Jul 27, 2005, 02:06 PM // 14:06
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#2
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Hate Breeders
Profession: E/Mo
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Lets say your up against an air spiking team. As most of us know lightning spells have 25% armour penetration. If this is turned into cold damage, what happens to the damage and the armour penetration? If somone casts chain lightning that does 80 or so damage with 25% armour penetration, is it still the same but just classed as cold?
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Jul 27, 2005, 02:13 PM // 14:13
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#3
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Frost Gate Guardian
Join Date: Jul 2005
Guild: Requiem Lords
Profession: R/Me
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I assume, and this really is only a guess - that if ALL elemental damage is turned to cold, then the armour pen. is negated, since cold damage doesn't penetrate armour (to my knowledge). If it doesn't already work this way then it should do, why should lightning do 25% armour pen. if it gets converted into something else?
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Jul 27, 2005, 03:02 PM // 15:02
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#4
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Krytan Explorer
Join Date: Jun 2005
Location: East Coast, USA
Guild: Not a Guild [NaG]
Profession: R/
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Hehe... the biting cold shall rip thru your armor! I think that the armor penetration remains, even if it is converted to cold. I believe that the lightning skills say in their description "This attack has 25% armor penetration", not "This attack does X lightning damage in an area that penetrates armor only when it causes lightning damage." The armor penetration doesn't seem to be conditional... All though I could be wrong...
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Jul 27, 2005, 03:17 PM // 15:17
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#5
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Wilds Pathfinder
Join Date: Jun 2005
Location: New England
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Yes. The spell causes the penetration.
Lightning damage does not penetrate armor. Many Air spells do.
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Aug 31, 2005, 01:38 AM // 01:38
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#6
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: Lands Of Fantasty
Profession: R/Mo
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Ya this is my first post...were do i get this skill?
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Aug 31, 2005, 09:11 AM // 09:11
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#7
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Wilds Pathfinder
Join Date: May 2005
Location: IA
Guild: Chronicles of Heroes [CoH]
Profession: R/Me
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Aug 31, 2005, 04:26 PM // 16:26
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#8
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: Lands Of Fantasty
Profession: R/Mo
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ty
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Aug 31, 2005, 04:26 PM // 16:26
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#9
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: Lands Of Fantasty
Profession: R/Mo
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ty
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Aug 31, 2005, 04:27 PM // 16:27
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#10
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: Lands Of Fantasty
Profession: R/Mo
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oops
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Aug 31, 2005, 06:22 PM // 18:22
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#11
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Quote:
Originally Posted by Perseus 101
oops
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Oops? ...
Oops?!
What in the world is wrong with you people?
You double-posted, so you make up for it by... triple posting?
THAT is what you do when you make an accident, not add to it.
Please, this is getting rediculous. There's a poster on here who's made 2 QUINTUPLE posts already, all made up of one-liners and spam. We don't need any more of it.
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Sep 01, 2005, 05:11 PM // 17:11
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#12
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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You must really, REALLY, advocate "cyber garbage cleanup", as they say. Anyway, apart from the apocolyptic events that triple posting is obviously ushering, i'll confirm that lightning spells themselves don't have base armor penetration, or Lightning Surge would be used more.
One famous Combo is Winter+Greater Conflag+Drydar's Defences+Frostbound armor. USED to sucessfully turn all damage (chaos, shadow, holy not included) into cold damage. Now, however, since spirits have been considerably nerfed, I don't think it works.
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Sep 01, 2005, 06:00 PM // 18:00
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#13
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Quote:
Originally Posted by Enigmatics
You must really, REALLY, advocate "cyber garbage cleanup", as they say. Anyway, apart from the apocolyptic events that triple posting is obviously ushering, i'll confirm that lightning spells themselves don't have base armor penetration, or Lightning Surge would be used more.
One famous Combo is Winter+Greater Conflag+Drydar's Defences+Frostbound armor. USED to sucessfully turn all damage (chaos, shadow, holy not included) into cold damage. Now, however, since spirits have been considerably nerfed, I don't think it works.
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The triple post is only mildly annoying. The lack of common sense is what gets me. It's like standing in someone's way, looking around, going, "Oh, oops. Sorry, didn't realize I was in your way.", and then sitting down and making yourself comfortable.
To add even more insult, 'oops' has as many letters as both of his other one-liners combined.
Anyway, on-topic:
Winter is most commonly used in the final PvE mission. Either the monsters are resistant to fire, or vulnerable to cold, I can't remember really.
Another PvP that many people have come up with at varying times is the one listed in the mini prima guide you get for pre-ordering-
Winter+Greater Conflag+Mantra of Frost
Winter is still OK, and narrows down a lot of options for you even without Greater Conflagration, and cold resistant armor isn't all that commonly worn otherwise.
An elementalist will know what elemental resist to wear, a mesmer will know which Mantra is applicable (even if physical+elemental isn't cold, all elemental will still be), and a necromancer could use a spell like Spinal Shivers.
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Sep 01, 2005, 06:35 PM // 18:35
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#14
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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Forgive me if I sound rather cranky. Putting explanations aside, I'll explain my earlier post. One of the newest updates limit the number of spirits you can have on the field to one per attribute (Wilderness Survival, Expertise, etc). Both Winter and Greater Conflag are found under Wilderness Survival.
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Sep 01, 2005, 07:20 PM // 19:20
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#15
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Quote:
Originally Posted by Enigmatics
Forgive me if I sound rather cranky. Putting explanations aside, I'll explain my earlier post. One of the newest updates limit the number of spirits you can have on the field to one per attribute (Wilderness Survival, Expertise, etc). Both Winter and Greater Conflag are found under Wilderness Survival.
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Haven't played with spirits since the update much, so nice to know.
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Sep 01, 2005, 07:43 PM // 19:43
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#16
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Wilds Pathfinder
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Quote:
Ranger
* Pets: Increased pets' run speed by 20%; increased pets' armor to 80 at level 20
* Crippling Shot: Decreased recharge time to 1 second; decreased duration of Cripple to 8 seconds
* Distracting Shot: Decreased attack time from .75 to .5 seconds
* Punishing Shot: Decreased attack time from .75 to .5 seconds; increased recharge time to 8 seconds
* Concussion Shot: Decreased attack time from .75 to .5 seconds
* Nature's Renewal: Modified to no longer remove all Hexes and Enchantments when cast; now doubles the Energy degeneration for maintained Enchantments
* Fertile Season: Reduced duration to 15..45 seconds
* Quickening Zephyr: Increased Energy cost to 25; reduced duration to 15..45 seconds
* All Spirits: The effects of Spirits no longer work on other Spirits (example: Fertile Season no longer adds Health and armor to other Spirits); also, when a Spirit is cast, it kills all other allied Spirits of the same type within its range
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That change does not appear anywhere on the official list of Ranger adjustments. I haven't seen this mentioned anywhere but here... I can't test it right now, but can someone validate the claim that only one Spirit per attribute are allowed now?
Last edited by arredondo; Sep 01, 2005 at 08:07 PM // 20:07..
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Sep 01, 2005, 07:54 PM // 19:54
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#17
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Wilds Pathfinder
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i think all it means is that you can't have to winter spirits up, or two energizing winds up, anyway winter makes a R/Me with armor for cold damage a great tank.
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Sep 01, 2005, 08:01 PM // 20:01
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#18
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Ok, actually tested-
Edit:
Just fixed some esthetic issues.
Last edited by Mercury Angel; Sep 01, 2005 at 08:04 PM // 20:04..
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Sep 01, 2005, 08:08 PM // 20:08
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#19
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Wilds Pathfinder
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Thanks, I didn't think that sounded right at all.
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Sep 14, 2005, 08:00 PM // 20:00
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#20
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Banned
Join Date: Sep 2005
Profession: R/E
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WERE DO U GET THIS SKILL
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