Gaming
 
[Tennessee Ernie Ford]

Tennessee Ernie Ford 2,388 edits since January 28, 2009

2,388

User:Tennessee Ernie Ford/Shortcuts/Guide to Caster Weapons

From GuildWiki

Contents

These are random musings, jumbled thoughts, and generally brain-fart material not ready for prime time. Please comment/amend assuming that I meant something mo' better, but have phrased/presented it poorly. Thanks! Not Ready
for
Prime Time
It is OK to edit this article, even though it is in the user namespace! In fact, you may edit it mercilessly. As a courtesy, please keep the original direction of the article in mind.

Casters have a number of choices when it comes to choosing weapons. Ideally, a human caster should switch between 2–3 weapon sets during battle. This article highlights the various possibilities and offers suggestions for optimizing the use of each.

[edit] Caster Weapon Sets

Any of the 5 combinations of weapons can be useful to casters, depending on the situation. Generally, human casters should make use of 3 weapon sets, switching between them during the heat of battle. Hero casters will be limited to a single choice.

[edit] Item Combinations

Combination Strengths Limitations Likely player usage Likely hero usage
Wand and Focus Max energy, allows 40/40 Attribute dependent Single-attribute builds Static build heroes
Staff Generic HSR 20%
+20% Enchantment possible
40/40 not possible Multi-attribute builds Heroes that switch builds frequently
Martial Weapon + Focus Non-situational high energy, extra health
+20% Enchantment with focus mods
40/40 not possible Low-spell builds; heat of battle
Shield Max health, condition reduction
+20% Enchantment and health
Low HSR/HCT Low-spell builds, 2+ superior runes, low health moments

[edit] Common Combinations

  • 40/40: wand + focus each with HCT/HSR 20 for the same attribute.
  • 2x 20/20: wand + focus with HCT/HSR 20 for different attributes
  • High Energy Enchant: martial with E+5/+20% Enchant + focus
  • High Health: martial + off-hand each with of fortitude bonuses or Hale Staff of Fortitude
  • Super Max Energy: martial and focus, each with inscriptions adding +15e (at the loss of 2 pips of energy regeneration)
  • Retreat! High health with +AR inscription on off-hand
  • Hero Flexibility: Insightful staff of fortitude with 10% HCT.

[edit] Examples

Nuker (Skill bar has 4–6 fire spells):

  • Begin battle with a 40/40 fire set.
  • If low on energy, switch to high energy set.
  • If low on health, switch to high health set.

Protector (Skill bar has 2–6 enchantments):

  • Before battle, use a +20% enchantment set
  • During battle, switch to 20/10 or 40/40 set (depending on build)
  • Switch to high energy/health sets as needed.

Farmer (Multi-attribute skill bar with 1+ critical enchantments)

  • Before battle: 20% enchantment + HSR + energy set, usually martial weapon + focus
  • Switch to high health or higher energy sets as needed, being careful to switch back before casting enchantments.

Low Spell Builds (Multi-attribute skill bars)

  • Begin battle with 20/10 set.
  • Switch to high energy/health sets as needed.

Flag Bearer (Casters spending time carrying items, e.g. some ritualist builds)

  • Use high health OR high energy set, allowing a return in health or energy when bundle is dropped.
  • Avoid switching weapons (which forces you to drop bundle prematurely)

Situational (Known foes expected to apply particularly conditions)

  • Bring 1 or more shields with health and mods that reduce length of condition durations.
  • Be sure to have shield equipped before the condition is applied; the duration remains lowered even if you switch weapons.

PvP (Rapid weapon set changes are almost required to be successful)

  • Situational set: Martial + Shield, to protect against known enemy (e.g. E+5 and 60 Health while Hexed), increase enchantment length, etc.
  • Low health set: switch when Health is below 50%
  • High energy martial: add back energy when low
  • Super high energy wand/focus: wand with Seize the Day and focus with Live for Today

[edit] Basic Ideas

[edit] Standard Terminology

The article assumes basic familiarity with these terms: Wand, Staff, Focus, Shield, Inscription, Weapon Upgrade, Rune, Insignia, AR = Armor Rating

[edit] Caster-specific Terminology/Jargon

A number of other terms are used frequently when discussing caster choices. The table below highlights these terms and why they are important to casters.

Abbrev Term Usage and Key points
HCT Halves Casting Time of Spells Applies only to Spells; can apply to the item's Attribute (max: 20%) or all spells (max: 10%, usually)
HSR Halves Skill Recharge of Spells
Halves Spell Recharge
  • Applies only to Spells
  • Can apply to the item's Attribute (max 20%) or all spells (max: 10% or 20% on staves)
Max damage Maximum damage of a weapon
Max energy Maximum amount of energy available Usually: max energy for the item (Staves: 10, Foci: 12)
Often, a set with high energy inscriptions.
High energy set Focus with +12 energy, one-hand weapon with E+15 inscription. Sometimes used combinations including a martial weapon with I Have the Power
20/20 HCT & HSR 20% Typically refers to single item that has max HCT/HSR for the same attribute.
20/10 HSR (any) 20% & HCT (any) 10% Most often refers to a staff that has attribute-independent HSR 20% and HCT 10%.
40/40 A 20/20 Wand + 20/20 Focus Technically: 36% HCT and 36% HSR, but no one uses 36/36.
Single-attribute build
Multi-attribute build
Builds that emphasize one attribute
Builds dependent on 2+ attributes
In this article, any build that has 4 or more spells using the same attribute.
In this article, any build has less than 4 spell's from the same attribute.
Martial Weapon Weapon designed for non-casters Allows for non-situational Energy +5 inscripton, I Have the Power.
+20% Enchantment The ...of Enchantment weapon mod Increases duration of enchantments by 20%
Spike Rapid damage

[edit] High Level Concepts

Veterans endlessly debate the best approaches to maximizing character abilities while minimizing risk and cost. Some of those ideas important to casters are summarized below.

Concept/Comparison Key point Rationale, points of debate
HSR vs HCT Typically, recharge times are far longer than casting times.
  • HSR speeds up repeat castings of the same spells, e.g. Whirlwind
  • HCT helps more in casting spell chains, e.g. Meteor Shower followed by any other spell.
  • HCT is not very useful for Fast Casting Mesmers.
Health vs Armor Casters start with AR = 60
  • Over short periods, Health +30 (+60) is better than AR +5 (+10) if total damage <= 361 (189).
  • Over long periods, AR +5 (+10) will be better, reducing almost all damage by 8% (16%).
  • Increased armor is especially helpful against serious damage spikes.
  • Note that some damage ignores armor.
Spears are the best martial weapon for casters  
  • Casters have no use for 2-handed martial weapons, except for pulling using a bow.
  • Unlike Axes/Swords, Spears can be modified with a Silencing prefix
  • Spears make it easier for the caster to remain at ranged distances (compared to Axes/Swords)
Spears vs. Wands Spears offer 3 bonuses; wands only 2
  • Spears can add prefixes for Elemental damage and to extend the length of Daze
  • Wands remain a better choice for high HCT/HSR combinations.
  • Wands can easily be linked to an attribute for which the caster meets the requirement for full damage
Foci vs. Shields Shields offer armor; foci energy
  • Shields offer slight armor improvements
  • Foci offer much better energy and HCT/HSR.
  • Shields are better for a select set of /Pa builds.

[edit] Appendix: Basic Caster Combinations

High Energy: [notes]
Staff Wand + Focus Wand + Shield Spear + Focus Spear + Shield
Insightful
Staff
of [Available]
"Hale & Hearty"
 
of  
 

Energy: 15 (conditional)
Spells: HSR 20%
Armor:
Bonus: Staff Wrap
 
Req'ts: Caster
Other: "Have Faith" for enchantment builds
 
Wand
of [Available]
"Hale & Hearty"
Focus
of [Available]
[Available]

Energy: 17 (conditional)
Spells:  
Armor:  
Bonus: Wand Wrap
Focus Core/Inscription
Req'ts: 2x Caster
Other: "Have Faith" for enchantment builds
not advised
[Available]
Spear
of [Available]
"I Have the Power"
Focus
of [Available]
[Available]

Energy: 17
Spells:  
Armor:  
Bonus: Spear Head/Grip
Focus Core/Inscription
Req'ts: 1x Caster
Other: Non-conditional energy
not advised
Max Energy: [notes]
Insightful
Staff
of Suffix
Seize the Day
 
of  
 

Energy: 30
Spells:
Armor:
Bonus: Staff Wrap
 
Req'ts: Caster
Other: Energy regen -1^
 
Wand
of Suffix
Seize the Day
Focus
of Suffix
Live for Today

Energy: 42
Spells:
Armor:
Bonus: Wand Wrap
Focus Core
Req'ts: Caster x2
Other: Energy regen -2^
 
Wand
of Suffix
Seize the Day
Shield
of Suffix
Live for Today

Energy: 30
Spells:
Armor:
Bonus: Wand Wrap
Shield Handle
Req'ts: Caster x1
Other: Energy regen -2^
Prefix
Spear
of Suffix
Seize the Day
Focus
of Suffix
Live for Today

Energy: 42
Spells:
Armor:
Bonus: Spear Head/Grip
Focus Core
Req'ts: Caster x1
Other: Energy regen -2^
Prefix
Spear
of Suffix
Seize the Day
Shield
of Suffix
Live for Today

Energy: 30
Spells:
Armor:
Bonus: Spear Head/Grip
Focus Core
Req'ts:
Other: Energy regen -2^

[edit] Appendix: Basic maximum properties

"Note: This section is currently a copy of wikicode for the existing article. While the table is mathematically exhaustive, I find it, well, exhausting to look at. I think this type of article calls for a usage-based presentation (e.g. based on garnering high energy, health, etc)."


The following lists the possible combination of stats that can be obtained by regular weapons. However, do note that there exist certain items whose bonuses don't fit in the table below.

Notes about the table:

  • Bonuses available for shields is a strict subset of bonuses available for focus items. Shield have 16 armor instead of focus item's 12 energy.
  • Bonuses available for axes, hammers, swords, bows, daggers, and scythes are a strict subset of bonuses available for spears. Their damage, range, attack rate, number of hands required, and vampiric/zealous numbers may differ.
Type Staff ("right") Wand & Focus item Martial weapons
Damage 11~22 11~22 (wand) Variable
Bonus 1
and
Bonus 2
Inscription for staff: Inscription for wand: Inscription for spear:
  • Energy +5 (while Health > 50%)
  • Energy +5 (while Health > 50%)
  • Energy +5
  • Energy +5 (while enchanted)
  • Energy +7 (while Health < 50%)
  • Energy +7 (while hexed)
  • Energy +15; Energy regeneration -1
  • Energy +5 (while enchanted)
  • Energy +7 (while Health < 50%)
  • Energy +7 (while hexed)
  • Energy +15; Energy regeneration -1
  • Damage +15 (while Health > 50%)
  • Damage +15 (while enchanted)
  • Damage +15 (while in a stance)
  • Damage +15 (vs hexed foes)
  • Damage +15; armor -10 (while attacking)
  • Damage +15; Energy -5 (while attacking)
  • Damage +20% (while Health < 50%)
  • Damage +20% (while hexed)
  • Damage +15 (while Health > 50%)
  • Damage +15 (while enchanted)
  • Damage +15 (while in a stance)
  • Damage +15 (vs hexed foes)
  • Damage +15; armor -10 (while attacking)
  • Damage +15; Energy -5 (while attacking)
  • Damage +20% (while Health < 50%)
  • Damage +20% (while hexed)
  • Damage +15 (while Health > 50%)
  • Damage +15 (while enchanted)
  • Damage +15 (while in a stance)
  • Damage +15 (vs hexed foes)
  • Damage +15; armor -10 (while attacking)
  • Damage +15; Energy -5 (while attacking)
  • Damage +20% (while Health < 50%)
  • Damage +20% (while hexed)
  • HCT <attribute> 20%
  • HCT <attribute> 20%
  • HCT 10%
  • HCT 10%
  • HCT 10%
Wand Wrapping:
Inherent:
  • HSR 10%
  • HSR 10%
  • HSR 20%
  • HSR <attribute> 20%
+ Energy +10 +12 (focus item) +0
Bonus 3
and
Bonus 4
Staff Head:
  • Energy +5
  • Health +30
  • Armor +5
Focus Core:
  • HCT 10%
  • HCT <attribute> 20%
  • HCT 10%
  • HCT <attribute> 20%
Staff Wrapping:
  • Health +60 (while Hexed)
  • Health +45 (while Enchanted)
  • Health +45 (while in a Stance)
  • Health +60 (while Hexed)
  • Health +45 (while Enchanted)
  • Health +45 (while in a Stance)
Spear Grip:
  • Health +30
  • Health +30
  • Health +30
  • Armor +5
  • Armor +7 (vs. physical attacks)
  • Armor +7 (vs. elemental attacks)
  • Damage +20% (vs. <species>)
  • Enchantments last 20% longer
Inscription (focus):
  • Armor +5
  • Armor +7 (vs. physical attacks)
  • Armor +7 (vs. elemental attacks)
  • Damage +20% (vs. <species>)
  • Enchantments last 20% longer
  • <attribute> +1 (20% chance)
  • <attribute> +1 (20% chance)
  • Spearmastery +1 (20% chance)
  • HSR <attribute> 20%
Spearhead:
  • HSR 10%
  • Energy +15; Energy regeneration -1
  • Double adrenaline on hit (10% chance)
  • Energy gain on hit: 1; Energy regeneration: -1
  • Received physical damage -5 (20% chance)
  • Received physical damage -2 (while in enchanted)
  • Received physical damage -2 (while in stance)
  • Received physical damage -3 (while hexed)
  • Life stealing: 3; Health regeneration: -1
  • Reduces Bleeding 20%%
  • Reduces Crippled 20%
  • Reduces Dazed 20%
  • Reduces Deep Would 20%
  • Reduces Poison 20%
  • Reduces Weakness 20%
  • Lengthen Bleeding 33%
  • Lengthen Cripple 33%
  • Lengthen Dazed 33%
  • Lengthen Deep Wound 33%
  • Lengthen Poison 33%
  • Lengthen Weakness 33%
  • Reduces Blindness 20%
  • Reduces Disease 20%
  • Armor +10 (vs cold)
  • Armor +10 (vs fire)
  • Armor +10 (vs earth)
  • Armor +10 (vs lightning)
  • Cold damage
  • Fire damage
  • Earth damage
  • Lightning damage
  • Armor +10 (Health < 50%)
  • Armor +10 (while hexed)
  • Armor +10 (vs slashing)
  • Armor +10 (vs blunt)
  • Armor +10 (vs piercing)
  • Armor +5 (while Health > 50%)
  • Armor +5 (while enchanted)
  • Armor +5 (while attacking)
  • Armor +5 (while casting)
  • Armor +5 (vs physical attacks)
  • Armor +5 (vs elemental attacks)
  • Armor +5; Energy -5
  • Armor +5; Health -20
  • Armor penetration +20% (20% chance)

The table shows that most of the trade-offs depends on bonus 3/4.