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Old Jul 14, 2005, 02:11 PM // 14:11   #61
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Geomancers are great to play as a 2ndary prof. Throwing down wards for 15 seconds+ can be really helpful in close situations. Knowing when and where to place them is the key.

Primary geomancers are a little bit tougher to work with. Your group build has to work with you.

With my wards... I can get lightning orb and chain strike to do 60 less damage which ruins any spike group. I have also gotten meteor storm to hit for -3 damage each time in HOH
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Old Jul 14, 2005, 02:36 PM // 14:36   #62
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er......no energy storage for the eles? have funs casting 1 spell and having no energy

Last edited by Scaphism; Jul 17, 2005 at 02:00 AM // 02:00.. Reason: Don't quote an entire post to add one line of commentary
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Old Jul 14, 2005, 03:32 PM // 15:32   #63
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Thank you very much for that, Mind Wallaby. Perhaps I was mis-informed several times and because of this I mis-interpreted what happened when I used Earthquake + Aftershock.

Eonwe, I re-read my post and I apologize if you found anything in it to be offensive. I merely intended to defend my position.

As far as geomancers go, I think most people here agree they're weak in PvP unless you can get a group of them. And a well co-ordinated group, at that. Crystal Wave still has a tiny radius, significantly weakening that. Earthquake and Aftershock work better than I originally thought, though you could only hit someone standing next to you with it.

If an elementalist runs up to a monk, what does the monk do? Run away while you're casting earthquake. So in reality you could only hit warriors (reputably a stupidly played class to begin with, as two or three other threads on this board point out), possibly some less-attentive people in other classes. Since the spike, though a very strong one, doesn't penetrate armour, damage is significantly reduced. To the point where hitting with a Crystal Wave right off might be a better alternative? At least then they're close and not running away.

So what if you did it in a different order. Granted, Crystal Wave is a very nice finishing move, but how would it work if you went Crystal Wave + Earthquake + Aftershock? The extra damage on aftershock is still a hefty spike.
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Old Jul 15, 2005, 03:43 AM // 03:43   #64
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Quote:
Originally Posted by aphex twin
er......no energy storage for the eles? have funs casting 1 spell and having no energy
ROFL...DOH! OK...2 x E/? (Earth 11+2 Air 10+1 Energy 10+1 or thereabouts)

I'm thinking maybe drop Lightning Orb (as you will prob be spamming Stoning more for something like Ele Attunement too now on reflection).
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Old Jul 15, 2005, 05:34 AM // 05:34   #65
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Quote:
Originally Posted by acidteardrop
Thank you very much for that, Mind Wallaby. Perhaps I was mis-informed several times and because of this I mis-interpreted what happened when I used Earthquake + Aftershock.

Eonwe, I re-read my post and I apologize if you found anything in it to be offensive. I merely intended to defend my position.

As far as geomancers go, I think most people here agree they're weak in PvP unless you can get a group of them. And a well co-ordinated group, at that. Crystal Wave still has a tiny radius, significantly weakening that. Earthquake and Aftershock work better than I originally thought, though you could only hit someone standing next to you with it.

If an elementalist runs up to a monk, what does the monk do? Run away while you're casting earthquake. So in reality you could only hit warriors (reputably a stupidly played class to begin with, as two or three other threads on this board point out), possibly some less-attentive people in other classes. Since the spike, though a very strong one, doesn't penetrate armour, damage is significantly reduced. To the point where hitting with a Crystal Wave right off might be a better alternative? At least then they're close and not running away.

So what if you did it in a different order. Granted, Crystal Wave is a very nice finishing move, but how would it work if you went Crystal Wave + Earthquake + Aftershock? The extra damage on aftershock is still a hefty spike.
Put up a quick WaF, grasping earth, or use armor of mist to catch up to them and hit them with earthquake + after + crystal.

Or: E/N, use enfeeble/enfeebling blood, use stone daggers, aftershock + crystal. I'd rather use enfeeble, as it doesn't require a sacrifice, and is spammable.
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Old Jul 15, 2005, 02:28 PM // 14:28   #66
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Quote:
Originally Posted by Silent Butt Deadly
Anyway, it looks decent on paper...but what do the experts say?
It lacks energy It's very basic. When you get to 0 energy , you're oblian flame wil stack up exhaustion. Your set of skills is good only on the first 2 minutes.

Last edited by Scaphism; Jul 17, 2005 at 02:01 AM // 02:01.. Reason: Don't quote an entire post to add one line of commentary
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Old Jul 17, 2005, 04:10 AM // 04:10   #67
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Obsidian Flame ignores all armor (which somehow seems worse than 25% armor penetration, because Obs. Flame does it's listed ammount, and the Air skills seem to do more). Stoning does Knock Down if your target is suffering from weakness.

Earth isn't terrible; it isn't as flashy as the other skills, but it works.
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Old Jul 17, 2005, 06:16 AM // 06:16   #68
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Protective spirit still reduces damage from obsidian flame. I love seeing obsidian hit for 30 something when I have prot spirit and shielding hands on. It's funny.
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Old Jul 17, 2005, 03:18 PM // 15:18   #69
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i love geomancers
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Old Jul 18, 2005, 06:16 AM // 06:16   #70
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Quote:
Originally Posted by Blackace
aftercast is the delay in time after most spells are casted. Example, if you cast a .25 second spell, there will be a .75 second delay b4 you can cast again which results in an actual 1 second cast time.
Thank you Blackace,
that explains a lot.
a follow up question: how much is known about aftercast? is it always around .75 sec? Do people have data on this? that would be very important information to have to make a build...

gr. Makk.
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Old Jul 18, 2005, 08:11 AM // 08:11   #71
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The majority of spells (including Glyphs!) have a 0.75s aftercast.

The exceptions are PBAOE spells, like Aftershock, Crystal Wave, Inferno, Whirlwind, etc...
PBAOE spells tend to have very fast casting times (around 3/4 of a second) but have increased aftercast times.
The last I heard PBAOE spells had a 1.75s aftercast, and from rough testing that still seems about right.

*Edit*
The Aftercast on Whirlwind appears to be much shorter than Inferno. It's late, and I'm not going to do any more testing right now, but it'd definitely be worth knowing exact aftercast on every PBAOE spell.
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