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Old Feb 12, 2007, 11:34 AM // 11:34   #1
Ascalonian Squire
 
Join Date: Jun 2006
Location: UK
Guild: Solstice of Midnight [SOM]
Profession: W/
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Default Basics, Variants & Tactics The DoA SF Nuke

After running the SF Nuke for a while now and seeing the variations that I am sometimes asked to run I decided to put all that information in one easy to understand package for any aspiring Elementalists that want to fire it up in the Domain of Anguish.

Okay the basic bar is




That's Fire Attunement, Searing Flames ( Elite ), Glowing Gaze, Glyph of Sacrifice, Meteor Shower, Essence Bond, Extinguish and Resurrection Chant.

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Now some of these skills are interchangable in that you may be asked to drop Resurrection Chant for a



Rebirth or Resurrect, although I have only seen Resurrect be asked for in Stygian Veil. Rebirth and Resurrection Chant being the two most commonly used.

You may also be asked to drop Extinguish for



Convert Hexes ( Monk Protection Spells )

Additionally Essence Bond does not work like it used to and its usefullness is subjective to say the least so this is often also replaced by



Glyph of Lesser Energy, or



Liquid Flame or Lightbringers Gaze.

A growing trend I have seen is to have one of the Elementalists to carry



Deep Freeze. This is cast prior to the Glyph Sac + Rocks to help prevent the enemies from moving or changing aggro targets so even though you may not be asked to carry this making sure that this skill is unlocked is advisable.

There has also been some talk of one of the elementalists carrying



Mark of Rodgort and using this as a leading cast due to the lower burn factor on Searing Flames since the last skill balance update. Either way as you can see the role of the Searing Flames Nuke is highly versatile and interchangable.

You should have 16 in Fire Magic and as much in Energy storage as you can get so 13 if you use a minor rune. Any spare attibute points can be placed into Protection Spells. Although this does not amount to much every little helps.

As DoA groups have a large tendancy to be using Teamspeak or Ventrillo most if not all battle strategy will take place using voice comms so it is important to be able to hear calls as certain spells need to be cast in unison with the other 2 SF Nukes in the party.

Typically, regardless of where you are in DoA, the tank will aggro the mobs and pull them to a specific point where the aggro is easily held. During this " Pull " you may be asked to use Extinguish so be prepared. Once the " Pull " has taken place it is then you job to kill the mob.

WARNING !! Cast Camping is BAD !!

For those that have yet to hear of this term " Cast Camping " is the action of staying at the edge of aggro range and casting more than sometimes just a single spell before backing off even for just a few seconds.

The mobs in DoA will change aggro a little too easily in favor of a lower Armor Class target, which is anyone but the tank. Generally once the aggro has been " Settled " the mob group is still a little spread out past the tank. The melee enemies will of course have come into physical attack range of the tank but the casters and especially the monk enemies will be a little way back from the front of the aggro.

The general tactic here to " Burn " the front of the group forcing the monks to move forward to where the melee enemies are positioned. Depending on where you are in DoA the two monk enemies you will face are " Hearts " and " Ki ". Hearts are Tormented creatures that look like demonic octopi and Ki ( pronounced " Kee " by some ) are Margonite monks.

By " Burn " what is being asked for is for the SF Nukes to run forward close enough to cast a single Searing Flames at the closest enemy and then use the " S " key ( or whatever your move backwards key is ) to move back away from the aggro for a few seconds before running in to cast Searing Flames again and retreating once more. This action will cause the Monk enemy to move up close to the tank. Once this happens the " Caller " will call " Glyph Sac " ( which refers to Glyph of Sacrifice ) and then directly afterwards call for a Meteor Shower on a targeted enemy which would generally be a Heart or Ki

Casting Meteor Shower will often be refered to as " Dropping Rocks " " Drop Rocks " or simply " Rocks " so be aware of this when you hear such terminology.

Once again after the Meteor Shower the SF Nuke should pull back for a couple seconds and then go back towards the aggro and finish off the group with Searing Flames and Glowing Gaze. Generally at this part the Elementalists can stand and cast without having to move back after each spell but this all depends on the situation so it's a judgement call. This part of the fight is often refered to as the " Burn 'Em Up !! " section.

So to recap the fight goes in order of Burn -> Glyph Sac + Drop Rocks -> Burn 'Em Up at least for the Elementalists.

Be aware though that if you were asked to carry Convert Hexes you may be asked to use this on the Tank during the fight. Equally an Extinguish may be asked for too so make sure you stay aware of what is being called on Teamspeak or Ventrillo as the fight is in progress.

Lastly, and this should go without saying but I will say it anyway, always make sure you have your " Lightbringer " title selected as this will not only increase your damage output but will also decrease damage done to you too.
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