User:Loggy/Builds/Starburst Team
I said that Star Burst is overpowered because it does huge damage, has massive AoE and returns Energy.
Frostway used DwG to blow up mobs in DoA at ridiculous speeds. I don't know how well that worked after the Hard Mode health changes and slight DwG nerf, but I can't see many reasons why something like this wouldn't be comparable?
Arcane Echo | Star Burst | Flame Burst | Inferno | Air of Superiority | Optional | Lightbringer Signet | Mantra of Frost |
Admittedly, that might not handle too well on the energy side of things but hopefully it illustrates a point.
However, Star Burst is semi-effectively used by heroes, unlike DwG (they cast it when enemies are nearby, and won't spamdrop). With the HM armour changes introduced in the aformentioned update, it seemed to me that it could be a viable way to cause damage.
After a little experimentation, I pulled together this. I get the feeling that without some sort of additional protection, multiple starbursting eles would just die too easily in HM when shelter drops. It could still use a lot more refinement, but hopefully it's a start to something playable.
I've only tried this in easy vanquishes so far. If you're planning on running a damage build, I'd strongly suggest swapping out one of the starbursters with something more defensive like this:
Player[edit]
Ideally, you'd play an ST rit and run something like this (and switch the other ST out with whatever you feel like running).
Soul Twisting | Shelter | Displacement | Armor of Unfeeling | Winter | Signet of Creation | Boon of Creation | Summon Spirits (Kurzick) |
Then you could throw Mantra of Frost onto the mesmer in place of that dodgy Waste Not, Want Not and replace all the starbursters' Earths with Frosts too.
Starbursters[edit]
/ 10 Fire Magic, 9 Earth Magic, 9 Energy Storage, 8 Inspiration Magic
Star Burst | Inferno | Flame Burst | Fire Attunement | Glowing Gaze | Channeling | Stone Striker | Mantra of Earth |
The energy management definitely looks very excessive. I'll probably tone that down later. They definitely do better with martial weapons: otherwise they sometimes back away out of melee. Oh, and it also means they recieve splinter too. Attributes probably also need attention.
Mesmer[edit]
/ 12 Illusion Magic, 9 Fast Casting, 8 Inspiration Magic, 5 Command
Ineptitude | Signet of Clumsiness | Wandering Eye | Clumsiness | Arcane Conundrum | Waste Not, Want Not | Power Drain | "Fall Back!" |
Ineptitude is fun and more way damaging than domination now. Panic might help with shutdown, but balled enemies don't really last very long, so...
SoLS healer[edit]
/ 10 Soul Reaping, 11 Restoration Magic, 10 Curses
Icy Veins | Signet of Lost Souls | Weaken Armor | Soothing Memories | Mend Body and Soul | Spirit Light | Protective Was Kaolai | Flesh of My Flesh |
As seems to be the case with these healers, the elite can be swapped out for whatever you feel like taking. Usually one of:
SoS healer[edit]
12 Channeling, 11 Restoration Magic, 6 Spawning Power
Signet of Spirits | Bloodsong | Splinter Weapon | Spirit Siphon | Mend Body and Soul | Spirit Light | Protective Was Kaolai | Flesh of My Flesh |
If nobody's using martial weapons, swap splinter for Ancestors' Rage.
ST rit[edit]
12 Communing, 12 Spawning Power, 3 Restoration Magic
Soul Twisting | Shelter | Displacement | Optional | Armor of Unfeeling | Signet of Creation | Boon of Creation | Flesh of My Flesh |
Helps to keep people alive. In the optional slot I sometimes put...
- Pain. Disable and micro else the AI is stupid with Soul Twisting charges.
- Signet of Clumsiness because it's easy damage.
- Hexbreaker Aria.