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Old Aug 02, 2007, 10:44 PM // 22:44   #181
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how can you use mantra of resolve while being Rt/Mo?

Xiko might work...
aggro graspings holding VwK
switch to Xiko after they use interrupts/"fear me"
use vengeful weapon as bait for skull crack
drop Xiko when dazed, immediately chain with vwk?
because of retribution, they should die within 2 VwK's... I'll test when we have favour.
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Old Aug 02, 2007, 11:27 PM // 23:27   #182
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LOL never mind, kinda late here already, wasn't thinking clearly..., yes Xiko will probably work in that way, but, just slower. I'll test it too tomorrowmorning.
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Old Aug 03, 2007, 12:04 AM // 00:04   #183
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Quote:
Originally Posted by The.D0pefish
http://gw.gamewikis.org/wiki/Resilient_Was_Xiko
this skill might work against graspings as you don`t have to cast anything WHILE dazed
maybe you can cast the ashes and just spam VW and Reversal and keep holding it.
Yeah, but it would take alot longer to kill stuff. Best skill to removed Dazed would be [card]Wielder's Remedy[/card] You cast it just after using VwK when they already used up their Distracting Blow. It last for 18 seconds, and you will beable to remove any conditions by using Vengeful Weapon which is 1/4 casting. I have not yet to try it and see how well it works. But 1/4 casting is definately good to use in between Graspings hits and won't be easily interrupted. I might test it out again tonight when we got favor.
Also, its not good to spam Vengeful Weapon against Graspings, to avoid being Dazed. Just cast the important spells when needed. You can also learn to hit spells in between hits... kinda difficult, but possible.
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Old Aug 03, 2007, 02:04 AM // 02:04   #184
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under dazed, Vengeful is 1/2 second casting, easily interruptable by a mob of graspings, but might still work.

Ill try both
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Old Aug 03, 2007, 02:22 AM // 02:22   #185
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Quote:
Originally Posted by Geishe
under dazed, Vengeful is 1/2 second casting, easily interruptable by a mob of graspings, but might still work.

Ill try both
Well yeah. heh. 1/2 second casting should be fast enough to cast in between hits. Since the monk protection spells that remove conditions are 3/4's of a second at the least, they wouldn't work while dazed. Wielder's Remedy and Vengeful Weapon is best chance to remove dazed.
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Old Aug 03, 2007, 02:38 PM // 14:38   #186
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ReZDoGG, what are those little icons around your skills in that picture you posted? There are other little icons on the screen also. They must be something about the interface I don't understand.
Thanks.
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Old Aug 03, 2007, 03:02 PM // 15:02   #187
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I'm having a really weird problem with the build.

For some reason, I never have energy.
Whenever I cast VwK I lose 20 energy for some reason and when the skill wears off I get that 20 energy back. At some points when the mobs are attacking me, the energy gain from Essence and Balth isn't kicking in.

Am I missing some obvious part of this build? ><
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Old Aug 03, 2007, 03:08 PM // 15:08   #188
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Quote:
Originally Posted by Vahrn Hart
Whenever I cast VwK I lose 20 energy for some reason and when the skill wears off I get that 20 energy back.
It's because you don't have your offhand and weapon in use when you're holding ashes
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Old Aug 03, 2007, 03:13 PM // 15:13   #189
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So because I'm holding the ashes I'm always going to lose 20 E from not holding anything?
Is there any way around this?
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Old Aug 03, 2007, 03:31 PM // 15:31   #190
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Quote:
Originally Posted by Vahrn Hart
So because I'm holding the ashes I'm always going to lose 20 E from not holding anything?
Is there any way around this?
You're not "loosing" the energy, it's just hidden. And no, you can't get around it, for VwK to work, you need to hold the ashes.
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Old Aug 03, 2007, 04:32 PM // 16:32   #191
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What is your starting energy pool? I only had energy problems when I first started using the build and didn't quite understand the flow of skills... loading up your armor with radiant insignias and runes of attunement might help too.

You're going to lose between 10 and 20 energy as soon as you cast VwK no matter what you do. What I usually do is cast PS and SB just before I agro a group, then as soon as I start taking hits I tag VwK. This drops me to zero energy (or less) but you don't need to cast anything for several seconds after that, plenty of time for energy to roll in from Essence Bond and Balth's spirit.

Once you have the hang of it, it's actually pretty darn difficult to run out of energy, except maybe if you're taking on a boss solo. Incidentally, the energy you "lose" from casting VwK comes back when you drop the ashes, so if you're really in a bind for energy and PS is about to expire for some reason, you can always drop the ashes and recast.
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Old Aug 03, 2007, 05:16 PM // 17:16   #192
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Quote:
Originally Posted by Vexed
What is your starting energy pool? I only had energy problems when I first started using the build and didn't quite understand the flow of skills... loading up your armor with radiant insignias and runes of attunement might help too.

You're going to lose between 10 and 20 energy as soon as you cast VwK no matter what you do. What I usually do is cast PS and SB just before I agro a group, then as soon as I start taking hits I tag VwK. This drops me to zero energy (or less) but you don't need to cast anything for several seconds after that, plenty of time for energy to roll in from Essence Bond and Balth's spirit.

Once you have the hang of it, it's actually pretty darn difficult to run out of energy, except maybe if you're taking on a boss solo. Incidentally, the energy you "lose" from casting VwK comes back when you drop the ashes, so if you're really in a bind for energy and PS is about to expire for some reason, you can always drop the ashes and recast.
Okay thanks! I've been doing that Ash dropping trick when I'm in a bind for energy and it works great.

Why does rez dogg recommend the seize the day inscrip?
Does the energy gain on each attack really help?
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Old Aug 03, 2007, 07:20 PM // 19:20   #193
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I think you're confusing "Seize the Day" with a zealous mod. It doesn't steal energy, it increases your max energy pool dramatically at the cost of an energy pip.

Basically it increases the raw size of your pool, and the loss of a pip is negligible enough when you consider the flood of energy from Balth + Essence Bond.

However, you still lose the benefit of that mod when you hold the ashes, and with that in mind, I've never used that particular modj, as I've just never needed THAT much energy. I prefer a 20% enchants sword with a "Let the Memory Live Again" inscription paired with a 20/20 restoration focus to give me the best possible chance to halve the recharge on VwK.

All up to preference, of course, but my setup has been pretty efficient for me.
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Old Aug 03, 2007, 09:49 PM // 21:49   #194
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ahhh thanks. that clears up a lot
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Old Aug 03, 2007, 10:11 PM // 22:11   #195
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Quote:
Originally Posted by Aum
ReZDoGG, what are those little icons around your skills in that picture you posted? There are other little icons on the screen also. They must be something about the interface I don't understand.
Thanks.
Those are just buttons for all the menus. Like for my inventory bags, guild menu, friends menu, world map, mission map, and things like that. You can do that by going to the buttom left menu and drag whatever buttons you want from them. I do this instead of us letters to open up stuff.
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Old Aug 03, 2007, 10:20 PM // 22:20   #196
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Using a staff with "Seize the Day" can give you just about the most amount of energy you can possibly have. Which is 69 energy. Or you can put a Insightful staff head for an extra 5 energy to get a total of 74. More energy definately helps when you are going against something that is slower to kill, causing you to use up more energy. If there is a pain in the ass enemy alive and using up energy, I usually just pull him to another group to make things easier. If you don't want to spend the money on a good max gold staff, just go and buy some green staff like "Alem's Remedy". Which gives you an extra 20 energy.
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Old Aug 04, 2007, 05:13 PM // 17:13   #197
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i've been using totem axe + a prot 12 energy offhand and 61 energy is plenty. I have yet to run out of energy using this build. dude, this is one of the most kickin builds i've seen to date. bravo.
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Old Aug 04, 2007, 09:43 PM // 21:43   #198
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Quote:
Originally Posted by Razz Thom
i've been using totem axe + a prot 12 energy offhand and 61 energy is plenty. I have yet to run out of energy using this build. dude, this is one of the most kickin builds i've seen to date. bravo.
I always using inscribable weapons. You can put +15 energy inscriptions on them. I recently bought a Shamanic restoration wand, and put a 20% memory and +15 energy mod on it. And I also have a inscribable Restoration offhand that has 20% recharge and 10% casting. So its actually better than my staff, but minus the 20% enchantment wrap. This together will give you +27 energy, 40% Recrg of Restoration spells, and 10% casting of all spells. So its way better than my usual staff.

Having that extra energy does come in handy depending what you are farming. Sometimes casters can lead you to use up more energy, and you can get pretty low.
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Old Aug 05, 2007, 07:54 AM // 07:54   #199
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I just ran a Rit up to Cavalon to get the Halcyon Job quest (My other already finished it)

Good lord.
I feel bad about how fast they get dropped.
It's almost unfair

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Old Aug 05, 2007, 08:57 AM // 08:57   #200
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Quote:
Originally Posted by My Green Storage
I just ran a Rit up to Cavalon to get the Halcyon Job quest (My other already finished it)

Good lord.
I feel bad about how fast they get dropped.
It's almost unfair

I think any character can get that quest.... it should. You can always get the "street justice" quest. Which you need to complete "the naga oil" quest to unlock it. There are similar groups of sins to farm.
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