Nov 05, 2006, 04:25 PM // 16:25
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#21
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Wilds Pathfinder
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Quote:
Originally Posted by Darkpower Alchemist
[skill=big]Rodgort's Invocation[/skill]
This is a benchmark fire spell. Find a more effective spell with the power output. Searing Heat/Flames and the copies are the closest to it, but you can run from them,but not RI.
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(bolded for emphasis)
Anyone else get the impression that this guy is thinking of Searing Heat "and the copies" (Teinai's Heat and Savannah Heat) instead of Searing Flames?
[skill=big]Searing Flames[/skill]
^^^ This is the skill we're talking about.
Last edited by Grammar; Nov 05, 2006 at 04:29 PM // 16:29..
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Nov 05, 2006, 05:35 PM // 17:35
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#22
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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He said "RI" as in rodgorst's invocation. I think he likes it because it causes burning and damage at the same time.
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Nov 06, 2006, 02:04 AM // 02:04
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#23
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Krytan Explorer
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throw in energizing wind into that searing flames build
Should be used in prolonged fights, instead of quick spikes
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Nov 06, 2006, 04:54 PM // 16:54
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#24
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by ShaneOfMach
throw in energizing wind into that searing flames build
Should be used in prolonged fights, instead of quick spikes
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Why would you bring a spirit for energy management when it could screw up the rest of your team? You really shouldn't have energy problems when running Fire Attune and Glowing Gaze with a burning build. If you are running some modified build that still gives you energy trouble, then bring Glyph of Lesser Energy.
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Nov 06, 2006, 08:05 PM // 20:05
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#25
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Wilds Pathfinder
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Quote:
Originally Posted by XvArchonvX
Why would you bring a spirit for energy management when it could screw up the rest of your team? You really shouldn't have energy problems when running Fire Attune and Glowing Gaze with a burning build. If you are running some modified build that still gives you energy trouble, then bring Glyph of Lesser Energy.
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WFT.
The newly buffed Fire Attunement (returns 6e on Searing Flames, 2e on Glowing Glaze) + Glowing Glaze combine to do the trick very nicely here.
Glyph of Lesser Energy can also be used if you feel you need a little more help with energy, but I prefer to take Glyph of Elemental Power because it boosts your net energy gain for Glowing Glaze from 7 to 8 (under attunement), boosts the burning duration on Searing Flames from 7 to 8 (which allows you to squeeze in one more hit before you need to start the burning again), and boosts your damage by 14 for each hit.
Again, check out the build I posted on page 1 (gotta love Serpants Quickness ).
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Nov 07, 2006, 05:01 AM // 05:01
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#26
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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http://gw.gamewikis.org/wiki/E/Me_Firewall
Here it is!. Take a look at the second build, I think it would work very nicely in missions and long duration fights. It over comes the energizing wind problem with quickening zephyr, and the way to over come the long recharge of quickening zephyr is to have 2 eles with the same build bring them and they take turns setting the spirits up. By alternating, you can always have pretty consistant spamability. It doesnt really affect the other casters because they will have faster recharged spells. It does save both sides time and energy, but unless they are using a SF build, I dont think they are going to out damage you.
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Nov 08, 2006, 07:44 PM // 19:44
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#27
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by Hyprodimus Prime
http://gw.gamewikis.org/wiki/E/Me_Firewall
Here it is!. Take a look at the second build, I think it would work very nicely in missions and long duration fights. It over comes the energizing wind problem with quickening zephyr, and the way to over come the long recharge of quickening zephyr is to have 2 eles with the same build bring them and they take turns setting the spirits up. By alternating, you can always have pretty consistant spamability. It doesnt really affect the other casters because they will have faster recharged spells. It does save both sides time and energy, but unless they are using a SF build, I dont think they are going to out damage you.
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I really wouldn't reccomend that second build for PvE. While the EW/QZ combo would help eles who are spamming high energy skills, it would really hurt monks since they tend to use mostly 5 energy skills and would thus not be helped by EW that only lowers cost to a min of 10 energy.
Personally I don't see where energy problems come into play with the first build if used correctly. I've been trying it out for a while lately and the only times I ran into trouble were when I forgot to recast my attunement (or had it stripped because I forgot to recast Aura or Rest as a cover for it) or when I either didn't use Glyph of Lesser E as often as I should or used it when Serpent's Quickness wasn't active and thus suffered a longer recharge for it. When I did use the build as intended, I really experienced no problems with energy.
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Nov 08, 2006, 08:53 PM // 20:53
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#28
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Krytan Explorer
Join Date: May 2005
Profession: E/Me
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I just capped Searing Flames and was going to try this build tonight in PvE:
[skill]Searing Flames[/skill][skill]Glowing Gaze[/skill][skill]Liquid Flame[/skill][skill]Glyph of Elemental Power[/skill][skill]Fire Attunement[/skill][skill]Glyph of Lesser Energy[/skill][skill]Meteor Shower[/skill][skill]Resurrection Signet[/skill]
Fire: 12 + 3 + 1
Energy Storage: 12 + 1
With an 18 fire, Glowing Gaze will net you 6 + 2 = 8 E per casting.
Liquid Flame is used during the down-time between castings of Searing Flame and to provide a bigger initial spike.
Casting would be something like (running total energy balance is in parenthesis, running total damage in [])
Glyph of Elemental Power
(once combat starts)
0. Searing Flames (-8.777 e) [0]
1. Glowing Gaze (0) [59 +14(burning)]
2. Glyph of Lesser Energy (-3.667) [59 + 28(burning)]
3. Searing Flames (-2.334) [192 + 42(burning)]
4. Liquid Flame (-1) [325 + 56(burning)]
5. Glyph of Elemental Power (you have 1s downtime waiting for skills to recharge) (-4.667) [325 + 70(burning)]
6. Searing Flames (-13.337) [458 + 84(burning)]
7. Glowing Gaze (-4) [517 + 98(burning)]
etc
After these 8 seconds you are only down 4 energy from your top level. And you have done 517 direct dmg + 112 burning damage. (399 + 112 burning done in AOE dmg (assuming Liquid Flame AOE triggers which it usually does).
So against a single target, that is 78.625 damage/second! Pretty cool. I'll see how well it works in practice.
Note: Meteor Shower is just in there for its utility in certain PvE situations.
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Nov 09, 2006, 02:01 AM // 02:01
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#29
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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Quote:
Originally Posted by XvArchonvX
I really wouldn't reccomend that second build for PvE. While the EW/QZ combo would help eles who are spamming high energy skills, it would really hurt monks since they tend to use mostly 5 energy skills and would thus not be helped by EW that only lowers cost to a min of 10 energy.
Personally I don't see where energy problems come into play with the first build if used correctly. I've been trying it out for a while lately and the only times I ran into trouble were when I forgot to recast my attunement (or had it stripped because I forgot to recast Aura or Rest as a cover for it) or when I either didn't use Glyph of Lesser E as often as I should or used it when Serpent's Quickness wasn't active and thus suffered a longer recharge for it. When I did use the build as intended, I really experienced no problems with energy.
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I put in EW not really for energy management but to compensate for the increase of energy cost of Quickening zephyr. "Skills that originally cost 5 energy continue to cost 5 energy. The "minimum cost 10 energy" only applies to skills above 10 energy that would be reduced below this limit. "
This means other proffesions can only benifit from EW. The second build is to further increase the recharge speed of SF.
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Nov 28, 2006, 03:37 PM // 15:37
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#30
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Site Contributor
Join Date: Jun 2005
Profession: R/
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All of these builds look interesting but tell me, how well would they work with the ele hero's?
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Nov 28, 2006, 07:17 PM // 19:17
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#31
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by Commander Ryker
All of these builds look interesting but tell me, how well would they work with the ele hero's?
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Heroes tend to screw up the order of use, so they are quite inneficient, but they still use it well enough to make it worth using on them.
Quote:
Originally Posted by Hyprodimus Prime
I put in EW not really for energy management but to compensate for the increase of energy cost of Quickening zephyr. "Skills that originally cost 5 energy continue to cost 5 energy. The "minimum cost 10 energy" only applies to skills above 10 energy that would be reduced below this limit. "
This means other proffesions can only benifit from EW. The second build is to further increase the recharge speed of SF.
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yea, I failed to see that in the notes at wiki. I still don't see what would justify bringing this when Glyph of Lesser E should really be all you need (with fire attune of course).
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Nov 29, 2006, 01:15 AM // 01:15
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#32
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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I guess that works too...ok more changes then. And how do you change the name of a page? I want to name it firebat, if thats ok with the community of searing flamers. Reminds me of the Terran Firebats.
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Nov 29, 2006, 02:36 AM // 02:36
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#33
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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I fail to see how Mark of Rodgort is a bad idea in a SF build. Rodgorts Invocation is a 3 second cast for 25 energy. Anyone whos anyone could interrupt that in PvP and unless your going for pure nukage w/ Meteor Shower its not much use in PvE either.
Mark of Rodgort should really be making them burn for 4 seconds more everytime SF hits... as oppose to stopping burning after 7 seconds and needing another wave to restart the burning. Unless i'm reading this the wrong way.
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Nov 29, 2006, 03:27 AM // 03:27
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#34
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Lion's Arch Merchant
Join Date: May 2006
Guild: MGK
Profession: W/
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if i were to use a searing flames build, kinetic armor>natural stride since SQ is a stance that greatly affects the dmg effects of searing flames, so u dont need liquid flame, u need steam for the defensive purposes. Kinetic armor can be renewed with aura of restoration whenever, and u only need 7~9 earth magic to make it so the dmg against u is reduced 1/2-2/3s on normal phy and ele spells/atks. 5water magic provides a 7second blindness for steam, to counter sin combos. Glyph of lesser energy prodives energy needed after executing searing flames rapidly from SQ to spike, managing ur energy better. i use this for ra and it works great, can kill the entire team if i had too n had the idea of SQ way b4 this thing was posted>_>
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Nov 29, 2006, 03:41 AM // 03:41
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#35
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Jungle Guide
Join Date: Jul 2006
Location: guildhall
Guild: [DETH]
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fireball would be a nice "filler" skill to slip in
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Nov 29, 2006, 06:16 AM // 06:16
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#36
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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Quote:
Originally Posted by Hyprodimus Prime
I guess that works too...ok more changes then. And how do you change the name of a page? I want to name it firebat, if thats ok with the community of searing flamers. Reminds me of the Terran Firebats.
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Wait now I remember why its EW not GoLE, because EW will reduce SF by 9 energy everytime you use it because QZ increases it to 19. 15 x .3=4.5 rounded to 4. GoLE has the equivalent power if casting 3 SF. You can cast a lot more than 3 SF in the 30+ seconds that QZ is up. Then your partner sets his down.
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Nov 29, 2006, 03:29 PM // 15:29
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#37
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Lion's Arch Merchant
Join Date: Sep 2006
Profession: E/A
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Do you guys know that if an opponent is hex with mark of rodgort, and you cast glowing gaze, you will gain 10 nrg(provided fire @ 16) even the foe is not on fire?
MoR-GG-SF-SF-GG-> ftw
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Nov 29, 2006, 04:26 PM // 16:26
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#38
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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I think Mark takes effect first before the Gaze's so gaze's damage will trigger Mark, then burning triggers the energy.
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Nov 29, 2006, 07:22 PM // 19:22
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#39
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Forge Runner
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Quote:
Originally Posted by kess
Do you guys know that if an opponent is hex with mark of rodgort, and you cast glowing gaze, you will gain 10 nrg(provided fire @ 16) even the foe is not on fire?
MoR-GG-SF-SF-GG-> ftw
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Ooh. I didn't know that.
But what happens when Searing Flames hits an enemy hexed with Mark of Rodgort who wasn't previously on fire? I would think the hex is irrelevant at that point, and the enemy would just take Searing Flames burning.
Also -- what happens when an enemy who IS on fire and is hexed with Mark of Rodgort gets hit by further fire damage?
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Nov 30, 2006, 06:12 AM // 06:12
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#40
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Jungle Guide
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I've changed my mind about mark's usefulness. The fact that GG will trigger burning and then give you the extra energy make it worthwhile. Considering you also get constant burning and the full 119 damage from each SF trigger is icing on the cake (it actually buffs your damage quite a bit). So to whoever suggested adding it first, you were correct. Good call.
MoR definitely makes my shortlist of fire skills that are useful in a SF build (the others being liquid flame and maybe meteor shower depending on whether you can fit GoS).
Quote:
But what happens when Searing Flames hits an enemy hexed with Mark of Rodgort who wasn't previously on fire? I would think the hex is irrelevant at that point, and the enemy would just take Searing Flames burning.
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Yeah SF just starts the burn-but the opponent should be constantly burning anyway.
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