Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire

Notices

Reply
 
Thread Tools Display Modes
Old Apr 14, 2005, 08:19 AM // 08:19   #1
Krytan Explorer
 
 
Join Date: Feb 2005
Guild: The Exiled
Advertisement

Disable Ads
Default Is it possible to make 2 sucky skills work?

Well in an attempt albeit probably futile im going to try and make Ether lord usefull along with Ether Prodigy which in itself is a pretty sucky skill. This is sort of a theme build because i like Ether... it makes me feel good .

Class: Elementalist / Mesmer

Assumed items:
+1 to Energy Storage
+2 to Air Magic

Attributes: (cost)
Energy Storage: 11+1 (77)
Air Magic: 12+2 (97)
Inspiration Magic: 6 (21)

Total attribute points used: 195/200


Skills:
1) Ether Prodigy (elite) - (5,1,5) Lose all enchantments. For 22 seconds, you gain energy regeneration of 4. When Ether Prodigy ends, you take 2 damage for each point of energy you have. This spell causes exhaustion. This is an elite skill.
2) Ether Lord - (5,2,20) You lose all energy. For 7 seconds, target foe suffers energy degeneration of 2 and you experience energy regeneration of 2.
3) Blinding Flash - (15,3/4,4) Target enemy is blinded for 10 seconds.
4) Gale - (5,1,5) Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
5) Lightning Strike - (5,1,5) Strike target foe for 47 lightning damage. This spell has 25% armor penetration.
6) Lightning Orb - (15,2,5) Lightning Orb flies towards target foe and strikes for 94 lightning damage if it hits. This spell has 25% armor penetration.
7) Lightning Javelin - (10,1,5) Send out a Lightning Javelin that strikes for 48 lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This spell has 25% armor penetration.
8) Chain Lightning - (10,2,20) Target foe and up to two other foes near your target are struck for 94 lightning damage. This spell has 25% armor penetration. This spell causes exhaustion.

As you can see from the skill descriptions Ether prodigy does damage to you for each point of energy you have left when it ends. Also you can see that Ether lord uses up all of your energy when you cast it sooo.... The trick here is designed to make Ether lord/prodigy work together. Ether prodigy lasts 22 seconds so right before it is ending you cast ether lord so you don't get hurt and then imediatly after you cast ether prodigy again. The timer on ether lord is 20 seconds so as soon as you can use ether lord do so it should be timed about right because of aftercast (.75 seconds at the end of each spell before you can do anything).

Anyway i had trouble finding any skills that were really usefull that required mass amounts of energy and had low recharg. Blind was as close as i got so then i decided to throw in some air damage skills and this is what i ended up with.

Edit: Decided to post some math behind this so 4 pips normal + 4 pips ether prodigy = 2.66 energy per second building up for 20 seconds. So you get around 53 energy to mess around with between ether prodigy cycles. The downside is you will have to wait for energy right after Ether lord is used so you will have some downtime but you will be getting 10 pips for 5 seconds. You could also do some fancy trickery with offhand energy items.

Recasting Ether Prodigy cancels it out causing it to do damage but you could always do it when you are near zero energy and take very little damage thus not needing ether lord. Enchantment removal can hurt you but its probably not going to happen even if it did it can only do a max of about 100 dmg. More likely scenario is your going to miss casting ether lord because no enemies are in range and then take damage.

Last edited by Draken; Apr 14, 2005 at 09:12 AM // 09:12..
Draken is offline   Reply With Quote
Old Apr 14, 2005, 09:05 AM // 09:05   #2
Pre-Searing Cadet
 
Join Date: Apr 2005
Default

I like the build. apparently you managed to even make 2 sucky skills be effective in battle. as far as I can see the build is ment to annoy the enemy team (correct??).

There is only one thing you might have another look at. all your skills are fast casting and fit nicely into the 20 secs spare room to fire all you got. The thing is that while most skills have nice recharge rate (about 5 secs) Chain lighting has a recharge of 20 secs and besides that it causes exhaustion. I would propose to replace it for instance with:

Conjure Phantasm
For 2-12 seconds, target foe experiences health degeneration of 5.
Hex - 10 energy - 1 cast - 5 recharge

although personally i think the skill doesnt really do a lot of damage it is keeping the monks busy. Nothing more annoying for a monk when 3 or 4 team members are screaming that they need a hex lifted, whilst they were just concentrating on healing.

but its just an idea.
]|[GuoSi is offline   Reply With Quote
Old Apr 14, 2005, 02:55 PM // 14:55   #3
Death From Above
 
Sausaletus Rex's Avatar
 
Join Date: Dec 2004
Default

Skills aren't "sucky" in and of themselves. It's just they're suboptimal in given situations or unplayable in circumstances. That's natural. There are a lot of different gameplay types in GW. You have Arena and Tombs and GvG all the maps there and missions and Explorable Areas and quests in PvE, for example. And what's good or bad changes from type to type. You'd find a tanking Warrior would be an awful idea in GvG but would really excel in PvE play, for example And on that Warrior you'd really want a sprint in the EAs or are soloing but it's forgettable in missions if you have good team tactics. Nothing's bad in and of itself (I'm looking at you, Unnatural Signet) it's just that they're of limited use in some situations. Finding the right situation and the right plan and any skill can shine.

And you haven't come up with a bad idea. I've seen people use other sorts of "lose all energy" skills with Ether Prodigy. Purge Signet comes to mind or Holy Wrath, things like that.

Quote:
Originally Posted by Draken
Well in an attempt albeit probably futile im going to try and make Ether lord usefull along with Ether Prodigy which in itself is a pretty sucky skill. This is sort of a theme build because i like Ether... it makes me feel good.
Eher Prodigy isn't that bad. It's just Ether Renewal is much, much better. Actually, it's always been much much better it's just gotten an inexplicable buff lately so it's even better. The problem with Ether Prodigy is that it's a double whammy. They get you coming and going as you'll take damage for your energy - so it's an energy management skill that discourages you from having a lot of energy. It's also exhaustion on an energy management skill - sure you double your pips but you'll also lower your overall energy pool and you won't get it back for 30 seconds. Not a big deal for a primary Elementalist, those first few exhaustions dont hurt you and it extends long enough that you'll recover nearly all your lost energy with Prodigy's duration so it'll take you a long time to really feel the pinch. Using it the way you should - to ramp up your short term casting - you won't care it's only over the long term that the net loss of 3 maximum energy per cast will haunt you.
__________________
In my day, we didn't have virtual reality. If a one-eyed razorback barbarian warrior was chasing you with an ax, you just had to hope you could outrun him.
Sausaletus Rex is offline   Reply With Quote
Old Apr 14, 2005, 05:47 PM // 17:47   #4
Just Plain Fluffy
 
Ensign's Avatar
 
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
Default

The problem with this 'combo' is that it's self-defeating. What's the point of using a powerful energy management skill, Ether Prodigy, to set up a lose all energy spell? So you cast Ether Prodigy, losing all enchantments and suffering exhaustion in the process, to regenerate a bunch of energy - what do you gain by sacrificing the benefit of the spell, all that energy, just to avoid the third drawback, the miniscule damage you take?

Your other idea, of just spending all the energy you get from Ether Prodigy as fast as possible so that you don't take damage at the end, is much better - maximizing your energy utilization is the best way to deal with the drawbacks of Ether Prodigy.

Granted, that still doesn't make it *good*, especially in light of recent changes to other energy management spells (Ether Renewal, Energy Drain, Offering of Blood), but if you're going to use it this is the best way.

Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
Ensign is offline   Reply With Quote
Old Apr 14, 2005, 07:42 PM // 19:42   #5
Krytan Explorer
 
 
Join Date: Feb 2005
Guild: The Exiled
Default

Suas- yeah, I know I probably shouldn't have made generalizations about these skills. Instead I should have explained why they are bad in a lot of cases ect.. thanks for covering that for me . It would be hard to make Ether prodigy better without it becoming too good *shrug* i think its fine as it is. Its just that there are better options. In the end I was actually quite satisfied with the end product despite my misgivings althought I still think I can make better use of a E/Me than this.

Quote:
Your other idea, of just spending all the energy you get from Ether Prodigy as fast as possible so that you don't take damage at the end, is much better - maximizing your energy utilization is the best way to deal with the drawbacks of Ether Prodigy.
I agree, the only reason i made this build was because i noticed you could time Ether lord easily so that you would take almost no damage. Its just a stopgap incase you couldnt waste enough energy and ontop of that it gives you more energy regen albeit not much. This is more a theme build i guess in the end since their are better ways to do this same build. For instance if you wanted to spam blind pick up Air Attunment and Elemental Attunment (elite) now blind only costs 6 which is pretty spamable along with all the other air skills. This doesnt require as much effort either.
Draken is offline   Reply With Quote
Old Apr 14, 2005, 09:10 PM // 21:10   #6
Forge Runner
 
Join Date: Feb 2005
Default

I can say... You DO NOT want to have THREE exhausion skills... if you do use all 3 often... expect to last in battle for something like 1 minute 30 sec even if you have 13-14 energy storage. Especially both gale and ether prodigy.

Last edited by Vermilion Okeanos; Apr 14, 2005 at 09:14 PM // 21:14..
Vermilion Okeanos is offline   Reply With Quote
Old Apr 15, 2005, 09:13 PM // 21:13   #7
Academy Page
 
Pyxis's Avatar
 
Join Date: Feb 2005
Guild: Heroes Etc...
Profession: Mo/W
Default

I hadn't seen that connection between those 2 skills. Whether it is effective or not doesn't matter, its a cool combo that most people never spotted. Good read thanks.
Pyxis is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Want to make Guild Wars work NICELY Meneldil Technician's Corner 15 Jan 22, 2006 06:19 PM // 18:19
work for me and make money doctor_monkey The Riverside Inn 2 Oct 27, 2005 03:47 PM // 15:47
How do you make a necro work in PvP? Tozen Gladiator's Arena 30 Aug 09, 2005 02:44 PM // 14:44
Why can't they make freekin' teleporters that work ? Dr Wu The Riverside Inn 13 Jun 20, 2005 12:22 PM // 12:22
More things that are missing (make teams work) Bone_White_Haze Sardelac Sanitarium 3 May 09, 2005 06:08 AM // 06:08


All times are GMT. The time now is 10:50 AM // 10:50.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("