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Ele/Mes. Echo Savannah Heat. (For Fort Aspenwood).

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Author: Txen_Viong
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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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User Comments
  Mr. Wirt on 03/02/07 19:35
 
I was just thinking of the same thing!! However vice versa as a Me/E with fast casting. I still need to get my mes to desolation to cap savannah. My strategy would be to do arcane echo then fast cast savannah + savannah, then meteor for KD in savannah. Not sure of the spell name, but the non-elite air KD that causes exhaustion may be good too due to faster cast time. You dont want the guys to leave the savannah area too fast. My fear as ele in AB would be once the first savannah is put on, guys start running (if they know what they are doing). So i figured fast casting savannah may work better, but a little less damage. I should be able to get my mes to desolation by next week. Well see how it works out.

  EliteOwner on 03/03/07 02:17
 
By the way, I think you are thinking about "Gale" Mr. Wirt.
I haven't tested your specific build yet, but most of the time I use Savannah Heat, I don't have much of an energy problem (as it is only 5 energy). Although with Mark of Rodgort, I'm not sure how the energy is until I try it out, but here comes the suggestion: If energy is fine even with having mark, swap out Glowing Gaze for Liquid flame for a bit more damage. Overall, nice build... haven't seen many Savannah builds with mark of rodgort.

  Corruplt Intrept on 03/03/07 08:43

Glowing gaze is for nrg management, you dont want to run around with zero energy do you?

Builds like these exploit the fact that alot of pvpers are still VERY,VERY, amazingly, stupid enough to stand in a AoE spell. gotta love that sometimes.

  EliteOwner on 03/03/07 10:53
 
QUOTE
 
Glowing gaze is for nrg management, you dont want to run around with zero energy do you?

My point was that most Savannah builds don't require too much in terms of energy management as they aren't very heavy on energy... So you would still be running around with a lot of energy, but as I said I would have to try this one to see if MoR did cause any energy problems (being a 25e cast).

  Alphic Guardian on 03/03/07 11:03

erm correct me if I'm wrong but isn't Mark of Rodgort a 15 energy cast? if I remember correctly

  Alphic Guardian on 03/03/07 11:04

O so now I know where that build comes from I was fighting two of those in Aspenwood yesterday =P

  Silo_destroyer on 03/03/07 17:03

where can I cap Savannah heat?

  Txen_Viong on 03/04/07 01:12

[QOUTE]
O so now I know where that build comes from I was fighting two of those in Aspenwood yesterday =P[/QUOTE]

I feel fuzzy inside now. :)

QUOTE
where can I cap Savannah heat?

In/past the desolation if I rember correctly.

  aznese guy on 03/04/07 12:06

one thing is in HA when they run SH nuker there's usually a snare water ele so make sure that they dont get out of the AoE. So maybe add in Deep Freeze even tho it has 25 energy it still might be effective since 1. snares a mob 2. 10 second unconditional snare which means you dont need water magic to snare them for 10 seconds. I love Savannah Heat, and good guide!

  Txen_Viong on 03/04/07 22:04

Look at the title aznese...

:P

  aznese guy on 03/06/07 14:07

I know im saying when ran in HA they use a snare so maybe it's a good idea to add a snare skill because I could walk right out of SH with no problem at all.

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