I've found that shock and conjure generally doesn't sync very well (unless the match is short). Running exhaustion, you'll be able to cast conjure when you first engage, but it gets very difficult to maintain after. Trying to keep the energy high enough to consistently keep conjure up means you will loose out on the ability shock more often (I'm not advocating random shocking - the use must be tactically sound but sometimes you may need 2 in quick succession). Or, if you wish to shock more often you won't have enough energy to use conjure. Remember, Frenzy, Shock, then Sprint/Rush will cost 10-15 energy coupled with exhaustion. After a short period you may run into an equilibrium where you have to decide whether to save your energy for maintaining the shock combo or conjure. Your cycle-time will effectively go from 30 seconds to 45 seconds.
Either skill will work fine on its own, but I would consider maybe:
1) Frenzy
2) Rush
3) Shock
4) Crippling Slash
5) Gash
6) SteelFang Slash
7) Optional (Heal-Sig, Galrath Slash, FGJ, Bull's Strike, "Fear Me", "Watch Yourself", etc)
8) Res
or maybe...
1) Frenzy
2) Rush
3) Conjure
4) Crippling Slash
5) Gash
6) Sun-and-Moon Slash
7) Optional
8) Res
Last edited by Ser Jaremy Ryker; Apr 22, 2007 at 12:08 AM // 00:08..
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