User talk:Raine Valen/Build/Cruel Caretaker

Damage Way
Comparing MB ele to Caretaker's rit, both specced for pure damage (both manage energy fine; MB energy figures are even misleading, due to attunement). Figures are against 60 AL; Mind Blast's damage will fall off further against higher armor due to CwD's AP.

General Damage:

 * : 69 damage
 * : 128 damage (86 up-front + 3-second burn)
 * : 182 damage (141 up-front + 3-second burn), AoE
 * : 133 damage
 * : 182 damage (141 up-front + 3-second burn), AoE
 * : 133 damage
 * : 133 damage
 * : 133 damage

Spiking:
Meteor + Rodgort's for 274 (133 + 141) damage; target is KDd for duration of Rodgort's cast.
 * Advantages:
 * Full casting range
 * Knockdown supports allied spiking
 * 40/40!
 * Disadvantages:
 * Fails v. anti-kd
 * KD doesn't prevent (unlikely) outside assistance
 * Both spike skills easily interrupted during spike
 * 30-second recharge
 * Meteor can be dodged

Assets:

 * Weapon set use
 * Cover enchantment
 * Mobile
 * Frequent self-heals

Liabilities:

 * Leans heavily on an easily-interrupted, long-recharge enchantment for energy
 * Interrupts hurt energy under Attunement
 * Leans on relatively frequent casts of Glyph Power for per-cast damage

General Damage:

 * : Lower frequency than Mind Blast, higher damage
 * : 88 damage
 * : Still better damage than Mind Blast, when used; Essence + Caretaker's = same frequency as Mind Blast.
 * : 70 damage
 * : More up-front damage than Rodgort's, and can be used twice as frequently
 * : 153 damage
 * : More total damage than Immolate, and can be used more frequently
 * : 129 (59 up-front + 5-second burn)
 * : Compresses damage like a boss; double drops for tons more damage than Rodgort's over the same area
 * 118, pre-cast, AoE
 * : Just more random damage
 * 26 damage every 2 seconds on random targets

Spiking:
Channeled Strike + Cruel Was for 271 (153 + 118) damage; CwD drop is instant, so ~100% damage compression (based on latency).
 * Advantages:
 * Instant follow-up proc
 * Relatively short recharge
 * Cannot be dodged
 * Disadvantages:
 * Target must be in "nearby" range
 * Opener is easily interrupted during spike and follow-up is easily interrupted pre-spike
 * No 40/40

Assets:

 * Short-cast, short-recharge base enchantment
 * Higher overall damage
 * Cleaner, less conditional spikes

Liabilities:

 * Leans on relatively frequent 2-second casts of CwD for per-cast damage
 * Relies on uncovered enchantment for overall damage rate
 * Relies on spirit presence for energy