Sep 01, 2005, 05:07 PM // 17:07
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#41
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Banned
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Quote:
Originally Posted by Shinsei
Keyword here people: Energy Storage
i do not understand why you are all so close minded and ifnorant of things. Open your eyes.
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roflmao...I quickly read over his "energy storage" bit and dismissed it figuring he was misinformed or confused as to what "energy storage" was. I didn't figure he meant Energy Storage as in the attribute only Elementalists have.
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Sep 01, 2005, 05:08 PM // 17:08
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#42
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Lion's Arch Merchant
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Actually, sometimes you get a lot of flak from clueless rangers, who are "OMG QZ Screwing over my energy, NO QZ" when you drop QZ. In fact it's a must in combination with EW.
EW is there to manage the high energy cost of dust trap, and lop a little off the other traps' cost due to QZ. The skills synergize really well. All other spirits are just bonus...
I do not recommend Spike Trap, as was already stated, the knockdown effect apparently screws with the triggering of the other traps. I've already stated my choice for an elite, when trapping, but just one or two rangers need to bring that ( Barrage, btw)
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Sep 01, 2005, 05:09 PM // 17:09
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#43
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Guitarring Adventurers Society
Profession: R/N
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Quote:
Originally Posted by Blackace
Oh ok, I see what your saying now. I thought this was a team that like, once they engaged just used WD/Traps and oath shot would be better. But if you dont wanna pull I see where the QZ comes in, but no reason for EW.
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QZ stacks well with EW, and with Serpents quickness, makes the most of your energy.
The technique is simple. Drop EW, then QZ, then Serpent's Quickness.
EW reduces your recharge costs by 33% but slows down your recharge. QZ+Serpents counters this by speeding up your recharge.
The result is a significantly faster recharge on your skills with less energy cost. With a trap's life running at 90 secs, that allows you roughly 1 minute or 90 seconds to lay as many traps as possible before you need to pull. For a single ranger with a beefed up energy pool, that could mean up to 10-15 traps before creatures have to be pulled. Multiply that by the number in your team, and you have a lethal amount of traps, with no need for Oath Shot.
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Sep 01, 2005, 05:18 PM // 17:18
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#44
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Banned
Join Date: May 2005
Location: Uk Leicester
Profession: N/R
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AHH I see part of the confusion. Energy Storage=Energy levels srry
Not sure what the highest energy level you can reach.
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Sep 01, 2005, 05:35 PM // 17:35
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#45
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/Me
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Quote:
Originally Posted by Shinsei
Keyword here people: Energy Storage
i do not understand why you are all so close minded and ifnorant of things. Open your eyes.
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Shinsei, it was a typo or miswording. Let it go, man! lol
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Sep 01, 2005, 05:46 PM // 17:46
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#46
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Krytan Explorer
Join Date: Apr 2005
Location: Somewhere between the Real World and Tyria ;P
Guild: The Gothic Embrace [Goth]
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ROFL at the whole energy storage thing.
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Sep 01, 2005, 05:49 PM // 17:49
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#47
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Sunshine
Join Date: Jul 2005
Location: The Wired
Guild: Daughters of Ananke
Profession: Mo/E
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This has never happened to me, because I never give up my power as being the leader. If they have to have their own party, let them find their own party.
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Sep 01, 2005, 06:08 PM // 18:08
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#48
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Krytan Explorer
Join Date: Jun 2005
Location: The Great Southwest
Guild: Shadowstorm Mercenaries
Profession: E/
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Eh, that's why I never bother with trying to lead parties. It's such a hassle to recruit people, get them to follow the gameplan, etc. I just look for intelligent GLF requests and respond to them. It might take a little longer, but it's worth saving the headache. And if I don't get a response in a reasonable amount of time, I just go do something else.
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Sep 01, 2005, 06:17 PM // 18:17
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#49
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Wilds Pathfinder
Join Date: Jul 2005
Location: River Dancing
Guild: Eternal Treachery [TimE]
Profession: Me/E
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Quote:
Originally Posted by Aracos79
Eh, that's why I never bother with trying to lead parties. It's such a hassle to recruit people, get them to follow the gameplan, etc. I just look for intelligent GLF requests and respond to them. It might take a little longer, but it's worth saving the headache. And if I don't get a response in a reasonable amount of time, I just go do something else.
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Its no fun to lead pugs, but when your a Mesmer you can't help but form pugs instead of waiting for someone to finally say "Looking for a mesmer to do something in UW or FoW". Its easier to just form the group than to look for it. Once you form a group never give up leadership.
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Sep 01, 2005, 06:23 PM // 18:23
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#50
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Banned
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not that I have much experience playing a mesmer...but I can't imagine they are very helpful in UW....I'd imagine they'd be alot more help in FoW.
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Sep 01, 2005, 06:56 PM // 18:56
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#51
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Wilds Pathfinder
Join Date: Jul 2005
Location: River Dancing
Guild: Eternal Treachery [TimE]
Profession: Me/E
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They find use, good support character to have. Mesmers can also counter the evil mesmers in UW, damn those Mindblades. With high enough domination you can literally make mindblades kill themselves. You also can destroy dryders with a mesmer. So I would say yes. Though this is from what I have manajed to do, I do not know about mesmers in general.
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Sep 01, 2005, 07:25 PM // 19:25
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#52
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Frost Gate Guardian
Join Date: May 2005
Profession: Me/
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A Mesmer would probably be a terrible idea for a trapper group in the UW.
Other than that one mode of UW farming: kill all casters 10x faster and tanks take 1/10th damage. Yeah, you'd think most groups would find room for a Mesmer.
...but they don't. And the woeful ignorance of what Mesmers are capable of accomplishing continues.
cmb
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Sep 01, 2005, 08:43 PM // 20:43
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#53
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Desert Nomad
Join Date: Mar 2005
Location: USA
Guild: Xen of Sigils [XoO]
Profession: W/
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Quote:
Originally Posted by Sandman Uk
Had to laugh yesterday and just want to make you all aware.
Europe had favor and America was winning in the Halls. I quickly went to Temple of Ages and started building a trapping team for UW.
I have a Necro/Ranger build for the Energy storage. I can also carry Well of Profane maxed Death and then all other attributes into Wilderness survival. This gives me 71 energy with all the traps and a few wells.
Ok I spends the next 15 mins recruiting trapper rangers. Experienced trappers ect (5 Rangers recruited) and then im offered to join my team (5) with another ranger team (3) together to make 8 trappers. With time running out (America two more wins) I accept and the new leader then kicks me immediatley without warning because possibly my build wasnt a primary ranger thus keeping all my trappers I had recruited he then ignored me whilst he recruited another (1)
LOL classic stich up beware.
Im not going to name him he knows who he is I just want you to be aware.
Has anything happened like this to you
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I always run a n/r for the energy storage that neither necro or ranger have access too
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Sep 01, 2005, 10:11 PM // 22:11
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#54
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Guitarring Adventurers Society
Profession: R/N
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Quote:
Originally Posted by octaviancmb
A Mesmer would probably be a terrible idea for a trapper group in the UW.
Other than that one mode of UW farming: kill all casters 10x faster and tanks take 1/10th damage. Yeah, you'd think most groups would find room for a Mesmer.
...but they don't. And the woeful ignorance of what Mesmers are capable of accomplishing continues.
cmb
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One of the best trappers I've teamed up with was a Me/R. Can't post the name (really wish I could though!). Fact is all classes have great potential to be trappers with a secondary ranger proff, including Mesmer. The only thing is that they'd be unable to get their WS attribute up to 16, but that doesn't stop them from laying a large amount of traps from larger energy pools, or pulling mobs to the traps thanks to better armour.
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Sep 01, 2005, 11:49 PM // 23:49
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#55
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Moderator
Join Date: May 2005
Location: Australia
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Quote:
Originally Posted by Sandman Uk
AHH I see part of the confusion. Energy Storage=Energy levels srry
Not sure what the highest energy level you can reach.
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Well I believe that 79 is the highest energy level that a N/R can reach. This is with loosing 2 pip's of regen.
The highest without loosing any regen is 52 energy.
Or if they loose just 1 pip of regen (thus become same regen as a ranger) they will have 64 energy.
While the R/x can reach is 73 energy (assuming they use wand/focii & have the attribute points for the focii's main energy) - course this would leave them with only 1 pip of energy regen
The highest without any loss of regen is 46 energy
We all know that an elementalist can reach the highest possible energy level's.. assuming 16 ES...
w/full regen = 93 energy
w/-1 pip = 105 energy
w/-2 pip = 120 energy
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Sep 02, 2005, 01:27 AM // 01:27
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#56
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Quote:
Originally Posted by trelloskilos
Fact is all classes have great potential to be trappers with a secondary ranger proff
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Aye, I don't think a Warrior / Ranger can be a very effective trapper.
Or am I wrong?
20 Base energy
+8 from full gladiator set
+5 henge of denravi long sword
33 total energy with 2 pips of energy regen
+10 from any staff
+5 insightful staff mod
33+15 = 48
So the max a Warrior / Ranger can get is:
48 energy with 2 pips of regen
Is that sufficient enough for a W/R to be a trapper?
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Sep 02, 2005, 01:44 AM // 01:44
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#57
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Moderator
Join Date: May 2005
Location: Australia
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Tuoba Hturt Eht - your maths is a bit off...
You can't wield a sword and a staff at the same time, thus you only get the energy bonus from the 1 or the other item. Well you can have them in different weapon slots, but only the active slot will effect your energy pool.
Thus the highest they can get is either 33 or 43. Now the 43 is assuming the staff's energy isn't tied to an attribute.. if it is, then that energy will do nothing :P
They can get more by wielding a wand & focii which has bonus energy, but they will then have nill energy regen.. so the energy is good for that use then they'd have to swap out to get energy regen. This way they could have 58 energy! But with 0 energy regen.
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Sep 02, 2005, 06:53 AM // 06:53
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#58
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Banned
Join Date: May 2005
Location: Uk Leicester
Profession: N/R
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Quote:
Originally Posted by Mandy Memory
I always run a n/r for the energy storage that neither necro or ranger have access too
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Read all the posts dont skip the middle.
I didnt realize ele's could get up to 120 energy.
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Sep 02, 2005, 08:19 AM // 08:19
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#59
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Guitarring Adventurers Society
Profession: R/N
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Quote:
Originally Posted by Tuoba Hturt Eht
Aye, I don't think a Warrior / Ranger can be a very effective trapper.
Or am I wrong?
20 Base energy
+8 from full gladiator set
+5 henge of denravi long sword
33 total energy with 2 pips of energy regen
+10 from any staff
+5 insightful staff mod
33+15 = 48
So the max a Warrior / Ranger can get is:
48 energy with 2 pips of regen
Is that sufficient enough for a W/R to be a trapper?
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The difference of 5 extra en points on a warrior's base en pool is hardly a world of difference to a ranger's 25. Like Kamatsu says, there are ways of boosting this en pool to much healthier levels, and finally, the biggest advantage of having a W/R in the trap party is that you know who is going to be the puller.
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Sep 02, 2005, 08:32 AM // 08:32
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#60
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Banned
Join Date: May 2005
Location: Uk Leicester
Profession: N/R
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Quote:
Originally Posted by trelloskilos
The difference of 5 extra en points on a warrior's base en pool is hardly a world of difference to a ranger's 25. Like Kamatsu says, there are ways of boosting this en pool to much healthier levels, and finally, the biggest advantage of having a W/R in the trap party is that you know who is going to be the puller.
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Yep the person with the FlatBow,Longbow,Storbow
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