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Old Nov 05, 2006, 03:08 AM // 03:08   #81
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Quote:
Originally Posted by Symbol
One thing I noticed that may exacerbate "the problem" is that attunements are bugged for 15E spells. They give you back 6E instead of the 5E they should, which makes energy management for SF a little easier. Of course it hardly matters when your attunement is down but there it is...

A.net really needs better QA. This is, what, the third screwup regarding attunements (first they subtraced one from the energy gained, then they rounded up, but didn't add one, now it works properly for everthing BUT 15E spells, wtf!)
It's because attunements now give +1 energy. 30% of 15 is 4.5, then +1. I'm assuming they just round up to 6.

Last edited by Dragannia; Nov 05, 2006 at 03:11 AM // 03:11..
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Old Nov 05, 2006, 03:43 AM // 03:43   #82
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No that doesn't explain it because 5E spells still give back 2, and 25 E spells still give back 8.
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Old Nov 05, 2006, 05:26 AM // 05:26   #83
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Quote:
Originally Posted by Symbol
No that doesn't explain it because 5E spells still give back 2, and 25 E spells still give back 8.
It rounds down and adds one.

5 x 0.3 = 1.5 = 1+1E
10 x 0.3 = 3 = 3+1E
15 x 0.3 = 4.5 = 4+1E
25 x 0.3 = 7.5 = 7+1E
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Old Nov 05, 2006, 05:31 AM // 05:31   #84
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Yes that's what it is supposed to do. But it is actually giving back 6 E for 15E spells.
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Old Nov 05, 2006, 07:02 AM // 07:02   #85
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Originally Posted by Symbol
Yes that's what it is supposed to do. But it is actually giving back 6 E for 15E spells.
Right you are, apparently. Although that is still rather meager, the main issue is that Glowing returns 7 net energy per cast and is rather spammable.

I'd also disagree this needs to be hit with the nerf bat simply because it's too soon to tell. Every change to the skill set, especially a major buff (or in this case, addition of new skills) brings something new that people have no clue how to counter effectively.

The weaknesses should already be apparent, namely that it requires two skills operating in unison and both are getting spammed, it requires maintaining enchants with very long recharge times to keep energy at acceptable levels (and Mirror of Disenchantment will instantly strip it from everyone), and the whole team has 60 armor.
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Old Nov 05, 2006, 11:14 AM // 11:14   #86
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This build can be beaten, becuase soon people will take counters to it. You really just need some condition removal, sig of humility, a couple paragon skills i forgot to mention... and just 2 good monks, maybe a heal party spammer helping you out (flag runner), and if you got a good build you can kill pretty quick.
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Old Nov 05, 2006, 02:04 PM // 14:04   #87
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Quote:
Originally Posted by Riotgear
Right you are, apparently. Although that is still rather meager, the main issue is that Glowing returns 7 net energy per cast and is rather spammable.
Well I don't consider glowing gaze an "issue". Things like attunements giving back too much energy are just bugs that make running SF spam a little easier than it should be, in this case it means you can get by with "just" GG, fire attunement, and GoLE and have a bit of margin to spare. Of course all of that is very easy to shutdown so...

Quote:
Originally Posted by Riotgear
I'd also disagree this needs to be hit with the nerf bat simply because it's too soon to tell. Every change to the skill set, especially a major buff (or in this case, addition of new skills) brings something new that people have no clue how to counter effectively.
If you read my earlier posts you'd know that I agree with you. Searing flames is absolutely fine as is. There are potential problem areas like paragon emanagement, but searing flames is not one of them.
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Old Nov 07, 2006, 08:02 AM // 08:02   #88
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Searing flames better not be nerfed down even a bit. It is definetly fine as it is. It has its strengths and weaknesses. For people crying out loud, guys, how long has it been since u saw eles being used for range fire dmg in pvp properly? i mean honestly?
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Old Nov 07, 2006, 08:39 AM // 08:39   #89
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Originally Posted by Xpl0iter
Searing flames better not be nerfed down even a bit. It is definetly fine as it is. It has its strengths and weaknesses. For people crying out loud, guys, how long has it been since u saw eles being used for range fire dmg in pvp properly? i mean honestly?
RA echo nukers.

I also agree on the "Searing Flames better not be nerfed" issue. It's about time ANet gave Elementalists the tools to do what they originally were supposed to do, in design. Even if it's uber-fragile.

That said, I'm not going to run one.
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Old Nov 07, 2006, 09:34 AM // 09:34   #90
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I'd like to see a slight adjustment to the recharge (2 seconds to 5 seconds) because it's recharge is rediculous at the moment.

Rampage as one+searing flames. The meta. particularly weak vs split, I'm sure it's dominating HA at the moment (except for that sweet paragon build that's been holding).
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Old Nov 07, 2006, 11:47 AM // 11:47   #91
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Quote:
Originally Posted by Thom Bangalter
I'm sure it's dominating HA at the moment (except for that sweet paragon build that's been holding).
What do you think all the Heroways have been running?
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Old Nov 07, 2006, 12:26 PM // 12:26   #92
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Being a huge fan of henchway (I always accept blind invites in HA, at least for one run) I just think of it as an extension of that. Only now your zaishen get way better skills. Dunkoro tanks like a beast from what I've seen, which is pretty funny. I'm not exaclty sure what all the commotion is about, because let's face it: Heroway isn't what killed HA.
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Old Nov 07, 2006, 03:13 PM // 15:13   #93
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Quote:
Originally Posted by Thom Bangalter
Heroway isn't what killed HA.
/agree
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Old Nov 07, 2006, 03:35 PM // 15:35   #94
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The dmg is good, the recharge is good, the "set on fire" thing is good, only the "this spell cause exhaustion" missing.
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Old Nov 07, 2006, 04:07 PM // 16:07   #95
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I'd like to see the recharge increased to 3-4 sec and possibly a slight damage decrease, like 10ish points or so max.

Otherwise, I like how it has made eles viable damage dealers, and teams will have to adapt to that.

I think the bigger problem is paragons, but that's for another time.
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Old Nov 07, 2006, 07:20 PM // 19:20   #96
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The dmg is good, the recharge is good, the "set on fire" thing is good, only the "this spell cause exhaustion" missing.
So it can be just like all the other totally useless ele elites? no ty.
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Old Nov 07, 2006, 07:38 PM // 19:38   #97
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stop whining about ele's being underpowered or something, there are plenty of nice Ele Skills, Starburst, (since the change) Double Dragon and plenty others.
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Old Nov 07, 2006, 07:58 PM // 19:58   #98
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Originally Posted by ToxicWasted
stop whining about ele's being underpowered or something, there are plenty of nice Ele Skills, Starburst, (since the change) Double Dragon and plenty others.
The role of a Starburst ele in GvG is to charge into the enemy backline and die because he's a 60 AL character trying to use PBaoEs on targets that matter.

The only place you ever see that character accomplish anything is HoH, and that's because people love group-hugging on the dias and you can get screenshot-worthy damage numbers. All fire builds prior to Searing Flames are patently terrible at doing damage, but HoH made them better through the dias mechanic.
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Old Nov 08, 2006, 02:14 AM // 02:14   #99
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stop whining about ele's being underpowered or something, there are plenty of nice Ele Skills: Ether prodigy, Second WInd, Mind Shock, Ether prodigy, Ele Attune
Fixed.
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Old Nov 08, 2006, 02:44 AM // 02:44   #100
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Quote:
Originally Posted by LightningHell
RA echo nukers.

I also agree on the "Searing Flames better not be nerfed" issue. It's about time ANet gave Elementalists the tools to do what they originally were supposed to do, in design. Even if it's uber-fragile.

That said, I'm not going to run one.
heh

@thom
I don't think so. It is not as easy to maintain as it sounds it does. One mistake and energy does fall down. Not to mention the fact that its fragile enough!
Have a look at this from a different view:
This skill at fire attribute 16, sets a foe on fire for 7 seconds. it does require you to invest considerable amount of attribute points to be spent in fire line to use it properly! i just checked it up, its 8-11fire attribute points to have 5 seconds of burning.
By 12, you have a chance to cast that skill to do some damage listed in its description OTHER then that caused by the burning.

@opeth
retarded ideas need not be discussed here. I don't want this to be another obsidian flame or mind burn type crap.

@TheOneMephisto
Jagged minnions need to be nerfed, they cause lotsa bleeding to me.
I can't counter them !!! OMG reduce their damage!
A character which was nerfed a while back, been buffed a bit and people are actually sugesting nerfs to a skill which helped them stand on their feet? What ever!

@toxicwasted
Starbust and DD, Close range skills. Fire line is suicidal most of the time when in close range since it doesn't have defensive spells. and well, to use all those, we do have to deal with energy properly. Searing allows us to maintain energy due to burning affect. Starburst and DD doesn't!
List the *others* please.

Mind shock is not fire line, lets stay on fire since searing heat is the topic.
EP, SW and EA, <=-- ENERGY ELITES. Check variour other threads for those people who have been yelling at this game for that! WE WANTED DAMAGING ELITE FFS!! Stop mentioning energy based elites here! Been stuck with those for a while now! Lets accept this change and stop whining buddy.

@Squidget,
Agreed.

Darkest Elementalist.
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