Jun 12, 2007, 07:20 AM // 07:20
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#1
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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TrodWay
http://gwshack.us/80760
A concept build built around burning and fire.
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Jun 12, 2007, 08:17 AM // 08:17
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#2
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Mmm.. it doesn't do anything well from where i'm standing, and has a lot of wasted potential, the shitty paragon and the concussion shot ranger for instance.
Last edited by Skuld; Jun 12, 2007 at 08:21 AM // 08:21..
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Jun 12, 2007, 08:19 AM // 08:19
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#3
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Ascalonian Squire
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Aye think...
Targets runaway from aoe, you got no enchant removals what so evah, aegis will pwn you if ya ranger doesn't go tabbin loads or the other guys ain't stupid, you have some fetish for fire (?) WHY DUALSHOT AND WHY THAT PARAGOOn!? P.S: All you got for slowdown is a 6 sec recharge cripple.
Last edited by Besaids; Jun 12, 2007 at 08:22 AM // 08:22..
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Jun 13, 2007, 01:58 AM // 01:58
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#4
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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It was a concept build. i was high off synergy yesterday, you're right, it is missing a lot of stuff. I changed the Para, took out the ranger for a proper runner and changed the eles a bit. Do you think there is enough potential in the burning/fire concept to make some use out of it?
Last edited by Hyprodimus Prime; Jun 14, 2007 at 02:03 AM // 02:03..
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Aug 10, 2007, 03:35 PM // 15:35
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#5
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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I think that there's potential in the concept of burning and fire...and that it was originally called Searing Flames.
Honestly, if you're going to do burning and fire, you need at least one SF elly imo just because it is the ultimate "burn + fire" spell.
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Aug 13, 2007, 02:29 AM // 02:29
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#6
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Ascalonian Squire
Join Date: Mar 2006
Guild: Fate of Unwanted [FoU]
Profession: Mo/
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yes, i can see these build being run, and winning, with a few minor changes, and a coordinated team. But if it does catch on, Extinguish>Burning. It would definitally have to split with snare running offense, and defensive, along with a fire ele for "their on Fire" to have much of an effect.
I wouldnt have the ele with expel hexes
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Aug 23, 2007, 09:59 PM // 21:59
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#7
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Krytan Explorer
Join Date: Mar 2006
Location: still lost
Guild: Guy In Real Life [GIRL]
Profession: Mo/
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and for the monks. Switch ps and sb. Sb on the infuse is a nogo And why have Gole on a bar with only 1 10 energy skill. channeling FTW any monk without it is not really smart in an arena as HA.
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Aug 23, 2007, 10:05 PM // 22:05
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#8
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Not sure if avatar of melandru works with conjure flame. Even though conjure mentions fire weapon, I think the extra damage is triggered on the type of hit damage (due to vamp bow+kindle arrows+conjure flame working), which would be earth in this case.
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Dec 09, 2007, 08:10 AM // 08:10
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#9
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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I just redid it now revolving around a Rodgort's Invocation spike. (same link) Para provides deep wound for spike, shouts, SoC and a hard res. I think 2.5 monks, the para and wards will be enough defense. #6 has interrupts for the enemy ghosties.
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Dec 09, 2007, 01:15 PM // 13:15
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#10
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Forge Runner
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I'm pretty sure that you'll never get a clean spike off spiking with something as easy to interrupt as rodgorts.
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Dec 09, 2007, 08:42 PM // 20:42
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#11
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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Song of Concentration?
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Dec 09, 2007, 09:41 PM // 21:41
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#12
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Forge Runner
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Quote:
Originally Posted by Hyprodimus Prime
Song of Concentration?
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If you're only going to be spiking with song up then you aren't going to be spiking very much at all.
Of course, I can't really tell if the purpose of your build is more of a "spike with rodgort's" or a "pressure with mind blast + rodgort's" type of build. If it's a spike then it definitely won't work simply due to how easily disrupted it is, but I don't know about how effective the pressure is without trying it out. It seems that prot spirit/spirit bond spam would negate a ton of the damage if you're trying to pressure, but as I said, I'd have to play/fight it.
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Dec 09, 2007, 10:37 PM // 22:37
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#13
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has 3 pips of HP regen.
Join Date: Aug 2006
Guild: The Objective Is More [Cash]
Profession: W/
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Quote:
Originally Posted by TheOneMephisto
I'm pretty sure that you'll never get a clean spike off spiking with something as easy to interrupt as rodgorts.
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Rodgort's is a 2-second cast just like every other spike skill, how is it easier to interrupt?
Last edited by Riotgear; Dec 09, 2007 at 10:40 PM // 22:40..
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Dec 09, 2007, 11:54 PM // 23:54
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#14
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Forge Runner
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Quote:
Originally Posted by Riotgear
Rodgort's is a 2-second cast just like every other spike skill, how is it easier to interrupt?
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Not very many spikes with 2-sec cast times have been successful have they? I mean, there was a reason why air spike was primarily played on mesmers with FC, and obsflame spike was usually run with ward of stability and lots of mantra of concentration/resolve. They only except I can think of off the top of my head is bloodspike, but recent versions have all had so many spike skills (oppressive, shadow strike + copy) that it was harder to shut them down.
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Dec 10, 2007, 12:51 AM // 00:51
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#15
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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You can get SoC up in 10 sec. If KD is a problem, I think one of the warders can squeeze something in.
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Dec 10, 2007, 01:08 AM // 01:08
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#16
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Forge Runner
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Quote:
Originally Posted by Hyprodimus Prime
You can get SoC up in 10 sec. If KD is a problem, I think one of the warders can squeeze something in.
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How are you going to get SoC up in 10 seconds? Lets assume that you attack around once every second (a little faster than a spear under AR I think). That means that it takes 8 seconds to charge SoC right? And then SoC also has a 5 second recharge, during which it can't gain adrenaline, and a 2 second cast time. So your talking about using it once every 15 seconds, assuming that you never use any other adrenal skills and that you're constantly attacking and always hitting, along with never drawing any anti-melee (you're going to get all the blinds/melee hate that the other teams has considering your the only physical class).
So in optimal conditions, you can have it up every 15 seconds. More realistically, you're going to be lucky if you get it up every 25-30, especially once the other team realizes that by shutting down the paragon they can shut down both deepwound and any interruption protection.
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Dec 10, 2007, 04:40 AM // 04:40
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#17
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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Hmm guess you're right. Back to IV and ballence
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