Dec 16, 2007, 09:01 PM // 21:01
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#2
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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If you're relying on Assassin's Promise, hex removal will kill it without a doubt. That's also quite a bit of investment into Deadly Arts (10 attribute levels) and Mark of rodgort is the only trigger for Glowing Gaze's energy gain. I guess the build was made before the change of Mark of Rodgort to be 15 recharge.
The Savannah's Heat one will have the problem of hex removal as well, but it is unlikely to be removed on all targets in the area. The build has the flaw of only having Fireball as a skill that can be used on a regular basis. The other build has Glowing Gaze (8 recharge) and Liquid Flame (15 recharge).
In general the Savannah's Heat one will do more since Savannah's heat does more damage than Meteor Shower. Also, the Savannah's Heat one has more energy storage and energy management via Auspicious Incantation.
I'd say the Savannah's Heat one is better since Assassin's Promise is on 45 cooldown if it gets removed.
Last edited by LifeInfusion; Dec 16, 2007 at 09:05 PM // 21:05..
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Dec 16, 2007, 10:44 PM // 22:44
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#3
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Krytan Explorer
Join Date: Apr 2007
Location: Arizona
Guild: Clanless Fraggers
Profession: R/Mo
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[skill]Assassin's promise[/skill] is meh...if you're running a fire build and want a e-management elite use [skill]mind blast[/skill] it's far better
SH is definately fun for sure especially with multiples..add some sort of kd/snare and you're set.
of those 2 I'd pick the SH one just because assassin's promise isn't that good.
Last edited by MBP; Dec 16, 2007 at 10:46 PM // 22:46..
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Dec 17, 2007, 02:10 AM // 02:10
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#4
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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Quote:
Originally Posted by MBP
[skill]Assassin's promise[/skill] is meh...if you're running a fire build and want a e-management elite use [skill]mind blast[/skill] it's far better
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AP is for the insta-recharge effect.
It's a powerful skill for blowing your way through trash mobs in normal mode; dropping a sac'd MS and a bunch of other AoE on each mob is a surefire kill.
However, because of the all-or-nothing basis of an AP nuker, it's fragile and lacks the staying power you need for tough boss fights and HM in general.
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Dec 17, 2007, 04:38 AM // 04:38
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#6
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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Id go with the triple heat any day of the week. AP is so fragile it can be put out of combat for over a minute by 1 hex removal, an interrupt, or simply a monster that has a little bit of protection. and theres the exhaustion thing.i really hate exhaustion. there arent any skills worth using in PvE that cause exhaustion.
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Dec 17, 2007, 06:26 AM // 06:26
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#7
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Krytan Explorer
Join Date: Jul 2006
Location: Manchester, UK
Guild: The Sapphire Rose [TSR]
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Both are good when used properly. The AP nuker can put out a lot of firepower over a period of time but only when you trigger AP properly. For an inexperienced nuker the 3 heats build is far easier to manage and puts out some very impressive firepower. There's not really much around that will survive the AoE from the 3 heats (4 if you echo SH) combined with a snare except some of the more highly armoured foes in HM.
I personally prefer the 3 heats build due to it's ease of use and reliability. If AP is interrupted/shattered then you'll be fairly useless for a while. If one of the heats is interrupted you'll still be putting out some impressive damage.
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Dec 17, 2007, 01:11 PM // 13:11
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#8
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Academy Page
Join Date: Oct 2007
Location: Asia
Profession: E/
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Triple (Quadruple for me [skill]Arcane Echo[/skill] ) heats with [skill]Deep Freeze[/skill] is my personal choice. Equip a 40/40 wand and focus set for better results.
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Dec 17, 2007, 03:07 PM // 15:07
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#9
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Desert Nomad
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Air of Superiority > Assassins Promise
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Dec 17, 2007, 07:35 PM // 19:35
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#10
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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I used sins promise for a while to speed farm balth faction but all my guildies ever did was cry that trapping was better, maybey it is but I like the ele one so much better.
Sins promise is pretty good if it doesn't get removed but when it does your screwed. Its a fun fast paced artillery ele.
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Dec 17, 2007, 09:19 PM // 21:19
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#11
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Forge Runner
Join Date: Aug 2006
Profession: R/
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Exactly how many monsters in the game have hex removal? Better yet, exactly how many of them will save it to remove your AP instead of Barbs or MoP or SS or some other arbitrary hex that your Necro or Mesmer is throwing around? Stop complaining for the sake of complaining.
For Hard Mode both builds are useless because stuff just dashes right out of the AoE. Run [skill=text]Mind Blast[/skill][skill=text]Rodgort's Invocation[/skill] in HM and some utility if you want to go fire.
Also that AP build on Wiki is really bad... try
[skill=text]Fire Attunement[/skill]
[skill=text]Glyph of Sacrifice[/skill]
[skill=text]Meteor Shower[/skill]
[skill=text]Searing Heat[/skill] or [skill=text]Rodgort's Invocation[/skill]
[skill=text]Breath of Fire[/skill]
[skill=text]Assassin's Promise[/skill]
[wiki]"Finish Him!"[/wiki]
[wiki]Sunspear Rebirth Signet[/wiki]
Assassin's Promise ==> "Finish Him!" pretty much kills your target if you put it on him when he's at ~20-30% health.
For boss fights, killing the boss recharges your skills so who cares about timing AP right...
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