Mar 20, 2008, 05:40 AM // 05:40
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#21
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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..............
I'll pretend you didn't said that and totally forgot about all the earth damage skills that would do a million times more damage
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Mar 22, 2008, 06:09 AM // 06:09
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#22
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Yes, there are Earth PBAOEs that do plenty of damage. However, you can't be casting them all the time - you'll still be swinging your weapon (whatever it is) in the meantime. A conjure would be meaning that that's more than just a token effort... and, since this is the Warrior forum, means you aren't draining as much energy as trying to cast the likes of Aftershock, Crystal Wave, and/or, if you aren't using OF, Shockwave on recharge.
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Mar 22, 2008, 06:13 AM // 06:13
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#23
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by blue.rellik
..............
I'll pretend you didn't said that and totally forgot about all the earth damage skills that would do a million times more damage
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I'm pretty sure conjure flame characters never gave a flying leap about [skill]inferno[/skill]
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Mar 22, 2008, 09:28 AM // 09:28
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#24
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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Quote:
Originally Posted by draxynnic
Yes, there are Earth PBAOEs that do plenty of damage. However, you can't be casting them all the time - you'll still be swinging your weapon (whatever it is) in the meantime. A conjure would be meaning that that's more than just a token effort... and, since this is the Warrior forum, means you aren't draining as much energy as trying to cast the likes of Aftershock, Crystal Wave, and/or, if you aren't using OF, Shockwave on recharge.
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What does the idiotic terratank do most of the time? It needs to cast OF and another few spells then they have massive downtime, plenty of time to cast one or two other spells. With Balthazar's Spirit then it should have any energy issues
Please don't try and justify it, A warrior purely relying on the damage of the conjure is doing roughly the same DPS as a caster wanding. Only a complete and utter moron would even think that's awesome
Quote:
Originally Posted by FoxBat
I'm pretty sure conjure flame characters never gave a flying leap about [skill]inferno[/skill]
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Read the damn thread before posting to a single post plz k thx?
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Mar 23, 2008, 12:23 AM // 00:23
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#25
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Wilds Pathfinder
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So generally speaking, fiery is definitely the worst hilt, because fire damage is the most common so there are the most defenses against it. And I guess we are saying that ebony is the best? But what about icy vs. shocking? Which is better?
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Mar 23, 2008, 03:00 AM // 03:00
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#26
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Wilds Pathfinder
Join Date: May 2006
Guild: HALE
Profession: W/
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Just add Fiery and forget about it--the infinitesimal difference in damage doesn't matter.
Yes, infinitesimal is a word--lol You really should read more often....
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Mar 23, 2008, 12:38 PM // 12:38
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#27
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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Personally I find Shocking to be very usefull, rarely do I run into a foe that has armor vs shocking(talking PvE here).
The conjures do add a substantial amount of dmg so give them a try, just keep in mind your taking attributes away from other skills to power it.
I find a good spread is:
14 - weapon mastery
11 - strength(tactics if you must for shield)
10 - conjure attribute.
If your talking PvP the odds of having the conjure stripped or shattered is high and you might even get interupted while casting it, I would say avoid them there.
Lastly always have another weapon with differnet mods to swap to if you find your hitting a foe with some protection. If you run into an ele with an armor enchantment then go vamp for example.
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Mar 25, 2008, 11:36 AM // 11:36
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#28
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by blue.rellik
What does the idiotic terratank do most of the time? It needs to cast OF and another few spells then they have massive downtime, plenty of time to cast one or two other spells. With Balthazar's Spirit then it should have any energy issues
Please don't try and justify it, A warrior purely relying on the damage of the conjure is doing roughly the same DPS as a caster wanding. Only a complete and utter moron would even think that's awesome
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Awesome? No. Better than nothing? Yes.
And to nitpick, a Conjure at about 10 is adding as much damage as weould be gained by wanding a 60AL target. So using a weapon under these circumstances would be doing as much damage as wanding, plus whatever pittance the weapon is still able to give. Using a wand would give twice as much as (normal) wanding. If the target has 100AL, the Conjure+wand combo is doing three times as much as wanding.
Still not much, admittedly, but it's something. However, consider a comparison: At an attack rate of once every 1.333 seconds, you can make 8 attacks over 10.75 seconds (the time required for an Aftershock cycle). A conjure adds a total of 120 damage to those attacks. In that time, Aftershock does only 119 damage to a single target at AL60 - and that's if the condition is met. At AL100 (probably more likely at high-end areas with opponents that are going to crowd around the warrior in the first place) the Conjure will still be doing 120 damage, but Aftershock will require two targets to match that - or 3 if the condition is not met.
Does this mean that a hypothetical Conjure Earth would be better than Aftershock? Depends on the situation. However, the hypothetical Conjure Earth character might not require one of the monks to tie up a skill slot and a pip of regen on Balthazar's Spirit in the first place .
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Mar 25, 2008, 12:28 PM // 12:28
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#29
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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Quote:
Originally Posted by draxynnic
Awesome? No. Better than nothing? Yes.
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Argument used by bad players.
Lots of things are better than nothing but I sure as hell aren't going to touch them.
Quote:
And to nitpick, a Conjure at about 10 is adding as much damage as weould be gained by wanding a 60AL target. So using a weapon under these circumstances would be doing as much damage as wanding, plus whatever pittance the weapon is still able to give. Using a wand would give twice as much as (normal) wanding. If the target has 100AL, the Conjure+wand combo is doing three times as much as wanding.
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Congratulations. You are now a Legendary Guardian
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Still not much, admittedly, but it's something. However, consider a comparison: At an attack rate of once every 1.333 seconds, you can make 8 attacks over 10.75 seconds (the time required for an Aftershock cycle). A conjure adds a total of 120 damage to those attacks. In that time, Aftershock does only 119 damage to a single target at AL60 - and that's if the condition is met. At AL100 (probably more likely at high-end areas with opponents that are going to crowd around the warrior in the first place) the Conjure will still be doing 120 damage, but Aftershock will require two targets to match that - or 3 if the condition is not met.
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Crystal Wave/Teinai's Wind
Hit more than 1 person and ignore armour. rofls
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Does this mean that a hypothetical Conjure Earth would be better than Aftershock? Depends on the situation.
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Yes. If there is only one enemy and the stupid idiotic tank does not have any other earth skills.
Quote:
However, the hypothetical Conjure Earth character might not require one of the monks to tie up a skill slot and a pip of regen on Balthazar's Spirit in the first place .
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Please don't patronize me, I do a much better job. Considering that all the idiots that tank and spank use a warrior as the tank (which is stupid because a ele does a much much much better job), they hardly have the energy to cast everything on demand. BSpirit covers that role
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Mar 26, 2008, 12:47 AM // 00:47
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#30
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by blue.rellik
Crystal Wave/Teinai's Crystals Quoter's noteI presume that's what you meant. if you were going to take Teinai's Wind, it'd be Aftershock you combo with it...)
Hit more than 1 person and ignore armour. rofls
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Also has a 20 second recharge, for a total 20.75 second cycle time. In that time, the hypothetical conjure can deal 233 points of armour-ignoring damage at 10 Earth. Crystal Wave does 70 per target. You need to hit 3 targets to come close to breaking even, 4 to actually beat the conjure. As sustained damage, it comes out at about the same as Aftershock without the condition against AL100 - Crystal Wave has one pulse doing 70 in the time that Aftershock has two pulses doing a little over 35.
And neither Aftershock nor the conjure has the downside of wiping off any Blinds, Weaknesses, or other nasty conditions your middle line may be putting on the guys you're tanking.
Also, for what it's worth, these arguments still apply at higher attribute levels.
Last edited by draxynnic; Mar 26, 2008 at 12:53 AM // 00:53..
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Mar 26, 2008, 03:14 AM // 03:14
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#31
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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Quote:
Originally Posted by draxynnic
Also has a 20 second recharge, for a total 20.75 second cycle time. In that time, the hypothetical conjure can deal 233 points of armour-ignoring damage at 10 Earth. Crystal Wave does 70 per target. You need to hit 3 targets to come close to breaking even, 4 to actually beat the conjure. As sustained damage, it comes out at about the same as Aftershock without the condition against AL100 - Crystal Wave has one pulse doing 70 in the time that Aftershock has two pulses doing a little over 35.
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Do you even know the purpose of the stupid tank 'n' spank? It's to bunch all the enemies and destroy (incredibly inefficiently) at once (or near enough), doing 70 damage to a bunch of enemies around you is much better than 140 on a single target in that regard.
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And neither Aftershock nor the conjure has the downside of wiping off any Blinds, Weaknesses, or other nasty conditions your middle line may be putting on the guys you're tanking.
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Again, do you know what you are talking about? Why on earth does it matter if it removes conditions? Most Tank 'n' Spank methods basically involve Triple Heat, nearly all the damage comes from fire damage, not any condition. Please bring points that are relevant.
Quote:
Also, for what it's worth, these arguments still apply at higher attribute levels.
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I believe you did not read what I said. The person I originally quoted said a conjure earth would be awesome in the terratank build. I derided his ability at the game because it was wrong, it is not awesome. Then you played the devil's advocate just to tell me that it's a ineffective method that can deal miniscule DPS but still works?
Are you trying to waste my time on purpose or something? Do I look like the person that is so inept at Guild Wars that I can't figure out a, b and c? Seriously nothing you say can cover the fact that a hypothetical conjure earth is simply not awesome because the damage is terrible in every aspect.
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Mar 26, 2008, 07:43 PM // 19:43
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#32
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Lion's Arch Merchant
Join Date: Jul 2007
Guild: Interested in finding one.
Profession: Mo/
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Shocking, as I like to run Shock with Conjure Lightning...But that's the only reason I prefer it.
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Mar 26, 2008, 10:10 PM // 22:10
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#33
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by Sir Tidus
So generally speaking, fiery is definitely the worst hilt, because fire damage is the most common so there are the most defenses against it. And I guess we are saying that ebony is the best? But what about icy vs. shocking? Which is better?
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Its just elemental damage. You have no clue as to what type of elemental damage it will be unless paired with a conjure or an build thats easily noticeable. If its just a standard shock/axe build for example, they could have any of the elemental damage mods on their weapon and you'd never know.
Trying to spec against elemental damage from a weapon is basically a crap shoot. You either hit it, or you don't.
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Mar 27, 2008, 12:19 AM // 00:19
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#34
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Lion's Arch Merchant
Join Date: Jan 2008
Location: Los Angeles
Profession: E/
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You want to use the elemental hilt on other warriors, and not much else. I prefer shocking over icy just because my sword came with it. I doubt it makes that much a difference. And I can say ebon sword users will have troubles with my warrior (Shield Inscription: LIke a Rolling Stone).
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Mar 27, 2008, 12:25 AM // 00:25
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#35
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Wilds Pathfinder
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Quote:
Originally Posted by Yuhe Ji
You want to use the elemental hilt on other warriors, and not much else. I prefer shocking over icy just because my sword came with it. I doubt it makes that much a difference. And I can say ebon sword users will have troubles with my warrior (Shield Inscription: LIke a Rolling Stone).
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Why do you have that inscription? Not many enemies do earth damage.
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Mar 27, 2008, 12:27 AM // 00:27
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#36
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Lion's Arch Merchant
Join Date: Jan 2008
Location: Los Angeles
Profession: E/
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Quote:
Originally Posted by Sir Tidus
Why do you have that inscription? Not many enemies do earth damage.
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I intend on replacing it eventually when I get into my warrior again. She's become a mule as of right now.
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Mar 27, 2008, 12:37 AM // 00:37
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#37
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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a very popular dervish build uses earth damage...
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Mar 27, 2008, 02:09 AM // 02:09
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#38
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Wilds Pathfinder
Join Date: Feb 2008
Guild: Honored Order of Light
Profession: W/Me
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Quote:
Originally Posted by Yichi
a very popular dervish build uses earth damage...
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Dervs are generally earth, holy, or cold, which increases the likelihood of running into those. It's almost hard to not have one of those three in a Derv build. (well, not that hard, but it's easy to include at least one in any build)
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