> Forest of True Sight > Questions & Answers Reload this Page Caster sword?
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Old Jun 03, 2008, 07:19 AM // 07:19   #21
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Quote:
Originally Posted by scythefromunder
I think question has been answered plenty of times. I give a +1.
me too +1
12 chars
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Old Jun 03, 2008, 09:51 AM // 09:51   #22
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Quote:
Originally Posted by tmakinen
To me, a 'caster sword' is any inscribable one-hand weapon with a requirement over 9 (and sometimes even that) ... it's the user's responsibility to mod it as s/he sees fit. There are several completely valid options:
  • +5e for most casters
  • 10% HSR for elementalists who don't need that extra energy
  • +15% dmg/-5e if it's a part of a negative energy set (and there are more uses for that than just shielding from e-denial)
  • +30HP if it's a part of a shield set
  • +20% enchant for several farming builds that won't work without (and many of them also require a shield with a specific +10AL inscription so a staff is out of question)

My PvE ele has four different 'caster swords' (actually, just one sword and three spears) for specific purposes. Calling some option 'dumb' just because the person in question doesn't him/herself do things that require the particular option is pretty narrow-minded, now isn't it?

This has been the best aswer in this topic, but this original question has been asked so much times.

I got 4 different caster swords and 4 different caster spear depending on the use I need them, all can be found with mods spoken by tmakinen

+5E / +30HP
+5E / 20% longer enchant
-5E & +15% dmg / +30 HP
HSR 10% / 20% longer enchant
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Old Jun 03, 2008, 10:04 AM // 10:04   #23
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My monk uses a caster sword with 20% enchant and a defensive shield. I prefer the 20% enchant because with that i have a 6 second guardian instead of 5 which makes a world of a difference.
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Old Jun 03, 2008, 12:07 PM // 12:07   #24
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Quote:
Originally Posted by Crom The Pale
If a hero has a weapon and is not set on Passive(last option) he will use that weapon to attack. If you give a melee weapon to a caster he will charge into melee range to use it.
Which happens to be useful if you give a pve caster hero a 10%hsr +30hp/5al spear if you have a necro using [[barbs]/[[mark of pain|MoP].
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Old Jun 03, 2008, 12:30 PM // 12:30   #25
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Quote:
Originally Posted by DarkFlame
First of the caster martial weapons was the Totem Axe, which is +5 energy and +20% enchant. Like GaaaaaH said, it may not be all that good, but thats the first thing that comes to mind for caster moded martial weapons.
The first recognized "Green" weapon that had caster mods yes, but the first in the game, no. The first was the origional 14-21 +5en Henge of Denravi sword that anet origonally took out of the game. Only later did they introduce +5 en weapons with the release of factions.

But yes a caster sword can come in a variant of styles and mods. Personal preference is that a staff w/ 20% enchants is much more efficient than a 20% enchanting sword unless its for a farming build such as 55 monking.
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Old Jun 03, 2008, 01:16 PM // 13:16   #26
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Quote:
Originally Posted by Lady Lozza
My understanding of the caster sword, as opposed to the defensive set, was that certain spells (in pve) were determined by the type of weapon you are carrying. Therefore by carrying a sword the enemy will preferentially cast empathy (rather than backfire) on you. This is just what I've been told by people calling me a "noob" for carrying and changing several caster sets in various dungeons - despite the fact I kept well out of casting range but that's another matter.
This is quite true, though I don't think people are buying the caster swords for that reason. I can't remember the name of the enemy, but in The Deep there is are a few specific places where all casters usually swap to a martial weapon to avoid certain bad caster hate. It happens in other places, though its less noticeable
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Old Jun 03, 2008, 01:45 PM // 13:45   #27
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I've always thought the general consensus was a caster wep (+5 energy and +20% enchantments) was meant for solo farming to extend A/S Visage, Shield of Judgement, Protective Spirit, Shadow Form, etc.

/agree anyone playing anything but solo farming should have a 20/20 wand and 20/20 offhand. An extra 5 energy will not make a difference *if* you use even minimal energy maintenance (ie, waiting until someone is below 50% health to cast WoH or Zealous Benediction, etc).

and to OP, I personally do not find it 'rude' to suggest that someone look something up on wiki. If it is not on wiki it will be on guru. Research and common sense are your friends
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Old Jun 03, 2008, 01:50 PM // 13:50   #28
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Quote:
Originally Posted by Yichi
unless its for a farming build such as 55 monking.
Which in my opinion should never be counted towards general tactics or skill/equip useage.
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Old Jun 03, 2008, 01:58 PM // 13:58   #29
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Originally Posted by isamu kurosawa
Which in my opinion should never be counted towards general tactics or skill/equip useage.
Which goes back to why I said 20% enchants on a Martial Weapon outside of farming builds is a dumb idea

It's a vicious cycle
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Old Jun 03, 2008, 03:14 PM // 15:14   #30
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Quote:
This is quite true, though I don't think people are buying the caster swords for that reason. I can't remember the name of the enemy, but in The Deep there is are a few specific places where all casters usually swap to a martial weapon to avoid certain bad caster hate. It happens in other places, though its less noticeable
You're thinking of the oni before the Kraken pit. They teleport to whomever attacks them, so a stray wand shot forces them to warp past your War wall. Of course, this can be avoided (as most groups scream as you approach that spot) if you DON'T WAND THE ONI!!!!
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Old Jun 03, 2008, 05:21 PM // 17:21   #31
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Quote:
Originally Posted by Yichi
Which goes back to why I said 20% enchants on a Martial Weapon outside of farming builds is a dumb idea
Well, actually you said that 20% enchant on a martial weapon is a dumb idea period but I'll gracefully accept the refinement of the argument

I would also hazard a guess that when measured by the volume of trading, caster swords intended for farming use vastly outnumber the rest of the categories, so dismissing that part as insignificant is disingenuous at best.

Also, another valid use for caster swords in PvE is monsters' tendency to cast hexes based on the equipment you're carrying. As a monk or elementalist, I much prefer getting hexed with Empathy or Clumsiness over Migraine or Frustration. Because of the liberal application of hexes, especially in Hard Mode, it is often not feasible to switch to wand/staff for casting.
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Old Jun 03, 2008, 05:32 PM // 17:32   #32
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Quote:
Originally Posted by tmakinen
Well, actually you said that 20% enchant on a martial weapon is a dumb idea period but I'll gracefully accept the refinement of the argument

I would also hazard a guess that when measured by the volume of trading, caster swords intended for farming use vastly outnumber the rest of the categories, so dismissing that part as insignificant is disingenuous at best.

Also, another valid use for caster swords in PvE is monsters' tendency to cast hexes based on the equipment you're carrying. As a monk or elementalist, I much prefer getting hexed with Empathy or Clumsiness over Migraine or Frustration. Because of the liberal application of hexes, especially in Hard Mode, it is often not feasible to switch to wand/staff for casting.
I use both a spear and shield in UW HM as a monk (and anyone saying that a caster weapon outside of a farming build suffers from limited thinking). I am always the first person who Migraine is cast upon. I don't believe weapon type counts for hexes or conditions cast upon you, at least this isn't my experience. I believe it would by profession type or armor class before it would be by weapon set.
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Old Jun 06, 2008, 07:51 PM // 19:51   #33
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energy+5 and 20% enchants are best. For the prefix, most people are retarded and say OMFG FK FK FK IT NEEDS AN ICY MOD TO BE PRFECT WUTS WRONG WIT U? Me personally, I use a Furious (10%) mod as every other mod serves me no purpose at all. The furious 10% is useful because it can actually have a purpose, if for whatever reason you put an adreneline skill on your bar, you can wand them with your spear oor axe w/e and will benefit, rather than it serving no purpose other than 1-3 dmg every 3 seconds. -_-
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Old Jun 08, 2008, 07:51 PM // 19:51   #34
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Quote:
Originally Posted by NoXiFy
energy+5 and 20% enchants are best. For the prefix, most people are retarded and say OMFG FK FK FK IT NEEDS AN ICY MOD TO BE PRFECT WUTS WRONG WIT U? Me personally, I use a Furious (10%) mod as every other mod serves me no purpose at all. The furious 10% is useful because it can actually have a purpose, if for whatever reason you put an adreneline skill on your bar, you can wand them with your spear oor axe w/e and will benefit, rather than it serving no purpose other than 1-3 dmg every 3 seconds. -_-
the icy mod is mostly there for spinal shiver triggering, during old Mo and Necro dual runs - this ter info
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