Sep 30, 2005, 07:28 PM // 19:28
|
#21
|
Jungle Guide
|
yeah whatever you want to use, obviously I tossed a few area earth slowers out there for consideration, take your defensive pick
with rend enchantments buffed less of a need to burn an elite on linger (or even many attrib pts to pump rend provided you can take the monk strip dmg)
|
|
|
Oct 02, 2005, 09:42 PM // 21:42
|
#22
|
Lion's Arch Merchant
Join Date: Jul 2005
Guild: mustache riders
|
Quote:
ward foes isnt really that good, earth eles have a skill that makes the ennemi smited warrior go slower for 90% while 20seconds, thats really worth it and pwnz smiters.
|
someone just lost all credibility.
|
|
|
Oct 05, 2005, 10:23 PM // 22:23
|
#24
|
Ascalonian Squire
Join Date: Jul 2005
Guild: Legion of Dark Chaos
Profession: N/Me
|
.. can i say Backfire?
|
|
|
Oct 06, 2005, 01:38 PM // 13:38
|
#25
|
Jungle Guide
|
you could - so what?
this isnt spell spam slay - even with NO defense against it the spikers take one person out at a time, cast through one with no removal, you took 100ish and have a monk, one of their guys is on the ground.
I'd have to check but ramping up the glyph shouldn't count either [I dont think I've had backfire on to date when casting a glyph]
have one of the monks give you veil.. big deal
yes there are counters and counter counters..
does it totally thrash the use of obsidian shard in a team build or its usefulness? hardly.
|
|
|
Oct 06, 2005, 02:27 PM // 14:27
|
#26
|
Frost Gate Guardian
Join Date: Aug 2005
Location: Quebec
Profession: Me/E
|
What I was talking about when mentionning Protection as a easy way to own this is these:
Protective Bond - Enchantment Spell
While you maintain this "Enchantment", target ally cannot take more than 5% damage at one time. When Protective Bond prevents damage, you lose 6-3 energy or the spell ends.
Protective Spirit - Enchantment Spell
For 5-19 seconds, target ally cannot lose more than 10% health due to damage from a single attack or spell.
See what I'm coming to? Even if you have 8 Earth Elementalists; a target protected by a single Protective Spirit will still have 20% of his life after the initial spike. THIS is the reason Air Ele spikes are less popular. Of course; it could be removed beforehand, but when facing this kind of team; a good group would add a cover enchant over the Protect.
And attacking a target by surprise is not really much of a solution either; the team doesn't have to survive completely. As long as one monk keep himself alive; he simply has to wait until the Earth Eles are completely exhausted.
|
|
|
Oct 08, 2005, 08:47 PM // 20:47
|
#27
|
Banned
Join Date: Aug 2005
Location: dayton ohio
Profession: N/Mo
|
all they would need is another set of spells to finish off the last 20% of the enemies lives
|
|
|
Oct 09, 2005, 09:12 PM // 21:12
|
#28
|
Jungle Guide
|
I think part of my point was missed - Rend/Lingering curse - you can't cover
So provided team in synch, strip, 5 shots @18 earth, die, no repeat volley needed
Don't see a green up arrow? Didn't even need the strips.
Point being you can't add the enchants after or during the strike with this, it's whole point is one volley confirmed kill. Running into endure pain/quick +hp issues/beefy hp builds? Consider 6 spikers.
Also get one down and stop any enchantment applications..
Yes I'm very aware of Protective Bond and Spirit, who isn't.
You could add a bunch of others that reduce/mitigate damage too.
Everything has a counter - the point of what I was saying is:
Timed strip + 5-6 earth ele spike done smartly - 1 death each salvo
|
|
|
Oct 12, 2005, 08:29 PM // 20:29
|
#29
|
Desert Nomad
Join Date: Mar 2005
Location: Seattle, Washington
Profession: R/E
|
I was just in a group against a Ob Flame spike. They were alright, they managed to spike a few people down before we could figure it out, but after a bit our monks were able to time their heals perfectly, so that we had prot spirit on most the team, and got heals on the targets getting spiked ( since the other team wasn't 100% coordinated)
|
|
|
Oct 13, 2005, 12:44 PM // 12:44
|
#31
|
Academy Page
Join Date: Jun 2005
Location: Brandon, MS 39047
Guild: Acidic Ring
|
Works well in PVE, had a blast in FOW last night. Between obsidian flame, stoning and stone daggers was smacking the Shadow monks and elementalists quick while 2 other fire nukers cleaned out the Shadow warriors and the rest. May have to run that build again.
|
|
|
Dec 10, 2005, 03:56 PM // 15:56
|
#32
|
Frost Gate Guardian
Join Date: Dec 2005
Location: In my computer room.
Guild: The Noob Elite [TnE]
Profession: N/Me
|
I don't know if any of you guys said this above me, but, would this skill be good with Arcane Echoes? I'm thinkin a team of like 4 geo's, use arcane with Obsidian, and boom, 8 Obsidian Flames all at once. Anyone ever try this?
|
|
|
Dec 10, 2005, 04:13 PM // 16:13
|
#33
|
Lion's Arch Merchant
Join Date: Apr 2005
Location: Under a hippo.
Guild: TC
Profession: Me/W
|
Quote:
Originally Posted by Mistermagoo
I don't know if any of you guys said this above me, but, would this skill be good with Arcane Echoes? I'm thinkin a team of like 4 geo's, use arcane with Obsidian, and boom, 8 Obsidian Flames all at once. Anyone ever try this?
|
Its called obsidian flame spike and yes it has been tried before.
Go protective spirit!
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 01:32 PM // 13:32.
|