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Old Oct 14, 2006, 10:21 AM // 10:21   #181
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Quote:
Originally Posted by Ensign
Rodgort's Invocation and Searing Heat are both "nearby" AoEs. The only "In the Area" damage AoEs are Energy Surge and Deep Freeze, to the best of my knowledge.
Before anyone go screaming, and to save time for some people who would have done some tests themselves; aside the 2 mentioned, all other so called "in the area" or "aa foe's location" are NEARBY spells. Personally, I still think it is jacked up, and quite unbelievable that they still haven't fix it. (I don't know if some of them are meant to be nearby, but searing heat and tenai's heat etc obviously should have been "in the area" given the graphic effect)

Last edited by Vermilion Okeanos; Oct 14, 2006 at 10:24 AM // 10:24..
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Old Oct 14, 2006, 10:49 AM // 10:49   #182
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Searing Heat has an 'In the Area' graphic but only hits Nearby, Firestorm and Meteor Shower have Nearby graphics but only hit Adjacent. It's been a year and a half and they haven't bothered to fix basic animations so I wouldn't expect new ones anytime soon, just know that this is how those skills work.

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Old Oct 14, 2006, 12:51 PM // 12:51   #183
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Quote:
Originally Posted by Ensign
Searing Heat has an 'In the Area' graphic but only hits Nearby, Firestorm and Meteor Shower have Nearby graphics but only hit Adjacent. It's been a year and a half and they haven't bothered to fix basic animations so I wouldn't expect new ones anytime soon, just know that this is how those skills work.

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ANET 'fixed' Knights Armor for being 'bugged' for an entire year since release. It's clear they're going to do whatever they want, and probably take their time doing it.
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Old Oct 14, 2006, 03:51 PM // 15:51   #184
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Quote:
Originally Posted by Ensign
Rodgort's Invocation and Searing Heat are both "nearby" AoEs. The only "In the Area" damage AoEs are Energy Surge and Deep Freeze, to the best of my knowledge.
My point still stands. They both hit a larger number of foes than any other AoE mentioned.

Quote:
Originally Posted by Ensign
Warriors can kite just as effectively as anyone else - more effectively, even, because of an abundance of speed buffs. Warriors can't attack when kiting, but neither can anyone else. The difference being that Warriors don't have to kite for the most part, because they're such a pain to kill.
Problem being that if the warrior kites out of harms way, he can no longer attack from his new position. He has to move right back where he was to stick his sword into the eye of whatever was hitting him, making the whole thing an exercise in futility. Ranged classes do not have this problem. Let's say a big mob starts attacking player A. Player A gets out of there and mitigates most of the damage he would have received. Meanwhile, every other ranged player on the team pours fire into the enemies that are running around like chickens with their heads cut off.

Quote:
Originally Posted by Ensign
Focused fire upon a Warrior neutralizes Heal Party. However, it makes all of your Protection spell go absolutely bonkers. That's what the Monks are doing, spreading Prot around, right?

I thought we only had one monk here. You''ve got only one monk and you're choosing prot?




Quote:
Originally Posted by Ensign
It does a pretty good job at killing a dozen archers that bunched up to tank the full brunt of a Meteor Shower, yeah. A hell of a good job at damaging people? No, not really. It's pretty bad at that actually. Tossing a Fireball to assist your Warriors is useful, and Rodgort's is ok when people are begging for it - bunching up in Wards and not applying any pressure - but otherwise you're better off sitting in the back casting Heal Party.
Let me get this straight- MS was good at killing, and Rodgort's is apparently good to punish people for bunching in wards - but bad at damage? How on earth do you kill someone or punish a team without doing damage?




Quote:
Originally Posted by Ensign
The guiding principle behind your playstyle, well, I have no idea what that is.
Expoiting the targeting and movement AI of monsters perhaps? Or is that not a valid idea because you don't use it? Must be nice to be the arbiter of a valid strategys ingame. Thank god we have you to think for us so we never have to design builds or strategies of our own.
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Old Oct 14, 2006, 06:15 PM // 18:15   #185
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Quote:
Originally Posted by Dr Strangelove
Expoiting the targeting and movement AI of monsters perhaps? Or is that not a valid idea because you don't use it? Must be nice to be the arbiter of a valid strategys ingame. Thank god we have you to think for us so we never have to design builds or strategies of our own.
Pretty weak argument giving a situation that takes longer to kill enemies when you figure in things like raw dps from a warrior, even while using smaller aoe attacks like triple chop and cyclone axe. This is strange considering you are trying to argue for elementalist damage being effective. When mobs commonly die before a 3s cast time finishes, it seems strange to field a character whose most popular skills take that long or longer to cast. In instances where things arent dying that quickly, recast and pressure become key. In which case the ele falls short there as well too compared to other options.

If you want to exploit the AI, you dont even need to be doing that much damage in the first place or have other humans in your party.
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Old Oct 14, 2006, 06:25 PM // 18:25   #186
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not to burst ur bubble but ele still has the most damage output in the game. It all depends on your build. If you are a water ele, ur main job is not to deal damage but to stop enemy from kiting. If you are a earth ele, your main job is keep up your wards and occationally use earth quack + after shock, or OB flame. and don't tell me that doesn't do damage. If you are a air ele, you are suppose to be taking down the targets that warriors have a time time with like monks, or ritualist, or other warriors who block or evade, if you are fire, you are doing AOE damage. Starburst+FlameBurst = no damage? Think again. Drop a MS with gliph of sac and bed of coals = no damage? Think again.
I might be comming on too strong but i've only spoke the truth, play your build right.
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Old Oct 14, 2006, 07:09 PM // 19:09   #187
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In PvP Water snares foes and does some ok AoE damage. Air does focused spike damage while screwing over warriors. Earth defends your team while ocasionaly doing some AoE or focused damage. And good 'ol Fire is massive AoE + Burning.

In PvE fire nukers are amazing if you have a decent tank that knows how to pile the mobs up, they're dead in a matter of seconds.

They aren't useless damage dealers, unless you try and play them like a warrior, which is dumb.
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Old Oct 14, 2006, 10:34 PM // 22:34   #188
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I agree - from a PvE viewpoint, proper ele support combined with warrior aggro holding can be devestating.

Consider THK, which most would agree, is one of the more challenging PvE missions. Put together a team with 2 or 3 warriors to hold aggro, a couple of fire eles to hit the clumped mobs, 2 monks and a MM/Ranger/mesmer or whatever to make up the party, and you should skate it (PUG madness aside)

Imho, eles are fine damage dealers, when used right

P.S. looking forward to the Nightfall spells, especially the Earth line....
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Old Oct 14, 2006, 10:42 PM // 22:42   #189
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Quote:
Originally Posted by Dr Strangelove
To a certain extent, it comes down to playstyle. From your posts, I get the sense that you have a thing for massive mobs of warriors beating the snot out everthing using snares and damage buffs to increase their effectiveness. That's great, and it works well in both PvP and PvE. I tend to have a thing for rangers and eles blowing the crap out of things from afar. Both work, it just comes down to playstyle.
If you want to take a relativist perspective on the issue, you aren't proving anything by saying something "works" because of playstyle. Empty skillbar might work for a few players on the team. The argument is about optimization; someone says that one method is quantitatively superior (raw damage, time, margin of error). Do you build a team based on the damage backbone of warriors, rangers, elementalists, or necros? The IWAY PvE build is about the lack of warrior downtime, damage taken, and damage rates when buffed by support teammates. At most, only a few skills will be changed in a build to suit a playstyle.

Quote:
Originally Posted by Dr Strangelove
... relies on the winter not being killed, and relies on the both remembering to lay it down and speccing points into WS.... If he can find corpses.... They can, but that generally requires multiple players.....
Relies on Elementalist not casting AoE on single targets, remembering to spec attribute points into proper elements, actually using e-management skills, not rushing in to tank and dying, not using AoE scatter to aggro multiple mobs from all sides causing wipes....

All of a sudden this game is too tough because you have to bring up all the little aspects of playing a class that everyone takes for granted. How does a person monk if we have so much multi-tasking to do? Multiple people taking damage, having to click on their health bars, knowing what to cast, and monitoring your own energy.... all while making split second decisions. Every class sounds impossible if you break it down like that. You can go ahead and transform the argument into "Which class is a bad player most capable of getting the highest damage out of?"

Quote:
Originally Posted by Dr Strangelove
An elementalist having major energy problems and needing time to regen is as bad as a warrior who frenzy + heal sigs under fire. Energy management is the most critical thing to playing an ele.
The comment was about spending all of your energy, which you will do at some point if you are good at any class. Somehow this turned into ---> major energy problems. An elementalist who can't get his energy to bottom out is spending his time wanding, standing around, or is taking a very crappy build. Highest damage stuff costs 15-25 energy, and Ether Prodigy doesn't suit a high damage build because it doesn't allow you to charge into a fight at full energy to unload on everyone (without taking devastating hits yourself). Ether Prodigy supports longevity instead. But with double attunements, you will run out because of the lack of help you can get from your teammates.

This is why people complain about the retard warriors who rush to the next battle with full Adrenaline reserves to spend. The healers and the rest of the team are low on energy because they continue to carry the group through every fight. Take your superior energy management, and instead of using it to have a full gas tank, spend it all and take your team for a ride.

The common tactical errors that caster classes make involve running out of energy at the worst times during a battle. This comes from overdamaging (overhealing for monks): using the most powerful AoE damage spells and unloading on a single enemy with low health. And likewise, if it becomes an endurance fight (has a boss), you will be saving your capacity for when the team needs it most.
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Old Oct 14, 2006, 11:28 PM // 23:28   #190
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Quote:
Originally Posted by Dr Strangelove
I thought we only had one monk here. You''ve got only one monk and you're choosing prot?.
If it is a human monk you can bet sure as hell I am taking Prot. Healing line is only good to supliment not be the core skills.
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Old Oct 15, 2006, 01:45 AM // 01:45   #191
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Quote:
Originally Posted by Dr Strangelove
I thought we only had one monk here. You''ve got only one monk and you're choosing prot?
You have an Ele that is spending most of his time spamming heal party and you choose a Healer?
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Old Oct 15, 2006, 02:37 AM // 02:37   #192
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Quote:
Originally Posted by Dr Strangelove
Problem being that if the warrior kites out of harms way, he can no longer attack from his new position.
He can start to attack again as soon as aggro breaks.


Quote:
Originally Posted by Dr Strangelove
I thought we only had one monk here. You''ve got only one monk and you're choosing prot?
Yep.


Quote:
Originally Posted by Dr Strangelove
Let me get this straight- MS was good at killing, and Rodgort's is apparently good to punish people for bunching in wards - but bad at damage?
We're talking about one hit every minute or so. You tell me if that's a damage dealing character.


Quote:
Originally Posted by Dr Strangelove
Expoiting the targeting and movement AI of monsters perhaps? Or is that not a valid idea because you don't use it?
I simply asked what the principle behind your choice was, but if you want to judge your own playstyle for me be my guest.

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Old Oct 15, 2006, 04:49 AM // 04:49   #193
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Quote:
Originally Posted by Dr Strangelove

Problem being that if the warrior kites out of harms way, he can no longer attack from his new position. He has to move right back where he was to stick his sword into the eye of whatever was hitting him, making the whole thing an exercise in futility. Ranged classes do not have this problem. Let's say a big mob starts attacking player A. Player A gets out of there and mitigates most of the damage he would have received. Meanwhile, every other ranged player on the team pours fire into the enemies that are running around like chickens with their heads cut off.
Moving back to start hitting someone talks all of 3 seconds. On the other hand, an Elementalist has recharge to worry about. Dealing 100 fire damage to a mob might seem like a great deal of damage, but it really isn't when they can only do it once every ten seconds.
Quote:
Originally Posted by Dr Strangelove
I thought we only had one monk here. You''ve got only one monk and you're choosing prot?
Why not? Ever wonder why boon-prots are so popular?

Quote:
Originally Posted by Dr Strangelove
Let me get this straight- MS was good at killing, and Rodgort's is apparently good to punish people for bunching in wards - but bad at damage? How on earth do you kill someone or punish a team without doing damage?
Pressure =/ killing. Throwing a Meteor Shower into a Ward forces them to move out. It may deal very little actual damage, however (people are smart enough to move away when the rocks start bonking them on the head).


Quote:
Originally Posted by masteroflife
not to burst ur bubble but ele still has the most damage output in the game. It all depends on your build. If you are a water ele, ur main job is not to deal damage but to stop enemy from kiting. If you are a earth ele, your main job is keep up your wards and occationally use earth quack + after shock, or OB flame. and don't tell me that doesn't do damage. If you are a air ele, you are suppose to be taking down the targets that warriors have a time time with like monks, or ritualist, or other warriors who block or evade, if you are fire, you are doing AOE damage. Starburst+FlameBurst = no damage? Think again. Drop a MS with gliph of sac and bed of coals = no damage? Think again.
I might be comming on too strong but i've only spoke the truth, play your build right.
Kiting matters not in PvE, so I'll assume you're talking from a PvP perspective. Firstly, you do know the obscenely long cast time of Earthquake, right? And moreover, it has a recharge of 15 seconds. You're dealing 100 armour-affected damage every 15 seconds. Obsidian flame- you're dealing 118 damage every 5 seconds (slightly longer because of the 2 second cast time), and it's not even sustainable because of Exhaustion. Bed of Coals and MS, they're both DOT AoE spells. People with brains simple walk out. As for Flame Burst, Starburst, Aftershock, and all those things are close range. Elementalists have caster armour; any poor Ele trying to get close enough to a kiting Monk to use these 'damage' attacks is going to get spiked so fast be a decent team he won't know what hit him.
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Old Oct 16, 2006, 12:14 AM // 00:14   #194
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additionally, just because an ele can do damage doesn't mean it's good, and completely counters what you say about eles having the best damage output in the game, masteroflife.

I always have trouble with posts like this because you can't seem to keep the fans of orison turrets and glyph nukers out of it.

I suppose in theory you could say water eles have the best damage output in the game because you can snare a foe and have the warrior beat his face in, but that's stupid.
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Old Oct 16, 2006, 08:54 AM // 08:54   #195
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Originally Posted by Thom Bangalter
additionally, just because an ele can do damage doesn't mean it's good, and completely counters what you say about eles having the best damage output in the game, masteroflife.

I always have trouble with posts like this because you can't seem to keep the fans of orison turrets and glyph nukers out of it.

I suppose in theory you could say water eles have the best damage output in the game because you can snare a foe and have the warrior beat his face in, but that's stupid.
What is your problem? If you don't like eles, don't take them in your team.
I completely disagree with this topic. THIS IS A TEAM GAME. We are supposed to help each other and work as a team for best results. This is also a tactic game, game for intelligent people. What shall mean "best damage dealer". Ok - try to play only with a war or ss - will they achieve fast and effective kills without other supporting classes in the game?
Ele is one of the amazing profesions in GW. There are 4 types of playing ele in pve and 2 types of playing ele in pvp - and these are only the basic.
They do good damage, have many supportive skills and easily CAN CONTROL THE BATTLE, if we talk for a decent player. And one last thing - when AN decide to enter in the game a good energy management skill such as Ether Prodigy, whis is non-elite, we will talk again for the best damage dealer in GW
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Old Oct 16, 2006, 09:12 AM // 09:12   #196
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One week of being gone and this happens...I'm sorry I missed it, it sounds fun.

Quote:
Originally Posted by Dr Strangelove
*Shrug* I've never really been bothered by a lack of damage on my ele. Air is great for single target damage most of the game. Fire gets impressive DPS IF you can hit 2-3 enemies with every cast, which isn't as unlikely as it sounds for a good ele. In the prophecies endgame, a water ele can do impressive damage to the titans. I never understood why everyone insisted on going fire with a ranger with winter as backup.

Yeah, I was wondering about that too. Why does everyone use water eles in Prophecies endgame and load themselves with 7 water skills while the ranger, hopefully using Barrage, would be pumping out quite a bit more damage? Pumping out Heal Party is so much better.

The factions endgame was a bit rougher and I was relegated to a more utililty role there, focusing on continual mass burning or toying around with epidemic or fevered dreams. Also, to go against all common knowlege, anyone not bringing a AoE damage over time spell is completely missing out on good times. Enemies running around like morons? Yes please.

I haven't played Factions yet, but...Enemies running around like morons? /shiver

Eles tend to have problems when played poorly, no offense to the OP. Throwing flare on your bar will make you feel more useless than a minion master fighting jade armors. Forgetting heavy duty energy management will make you run out of gas quickly. The entire water line will suck damage-wise in most situations.

Yes, the entire water line will suck damage-wise in most situations. Hell, if you talk about it, Air isn't any good in PvE, Earth is only good in solofarming, Fire is overrated as hell and only really has like one or two energy-effective spells...Fireball, and Immolate, possibly Rodgort's.

Fark defense, chuck a high radius AoE DoT on the monk, then blow then spike the crap out of everything else while the monk runs around. I generally believe that if you're wasting time blinding physicals and throwing out heal parties, you're killing way too slow.

It's my opinion that if you're wasting time blinding physicals and throwing out heal parties, your Warriors are probably decimating everything else, your monks aren't dead health or energywise, and you'll have a lot less problems. Unless you're playing with Henchmen, of which playing as a damage-dealer as an ele is mainly an illusion as it's the henchmen who pump out the damage anyway, speaking from experience.

Now that I think more about it, one of the big reasons why most people don't think eles do much damage is the abysmmal echo nuker build. It's a very defenseive buidl that relies on a tank carefully managing aggro, then sneaking in and scattering that aggro with a couple of small radius nukes every 60 seconds. In the end, you pump out a very small amount of DPS and a few poorly timed knockdowns. I'll take tenai's heat any day over MS.

Now that I think about it, the echo nuker - or, as I like it more, renewal nuker - is what the vast majority of the PvE populace want. It's actually the best build around, as people think it's for damage while it's actually for the periodical knockdowns. And just as a side note; Meteor Shower DOES NOT SCATTER. Teinai's Heat, or Searing Heat, it's Prophecies counterpart, DOES scatter.

The role of a fire ele is crowd control, not single target damage, similar to a barrage ranger. Against single targets, both could be replaced by other classes or builds for an increase in DPS. The popularity of these builds comes from their power when it counts. Both these builds have a large increase in DPS against large mobs. Do either of them beat a frenzy warrior with OoP up spamming cyclone axe? Probably not, but then again, nothing does. In addition, that warrior requires a necro to keep OoP up and a monk to keep him from dying, as melee combat tends to increase damage taken. Both the ele and the ranger unsupported DO significantly beat Stefan the power attack spammer or your average healing breeze wammo.

Well, I rather have a few of those cyclone axe-spamming warriors, an order necro, a HP-spamming ele, and a monk, rather than your Teinai's Heat-whatever fire eles.But let's return to another point...WHY ARE YOU GOING TO TAKE STEFAN OR AN AVERAGE HEALING BREEZE WAMMO FOR DAMAGE COMPARISON PURPOSES?

To make a more personal attack, what the hell was that fire ele doing in your match vs. Te in championship if not doing damage? Keeping you warm?

Spamming Heal Party, presumably.

The ele is a modular addition to the party. A good one will rarely require healing, BiPing, or any other kind of attention. This makes it popular in PuGs where teamwork is at a minimum.

True; I spam Heal Party wayyyyy back with mine!

Another point for the use of eles in PvE is elemental weakness. Although rarely exploited ingame, many enemies have elemental weaknesses that double damage. The damage done quickly becomes staggering.

No shit, but then, you could as easily kick out the Orders necro, and take Warriors/Rangers with elemental mods.

I firmly believe that an ele who believes his job is to spam searing heat is playing in fort aspenwood or jade quarry. It's a tool in PvE, not a beat-all end-all skill.

I can't comment because of me not having Factions.

Don't get me wrong here, I never invite so called "nukers" to my party who do nothing but cast MS once every 60 seconds. I simply believe there is a role for eles beyond HP and ward bitch.

Of course; there's also Blinding Flash.

Finally, I don't particulary appreciate the implication that I'm a moron who's never played other classes. I'm fully aware of what other classes are capable of.

Well, you sure don't look like it.

And I will laugh like a naked teenager in a field full of pussywillows as your warriors attempt to throw their melee weapons at Kunnie.

...

In this case, I primarily mean the dramatic increase in DPS for an ele while facing crowds.

Everything you mentioned for other classes has the "adjacent" AoE. Rodgort's, the crown jewel of fire that belongs on every fire skillbar anywhere ever, has a much larger AoE. "In the Area" if memory serves. Searing heat and eruption have the same AoE, which makes them pretty gosh darn decent. I also can't say I don't get a little excited when I look at searing flames in Nightfall.

FIX SKILL DESCRIPTS FTW

And, factoring the real AoEs, they still aren't very attractive...


SS, nice as it is, has a few drawbacks- it can be removed (unlikely in PvE). The target can stop attacking (unlikely in PvE with good target selection). The target can move away from the nice bunch you threw it in (reasonably likely, but still controllable). The target can die before the rest of the mob wasting a lot of the power of the hex. (Most likely in PvE). At any rate, it's situational.

Well, if they're stupid enough to focus fire on the target with SS on it, then they deserve SS getting stripped.

The warrior AoEs have the same problem. They require your warrior to position himself dead in the middle of a mob and swing away. While a warrior is at home with that many baddies around, it can be rough getting in position, especially if the baddies move.

Aggro control and no idiotic fire eles around ftw

Barrage is a great skill against groups, albeit a small AoE. I'll admit that I usually want my rangers focusing on high single target damage in PvE though.

I strongly disagree with you here. The warrior negates the ability to kite in exchange for greater armor and the best DPS. In addition, warriors invite focus fire on themselves, which tends to compound the problem of healing them. Take all ranger parties as an example. Let's go beyond the typical B/P party as well. The mobs generally have more trouble picking a target, and will spread out their damage enough that incremental self heals will compensate. In addition, the melee mobs take more time to start attacking, and are often dead before they even get close. Don't believe me? Try creating a few parties without any designated tanks and tell everyone that it's ok to run away. it works disturbingly well.

...

Warriors CAN kite if they want to. But who would want to punch through them anyway?


No, it's not in the build to primarily damage people, but it sure as hell did a good job of it eh?

Against Archers, yes.

To a certain extent, it comes down to playstyle. From your posts, I get the sense that you have a thing for massive mobs of warriors beating the snot out everthing using snares and damage buffs to increase their effectiveness. That's great, and it works well in both PvP and PvE. I tend to have a thing for rangers and eles blowing the crap out of things from afar. Both work, it just comes down to playstyle.

...Ah. Well, just to notify you that the ranger does it better...

Fire + Winter works fine, but usually requires 2 players, relies on the winter not being killed, and relies on the both remembering to lay it down and speccing points into WS. It's fine, but why not just do it more simply and spec water to begin with?

Fire + Winter works fine, mainly because the Winter spirit isn't supposed to be right next to the tank and screaming "COME AND KILL ME!", speccing points into WS is usually done for Troll Unguent anyway, and you can just have players who have brains and put down the spirit every time it recharges. But yes, it IS a hell lot of a hassle, and it isn't worth it, so...

GET YOUR BARRAGE RANGER AN ICY BOWSTRING.


If he can find corpses. It's conditional, much more so than ele damage.

When in PvE did you have trouble killing monsters with warriors alone? MMs just quicken the process later on.

They can, but that generally requires multiple players. Critical barragers are a waste of time.

Isn't a team consisting of "multiple players"?

And yes, Critical barragers are a waste of time, but hey, they're better than your average PvE assassin.


An elementalist having major energy problems and needing time to regen is as bad as a warrior who frenzy + heal sigs under fire. Energy management is the most critical thing to playing an ele.

Uh, not really. Ether Prodigy...

The same could be said for any class in the game. Any build that focuses on nothing but doing damage is probably missing something.

<3 Warriors for damage only

My point still stands. They both hit a larger number of foes than any other AoE mentioned.

And if they hit a larger number of foes, and still suck, it means something is seriously wrong...

Problem being that if the warrior kites out of harms way, he can no longer attack from his new position. He has to move right back where he was to stick his sword into the eye of whatever was hitting him, making the whole thing an exercise in futility. Ranged classes do not have this problem. Let's say a big mob starts attacking player A. Player A gets out of there and mitigates most of the damage he would have received. Meanwhile, every other ranged player on the team pours fire into the enemies that are running around like chickens with their heads cut off.

Well, you don't really NEED to run away as a Warrior...considering that I play with competent monks.

I thought we only had one monk here. You''ve got only one monk and you're choosing prot?

Hell yeah.

Let me get this straight- MS was good at killing, and Rodgort's is apparently good to punish people for bunching in wards - but bad at damage? How on earth do you kill someone or punish a team without doing damage?

Once-every-60 hihi.

25-e-and-conditional-worth-it-damage hihi.


Expoiting the targeting and movement AI of monsters perhaps? Or is that not a valid idea because you don't use it? Must be nice to be the arbiter of a valid strategys ingame. Thank god we have you to think for us so we never have to design builds or strategies of our own.

Seeing iQ did use it for killing those NPCs in the tourney, I wouldn't say it isn't valid, but it isn't really a good strategy in PvE.
I'm in bold!
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Old Oct 16, 2006, 12:20 PM // 12:20   #197
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On a slightly OT point, does anyone see a use for either Savannah Heat or Sandstorm as ward/alter clearers?
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Old Oct 16, 2006, 01:24 PM // 13:24   #198
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Quote:
Originally Posted by Mouse at Large
On a slightly OT point, does anyone see a use for either Savannah Heat or Sandstorm as ward/alter clearers?
Savannah Heat is worthless. It might have been playable if its skill description was telling the truth (i.e, "in the area" radius)

Sandstorm was good in AB - raped Assassins and Dervishes. They stop attacking or they die. Might also work in HA depending on the popularity of 70 armor melee. It's probably going to get nerfed though, since it's clearly miles ahead of the other AoEs, doing exactly what it's supposed to, and apparently DoTAoEs are supposed to suck.
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Old Oct 16, 2006, 03:57 PM // 15:57   #199
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Does Sandstorm do armor ignoring damage? The skill description didn't specify "earth" IIRC.
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Old Oct 16, 2006, 05:31 PM // 17:31   #200
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Quote:
Originally Posted by Symbol
Does Sandstorm do armor ignoring damage? The skill description didn't specify "earth" IIRC.
It does armor hitting earth damage, which is why it only beats up Assassins and Dervishes and not Warriors.
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