All comments by Xavier Darkhand for builds.
Meh, with the comment change I had to delete my comment to make another one.
I understand the concept behind 5e free enchants, due to myst. But it doesn't change the fact that you will be out of energy in between the enchanting. Example, Avvy of Melandru / Eternal Aura, out of energy. Regen some, cast up your other enchants, Eternal fades after you successfully buff up both Channeling and Vow of Piety. You have 5-9e and begin healing with light 5e heals. Channeling will likely not always make them free, but probably at least 2-3e returned, which will lessen it yes. You DID quote from the wiki, but you forgot to do the ENTIRE quote:
Channeling is the preferred energy management method of Monks in Heroes' Ascent due to the high energy returns in small maps.
Note: small maps. But regardless, anyway, whenever you reach your 10e spike heal, if you have the energy for it, it'll drain out whatever energy you have. When your Vow / Channeling fades, you will be able to instantly recast them due to 5e return, but still rely on regen to heal. When your Form fades... you're just SoL, if you catch what that means. Then all you can do to get that form back up is regen, as it's a very costly form. That's the only part I've always disliked about Melandru. And actually, Vow of Piety isn't even needed in this build. It doesn't seem there's too high potential of enchants to be frequently fading.
As this build is meant for PvE, channeling will help for each 'group encounter' you run across, but whenever the group narrows the enemies down so only a few hard-hitters are left you will still be in a lot of trouble unable to scale the heals with the small number of foes remaining.
Eh.. I see some serious energy issues with this build, and I mean "Self-Shutdown" energy problems. One major issue is you intend to be using Grenth's Grasp, so that enchant will be on, and if you suddenly need a heal, Natural Healing is going to cost you TEN energy, since you will likely have an enchant going.
While it does give an incentive for health gain...it's not reliable. The effects of this build will be tossing blind on your opponent continuously, and Insidious Parasite's requirement for damaging/gaining health, is on your opponent's hits...thus it won't trigger nearly as often as Price of Failure.
Meh. Well, at the very least, you could switch to D/P, just so you could tag in the re-usable rez signet instead of the hard rez.
Check again, it was just added. =]
This build can easily spam out 300 hp heals, 150 hp heals, and handle up to 5 random 61 hp heals, all the while randomly healing people for 47 hp heals as enchants fade off of you.
Very awesome spam potential, what with Arcane Zeal lowering 5 en spells cost to 0, and 10 en spells to 5. And decent healage as well. I managed to make this build work with simply 25 energy, and I was quite able to spam spam spam all skills including the 10 en spike-heal. If you have any more energy than 25, energy should be able to handle quite easily. Nicely done.
You will have the regen of a warrior (2 pips) and the only adrenaline skill you are using is Sever Artery, which they probably are already bleeding through use of Deadly Riposte.
I'd suggest delving more into adrenaline attacks, and considering if you really need certain skills over others. Sever Artery + Deadly Riposte = same effect. [Except on casters.]
Try using Vigorous Spirit rather than Dwayna's Sorrow. Hopefully, your allies are not dying...
Vigorous spirit activating simply 3 times (from an attack, stance, spell, anything) heals for 63 health with the build's current attributes. 21 per 'activation'.
It'd be a great "Aura of Resto" for you, too. Which would help out somewhat during the time while Selfless Spirit is up. =]
Most definitely try Iron Palm instead of Shove, then tag in a different Elite.
IP will do KD since you are applying a condition, as well.
It does provide deep wound. And I would actually remove both block skills, because the next time you attack -at all-, the stance is ended anyway, kinda useless.
What axel meant to say... is live Vic instead of Mending.
Was this made for a specific area to farm/kill? If not, Physical Resistance might be a dangerous/bad choice, as you lose armor to Elemental damage (Which is abundant.).
This build will not work.
Energy
Overall, energy is hardly maintained in this build / it will not work.
Conditions
Overall, this build shuts itself as well.
Suggestions
Energy management. . . ? When the -Only- skill that uses energy is Savage Slash? Hardly necessary.
Consider putting in another skill that makes use of energy perhaps.
Energy givin' necro's don't need to have BiP -And- Blood Ritual in the same skillbar. Either one or the other will do, as the recharge for casting either is either null or of little concern.
Using bonetti's : You won't have to require as many Expertise points as you are using. So you could do to lower your Expertise and raise tactics for example, as every time you use it, it can easily refill your energy.
Biggest prob is that breeze / patient spirit is the only way to heal yourself. This may be difficult to keep yourself alive should you fall under attack -And- are saccing health due to your elite choice.
I suggest replacing Res Sig or Taste of Pain with Death Nova. =]
You don't have to limit yourself to -Only- skills that you have, you know. Simply make a build, make it a Rough Draft / Testing, acquire the skills, test the build and put it out.
This build's just like any other fire ele, fine at dishing damage, but once you exhaust your energy [which doesn't take as long as one might thing] -- Then you're sittin' pretty enjoying those 4 pips of energy regen, awaiting enough for your next spell. Arcane takes a full 15 en chunk out of you when used, that can hurt quite enough.
x_X Juno.... the ebon vanguard...... isn't a selectable skill on this web site..... go look for it.
I would strongly suggest taking out Barbed arrows for a different bow attack, interrupt, stance, or just somethin'. Because it will be automatically ended whenever you next use Barrage.
I assume you'd be using Vocal was Sogolon and Enduring harmony, then using your shout, dropping the item and casting Resilient item spell when conditions come in?
Using the PvE skill, and using the elite, and just..everything. There's no way a Paragon could cope with all that energy loss, with only 2 pips of energy regen and no other 'allies' nearby to give them energy back through their Leadership attribute. Good concept, but there's nothing to ensure the proper use of energy. And 15 health back every second is nice, but won't keep you alive. Resilient was Xiko alone is not going to let you survive against all slow hexes & Cripple condition [Yeah, I know, drop it and lose cripple, but what if you get it applied again]
But yes other than that fine idea.
to mold: Isn't that obvious . . . ? =/
Mrkvish: The build is setup fine, just you won't be able to use your Melee Attack skills but once every six seconds, unless you wish to suffer from Knockdown once every six seconds. If you do, ~Shrug~. No big I suppose lol
Take out Remove Hex: Empathic Removal does not require that you have to have a condition or hex to remove both, so allow it to be your removal tool. You might, however, want to leave Dismiss condition, as it can be beneficial in areas with conditions, or even as a heal if ally is enchanted. But remove hex can go. In it's stead you may want to consider Protective Spirit, it's very useful in preventing spikes to death.
I also recommend swapping out Shielding Hands with Shield of Absorption, it's much more effective.
And I also recommend doing simply +1 to either Divine Favor, or to Prot Prayers, and +4 to the other, not two sup runes.
No self-healage of any form, other than just for the pet. And this build only tosses in faster attack speed, deep wound, and a load of interrupts. I don't see this build owning someone toe-to-toe PvP. I could see it being more effective in PvE than PvP however, just tag in some awesome healing and some real damage. So I'd just suggest marking this build to PvE instead of Both.
What is in skillslot #7 & #8?
Alright.. so... you're hero is 'Bonding' and losing energy regen, doesn't even have blessed signet, would stink even with it due to 3 divine prayers, is casting healing spells that cost 5, and 10 energy each, and can't even heal great. It even has not 'One' which would be expected, but -TWO- condition removal spells.
Regardless of that fact, you have a Animate Bone Minions, at death magic 12, they're utter squishy to hope to deal damage with in just two's. The point is to amass a hoard of them and Death Nova or Jagged Bones them or Order of Undeath/etc any other combination. But a monk hero tossing 15 energy into summoning these 2 weaklings by theirselves, and thus losing that 15 energy that -could- have been spent healing party members instead.......loss.
This build wouldn't even get you through Nahpui Quarter I wouldn't reckon.
Those are enormous sacs to be trying to deal with.... 25% and 20%? Even.. 25% on a +144 hp as well, just downright painful. Healing Sig will be healing your sacs alone, forget the damage you're receiving from enemies.
You have 0 stances, no blocks, etc. Use Barbarous Slice instead of Sever Artery.
Yep, basic fire ele that dishes good damage, Knockdown, burning, & AoE.
On a side-note I'd recommend only 1 sup rune: Fire magic. And at -Most- a minor in Energy storage, you really shouldn't be sacrificing 75 maximum health for like, +9 / 12 EN (Depending minor rune or not)
With 10/20 second recharges, you probably don't need Drain Delusions for EN Management, and could probably get off with Shatter Delusions to toss in even more damage to the mix.
Might I suggest using Vicious Attack instead of "Find Their Weakness!"? Same effect, just more dmg due to it being a spear attack, and it costs 5 energy instead of 10.
Using Vicious Attack after GFTEyes will greatly aid in landing a critical for deep wound, just as Find Their Weakness has the same aid.
You would have to hit 5 foes suffering from a hex or condition to gain enough Energy to make using Symbolic Posture even pay off. (10 en gained) And you are only hexing ~One~ enemy. That's leaving a lot to hope.
There isn't enough energy management to sustain the echo-chains in this build.
You're gaining very little benefit from having Mind Wrack on your target. I know it's purpose is to act as a "Trigger" for cry of pain, but at least let the hex do -something-.
For example, Illusion of Pain for a lot of degen : Just ensure that you continue recasting it on your target before the hex wears off. Although this can be extremely hard on the Energy.
Or perhaps Frustration, although the 15 sec cooldown may be a little high. At least it can last up to 20 seconds. Plus if you cast Cry of Pain on a foe casting a spell, it adds 50-ish damage. Granted as well, this is illusion magic, and you are currently setup with Inspiration. But you get the picture.
Too long of a recharge time for the Summon spell. I would suggest Bone Horror's.
And I would suggest replacing Phantom Pain with Death Nova.
Especially as a monk.
I like the looks of this build, though perhaps swap out Res signet for Healing Signet. Although this is just a preference, and can be opted not to take.
Also another suggestion, consider replacing Sever Artery with Barbarous Slice : Just be aware to use it once you successfully block/end auspicious parry so you are not in a stance (not hard to time).
Nice build though :)
Either label this as "PvE Only" or provide an alternate skill replacement for the Sunspear skill, critical agility.
Just Lol at you saying Exec's axe & Decap together do 300 damage. Not possible unless the opponent is Base armor 60, has some nasty hexes on, and you have some fine buff's on.
Together you will be doing over 100, obviously. But not 3x that. At the total maximum, criticalling on both hits, you would deal approx 220 damage. (Again, base 60 armor/no bonuses) But you would typically deal more like 180-190 combined.
Any higher Armor will cause this to fall fast. Let's say Base 70, and both hits critical, total about 190 dmg. Oh, and this is -With- a Sundering mod on the axe, along with 15/20% dmg increases.
And as you suggest, with these skill setups, you essentially keep "Peck Peck Pecking" at your opponent with deep wound & Cripple while they are above 50% health. . . when they reach that 50% mark is when you spike? Doesn't sound like you have a plan to keep the damage flowing all the time. Plus once you do spike you'll just be Pecking again until you build up 8 more adrenaline, and as was stated before, you will not be able to cast Healing Breeze for some time after that.
Actually what he suggested is a grand way to rid blockers.
For example, drop Way of the Fox and slap in Golden Fox Strike (Unblockable w/ enchant). Then replace Golden Phoenix Strike with Wild Strike. As this, you will rid many blockers, rather than "3 attacks" of un-blocking every 45 seconds...which isn't so useful. Plus with the Wild Strike thing you'll have other added benefits of ruining other stances against many foes: for example, Melandru's Resilience, Serpent's Quickness, etc.
What possessed you to make such a "Fake" crap build as this?
After you use your Triple Chop/cyclone/vig spirit combo, that's 15 en. You likely have enough en to use 1 more cyclone, possibly 2, but with 1 pip of en regen, you won't have enough fuel for your fire after that.
I'd suggest replacing something (like Exec's Axe maybe) with Bonetti's Defense. You don't need many points into tactics to make it refill your energy, since they will all be pounding on you anyway.
Take out Horns of the Ox and put in Trampling Ox. Guaranteed knockdown even in group, if foe is crippled, and does +21 more dmg instead of +12, and recharges faster too. All around better attack. :)
I strongly suggest removing "Reversal of Damage" and putting in Judge's Intervention. If an attack would kill you in one hit, Judge's Intervention would trigger, it checks the damage received ~Before~ and Prot Spirit checks/etc, so even with prot spirit up it would consider that a "fatal blow" and deal it's high damage.
With an 8 sec recharge, you can be handing them the pain. :)
What Acoustic is saying is correct. Golden Fox Strike's recharge is 4 secs, to match the recharge of wild strike. Seeing that it's only "unblockable" condition is that you are enchanted....I think it works here, as you are intending to remain enchanted.
~DEFINITELY~ toss out a skill for another offhand attack. Otherwise Death blossum is just not doing what it could for you, and your damage is drastically lower.
Two skills dedicated to gaining adrenaline, and the only adrenaline skill is Defy Pain. You have Signet of Stamina in your bar, but you obviously are going to melee, so that's a wasted skill slot since on your first attack, you lost SIgnet of Stamina's benefit.
In combo with both AoE fire spells, with the rest of the build as well, you will be begging for more energy doing next to nothing worthwhile with your build.
I'd suggest focus more on attacks, and instead of 'bonus HP' maybe a method at healing yourself. And remember that Warriors only get 2 pips of regen, and cannot keep up with energy-intensive spells unless they have some form of gaining their energy back outside of regen.
Seeing as this is for a survivor build, you may want to consider something else. Such as, Signet of Pious Light in place of SS res signet, so you can strip Vital Boon for a massive self-heal, although that does force you to regen less due to the loss of the enchant. And if that's the case, Conviction would provide as much regen as Mystic Regen would.
Though Enraging Charge may be a better choice. Yes, it's a stance, and would overwrite Conviction. But +24 armor (or +3 hpregen) is not a lifesaver when you're trying to make a great-escape once your monks(heros maybe) die. It may be more helpful to use Enraging Charge and make a swift escape, plus when entering it will let you crack off your axe attacks faster.
I would actually fully recommend dropping Wind Prayers attribute level lower, even as low as 9. A 10 second cripple(instead of 13) is acceptable when compared to reaching Crit Strikes 10 (With a minor rune on).
This build isn't very strong on damage, considering it's only attacks are MoI which doesn't affect everyone/often, Steam, and Maelstrom which can't be casted but once every 30 secs.
Other than that, be aware that having two enchants buffing armor at once "CAPS" the armor bonus per spell to +25, not the +40~ish. So it's probably best to only toss on Armor of Mist when needing to get somewhere fast or make a quick escape, and maintain Frigid Armor instead. Although you might want to just consider taking out one of them for another attack spell that can slow enemy movement simultaneously.
Perhaps add in 'Final Thrust', so that when you are about to renew Battle Rage(or if it's about to wear off) then you can 'throw all your adrenaline' into one big attack, and not feel so bad about losing it all. Plus it's a heck of a spike to someone below 50% health.
And as Lethal Shogun has said, Lion's Comfort might be a better alternative, as you will have a lot of Adrenaline, and it heals at 144 with your current attrib setup(I believe is right).
Your minions will die ASAP after being raised. Especially if they receive nasty conditions like burning/etc they're as good as toast, then you as the MM receive all conditions on yourself.
There will be plenty of times throughout the GW experience where MM-ing won't be "There's always a corpse!", or even after a battle has just taken place, you traverse to another group of baddies to do combat, all your minions have died! So you have to begin fresh again.
I'd suggest swappin' out Consume Corpse for Blood of the Master. With such fine Soul Reaping you really, REALLY, don't need so much energy management.
Aka what good is infuse condition/dark bond/every skill on this skillbar if you have no minions to keep up? Take Blood of the Master.
Yum at Searing Flames 124 dmg or / 9 second fire duration; and at Glowing Gaze's 11 energy return.
One BIG thing. Replace Elemental Flame with Fire Attunement. Elemental flame isn't adding much to this build anyway, it only activates it's burn duration when #1 Mark of Rodgort ends, or #2 when it ends. Not enough to bother casting it.
But definitely put that attune in there. Spam SF!
You may have a lot of energy, but you will burn it in combat fast without Fire Attunement. And if you do not, then you aren't casting spells often / don't matter as much as you -could- matter otherwise. In any long battle, the energy would be blown, or you would spend time awaiting energy regain, rather than actual nuking.
It wouldn't be a bad idea for a monk to have a quick-res on them at least. No ally to heal = Dead monk. LOL
By the by, Dwayna's Kiss may be better than Ethereal Light in this build. If it is your goal to keep Vig Spirit on your allies, then D-Kiss will heal 90 Health if JUST one enchantment(and no hexes) are on them. Otherwise it will heal even more, PER enchantment + hex.
You can't even use Ethereal Light on yourself if you are under attack, due to easy-interrupt, so I think that skill would be 100% better to equip than Ethereal Light. 3 Sec recharge time as well.
Infinitely, so long as you have energy. With your faster casts, and spammed spells, your energy will be going down fairly quick.
Here is a HUGE set-back for this build. What happens when enemy's attack YOU/this monk. The only spells possible to cast on yourself is: Ethereal Light, Cure Hex, Sig of Rejuv.
Ethereal Light = Interrupted if healing yourself(you will be under attack). Cure Hex = Useless if the enemy isn't hexing you. Sig of Rejuv = You will never get the "Bonus Health" on yourself. Since #1 you are not activating a spell, and #2 you cannot be attacking while activating this.
So Kinetic Armor or not, you will die when enemies target you.
I don't think that Enduring Harmony is necessary to make the shout last that 7 seconds that your shout is guaranteed to not be on. You can just as easily re-apply Oty's Cry as often as it recharges, and your pet won't suffer any great differences. If you wanted to lower damage otherwise, take in Call of Protection along with Oty's Cry for even greater dmg reduction. However I am not sure this build requires such great defense for your pet.
I'd suggest replacing Enduring Harmony with another skill of your choice.
Drop Earth Prayers attributes to 8. That's the cutoff point for +3 hpregen, the rest is just wasted attrib points. Put the leftovers into Energy Storage.
True but mesmers are squishy, and if you are in middle of battle using Troll Unguent for 3 seconds, you're likely dead then or shortly following.
I agree with Inrage that Sig of Rejuvenation is greater than Devotion. A 2 second activation for the amount healed can be dangerous in heated battles.
Also, Dwaynas Kiss isn't being utilized as usefully as it could. It adds bonus health for each enchantment / hex on target, but there are exactly 0 enchantments in your build. I suppose the rest of the team is placing enchantments down(Or a prot monk), or that it'll just help out during hex situations(outside of cure hex that is).
I think one large problem with this build is that your minion-army is non-existent. As soon as you bring them up they go down. This means you can pump out quick damage whilst in battle, but it also means you cannot provide any 'heavy' consistent punch from one battle to the next. You have to get rolling from battle-to-battle. In some areas, this won't be a problem, and vice versa. It's simply that you have no constant minion force with which to steam-roll.
In some battles you will find yourself idly sitting by, watching your allies do all the fighting. Then when they kill the enemies and you start summoning, the enemies are already dead / you did very little/next to nothing. Then when they get to the 2nd mob, you send in your minions but they die of health degen before they reach their target. Yeah, worst case scenario but it'd happen. More than likely they'd die before the combat began depending on the group.
Just to state: I tested this build, entirely, to better comment here.
Alright, to the best of my knowledge, it looks like Dark Hell thinks that Holy Wrath can *Only* be upkept if the 10 en lost is in check or else the enchant falls off. --- This is not the case. It doesn't matter if you're on 0 Energy when you are hit, you will not lose the enchant.
Besides, this build doesn't even accomplish the purpose it was built for. It Will Not keep the energy flow up to overcome the 10 en loss each time you are hit, with holy wrath on. You will still be sitting on 0 en, blessed signet / castigation signet used back to back you will still fall to 0 en. Balthazars Spirit DOES NOT provide 5-6 en back on each hit at any smite prayers rank, if it did, bond monks would be in heaven. If you read the description, it functions as specified: At max smite prayers it provides a lot more adrenaline to target, but just -one- energy, no matter what.
And, even though my monk was idling around at 0 energy, none of the maintained enchants fell off, there is no problem to fear with that. I suggest rework your build to take those matters into account, Do not focus on gaining energy if using Holy Wrath, you can never overcome it.
I highly suggest you follow the advice already supplied to you in the new build you make. Also, holy wrath / retribution together look like 99% dmg back, but due to the damage caps, it can fall shorter. At most, you can deal 74 dmg back with an enemies' attack.
Definitely replace Sig of Devotion with Sig of Rejuvenation. Works much better. The 2 second activation on sig of devotion is detrimental, and sig of rejuv can actually heal more with condition met.
This will also safely let you or your monk hero spam the signet during combat with no detrimental effect. AI will not wait 'til low on energy to use signets.
I like the idea. However just to note, Mystic regen isn't simply for the +10 regen, it's a huge plus though. But one huge benefit is to counter all the degen thrown at you through hexes / conditions, as you intend to be receiving a lot of dmg. It's tough to combat -10 degen AND dmg from attacks/spells over time. I still think Mystic Regen is a wonderful skill to use, though I must admit that Dwaynas Touch is a wonderful self heal.
That said. Nice idea. Though I recommend removing Res Sig and putting in Mystic Regen, to have best of both worlds then. I haven't tested, if you do or do not have energy trouble with this setup over an extended period of tanking. If so perhaps you could use Glowstone as an alternate source of energy gain instead of Stoning. That is, if extreme tanking was your goal.
I suggest dropping the sup rune in Shadow Arts. Three sup runes makes you far too squishy and ready for death.
I also suggest changing out one of your regen skills for something more useful. Your choice. Here are some suggestions.
In place of either regen skill Critical Eye(more damage, and more energy returned than normal. Possibly lets you replace Black Lotus Strike) Critical Strike(to possibly ensure refreshing critical defenses) Twisting Fangs(to cause even further pressure upon opponent[deep wound+bleeding])
In place of Shroud of Distress Critical Defenses
But I love the idea of a Horns / Moebis chain, nice one! These are just some suggestions for improving the build as a whole.
Have you tested this? The energy strain of this build is extremely high, and hard for a dervish to successfully maintain in any form of healing which would keep anyone alive. Yes, the spike heal is insanely powerful, but it won't do much good if you are having to heal more than once in succession.
Firstly, the melandru avatar will drain next to every ounce of your energy. Next your enchants will slap down all of your energy for awhile longer, then Vital Blessing will even slow your energy gain 1 pip. Then, each of your spike heals cost 10 EN, and there stands no form of getting EN back except when enchants fade (5 en). Also when you are under attack, you rely heavily upon your healing circle, and your 'Interventions' for your only method of survival. And those will fall fast.
With one superior rune, your health is 425, add a sup vigor, 475, using melandru, 575. You are near the max 300 spike heal without Vital Blessing already, so this is not a necessary 'maintain' enchant. If you truly desire the hp boost, consider Vital Boon, for this situation it works better, even providing you a self-heal to help handle that Infuse Health pain.
Awesome, well designed full-offense build. Sure, you lack healing, condition removal, res, etc. But you keep your opponent constantly harassed and knocked down. Very effective with that.
Consider using 'Signet of Strength' instead of 'Signet of Aggression', you can use that in your chain then for even more damage.
14 hits per signet use * 5 = 70 bonus damage across all attacks 'from this skill alone'.
But I do like this build as-is as well. Again, nicely done.
Eh... Well, to take care of the 'self heal' problem put in Lion's Comfort in place of one of the useless spear skills. It's a charge skill too.
I suggest mending touch over purge conditions, better recharge time, it does remove 2 conditions, and a minor heal at same time. I think change out Sever Artery for Barbarous Slice as well.
Perhaps switch Sever Artery with Barbarous Slice, both inflict bleeding. I *THINK* (unconfirmed) that since Berserkers Stance ends if you use a skill, that Barb Slice would still inflict bleeding if used. I'm not sure of that however, but still, I think it's generally a better choice, especially due to your intent not to use that stance with attack skills.
Both Barbarous Slice AND Sever Artery is redundant in this build. Barb slice will already inflict bleeding due to no stances.
Add in whatever skill you desire to enhance this build in it's place, for example Silverwing Slash/Galrath Slash for added damage. Your call really.
You are using Wounding Strike solely for its Deep Wound. This is fine, it can affect a target even above 50% hp, and possibly puts them at lower health than you currently have for the spike you suggested. If you want to make this even further fatal.... swap out Wounding Strike for Reapers Sweep, then you will have some added damage (+42 per hit, regardless). If your opponent has more than 50% hp deep wound won't be applied, however it recharges in 8 seconds, so by then perhaps they will be.
Try your lethal combo with that... Reaper's Sweep someone under 50% hp for serious dmg(+42 hit), then deep wound kicks in, then your chilling victory hits them even harder (+21 scythe dmg, +63 cold dmg). Awesome. :)
Also -- Try a different attrib setup. Earth mastery 9 (+1) Mysticism 11 (+1) Scythe Mastery 16 (+4)
This will enhance this greatly. Try it out!!
Do you really need all four 'Animate' spells? I would suggest taking out either Bone Horror or Vampiric Horror, perhaps put in Animate Bone Fiend, those long-range hits are nice - not necessary though. Another thing you could do, is put in 'Deathly Swarm' to aid in killing your opponents.
Also. Remove 9 points from Insp magic, and put those into Soul Reaping and place a Minor rune of Soul reaping on - Swap out ether signet for 'Signet of Lost Souls'. Ether signet is awful, for it's 45 sec recharge, and you would benefit so much more by having soul reaping instead.
I really see no need for Extend Conditions.. just cast a fire spell and viola burning re-applied. Likewise I don't see the need for either Energy Tap, or for Channeling. Swap out for 'Elemental Attunement', or Fire Attunement...one or the other. Both is a far overkill for this build. Then you can cast larger cost fire spells without caring that they cost more, that's the point of an elementalist. You have 10 into Energy Storage, all 5 en spells(except mark of rodgort), and still 3 of your spells relate to energy management. This and you are dealing little damage to your opponent, all you cause them is (without armor being a thought) at most 65 damage, plus the burning condition.
While this may not be much of a concern in many areas, this is worth noting. There is no way for you to remove enchantments on yourself - So whenever you cast Fleeting Stability(if you don't expect it to be "Remove Enchantmented" by an enemy), you will always be knocked down after its 13 seconds run up.
Could be a complication and bother in some areas. Plus you have no method of handling Hexes which slow you down. But really other than that this is a fine running build.
This is a very intriguing build, but a lingering problem with this build would be Energy management. The energy gained from your 'Inspired' and 'Revealed' spells will not be enough to make up for this problem, because they will only aid in casting the stolen enchantment/hex that once, and no other spells.
This build could be very entertaining, but needs more energy management. The thought of Signet of Illusions and stealing spells is amusing nonetheless.
Since this build is PvE-based, and you are desiring faster attack speed, and have a bit of 'CS', I have a strong suggestion that Flurry gets kicked out of the line-up. Put in Critical Agility and you will find that this build will be much more enjoyable for you! [Provided you get Sunspear ranking]
With no condition or hex remover, running may be a problem in many areas. The enemies in the general area of LA - Ice Tooth Caves aren't too rough, but near LA they do hex-slow you down some. Past there, to Ice Tooth Cave, the enemies aren't worth mentioning.
Enchant removal areas would destroy this build to no end. You wouldn't be able to heal, or regen, or protect yourself, at all.
But other than that this build would run well. My suggestion would be to remove one of your energy-upkeep spells (Balthazars Aura or Essence Bond, whichever.) and put 'Signet of Removal' in its place, which is a monk elite signet of No Attribute. This would take care of the problem, it would remove one hex, AND one condition at the same time, 1 second activation, and 5 second recharge.
Not bad, not bad...if you don't mind being the target of attack...
You may want to consider swapping out Immolate for 'Meteor', to knock your opponent down onto the Bed of Coals and set them afire for 7 seconds, making full use of Bed of Coals AND keeping your opponent trapped in your AoE Spike.
Your attribute spread scares me, greatly.
Communing, and Restoration Magic .... why do you have ANY points here? These don't help at all, you have no skills making use of these attributes. Especially just 2 marksmanship...using a bow? You won't be doing decent damage this way, at all.
As far as attributes...I suggest
Lion's Comfort is already healing for 137, 7 more than Healing Sig, it disables Healing Sig for 12 seconds when you use it.
Consider replacing Healing Signet with "Shield's Up!", Shield Bash, Warrior's Cunning, or Deadly Riposte.
In response to Inrage --- Yeah, the stance thing does sound plausible. However, enraging charge will *not* work at all for this build as it requires 5 en - this warrior build will never have Energy, so 'Rush' would be a likely stance, though not useful while in combat.... so, I sort of agree, sort of disagree. Maybe a crippling axe skill instead of one of those penetrating hits, that'd fix the problem asap. Your only option with this is 'Axe Rake', a 7 adren skill. Either that, or switch to swordmanship for Crippling Slash for cripple+bleed in the same attack. Your Only other option is to make your elite skill be a Paragon's "Crippling Anthem". I think your prior two options are better however.
Also, you should consider a healing skill. Lion's Comfort would work alright here... considering you desire to be under heavy assault - Healing Signet's -40 armor might be detrimental, so opt for Lion's Comfort.
A better line-up to make use of Lion's Comfort could be this:
This would land you a 5 adren, 1 second activation skill that heals for 97 health. The only thing, it would disable Res Signet for 12 seconds, be aware of that.
Replace Vicious Attack with Stunning Strike - you have no elite, this elite will do just fine and at least knocks out one 'Energy requirement' attack. You're already using Go for the Eyes + a deep wound shout upon critical, no need to inflict depe wound twice. Stunning strike also managed to hit for 7 more damage than vicious attack.
In response to Inrage, Ebon Hawk is 2s cast time yes, but 5s recharge, so if interrupted they can go straight to re-casting E-Hawk. But then consider that it is 'conditional' weakness...so there are times when Weakness won't be applied, and there's no real way of 'knowing' this until you cast stoning or glowstone and don't get the desired effect.
Another thing, you're using a Sup earth rune w/ a earth hood, AND a major rune of energy storage. You really only need a minor rune for energy storage. Using a major rune right here in this build is needlessly detrimental to your max health.
Since mystic sweep requires Enchantments for damage to be dealt, you aren't reaping a benefit from using it in this build. You have two enchants, one of which is a 12 second enchant, you won't be seeing much benefit from Mystic Sweep.
I'd suggest changing it out for 'Heart of Fury' for an increased 33% attack speed, actually I do recommend that. But if you really want that extra attack skill, Victorious Sweep would make a nice damage addition, with chance healing, at 5 en cost. Or Lyssa's Assault, to have the en cost activating it given back to you once you hit and strip your target of their enchant.
If you truly want to keep it there for it's 0.75 activation time, then perhaps consider replacing Heart of Holy Flame with Heart of Fury.
Mystic Sweep will never, in this build, give you more than probably +10 damage(if you really boost scythe mastery). If you would like an attack skill to remain in that slot, I would recommend you put in Lyssa's Assault, because you get energy back, so you can spam that skill whenever you desire at little to no cost or worry. Perfect for the Grenth way.
I would actually recommend you put on an Earth hood instead of a scythe one, so you can attain 13 earth prayers, for +4 hp regen per enchant through Mystic Regeneration. It also...well, every other spell is earth related, so it increases each of their might a little.
Or just use a Major rune if 13 Scythe is that necessary for best damage output(VoS? Yeah, every bit is nice.)
I see one problem with this build. Primary is Mesmer? Absolutely no need nor want for the primary to be a mesmer in this build. You should try this again with the primary being Ranger, mesmer doesn't aid this build at all.