combo. Quick successful capture is quite common.
If you have an questions, please do not hesitate to PM me in game, IGN: Txen Viong.
Any POSTIVE criticism on how to improve my guides would be very helpful.
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