Oct 27, 2006, 04:31 AM // 04:31
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#321
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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anyone else think that at 18 fire magic, immolate and rodgorts invoke should be raised to 4 seconds of burning?
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Oct 27, 2006, 04:36 AM // 04:36
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#322
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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They get the 4th second of burning at 19 Fire. Go go 20% offhand!
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Oct 27, 2006, 04:40 AM // 04:40
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#323
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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yeah i saw that on guildwiki...kinda dumb IMO...especially with the new NF spells that are conditional depending on whether your target is on fire
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Oct 27, 2006, 10:10 PM // 22:10
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#324
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Jungle Guide
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Searing flames is WTFOMGPWN combined with the new fire attunement and glyph of energy. Use attunement, GoLE, and glowing gaze for energy management. I suggest taking ranger secondary for SQ so you can spam glowing gaze and get faster recharges for the glyph. The damage is hideous, and in theory completely sustainable with non-elite energy management.
Last edited by Symbol; Oct 31, 2006 at 03:45 PM // 15:45..
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Oct 27, 2006, 11:54 PM // 23:54
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#325
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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do you cast searing flames 3 times in a row?
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Oct 31, 2006, 03:12 PM // 15:12
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#326
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Just A Digital Pimp Slap [DPS] - Guild Co-Leader
Profession: E/
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haha symbol, thats my current build! and i absoluletly love the spike it produces at times. You just gotta know how to use different combos in order to maintain energy. One mistake and energy can go preety low!
am just working on having 3 different skills to have a better build, i am leaning towards fireball for the spamming purposes, and immolate to aid glowing gaze. OR MoR ( Mark of rodgorts ) though the adjacent foes thing kinda makes me stay away from it still. just testing various things out
Teh New ERA of Ele/Rangers! I am wondering though, I may be using Mesmer secondary for variours other reasons. Oh well, choices choices...
Last edited by Xpl0iter; Oct 31, 2006 at 03:15 PM // 15:15..
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Oct 31, 2006, 03:49 PM // 15:49
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#327
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Jungle Guide
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I don't think MoR or fireball are good choices for a searing flames build. Searing flames keeps things on fire quite adequately by itself, so you have plenty of fodder for glowing gaze and fireball is too slow. If you must throw in another fire spell, go with liquid flame. 1s cast, good damage, 15s recharge doesn't really matter since most of your time is already spent casting searing flames and GG. Honestly with SQ and a 20/20 faster recharge wand/offhand it doesn't matter. There will always be something ready to go when you want to cast, and you have the flexibility of frontloading SF spam under serpent's quickness, or spamming GG for more emanagement. I like using the remaining slot for natural stride myself, it's quite a good run stance.
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Oct 31, 2006, 04:43 PM // 16:43
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#328
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Just A Digital Pimp Slap [DPS] - Guild Co-Leader
Profession: E/
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i got liquid flame, i am trying to compensate left over skills. Good ones found in other campaigns are just too slow for this one
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Oct 31, 2006, 06:24 PM // 18:24
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#329
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Jungle Guide
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The only half decent choices are liquid flame and immolate. Are you running serpent's quickness? If so I wouldn't bother with anything more than searing flames + glowing gaze.
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