Jun 09, 2006, 10:55 AM // 10:55
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#1
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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How damaging is fire magic exactly ??
I'm thinking of trying a FC fire spike for GvG maybe, (although I use an echo fire nuker in PvE and it works a treat) but I'm interested to know how damaging fire magic actually is at 12 fire, and how much of its damage is negated by armor ?? Could it ever replace FC air spike ?
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Jun 09, 2006, 10:57 AM // 10:57
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#2
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Fire is more for area damage. Even with Fast Casting half the skills will take way too long, air has Armour Pentration so it actually has a chance against high AL targets too.
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Jun 09, 2006, 12:10 PM // 12:10
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#3
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Frost Gate Guardian
Join Date: May 2006
Location: Leeds, UK
Guild: Trinity Of The Ascended [ToA]
Profession: R/
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And air ele's can spike, blind, knock down, and generally piss off your opponents... I've all but given up on fire now - the AoE spells are often a waste, cost too much energy, and take too long to cast. My E/A still uses fire magic but that only works because of hours of practise using AoD with PBAoE spells.
Last edited by AndrewAtHome; Jun 09, 2006 at 12:13 PM // 12:13..
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Jun 09, 2006, 01:06 PM // 13:06
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#4
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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^ And that would be extremely dangerous, unreliable, etc.
I generally have fun watching some of my colleagues play. Especially in a unrated GvG.
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Jun 09, 2006, 09:31 PM // 21:31
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#5
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Fire doesn't have Blinding Flash or Gale, the #1 and #2 reasons to run Me/E spike. The third reason is spiking fast, and fire's recharges don't allow for that. You don't get a good followup spell.
Basically it's worse than spiking with the air skills in every way. If for whatever reason you needed to have a fire guy in a build, Fireball and Meteor have good effects to spike with. They don't belong in any sort of spike build though.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jun 09, 2006, 10:38 PM // 22:38
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#6
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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I'm wonderfully aware of the advantages of air and the seemingly mounting disadvantages of fire. But I'm only asking how damaging fire magic is. If you imagine a coordinated fireball, thats serious AoE damage, which is bad how ?? Meteor is great too (whats that... long recharge... well there are 4-5 of you... take it in turns to use it, on monkies).
So thanks for the opinions but I need the experience of someone who's tried fire at low levels (12 attri points) in GvG, to tell me how damaging it is. Thanks
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Jun 09, 2006, 10:50 PM // 22:50
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#7
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Krytan Explorer
Join Date: Jan 2006
Location: Denmark
Guild: [HH] [Hax]
Profession: Mo/
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Well.. I havent tryed out Fire and air magic at 12 attrib.. But from what i know other than that: Lets say Lightning orb vs Fireball..
Orb = 15 E - 2 sec cast - 5 sec recharge 141 dmg to 60 AL @16 attrib
Fireball= 10 E - 2 sec cast - 7 sec recharge - 119 dmg to 60 AL @16 attrib
Ofc at 12 attrib the dmg is lower.. But its still air that wins.. The extra 5 energy is not very much with dual attunement..
and since air got other good dmg skills like light strike as follow up dmg, then Fire have nothing other than flare that can be casted fast..
Fire will allways Imo be the PvE element.. Its the best for PvE cus its area dmg.. But in PvP No good team would stand close together when they face a Team using Heavy Area dmg... So use Air for PvP, leave fire at home untill you do PvE
~Shadow
Edit: Edited dmg of Fireball
Last edited by Shadow-Hunter; Jun 10, 2006 at 10:56 AM // 10:56..
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Jun 09, 2006, 11:26 PM // 23:26
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#8
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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12 spec Fireball is 91, fully affected by armor. 12 spec Lightning Orb hits for 108 after the 25% AP. The AoE on Fireball is adjacent (156 inches).
Again though, the build is only playable because of Blinding Flash and Gale, so I don't know where you're going with this.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jun 09, 2006, 11:48 PM // 23:48
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#9
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Frost Gate Guardian
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Your figures are BS Shadow-Hunter... you have @16attrb... then only claim 91 damage for the fireball?! Try 119... that's a difference of *28* points... so you're not even close. Fire can spike like air can... you get the fireball then follow it with immolate... (so the spike comes to 119, + 53 fire, and 42 more in the next 3seconds from burning degeneration). If you can toss the 3s precursor hex, incendiery bonds spikes harder... 84 plus 3s burn in an AOE... with 119 more from the fireball is not exactly weak (203 damage at the 3s mark almost exactly with 42 more in fast acting degen). But you'll only see those figures against squishies.
For most builds... in PvP... air by a longshot. Just simply better for the single target uses and utility aspect. Earth is decent as well. Water is great if you NEED the snares (EG: your warrior trains need a nice crippled target to wail upon).
Earth tends to be stronger in PvP for the instant knockdowns with good AOE. Run earthquake with Glyph of Energy for example... exhaustion problem what exhaustion problem? They're both on a 15s cycle... and running something like serpents can help that out more by knocking it down to 10s recycle on both. Also the wards play big, though most wards are perfectly servicable with a 8 or 9 spec.
Water's singular purpose is snares... it doesn't do enough damage on it's own to do much more than annoy the target. Great if you have a warrior train who wants a target who can't run away.
That much said... a lot of the fast casting me/elly builds... especially in tombs might try running a single fire elly as a ward buster. How many guys do you really need on the blinding patrol. (I tend to think after 3 or 4 things get a little silly). Fires ONLY attribute is it's ability to hit hard up front especially on squishies and to punish people who are hiding together under defensive fields, against higher AL targets it rapidly is cut in half... while air is only cut down to 70% or so. Especially since ward of stability is popular now taking out a large portion of earthquakes utility.
So yes I do think fires damage can be present even in PvP... but only in a few limited venues like tombs right now where the AOE can be made use of. Alliance battles it works reasonably well too... since you can almost always count on NPC's to be slightly grouped. (you can almost always hit 2 at once... sometimes 3 or 4). Fires brute damage is not insignificant (and very few people have +elemental armor instead of +physical), but it's not quite signicant enough to consider unless you have some specialized need for elemental AOE damage and don't already have your flashbot and such covered.
In PvE.. not much contest you either take earthers for wards plus some offense/knockdowns/armor ignoring or you take fire to simply punish grouped targets. (and the fire elly should be smart enough to pick targets on his own... know when to join the focus and when to aim for a group of targets because it'll kill things faster. One of fire's problems in PvE is that by the time you've cast your spells the focus fire has already practically killed the target... and a 119 point fireball on a target with 50 health is kinda a waste, when the warrior or ranger is just gonna whack it for 50 in a second anyhow).
A good example of the above is the incend bonds/fireball setup. It takes 5 seocnds for this combo to go off... when it does it'll knock monks life bars in half as well as hurt anything near them at the time... (great combo for spiking out monk NPCs!) Problem is 5s is a LONG time... when you got 6 guys focus firing... you may be better off just tossing the fireball up front for the 119.
Last edited by Falconer; Jun 09, 2006 at 11:54 PM // 23:54..
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Jun 10, 2006, 01:23 AM // 01:23
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#10
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Frost Gate Guardian
Join Date: Jun 2005
Location: Canada
Guild: DOI
Profession: E/Mo
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>>>Water's singular purpose is snares... it doesn't do enough damage on it's own to do much more than annoy the target. Great if you have a warrior train who wants a target who can't run away.
1. I want to reply to the topic first... in order to know what Dmg with 12 attribute Fire magic do... simply go to PvP island.... there is this trainning ground with all the different "wood-men" lol with different armors. U can test the dmg on them, and also test the AoE range effect etc. Nobody ever test ur build there?!? I always went there !
2. Water Magic... aren't as "weak" as most ppl think. I know 90% GW player neglect or only think Water can snare. I use Water for both Pve and pvp. Yeah I agree Water design to annoy your opponent and snare your opponent. But with max water point 16. Water still has the ability to do fine damage. Use Water Trident + all your snare... you can kill melee enemies fast by yourself. New Faction Icy Prism also interrupt and DISABLE any signets *and with Rust... u will have a very easy time to interrupt any signet with Icy Prism* ! I love Air magic spike too... but somehow I don't survive with air magics in Pvp. I keep myself safe with Water Magics snare and knock down effect more... and I don't always need a warrior to combine the snare effect. *Becoz Water easily kill assassin and warrior and it does good dmg on Mes,Necro, or any caster except Ele with Water Robe or Ranger* (The only problem is energy management... gotta watch out for that)
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Jun 10, 2006, 03:28 AM // 03:28
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#11
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Frost Gate Guardian
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If you read the guild book that comes with guild wars, it states that a fire elementalist has the potential to do more damage then any other class, and I agree with this. But obviously, the benefit from fire magic is the area effect. And even if you ignore the skills that cause mobs to scatter, you have some nice spells like fireball, meteor swarm, inferno, etc. I play a fire elementalist in pve, and include fireball in my build as a semi-spammable skill. I always love it when I cast it on a group, and hit three of them for big damage. If you assume that the fireball will hit three mobs, then even if the damage is cut down to 50 hps (maybe that's a bit much, I don't know) that's still a total of 150 overall damage. Whereas in the post a few above, lightning orb will do about 108 on a single target. So when you look at it like that, fire magic does do more damage overall, but like a lot of people here would say, it's probably not good for spiking a single target. I like fire magic in pve because it's good for taking out a group of mobs quicker, whereas in pvp people probably don't group up as much and stuff.
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Jun 10, 2006, 11:00 AM // 11:00
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#12
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Krytan Explorer
Join Date: Jan 2006
Location: Denmark
Guild: [HH] [Hax]
Profession: Mo/
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Thats what i mean, sure the Bond hex + Fire ball combo is good.. But as a spike its not very good imo.. Since: enemy can see that he is hexed, you cant cast more than one of it on the target, and after that most fire skills have fairly long cast time.. where imo the Air magic have like 4 skills that all can dmg like 6x-7x with 1 sec cast time.. and fairly low recharge time.. also, if you build a FC fire spike team, how many good teams would stay close together ?
So Imo Air > Fire.. Also fire dont have nice extra skills like all the others have
~Shadow
Sry for giveing a wrong number on the fireball before, kinda screwed up there
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Jun 10, 2006, 06:59 PM // 18:59
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#13
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Quote:
Originally Posted by Falconer
Run earthquake with Glyph of Energy for example... exhaustion problem what exhaustion problem?
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Glyph is good for removing exhaustion, no argument. What it does do though is create a casting time problem. Tacking almost two seconds onto the front of any spell can quickly remove its utility due to missed opportunities. Granted in PvE things don't move as much and you can spend the time. But in a lot of PvP situations, waiting 3 seconds for the Earthquake to go off can be enough to make it not as attractive...the spell not going off for nearly 5 seconds would be downright brutal.
That's the main reason you see Glyph being used for spike skills only. At least when you're spiking, your skill use is predictable and you can plan for the extra seconds. For anything else that might be time sensitive it really isn't that hot. The best you can do, really, is to just spam the Glyph on recharge...and if you have a good, busy charater that's not going to give you the results you want.
Quote:
Originally Posted by Falconer
Water's singular purpose is snares... it doesn't do enough damage on it's own to do much more than annoy the target.
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If you accept damage times AoE as a valid metric for the damage potential of a spell, then Deep Freeze does 90% of the raw damage of a Rodgort's Invocation, plus the snare effect.
In general I agree, though I wouldn't even hint at knocking water. The effect of those snares enhancing (or mitigating) warrior damage is much, much greater than anything the other lines can put out.
Quote:
Originally Posted by Falconer
That much said... a lot of the fast casting me/elly builds... especially in tombs might try running a single fire elly as a ward buster.
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Fast cast eles are not a good HA build, as it does not have the sort of defense that you want for holding halls. It's a 1v1 build for beating the other team down fast, plain and simple.
Fire elementalist AoE is not exactly relevant for ward busting, because the only ward you care about is Ward v. Elements.
Quote:
Originally Posted by Falconer
So yes I do think fires damage can be present even in PvP... but only in a few limited venues like tombs right now where the AOE can be made use of.
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AoE damage definitely has a place in PvP, even GvG. The problem with fire, though, is that it doesn't have the best AoE damage effects. Those belong to water (Deep Freeze), mesmers (Energy Surge), and to a lesser extent necromancers (Rotting Flesh). There's simply no point in investing heavily in a line that can only do one job when other, deeper lines can do that job better.
Quote:
Originally Posted by Falconer
One of fire's problems in PvE is that by the time you've cast your spells the focus fire has already practically killed the target... and a 119 point fireball on a target with 50 health is kinda a waste
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Agree entirely...in order to get any use out of elementalist nukes in PvE you *have* to be using AoE, at least in spirit - by attacking off targets almost exclusively so that your spells actually do something. It's one of the main reasons I don't bother carrying Meteor Shower except for specialized cases where you really need the mes effect (Fissure of Woe) - by the time 8 seconds have passed and the skill actually does anything, it is very likely that whatever I was shooting it at has died.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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