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Old Feb 22, 2011, 03:39 PM // 15:39   #21
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Originally Posted by jazilla View Post
So let me get this straight: Intensity was designed to be beneficial for Ele's and ended up being decent for Invoke Lightning, but in actuality is going to be mainly used for Rit Spike teams in DoA to farm gems in HM at an unruly rate?
duh you didn't see this coming? why do you think most of us consider anet to be on crack atm
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Old Feb 22, 2011, 03:54 PM // 15:54   #22
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Originally Posted by HigherMinion View Post
Don't get this... Intensity buffs one spell then it ends. Arcane Echo wil let you spam as much as you like, consistent damage. You'd be casting DwG twice at the most, under each Intensty..
Well, I think Intensity will be used with Spirit Rift, not DwG, as DwG doesn't target a foe

But, I guess after thinking about it, the DPS would be greater to echo DwG I suppose.

Last edited by WarcryOfTruth; Feb 22, 2011 at 04:35 PM // 16:35..
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Old Feb 22, 2011, 04:38 PM // 16:38   #23
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I've never done a DoA SC (by SC, I mean Shitty Crap) run, but surely Quickening Zephyr on one player > all the echos you can stuff onto a bar? Or is casting 1 spirit before a mob considered too hard for PuGs?

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Originally Posted by WarcryOfTruth View Post
Well, I think Intensity will be used with Spirit Rift, not DwG, as DwG doesn't target a foe
I don't see anything requiring a target foe in Intensity's description? It only hits targets around the person hit with elemental damage.
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Old Feb 22, 2011, 07:23 PM // 19:23   #24
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The DoA SC is mes spike, not glave.
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Old Feb 22, 2011, 10:11 PM // 22:11   #25
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Originally Posted by Kunder View Post
I've never done a DoA SC (by SC, I mean Shitty Crap) run, but surely Quickening Zephyr on one player > all the echos you can stuff onto a bar? Or is casting 1 spirit before a mob considered too hard for PuGs?



I don't see anything requiring a target foe in Intensity's description? It only hits targets around the person hit with elemental damage.
QZ would nuke the Healer's Boon mimicry & UA crap people run in DOA. Spamming 20 energy under 3 pips...doesn't help that the UA monks don't run HD+DH either. Also TNTF would be almost impossible (20energy), and Panic would be 13 energy.

Last edited by LifeInfusion; Feb 22, 2011 at 10:17 PM // 22:17..
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Old Feb 22, 2011, 10:22 PM // 22:22   #26
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Originally Posted by jazilla View Post
So let me get this straight: Intensity was designed to be beneficial for Ele's and ended up being decent for Invoke Lightning, but in actuality is going to be mainly used for Rit Spike teams in DoA to farm gems in HM at an unruly rate?
I think that Anet were more worried about nerfing +X% damage skills more than actually buffing skills for eles. Its so obvious that the new intensity is completely useless for 99% of ele skills there's no way they didn't see this coming.

That said....echo DwG + Mantra is still way better (and more pug friendly) than anything intensity could do.

Last edited by UnChosen; Feb 22, 2011 at 10:25 PM // 22:25..
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Old Feb 22, 2011, 10:27 PM // 22:27   #27
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Originally Posted by Premium Unleaded View Post
The DoA SC is mes spike, not glave.
But 90% of guild wars players refers to DwG as a SC, which is why I say DoA with the qualifier of either Speed Clear or Shit Crap to designate what I refer to

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Originally Posted by LifeInfusion View Post
QZ would nuke the Healer's Boon mimicry & UA crap people run in DOA. Spamming 20 energy under 3 pips...doesn't help that the UA monks don't run HD+DH either. Also TNTF would be almost impossible (20energy), and Panic would be 13 energy.
lol, pug monks . On the other hand, I'm impressed that at least BiPs aren't standard issue for all elite area groups now. Non-monk players should have no problems with QZ though, when was the last time you heard a paragon complain about their energy? 100% TNTF uptime would be ridiculous.

Last edited by Kunder; Feb 22, 2011 at 10:30 PM // 22:30..
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Old Feb 22, 2011, 10:34 PM // 22:34   #28
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Originally Posted by UnChosen View Post
I think that Anet were more worried about nerfing +X% damage skills more than actually buffing skills for eles. Its so obvious that the new intensity is completely useless for 99% of ele skills there's no way they didn't see this coming.
Bingo. Of course it's possible that no DoT was done intentionally too, Intensity+Sliver Armor comes to mind...
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Old Feb 23, 2011, 12:30 AM // 00:30   #29
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Quote:
Originally Posted by UnChosen View Post
I think that Anet were more worried about nerfing +X% damage skills more than actually buffing skills for eles. Its so obvious that the new intensity is completely useless for 99% of ele skills there's no way they didn't see this coming.
hence why i said it ended up being okay for Invoke. I tried to make the point that it was terrible for pretty much every ele skill.
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Old Feb 23, 2011, 12:13 PM // 12:13   #30
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I think Intensity should get partially linked to Energy Storage like other Sunspear skills:

Instead of this:
Intensity E:5 C:n/a R:10
Skill. (10 seconds.) The next time you deal elemental damage with a spell, other nearby targets take 40...50% of that damage.

This:
Intensity E:5 C:n/a R:20
Skill. Whenever you deal elemental damage with a spell, other nearby targets take 33...50% of that damage. Ends after one spell, plus one spell for every 3 ranks of energy storage.

That way, with Energy Storage 13, you'll have 5 shots (1 + 13 / 3 = 1 + 4.333... ~ 5) as an elementalist before having to apply it again, and with no energy storage, you'll have just 1 shot, and the increased recharge makes sure that it can't be exploited by other professions.
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Old Feb 23, 2011, 03:45 PM // 15:45   #31
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Quote:
Originally Posted by MithranArkanere View Post
I think Intensity should get partially linked to Energy Storage like other Sunspear skills:

Instead of this:
Intensity E:5 C:n/a R:10
Skill. (10 seconds.) The next time you deal elemental damage with a spell, other nearby targets take 40...50% of that damage.

This:
Intensity E:5 C:n/a R:20
Skill. Whenever you deal elemental damage with a spell, other nearby targets take 33...50% of that damage. Ends after one spell, plus one spell for every 3 ranks of energy storage.

That way, with Energy Storage 13, you'll have 5 shots (1 + 13 / 3 = 1 + 4.333... ~ 5) as an elementalist before having to apply it again, and with no energy storage, you'll have just 1 shot, and the increased recharge makes sure that it can't be exploited by other professions.
This is a fantastic way to do it. I do think however, it should affect any Elementalist Spell, but only Ele spells, so it can be used in conjunction with Obby Flame, and Energy Blast, Crystal Wave etc..
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Old Feb 23, 2011, 06:29 PM // 18:29   #32
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tl;dr

Tested somthing.

The damage Intensity does in the end may be armor ignoring, BUT its calculated from the actually ele damage done, wich is armor respecting!

Wich makes Intensity (even more) crap against foes with high AR

Last edited by dagrdagaz; Feb 23, 2011 at 06:32 PM // 18:32..
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Old Feb 23, 2011, 06:41 PM // 18:41   #33
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Quote:
Originally Posted by MithranArkanere View Post
I think Intensity should get partially linked to Energy Storage like other Sunspear skills:

Instead of this:
Intensity E:5 C:n/a R:10
Skill. (10 seconds.) The next time you deal elemental damage with a spell, other nearby targets take 40...50% of that damage.

This:
Intensity E:5 C:n/a R:20
Skill. Whenever you deal elemental damage with a spell, other nearby targets take 33...50% of that damage. Ends after one spell, plus one spell for every 3 ranks of energy storage.

That way, with Energy Storage 13, you'll have 5 shots (1 + 13 / 3 = 1 + 4.333... ~ 5) as an elementalist before having to apply it again, and with no energy storage, you'll have just 1 shot, and the increased recharge makes sure that it can't be exploited by other professions.
I'd rather have 1 extra proc every 2 energy storage. Eles need to put out 180-190 from each hit of Invoke (that's including Intensity's damage), assuming every hit has current-day Intensity just to match a Keystone mesmer. With Invoke + chain lightning you have one spell every 4.6 seconds effectively. So that means you need 12+1+3 at least on air, so needing 3*3=9 energy storage just for 4 procs every 20 seconds is a bad thing because you can't dump 11 in anything else.

5+ procs every 20 means you can only spam Fireball +Liquid Flame or Invoke+Chain Lightning or Stoning+Ebon Hawk and are locked to 12 energy storage.

I'd like to see
Intensity (5Energy,0Activation time,10Recharge time) Flash Enchantment. For 30 seconds, your Elementalist elemental damage spells deal 25...40% more damage and whenever you deal elemental damage with a spell, other nearby targets take 25...40% of that damage. You recover twice as fast from exhaustion but are Exhausted if not under an Elementalist attunement.

OR

Intensity (5Energy,0Activation time,7Recharge time) Stance. For 30 seconds, your next Elementalist elemental damage spell gains +10...15% armor penetration and other nearby targets take 40...50% of damage done to the target of your spells. You are Exhausted if not under an Elementalist enchantment.

Assume you hit 2 targets with Keystone: it's 57-63Damage, +57-63 from Signet of clumsiness or +47-53 from unnatural signet , with 6 procs every 10 seconds (same amount of procs as Searing Flames on 1 recharge, due to 0.75 aftercast).

All the elementalist skills which only have adjacent range have to do serious damage to compete.

Last edited by LifeInfusion; Feb 23, 2011 at 07:41 PM // 19:41..
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Old Feb 23, 2011, 10:10 PM // 22:10   #34
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The only way I could see this skill making its way into any DoA skillbar is in NM and on an Ele primary, other than that arcane echo is waaaay better on a rit primary.

If you have any ideas on changing intensity to help elementalists compete with other classes in HM I would post them here.

http://www.guildwarsguru.com/forum/e...t10462063.html
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Old Feb 24, 2011, 09:37 AM // 09:37   #35
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That thread is long so I'm not going to bother to read much of it. :P

If the concern over E's is that they do much less damage against the higher armored enemies in HM and the aim is to fix this without boosting NM damage too much, then I think there's an easy solution:

It could be changed so that for every rank of Energy Storage, x% of elemental damage from a spell becomes armor ignoring.

Let's say that in the game's current state, 100 fire damage turns to 60 total damage in most HM areas. Apply the change I mentioned above and let's say that 50% of that damage beomes armor ignoring. You'll deal 50 armor ignoring damage plus 30 armor reduced fire damage for a total of 80 damage.

Armor ignoring damage isn't as valuable in majority of NM areas so I don't see this making a big difference in NM.

Last edited by bj91x; Feb 24, 2011 at 09:40 AM // 09:40..
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Old Feb 24, 2011, 05:22 PM // 17:22   #36
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Even If the pugs call it a speed clear; it's not. It doesn't even come close to being a speed clear, and it never will.
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Old Feb 24, 2011, 06:14 PM // 18:14   #37
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Originally Posted by Saru The Boss View Post
Even If the pugs call it a speed clear; it's not. It doesn't even come close to being a speed clear, and it never will.
Nah,
they call it SC, which means Slow Clear.
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Old Feb 24, 2011, 07:36 PM // 19:36   #38
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Originally Posted by dagrdagaz View Post
tl;dr

Tested somthing.

The damage Intensity does in the end may be armor ignoring, BUT its calculated from the actually ele damage done, wich is armor respecting!

Wich makes Intensity (even more) crap against foes with high AR
which is why Air Magic is used to support it...abit.

It has the armor penetration, but it still wouldn't do much, i do agree its still crap. 1 shot per 10 seconds !? , i can cast something else with a spell that has less than 10 second RC time.

Imagine these dmg in hard mode, "sigh". which is why i rather play mesmer, which have armor ignoring spells.

Last edited by Kurosaki129; Feb 24, 2011 at 07:39 PM // 19:39..
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Old Feb 26, 2011, 02:21 PM // 14:21   #39
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Lets kill every damn build in this game that actually does decent dmg.
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Old Feb 26, 2011, 05:02 PM // 17:02   #40
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Lets kill every damn build in this game that actually does decent dmg.
I agree because what they are doing making these overpowered character skills now is turning what should be HARD MODE into NORMAL MODE. Hell it's called HARD MODE for a reason and you should wipe more times than you complete the areas. It should take SKILL and not GIMMICK builds to play hard mode. If you want to play lil timmy builds with gimmicks then normal mode is for you. I'm pretty disgusted on how they just keep making the game easier and easier and dumber and dumber and dumber and dumber could play it.
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