Jan 05, 2009, 03:03 AM // 03:03
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#1
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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VS farms question?
So... I understand SF was 'nerfed' but I saw sins running it after the nerf fine. Then two days ago everyone started Needing BiP's all of a sudden?
I asked why this was and i got "BiP is for monk to spam healing party nub"
What happened to waiting for aggro to settle on sin, who can manage fine without BiP, then spike targets down with CoP? Monster AI didnt change in the last couple days did it? Sure every now and then a churning earth got by, but then you jsut walk out of it....and your fine. No big deal.
Why the sudden WE NEED BIPS NOW IF YOU DONT WANT IT URA NUB.
I couldn't really care less as long as the run is done, but, why the sudden change?
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Jan 05, 2009, 03:10 AM // 03:10
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#2
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Jungle Guide
Join Date: Jan 2007
Profession: R/Mo
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to bip the perma when he gets to the wall you have to use sf more often along with other skills and you get lower on eenrgy
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Jan 05, 2009, 03:31 AM // 03:31
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#3
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Furnace Stoker
Join Date: Apr 2005
Profession: W/
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bip the perma right as he starts the run to give him an initial energy boost, then bip him when he gets to the wall to recover energy and maintain SF. To make the run you need to use other skills to self-heal and anti-kd...and it gets really hard on energy.
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Jan 05, 2009, 03:40 AM // 03:40
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#4
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Forge Runner
Join Date: Mar 2005
Location: PST
Profession: W/
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SF's duration was cut, requiring more casts. It really drains your energy, so it makes sense to me.
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Jan 05, 2009, 04:30 AM // 04:30
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#5
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Forge Runner
Join Date: Apr 2008
Location: Canada
Profession: E/
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You have 3 energy to work with per re-cast of SF. The people who told you the monk needs it to spam heal party are wrong. The assassin perma needs it to maintain perma, as well as stay alive after making the energy intensive run to the wall.
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Jan 05, 2009, 11:46 AM // 11:46
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#6
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Guest
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Is there a new video on the VS Farm run post nerf for the Assassin?
Also I'm just wondering if it would help to carry a high energy set for the run aswell?
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Jan 05, 2009, 12:19 PM // 12:19
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#7
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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What about the two sins I saw that ran it after the update?
Where they able to do it only because it was a preferable group in which we took out people at the wall extremly fast and they didnt need SF that much?
If that was the case I of course wouldn't rely on that since its hard to find a preferable random group lol.
Maybe they had a con or something...I have no idea.
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Jan 05, 2009, 12:22 PM // 12:22
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#8
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Furnace Stoker
Join Date: Jun 2005
Guild: gwpvx.com/user:dzjudz
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Quote:
Originally Posted by Unreal Havoc
Also I'm just wondering if it would help to carry a high energy set for the run aswell?
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Wouldn't make much sense since you need a staff to cast SF anyway (20% enchant).
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Jan 05, 2009, 12:42 PM // 12:42
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#9
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Site Contributor
Join Date: Dec 2006
Location: Martinsburg, WV
Guild: Scions of Carver [SCAR]/Trinity Of The Ascended [ToA]
Profession: W/
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You don't need a bip right of the bat when you start to run, and realy if you just use the skills needed to get to the wall you wont need a bip once you get to the wall.
Every run I've done recently as perma it seems that the monk leaves out prot spirit so I die whether I have SF up or not. Thats what I have to say on the matter.
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Jan 05, 2009, 06:38 PM // 18:38
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#10
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Jungle Guide
Join Date: Dec 2005
Guild: Mystical Chaos
Profession: E/
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Quote:
Originally Posted by Dzjudz
Wouldn't make much sense since you need a staff to cast SF anyway (20% enchant).
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Really? Wish I would've known that. I've been using zealous daggers of enchanting all this time.
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Jan 05, 2009, 08:14 PM // 20:14
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#11
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Furnace Stoker
Join Date: Jun 2005
Guild: gwpvx.com/user:dzjudz
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Quote:
Originally Posted by sykoone
Really? Wish I would've known that. I've been using zealous daggers of enchanting all this time.
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Of course you can use any weapon that has a 20% enchanting mod, I was merely referring to the fact that the highest energy you can get is using a staff with a 20% enchanting mod. A 'high energy set' like wand/offhand with 15/-1 is unusable since you would need to switch to the 'low energy' 20% enchanting weapon to cast the energy intensive spells anyway. Of course, you could use a +5/20% sword/whatever and an offhand with 15/-1, giving you both enchanting and high energy, but this would be at the cost of a pip of energy. In conclusion: 20 energy 20% enchanting staff > 17 energy 20% enchanting weapon/offhand > 5 energy 20% enchanting daggers.
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