Jan 10, 2012, 06:56 PM // 18:56
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#41
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Ascalonian Squire
Join Date: Dec 2010
Location: At home where I can play Guild Wars
Guild: [Myth]
Profession: W/
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Yeah I just tested it again to make 100 sure. You guys were making me doubt myself :P. It works fine though.
Though I'm think channeling is unnecessary for the SB spikers since SB gives A LOT of energy back. Haven't decided on a good substitute skill yet.
Last edited by Ulfur Dreksbane; Jan 10, 2012 at 07:05 PM // 19:05..
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Jan 10, 2012, 06:58 PM // 18:58
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#42
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Academy Page
Join Date: Nov 2011
Guild: The Resurrected Lions [TRL]
Profession: A/N
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Quote:
Originally Posted by Ulfur Dreksbane
I just tested it. It went quite well. Arcane Mimicry is fine for this since you only need the duration to last a few seconds for the spike. When doing 360 it's not fantastic because it only lasts 1 or 2 groups, but 3x spikers still takes care of it.
The whirlwind is fine since I mainly use it to initiate the 3 second knockdown and activating the extra damage from aftershock. I haven't had any energy problems so far (and I was playing the less energy efficient shockwave build).
Oh yeah I forgot the 1 member. It can either be T3 or UA. We ran with a UA, but a T3 would work just as well. And yeah, wurms were a bit of a pain, but nothing horrifying.
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I guess it's just the personal feelings for Mimicry ^^
Great that you got it working. I personally feel that Shockwave is stronger but requires careful positioning to make it work to it's maximum potential whereas Star Burst is easier to spike with but deals less damage, I guess you feel the same way because you got 2 SB and 1 SW?
And T3 would definitely speed it up, even if forest is not a problem ^^
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Quote:
Originally Posted by WarcryOfTruth
Well that's good then =)
I just went by how the skill is worded, when using Shockwave, there is no target so then how can "other nearby targets" from the spell take the damage? That's my point, the wording for Intensity isn't very good. If 10 foes are balled on you, and you use Shockwave + Intensity, which 9 of the foes take Intensity's damage? That's what i mean, at least for skills like Meteor Shower, Searing Heat, Teinei's Heat, etc, there is a specific target. I don't mind being wrong here, it's just that seeing that Intensity can trigger on spells without targets makes the skill description for it very misleading.
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I agree, they should change the description to clear up any confusion.
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Jan 10, 2012, 07:10 PM // 19:10
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#43
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Ascalonian Squire
Join Date: Dec 2010
Location: At home where I can play Guild Wars
Guild: [Myth]
Profession: W/
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Quote:
Originally Posted by Dutchiez
I guess it's just the personal feelings for Mimicry ^^
Great that you got it working. I personally feel that Shockwave is stronger but requires careful positioning to make it work to it's maximum potential whereas Star Burst is easier to spike with but deals less damage, I guess you feel the same way because you got 2 SB and 1 SW?
And T3 would definitely speed it up, even if forest is not a problem ^^
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Shockwave is a bit stronger but I like starburst for a few reasons.
1. Faster Casting Time
2. Recharge time twice as fast
3. Energy Management is not necessary (why I'm thinking of a replacement for channeling for the SB's)
I have 1 SW because the conditions inflicted help. This means there are 4 total conditions on all enemies (Burning, blind, cracked armour, weakness). The knockdown helps as well and since 1 caster has a knockdown, aftershock is an excellent skill to have.
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Jan 10, 2012, 07:45 PM // 19:45
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#44
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Unbridled Enthusiasm!
Join Date: Nov 2009
Location: EST
Guild: DPR
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@Dutchiez~I am having a hard time accepting the UG caller. With it's split attri to communing for earthbind, I can only assume Intensity is use in conjunction w/ UG which would only result in 20-30 aoe dmg. GoEP seems unecessary as well.
__________________
~"Serenity now.... Insanity later"~
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Jan 10, 2012, 07:48 PM // 19:48
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#45
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Ascalonian Squire
Join Date: Feb 2010
Guild: The Resurrected Lions [TRL]
Profession: R/
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Maybe if one if the spikers takes whirwind triggering the Earthbind effect, you can leave out the UG caller.Maybe this makes it possible for doing by pugs, like if you take a UA instead. I said MAYBE!
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Jan 10, 2012, 08:11 PM // 20:11
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#46
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Jungle Guide
Join Date: May 2010
Location: Italy, Turin
Guild: Lake
Profession: E/
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Intensity worked on DwG (lighting dmg) for ppl using their Ele in DwGway Doa NM, so it should work for those PBAoE too.
Whatcha, multiple ninjas!
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Jan 10, 2012, 08:17 PM // 20:17
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#47
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Academy Page
Join Date: Nov 2011
Guild: The Resurrected Lions [TRL]
Profession: A/N
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Quote:
Originally Posted by Essence Snow
@Dutchiez~I am having a hard time accepting the UG caller. With it's split attri to communing for earthbind, I can only assume Intensity is use in conjunction w/ UG which would only result in 20-30 aoe dmg. GoEP seems unecessary as well.
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Yes, fact is that the only good skills that sync with UG in Earth Magic are Churning Earth and Eruption, which are long cast high energy unneeded skills. The GoEP and Intensity are just to pump up UG to get the max out of it, Earthbind for obv reasons just like Deep Freeze. AoS for e-management/Skill Recharge, FH for cleanup and Flesh of my Flesh for res. I agree though that the UG build could be changed for the better alot, just not sure how yet. (Although things like EVAS come to mind)
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Jan 10, 2012, 08:39 PM // 20:39
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#48
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Unbridled Enthusiasm!
Join Date: Nov 2009
Location: EST
Guild: DPR
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Just having little fun messing with builds
I know it doesn't have a rez. Binding Chains snare could be replaced by DF. Earthquake or Dragonstomp could be replaced for something else.
As is attri split = 12earth 8 ES 10 communing
intensity>dragonstomp=160ish aoe dmg
glyph energy bypass exhaustion of DS, reduces e cost to I think 7e per cast, and raises earth to 18
use 40/40 earth and mindbender to help with casting time...or pcons
@10 com BC snares move 90% for 3 sec and does 20dmg sec while moving
*this doesn't factor in conset
__________________
~"Serenity now.... Insanity later"~
Last edited by Essence Snow; Jan 10, 2012 at 08:47 PM // 20:47..
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Jan 11, 2012, 02:05 AM // 02:05
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#49
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Krytan Explorer
Join Date: Sep 2009
Location: GMT +2
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Quote:
Originally Posted by Dutchiez
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Shockwave spiker should save intesity for aftershock instead of shockwave since it's more damage (just saying if skill usage is same with skill order).
Intesity on UG is not your best option, even "you are weaklings" would do more damage with 2 fragility triggers.
Earthbind on ele is not very viable @ 10 com with cons it lasts for 6 kds so in most spikes half the mob or more isn't getting the 3 secs. The rt with armor swaps and SP could make it 12-13 kds but since he can't bring it i would say get rid of it.
Quote:
Originally Posted by Essence Snow
Just having little fun messing with builds
http://i40.tinypic.com/vrsi2o.jpg
I know it doesn't have a rez. Binding Chains snare could be replaced by DF. Earthquake or Dragonstomp could be replaced for something else.
As is attri split = 12earth 8 ES 10 communing
intensity>dragonstomp=160ish aoe dmg
glyph energy bypass exhaustion of DS, reduces e cost to I think 7e per cast, and raises earth to 18
use 40/40 earth and mindbender to help with casting time...or pcons
@10 com BC snares move 90% for 3 sec and does 20dmg sec while moving
*this doesn't factor in conset
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<3 <3 <3 <3
I was trying to make something like that but couldn't get it together.
As i said earthbind on ele is not viable so my suggestion would be:
12+1cons ES makes GoE last for 3 spells and reduces energy costs by 23.
You initiate the spike with intensity+dragonstomp so everything gets a knockdown, then a 3 sec 90% snare and before it's over another knockdown from Earthquake.
Since there is unseen on both the mt and fire spiker there shouldn't be any problem between the 2 kds.
Last edited by Gondrakif; Jan 11, 2012 at 02:14 AM // 02:14..
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Jan 11, 2012, 10:03 AM // 10:03
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#50
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Frost Gate Guardian
Join Date: Apr 2011
Guild: Desolation Lords [DL]
Profession: N/
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The unsteady ground spike is stronger, tested them on master of damage.
(without using snares)
Glyph of Energy spike: 230dmg over 6 seconds, average 38dps.
Unsteady Ground spike:420dmg over 8 seconds, average 52 dps.
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Jan 11, 2012, 01:40 PM // 13:40
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#51
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Unbridled Enthusiasm!
Join Date: Nov 2009
Location: EST
Guild: DPR
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Quote:
Originally Posted by Vampire of Bone
The unsteady ground spike is stronger, tested them on master of damage.
(without using snares)
Glyph of Energy spike: 230dmg over 6 seconds, average 38dps.
Unsteady Ground spike:420dmg over 8 seconds, average 52 dps.
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If spikes are lasting 6-8 seconds...there is a major problem. So, that is not a good measure of a build for this. I'm not defending one build or another, just pointing out a variable that matters here.
__________________
~"Serenity now.... Insanity later"~
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Jan 11, 2012, 04:50 PM // 16:50
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#52
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Academy Page
Join Date: Nov 2011
Guild: The Resurrected Lions [TRL]
Profession: A/N
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Quote:
Originally Posted by Gondrakif
Intesity on UG is not your best option, even "you are weaklings" would do more damage with 2 fragility triggers.
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Fragility doesn't trigger upon reapplying a condition, so taking the same condition twice would be useless (Shockwave has Weaken).
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Jan 11, 2012, 05:40 PM // 17:40
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#53
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Krytan Explorer
Join Date: Sep 2009
Location: GMT +2
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Quote:
Originally Posted by Dutchiez
Fragility doesn't trigger upon reapplying a condition, so taking the same condition twice would be useless (Shockwave has Weaken).
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So weaklings isn't better but the point i was making is that intensity does not do enough damage to deserve a slot... (it's around 20 damage)
Quote:
Originally Posted by Vampire of Bone
The unsteady ground spike is stronger, tested them on master of damage.
(without using snares)
Glyph of Energy spike: 230dmg over 6 seconds, average 38dps.
Unsteady Ground spike:420dmg over 8 seconds, average 52 dps.
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Are you sure you used the latest builds?
The only damage skills right now on the UG build are UG,intensity,fh!
Last edited by Gondrakif; Jan 11, 2012 at 05:51 PM // 17:51..
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Jan 11, 2012, 08:17 PM // 20:17
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#54
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Academy Page
Join Date: Nov 2011
Guild: The Resurrected Lions [TRL]
Profession: A/N
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Totally revamped the UG build, took out anything that was unneeded.
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Skill 6 is optional, some good optionals are: Mindbender, Technobabble, Air of Superiority, You Move Like A Dwarf, Ebon Escape, Tryptophan Signet, Summon Spirits etc.
Last edited by Dutchiez; Jan 11, 2012 at 10:05 PM // 22:05..
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Jan 11, 2012, 10:12 PM // 22:12
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#55
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Academy Page
Join Date: Jan 2012
Guild: [hC]
Profession: E/
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What about sth like this ?
After thinking alittle bit a snare would be good. Churning Earth ? Deep Freeze ?
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Jan 11, 2012, 10:22 PM // 22:22
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#56
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Jungle Guide
Join Date: May 2010
Location: Italy, Turin
Guild: Lake
Profession: E/
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I'd say:
Opt. n°1: return to A/E MT and give him Grasping earth/ward against foe....aoe snares for the ball. This would make you drop Frag tho.
Opt.n°2: fit Earthen Burden (snare while burning) on one of the earth spiker, Star Burst will provide the cond. Or Deep Freeze on any spiker.
BTW, as long as UG is used in conjunction with Earthbind, mob should spend most of the time of the spike sitting on their backs.
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Jan 11, 2012, 10:39 PM // 22:39
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#57
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Academy Page
Join Date: Nov 2011
Guild: The Resurrected Lions [TRL]
Profession: A/N
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Quote:
Originally Posted by AndrewSX
I'd say:
Opt. n°1: return to A/E MT and give him Grasping earth/ward against foe....aoe snares for the ball. This would make you drop Frag tho.
Opt.n°2: fit Earthen Burden (snare while burning) on one of the earth spiker, Star Burst will provide the cond. Or Deep Freeze on any spiker.
BTW, as long as UG is used in conjunction with Earthbind, mob should spend most of the time of the spike sitting on their backs.
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1. Could do this, don't think spikes will suffer too much if we drop Fragility.
2. The snare is not long enough, we've tried this already.
And yes a snare isn't really needed but if the spike is a bit slow it's always nicer than nice to have a backup
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Jan 11, 2012, 10:52 PM // 22:52
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#58
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Academy Page
Join Date: Jan 2012
Guild: [hC]
Profession: E/
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IMO Earthbind is a bad idea. He will insta-die at the 1st area KD knocking down like only 6/7 foes at the best because of the loss of health.
You can keep frag on MT and kick MB for Tryptophane Signet. But MT has to be exp.
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Jan 11, 2012, 11:08 PM // 23:08
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#59
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Jungle Guide
Join Date: May 2010
Location: Italy, Turin
Guild: Lake
Profession: E/
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Or maybe:keep frag on MT, but put a snare of my Opt.1 on a Earth Spiker. Jump->cast Grasping Earth/Ward vs. foes -> SW and so on.
On Earthbind: yes, that may not be truly necessary, cause UG gives 5 sec of KD for auto-attack. Then could be possible to put the snare on the rit for keeping spiker at max dmg... then things would be: Ball -> Frag+EbsoH->Eoe in range+ Snare by Rit -> Spikers jumps in and wear stuff down. Mmmhh....
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Jan 12, 2012, 02:21 PM // 14:21
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#60
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Ascalonian Squire
Join Date: Feb 2010
Guild: The Resurrected Lions [TRL]
Profession: R/
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Quote:
Originally Posted by Lyserg Embraseroc
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We already tried to do it with Deep Freeze on the UG caller, worked pretty well imo.
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