May 05, 2005, 07:20 PM // 19:20
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#1
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Guild Wars Guru
Join Date: May 2005
Location: Georgia
Guild: BEER
Profession: E/Mo
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Can't Decide
In order to complete my perfect pyro skill set, I need a heavy hitter that is AoE. I couldnt do Pheonix/Meteor Shower/Fire Rain(or w/e its called) because they have certain characteristics that dont appeal to me so I narrowed it down to either:
Searing Heat vs. Rodgort's Invocation
Searing Heat
Cause searing heat at target foe's location. For 5 seconds, foes near this location are struck for 5-24 fire damage each second. When Searing Heat ends, enemies in the area of effect are set on fire. This spell causes exhaustion.
25 energy cost| 3 second cast time | 30 second recharge time
Rodgorts Invocation
You invoke the power of Rodgort at target foe's location. All enemies near this location are struck for 7-91 fire damage and are set on fire for 1-3 seconds.
25 energy cost | 5 second cast time | 15 second recharge time
Okay, basically this will be my "last chance" or "finisher" move where if the enemy surrounds me, I use this or if we're fighting like, 1 last guy who is healing like crazy, then I use this to take him down.
Now the best way to decide between them is comparing pros and cons
Searing Heat - Pros
max damage is higher (24x5)=120
causes fire (which is an AWESOME health degeneration condition)
only 3 second cast time
Rodgorts Invocation - Pros
"instant" hight hitting damage. 91 fire dmg is nothing to complain about
sets enemies on fire if they are hit
15 second recharge time
Searing Heat - Cons
30 second recharge time, this means there is pretty much no way I can use this twich because of...
25 energy cost, mega-big
Only really effective if enemy stays in area for the whole time AND after to be affected by fire
causes exhaustion(this can suck for an elementalist)
Rodgort's Invocation - Cons
25 energy cost
5 second cast time
Now, I am leaning towards Rodgorts Invocation mainly because its an INSTANT AoE that cause fire to ANYONE it hits. Not bad for a bunch of rushing enemies.
What is really making my mind is that, even though its costly, I can use Rodgort's Invocation maybe twice in a battle because of relatively quick recharge time.
It would blow me away if I was ever PvP'ing and someone stayed in a Searing Heat area for the WHOLE 5 secs. So that is the main disadvantage of Searing Heat and also, exhaustion. I hope I am not misunderstanding what this means by "causes exhaustion" becuase this is the second biggest reason why I dont like Searing Heat as much. If it affects who you attack, which I dont think, then it would be great against any other casters.
So right now, my choice is Rodgort's Invocation. But either way, as soon as I get Mind Burn I'll switch that out.
Anyway, I need opinions, thanks and sry for the UBER long thread.
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May 06, 2005, 04:55 PM // 16:55
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#2
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Guild Wars Guru
Join Date: May 2005
Location: Georgia
Guild: BEER
Profession: E/Mo
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replies? I really do need some opinions.
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May 06, 2005, 05:19 PM // 17:19
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#3
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Frost Gate Guardian
Join Date: May 2005
Guild: Warrior Nation [WN]
Profession: W/N
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If it were up to me : Rodgort's Invocation
But lets consider Searing Heat:
(24x5)=120 , yes... but if they move for even one second, (24x4) = 96
Furthermore If that one second is the last one, they do not get set on fire, as they are no longer in the area.... soooo
On fire = 7 pips of Degeneration a sec (14 dps) and assuming you had the max of 3 seconds ...
(14x3)=42
so if your opponent stayed in the area for only 4 seconds pulling out of the last one, they avoid 42+24= 66 Damage.
So if everyone stood still
5 Seconds 120(+42 burn)= 162
4 Seconds 96
3 Seconds 72
2 Seconds 48
1 Seconds 24
Diminishing returns if I've ever seen it.
So its best just to use the Rodgort's Invocation and get the 133 (91{spell} +42{fire} =133) damage out of the way, and not hope that they all stand still.
Hope that Helped!
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May 06, 2005, 05:27 PM // 17:27
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#4
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Frost Gate Guardian
Join Date: Apr 2005
Guild: Elect of God [EoG]
Profession: Mo/Me
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Consider pairing searing heat with Earthquake/aftershock
That would do some HEAVY damage...
Last edited by adam.skinner; May 06, 2005 at 05:37 PM // 17:37..
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May 06, 2005, 05:55 PM // 17:55
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#5
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Frost Gate Guardian
Join Date: May 2005
Guild: Warrior Nation [WN]
Profession: W/N
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but you'd need 50 mana, and 9's at least in both earth and fire, and you'd have exhastion... pretty awesome, but hard to pull off.
If you were trying to throw in Earthquake, might as well go for erupption vs searing heat... at least then they'd all be from the same line
Last edited by kalaris; May 06, 2005 at 05:59 PM // 17:59..
Reason: Additional info.
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May 06, 2005, 08:13 PM // 20:13
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#6
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Guild Wars Guru
Join Date: May 2005
Location: Georgia
Guild: BEER
Profession: E/Mo
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ya, i dont favor the exhaustion at all but my pyro strat is as follows:
Start with enchantments: Conjure Flame, Aura of Restoration, and Flame Attunement (for 60 secs I get a % of the energy it costs to cast a spell back in health and [assuming I have max fire] 13 extra fire dmg per fire spell and to get 30% of energy back for fire spells)
Then I find a target, cast Mark of Rodgort, glyph of Lesser energy (elite if I could get it), use power spell (rodgort), then unleash a flury of flares.
The basic concept behind this is that I keep a steady supply of energy (from lesser energy knocking down the 25 and flame attunement making it less expensive) while I keep my enemy from ever getting up in health. So I start off with a heavy hitter, knock them down around 102 (add the 13 for Conjure flame) and set them on fire. Then I do about 60 dmg every time I cast flare, which costs 5 energy and has no recharge time. Every flare that hits will renew the "on fire" condition and keep a steady 7 pips of degeneration so that I wont have to worry about them attacking me and most healing techniques dont heal for 7+ pips of health.
some disadvantages is that I rely on enchantments (which is why I am looking for a good bonus when enchanted) and that I am open to other enemies, which isn't the worst since it always happens.
I plan on changing this around a little but basically, that is my strategy.
Also, I tried PVP'ing for the first time and used the pyro. I think I am beginning to change my mind about Pheonix. It only costs 15 (i thought it costs 25) and it does an extremely large amount of dmg. The only things I dont like about it is recharge time and no fire.
well, kalaris, you really summed up what I was thinking, and your also right about dual elements, I dont favor that too much. I am defenitely going to switch around when I get better spells but because elementals start with more powerful fire spells, that is what I am concentrating on right now.
Thanks for the input, I'll go for Rodgort's Invocation for the time being...unless...mind burn
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