User:Cedges/QZ

= Ways to get Quickening Zephyr maintained =
 * Serpents Quickness and 16 wilderness survival.
 * Take it on two characters at medium level, chain between characters. (takes more time using, requires another secondary R with skill points invested)
 * Take at a low level on one character, and at a high level on another. Use the low level to recharge the high level the first time, and have the high level maintain it themselves. (requires another character with ranger secondary)
 * Recharge it once using a morale boost, then use it again to get the recharge down to half.
 * Take Oath Shot (uses elite slot, requires hits).
 * Ritual Lord (uses elite, requires rit primary, occupies more time)

The best option is Serpent's Quickness

R/Rt 100% QZ Backline Spirits
[build prof=Ranger/Ritualist WildernessSurvival=12+1+3 Expertise=12+3][Greater Conflagration][Winter][Quickening Zephyr][Summon Spirits][/build]

Variants

 * Infuriating heat instead of GC/Winter
 * Beastmastery and Edge of Extinction/Symbiosis
 * Pretty much any other nature rituals

Problems

 * With 50% faster recharge there are better defensive stances maintainable than Mantra of Frost

= Existing Builds =

In general, any build that: will break even in a QZ environment.
 * 1) Isn't casting/activation time squeezed
 * 2) Has more than (energy regen pips)/10 energy per second coming from energy gain skills limited by recharge time
 * 3) Doesn't already use faster recharge equipment or skills for energy management and
 * 4) Doesn't dip extremely deep into its energy reserves.

Condition 1 is the hardest one to check. Condition 3 can present opportunities for improving the build, such as replacing skills like Mantra of Recovery or Glyph of Swiftness with energy management or utility skills.

Builds that already get too much energy or builds that don't use energy can only be positively affected by QZ.

Soul Reaping kicking 3 times every 15 seconds is almost impossible to overcome.

Don't feel like you're doing less simply because you can't use every skill as soon as it recharges. Playing with QZ can require restraint to not use all your energy doubling up on skills you were using half as often before.

Improved
These already fantastic builds work even better with QZ


 * Build:E/Mo Ether Renewal Prot Hero Can drop GoS, freeing up a rune. Additional energy cost on skills could be more than made up be as simple a change as adding Aura of Restoration which would add 5 energy per cast in addition to huge self-heals, QZ increases nothing by more than 3. Aegis can be up 2/3 of the time. QZer bringing Symbiotic Bond or Fertile Season can help with Spirit Bond + Protective Spirit.
 * Between Power Drain and GoLE the increased energy cost is more than made up for. CoP can be used just as often, even without Echo. The player might be left overwhelmed with more possible to do than time to do it in. Just remember to do the e-mgmt first to be sure to at least keep up with the previous build's output.
 * Not pressed for time. Previous energy regen was 0 because of 4 maintained enchantments. QZ doubles all of the energy gain skills.
 * Build:W/any Dragon Slash Adrenal build with For Great Justice and Enraging Charge.
 * Build:W/any_PvE_Earth_Shaker Throw on FGJ and use the already suggested Zealous mod.

Compatible
These builds hold pretty steady with QZ


 * Archive:D/any Zealous Dervish Skills cost 1 energy more, Aura of Holy Might is maintainable. Energy recovered from attacks should make up for QZ. Eremite's, Mystic, Protectors chain can be hit slightly more often.
 * Build:E/Me Obsidian Flesh Caster Farmer Can dispense with Glyph of Swiftness; replacing with Earth Attunement offsets QZs cost. Maintaining enchantments becomes easier. Additionally in a winter team Stone Striker can be dropped.
 * Can probably substitute Earth Attunement for Glyph of Swiftness.
 * Somewhat tight on time. Energy goes from 12/15 + 20/15 up to 24/15 + 20/15 at the expense of a life sacrifice if there isn't a spirit in earshot.
 * Archive:Rt/any OoS Support Ritualist Probably tight on time. 11/15 + 20/15 up to 22/15 + 20/15.
 * Another build with OoS. Plenty of time. This one has Boon of Creation that's kicking an extra 5/30 and 10/45 totalling . The 11/15 doubling up to 22/15 brings this around to about exactly 1.3.
 * Archive:W/any PvE Quivering Blade Warrior Another adrenal build that FGJ could help. Would probably need a Zealous mod.

Possibly Compatible

 * Pros: Double speed nukage, double speed Auspicious Freeze (almost maintainable). Might need more energy to totally keep up, but should already be pumping out almost as many nukes as before due to Auspicious -> Freeze. Numbers: Before (9/25 + 4/3) = 1.69/sec. After 18/25 + 4/3 = 2.05, ratios is 1.21 which almost makes up for QZs 1.3
 * Build:E/any PvP Savannah Heat 12/30 + 40/30 energy before, 24/30 + 40/30 after. 1.23 times as much energy to balance QZs 1.3 times the cost.
 * Prots cost more, big heals are more spammable, Aegis is up twice as much.
 * Archive:Mo/Me Barrier Bond Monk Blessed Signet can be used slightly more often without Mantra of Inscriptions. If variant skills use much energy you'll come out behind.
 * Build:W/D Warrior's Endurance Scythe This might scrape out enough energy with Warrior's Endurance. The small energy pool probably makes this more fragile.

Rebuildable
These builds should be accomplishable in a slightly different way with QZ around:


 * Build:P/W_Imbagon For Great Justice or Focused Anger becomes unnecessary, Aggressive Refrain may be un-castable, especially after DP. Probably needs a rebuild along the lines of the one above.
 * Build:R/W Earth Shaker Drop On Your Knees, find another appropriate defence for the 4 seconds Lightning Reflexes is down every 15. Enjoy not losing adrenaline. Might need a tiny bit of energy management.
 * Drop MoR for some elite, fast energy management.

= Things that might work with Quickening Zephyr =


 * Pretty much any PvE only EoTN skills. This is disappointing because I'd like a two human/heroes build
 * Remember energy management. 5->6, 10->13, 15->20, 25->32
 * If you only have half a skill bar you probably don't need QZ because skills are recharging faster than you can use them.

Enchantments
Some skills are way better when they can be maintained, some aren't improved at all or are even worse for being maintained.

These might go well with Symbiosis.


 * Bonders (double use of )
 * Useless with GC around.
 * Bonders (double use of )
 * Useless with GC around.

Other newly maintainable skills

 * (15 Shadow Arts, pales next to Mantra of Frost when GC/Winter)
 * 2.25 downtime every 20 seconds
 * Lasts 45, recharges in 30 instead of 60. QZ probably destroys it though.
 * + why you would want to, I don't know.
 * Synergy with Winter.
 * Daze from
 * Blindness from
 * and
 * Blindness from requires off-hand attack
 * Daze from requires knocked down foe
 * pointless; no time to use the adrenaline
 * requires dead ally
 * requires allies under 75% health
 * requires a condition
 * , not really if using Auspicious Incantation
 * At high Norn rank, requires knocked-down foe.
 * Pointless
 * requires an enchantment to lose
 * Blindness from
 * Daze from
 * Blindness from
 * and
 * Blindness from requires off-hand attack
 * Daze from requires knocked down foe
 * pointless; no time to use the adrenaline
 * requires dead ally
 * requires allies under 75% health
 * requires a condition
 * , not really if using Auspicious Incantation
 * At high Norn rank, requires knocked-down foe.
 * Pointless
 * requires an enchantment to lose
 * Blindness from
 * and
 * Blindness from requires off-hand attack
 * Daze from requires knocked down foe
 * pointless; no time to use the adrenaline
 * requires dead ally
 * requires allies under 75% health
 * requires a condition
 * , not really if using Auspicious Incantation
 * At high Norn rank, requires knocked-down foe.
 * Pointless
 * requires an enchantment to lose
 * Blindness from
 * requires a condition
 * , not really if using Auspicious Incantation
 * At high Norn rank, requires knocked-down foe.
 * Pointless
 * requires an enchantment to lose
 * Blindness from
 * At high Norn rank, requires knocked-down foe.
 * Pointless
 * requires an enchantment to lose
 * Blindness from
 * Pointless
 * requires an enchantment to lose
 * Blindness from
 * Pointless
 * requires an enchantment to lose
 * Blindness from
 * Pointless
 * requires an enchantment to lose
 * Blindness from

All the wards are easier to maintain. These become maintainable:



Problems

 * Heroes suck at maintaining things

Spammable Skills

 * GWW:Victory is Mine. This leads to a fairly different type of team where QZer takes GWW:Pestilence and GWW:Brambles and winter isn't so useful.

Problems

 * Heroes suck at spamming things

= QZ Specific Build Sketches =

QZ Imbagon
[build prof=Paragon/Warrior Leadership=11+1 Spearmastery=11+1+1 Command=8+1][Soldier's Fury][For Great Justice][Save Yourselves][There's Nothing to Fear][/build]


 * Zealous weapon mod or is Leadership enough with spamming FGJ.
 * TNtF every 10 seconds, needs 20 energy, recovers only 7. That leaves 13 to regain other ways.

Problems

 * Not much better than the non-QZ variant.

Variants

 * Soldier's Stance

Furygon
Requires 6 second SY!

[build prof=Paragon/Warrior Leadership=11+1+1 Spearmastery=11+1 Command=8+1][Anthem of Weariness][There's Nothing to Fear][For Great Justice][Spear of Fury][Go for the Eyes][Anthem of Fury][Vicious Attack][Save Yourselves][/build]


 * Use Weariness before battle
 * Maintain TNtF and FGJ
 * Chain Spear of Fury -> Go for the Eyes -> Anthem of Fury -> Viscious Attack -> Save Yourselves
 * If your attacks are missing just chain Anthem of Fury -> Viscious Attack -> Save Yourselves

[build prof=Paragon/Warrior Leadership=11+1+1 Spearmastery=11+1 Command=8+1][Anthem of Weariness][There's Nothing to Fear][For Great Justice][Spear of Fury][Anthem of Fury][Wild Throw][Save Yourselves][/build]


 * Use Weariness before battle or when needed for weakness
 * Maintain TNtF and FGJ
 * Chain Spear of Fury -> Anthem of Fury -> Wild Throw -> Save Yourselves

Problems

 * These both don't really recover the 14+ energy needed every 10 seconds for TNtF.

Dragon Slasher
[build prof=Warrior Swordsmanship=10][Dragon Slash][For Great Justice][Save Yourselves][/build]


 * Paragon primary for E-Management
 * Assassin secondary, take GWW:Sneak Attack and GWW:Unseen Fury can't be blocked by blinded foes.
 * Assassin primary, as above with GWW:Assassin's Remedy, some energy recovery from critical strikes.
 * Mesmer secondary with GWW:Mantra of Frost in a GC/Winter team
 * Endure Pain

[build prof=Warrior/Assassin Strength=12+1+1 Swordsmanship=10+1 ShadowArts=8][Enraging Charge][Dragon Slash][For Great Justice][Save Yourselves][Sneak Attack][Unseen Fury][You Move Like a Dwarf][/build]

QZ Save Yourselves Coward
[build prof=Warrior/Mesmer Strength=12+1+1][For Great Justice][Save Yourselves][Echo][Lion's Comfort][To the Limit][/build]


 * Hide in the back and spam SY

QZ Steady Drunk
[build prof=Warrior Tactics=12+1+1][For Great Justice][Steady Stance][Drunken Blow][Save Yourselves][/build]

If this could solve its obvious energy problem it might be better than spamming Dragon Slash. Steady Stance + Drunken Blow costs 12, recovers 7.


 * Signet of Malice
 * Sneak Attack
 * Unseen Fury
 * Assassin primary, daggers. Would double strikes knock down twice with drunken blow?

VwK Tank
[build prof=Ritualist/Mesmer Restoration=12+1+1 Inspiration=12][Vengeful Was Khanhei][Soothing Memories][Mantra of Frost][/build]


 * Inspiration magic interrupts like Power Drain or Leech Signet.
 * Restoration skills, preferably ones that don't block.
 * Channeling

Problems

 * Heroes can't figure out that they are supposed to go tank

GoE Stomper
[build prof=Elementalist EnergyStorage=12+1 Earth=12+1+3][Glyph of Energy][Dragon's Stomp][Earthquake][Earth Attunement][/build]
 * Makes more sense if you bring GWW:Earthbind somehow


 * A player can bring GWW:Mindbender and non-spell skills such as YMLaD


 * Could easily bring a seed QZ.

Problems

 * GoE needs to be spammed, ends up on the wrong spell.

These might work on a hero:

[build prof=Elementalist/Paragon EnergyStorage=11+1+1 Earth=10+1 Command=10][Glyph of Energy][Dragon's Stomp][Earthquake][Earth Attunement][Never Give Up][Never Surrender][Godspeed][/build]


 * Any other command shout if heroes will actually use it
 * Resurrection Signet

[build prof=Elementalist/Ranger EnergyStorage=11+1+1 Earth=10+1 BeastMastery=10][Glyph of Energy][Dragon's Stomp][Earthquake][Earth Attunement][Charm Animal][Comfort Animal][Bestial Mauling][Otyugh's Cry][/build]


 * Any other pet attacks/buffs
 * Rez sig

Ether Renewal Nuker
[build prof=Elementalist EnergyStorage=12+1 FireMagic=12+1+3][Ether Renewal][Aura of Restoration][Fire Attunement][Rodgort's Invocation][Teinai's Heat][Searing Heat][Glowing Gaze][/build]

Scavenger's Focus
Scavenger's focus becomes maintainable with QZ.

[build prof=Ranger/Dervish ScytheMastery=12 EarthPrayers=10 WildernessSurvival=8+1+1][Scavenger's Focus][Eremite's Attack][Mystic Sweep][Armor of Sanctity][Apply Poison][/build]


 * 100+ armor against cold

[build prof=Dervish/Ranger ScytheMastery=12+1+1 EarthPrayers=10+1 WildernessSurvival=8][Scavenger's Focus][Eremite's Attack][Mystic Sweep][Armor of Sanctity][Apply Poison][/build]


 * More damage

[build prof=Ranger/Assassin DaggerMastery=12 Expertise=10+1+1 WildernessSurvival=7+1 ShadowArts=4][Scavenger's Focus][Throw Dirt][Unseen Fury][Jagged Strike][Wild Strike][Death Blossom][/build]


 * Other attack chains. With no IAS keep the recharge times under 8 seconds or have two of the same step.
 * Apply Poison as a cover condition
 * A throw away enchantment like way of perfection to open up some of the more interesting attacks, like deep wound.
 * Mark of instability, but it can only provide a hex for less than half the times through chains


 * 100+ armor against cold
 * Pestilence starts to look good

ViM Warrior
[build prof=Warrior/Assassin Tactics=12+1+1 Swordsmanship=11+1 Strength=6][Victory is Mine][Balanced Stance][Drunken Blow][Desperation Blow][Signet of Malice][/build]


 * Really needs more energy storage, more conditions on foes.
 * ViM can pump out a maximum of 28 energy every 7.5 seconds, which is enough to spam 5 energy attacks once every 1.33 seconds. It's really helped by having other conditions.


 * In general, ViM on a secondary can do 6*(5 or 6)-5 = 25 or 31 energy at 9 or 10 tactics using only the non-fleshy conditions excluding burning

Frustration Spiker
[build prof=Warrior/Mesmer IllusionMagic=12 Strength=6 AxeMastery=11+1+1][Frustration][For Great Justice][Enraging Charge][Dismember][Skull Crack][Agonizing Chop][Disrupting Chop][/build]

Use a Zealous Weapon. Needs an ally with Dark Fury.

Maybe drop enraging charge. Maybe use Mesmer primary with GC/winter for much more energy.