Apr 22, 2008, 06:39 AM // 06:39
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#41
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Jungle Guide
Join Date: Jul 2006
Location: The Land of Hyrule
Guild: [GoE]
Profession: W/
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cracked armor on lighting orb was just too much, sorry. An ele could take out my war with 3 attacks, and I also had +armor against elemental damage. The only fact that one is a projectile and the other is not, is enough for the energy/cast/recharge differences.
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Apr 22, 2008, 07:02 AM // 07:02
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#42
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Take orb unless you're on a dual attune ele, then take both.
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Apr 23, 2008, 12:27 AM // 00:27
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#43
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Forge Runner
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I never understood why they added Cracked Armor to Lightning Orb, it's not like that skill still isn't devastating.
I say it should revert back to how it was before, no Cracked Armor...
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Apr 23, 2008, 06:16 PM // 18:16
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#44
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Ascalonian Squire
Join Date: Nov 2007
Location: Miami, FL
Profession: D/
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Lightning Hammer combined with Aura of Restoration is already an extremely powerful self heal. Reducing the energy cost would have an adverse effect on some builds as well. Adding a condition to it would make it overpowered IMHO.
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Apr 23, 2008, 06:49 PM // 18:49
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#45
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Jungle Guide
Join Date: Mar 2006
Guild: The Hand of Omega [WHO]
Profession: E/
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Hammer and Orb are fine, even with the removal of Cracked Armour. I tend to use Air more often than not these days, and carry Shellshock. That + either Hammer or Orb = pain, and I can still squeeze dual attunes + those, a glyph and a PVE skill (Pain Inverter is rather handy for blowing up casters and barrage rangers in PVE) .
Don't bother with a res sig, H/H don't seem to mind.
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Apr 24, 2008, 12:18 PM // 12:18
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#46
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Ascalonian Squire
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Hammer has such a lovely sound to it, along with the ending animation similar to Blindong Surge. However, make sure you try not to cast this when your target dies, or else there goes your refund, unless you carry the 20/20 20/20 set. [:
Orb is not that bad, seeing that most pve enemies are within wanding range ( I am NOT promoting wanding ele's here). And if your Elemental Attunement is removed, at least you still have Air Attunement making 15 energy not bad.
It does not matter what you use, just be sure that you do not bring Lightning Hammer with lots of knockdowns or interrupts. But if you just love the spells that always hits, and has a fun animation to watch, bring Hammer.
And agreeing with Saraphim again (love the flameforged + destroyer mix), just bring shell shock.
With CA removed, at least it won't hurt as much when you play your non-caster professions. But I sure do miss saving a slot on my skill bar. I prefer to be the Orb, Hammer, Blinding Flash, Enervating Charge, Aura,+2 Attunement, rez. It sure helps the monk out, and I get to use both LH and LO [:
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