Jun 30, 2005, 07:00 PM // 19:00 | #21 |
Desert Nomad
Join Date: Apr 2005
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defensive defense
+10 defense is >>> +60 hp |
Jun 30, 2005, 07:03 PM // 19:03 | #22 | |
Krytan Explorer
Join Date: May 2005
Location: Richmond, Va
Guild: Looking for a better Guild
Profession: E/Mo
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Jun 30, 2005, 07:09 PM // 19:09 | #23 |
Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Defensive of Defense. If you don't need the enchanting on an Elementalist, it's the only staff to take. +5 energy is negligible given your already large energy capacity, and the +5 defense will more than pay for itself, energy-wise, from the healing your monks *won't* have to do while taking care of your soft ass.
Of course if you're running an Ether Renewal build or the like you're probably going to want the Enchanting part. The +30 HP mods are better if you're using multiple superior attribute runes that would otherwise drop your health below 400. But under normal circumstances, Defensive upgrades just keep you alive better. Peace, -CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience. |
Jun 30, 2005, 07:24 PM // 19:24 | #24 |
Banned
Join Date: May 2005
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^See! I wish I could lock him in a cage in my basement and poke him with a stick when I need an answer.
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Jun 30, 2005, 07:29 PM // 19:29 | #25 |
Krytan Explorer
Join Date: Jun 2005
Location: California
Guild: Alliance of Xen [XoO]
Profession: W/R
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Ensign is indeed god.
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Jun 30, 2005, 07:33 PM // 19:33 | #26 | |
Krytan Explorer
Join Date: May 2005
Location: Richmond, Va
Guild: Looking for a better Guild
Profession: E/Mo
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Quote:
FYI !!!! Croud Controllers dont need more Armor and as for Increasing your HP well thats a waste to becasue believe me a monk will spend more of his energy on a tanker to keep the Preys at bay than you.. What you want as a elemental is the ablity to spam faster ane a large pool of energy to keep the spams going... Last edited by salatious; Jun 30, 2005 at 07:38 PM // 19:38.. |
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Jun 30, 2005, 09:07 PM // 21:07 | #27 | ||||
Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Elementalists are the *biggest* healing tax in a group. They have low armor, low hit points, draw a lot of fire, and it's *always* an emergency situation when they get hit. It's attitudes like this one that cause it. Quote:
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What I want is for my Elementalists to be able to be able to do more than run around screaming for heals when plan A fails. I want them to ditch their foolish 'I can put everything into offense, I'm never going to get hit and the Monks will take care of me anyway!' attitudes. Things are going to go wrong, you are going to take fire, and your 60 armor, 380 hit point pushover is going to get rocked. You know what's going to save you there? A bit more defense, the ability to absorb a bit more damage, to buy your Monks, and your team, much needed time to pull through. 5 more energy on top of your already abundant energy capacity is not going to win the tough battles. The 10% damage reduction, and the energy you'll save the Monks healing you, will. Quote:
So the real difference between the two is up to two rare mods on the wand, plus two energy, versus two staff upgrades. You can value things in different ways, but +5 armor as a mod is hard to beat with any of the natural, rare mods. Two of them? Well, I think there's some room for debate here but not much. Peace, -CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience. |
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Jun 30, 2005, 09:58 PM // 21:58 | #28 |
Banned
Join Date: May 2005
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:O
Yeah but I play a monk. Having the 12 from focus and 5 from weapon is awesome, along with offering of blood my energy is very nice. 17 versus 10. I'll take any energy I can get. I honestly don't find myself being targeted as much anymore in PvP. I stay a safe distance away and to get to me they'll have to run through whatever group I'm with which will cause more problems then it solves for me to just get healed. It's just those nasty mesmers that are a problem. |
Jul 01, 2005, 04:54 AM // 04:54 | #29 |
Lion's Arch Merchant
Join Date: Apr 2005
Location: LA, California
Guild: Nothing to Lose [NtL]
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Regarding air staves, I'm currently hunting Bleached Shells for that one collector staff with 20% for both cast and recharge and I have a defensive staff head to put on it once i get it, but I don't want to risk losing the defensive. So, is this staff the one with the best inherent attributes availabe?
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Jul 01, 2005, 04:57 AM // 04:57 | #30 | |
Krytan Explorer
Join Date: May 2005
Location: Canada/Quebec
Guild: Silentum Altum
Profession: E/Mo
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Code:
however the same type of modifier cannot be drawn for both modifiers (i.e. you can't have two modifiers that affect your health). |
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Jul 01, 2005, 05:53 AM // 05:53 | #31 | |
Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
At least, in theory. I know this applies to fast cast / fast recharge modifiers, but it doesn't apply to some other modifiers, such as -2 damage per attack based on a condition. I'm not sure of the exact list of what doesn't stack. In any case, this does not apply to which upgrades you can put into a staff. You can put in two +30 health upgrades and they'll both work just fine. Peace, -CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience. |
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