Apr 10, 2008, 01:45 PM // 13:45
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#21
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Wilds Pathfinder
Join Date: Jul 2005
Guild: NA
Profession: N/Me
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I have both. I do tend to prefer the +5 energy, mainly for the first burst of attack chain.
I think 15^50 is the least important on daggers of all weapons. They only do 17 damage max. As others have said that's only 2 extra damage on average. If the 15% damage increase effected the attack skill damage, then it would be better, but iirc it only works for normal hits.
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Apr 10, 2008, 02:45 PM // 14:45
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#22
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Ascalonian Squire
Join Date: Jun 2006
Guild: Elder Wolves
Profession: A/
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I don't think all builds with a high up front energy requirement are automatically bad. +5e could be one more death blossom which equates to a good 80 damage. That's 40 more swings with your 15^50's.
Definitely switch to some Vampirics for max damage though.
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Apr 11, 2008, 03:37 PM // 15:37
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#23
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Krytan Explorer
Join Date: Oct 2006
Profession: R/W
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IMO, you can't afford to be spending more than 5s attacking without firing off an attack skill. So +5 energy is a must for me. Of course the ideal playing style would be to use 15^50% first and +5 energy when your energy is low.
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Apr 11, 2008, 05:54 PM // 17:54
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#24
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Krytan Explorer
Join Date: Aug 2005
Guild: Scars Meadows [SMS]
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Quote:
Originally Posted by SilverSlave
I don't think all builds with a high up front energy requirement are automatically bad. +5e could be one more death blossom which equates to a good 80 damage. That's 40 more swings with your 15^50's.
Definitely switch to some Vampirics for max damage though.
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Why would you use Vamp to maximize your damage output but not 15>50%?
@OP - It may not be much different but every little bit count. If you don't need the +5energy, then that make no difference at all. If you do then there is no question but use +5energy.
Most build in PvE doesn't really have energy problem, usually some form of moebius/death blossom combo. In PvP you usually do a spike then wait for your spike to recharge to spike again, so energy shouldn't be a problem. Unless the +energy is needed for you to do your entire attacks chain in PvP, there is no reason why you shouldn't use 15>50%. +5e is nice for a backup when DP. Use whatever suited for the situation, just remember that higher energy pool doesn't equate to energy management.
Last edited by Shaz; Apr 11, 2008 at 06:17 PM // 18:17..
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Apr 11, 2008, 06:39 PM // 18:39
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#25
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Lion's Arch Merchant
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Quote:
Originally Posted by Shaz
Why would you use Vamp to maximize your damage output but not 15>50%?
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the vamp is 3 points every hit plus that 3 points is added to your own health.
15^50 is only 2.5 (I don't know if it rounds up or down) only when you hit maximum dmg of 17. Not every hit will be maximum. If you hit minimum dmg of 7 it only counts for 1.
I prefer the +5e because the place I usually need my energy is at the beginning of an attack - after that zealous daggers and skills give more than enough energy to maintain.
Meanwhile the skill dmg is doing so much more than the dmg from the daggers themselves that the extra 1-2 pnts is negligible.
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Apr 11, 2008, 06:54 PM // 18:54
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#26
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Krytan Explorer
Join Date: Aug 2005
Guild: Scars Meadows [SMS]
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Quote:
Originally Posted by Mork from Ork
the vamp is 3 points every hit plus that 3 points is added to your own health.
15^50 is only 2.5 (I don't know if it rounds up or down) only when you hit maximum dmg of 17. Not every hit will be maximum. If you hit minimum dmg of 7 it only counts for 1.
I prefer the +5e because the place I usually need my energy is at the beginning of an attack - after that zealous daggers and skills give more than enough energy to maintain.
Meanwhile the skill dmg is doing so much more than the dmg from the daggers themselves that the extra 1-2 pnts is negligible.
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I know all that, what I meant was if you care so much about maximizing your damage why not use 15>50% also? If energy is the problem, then zealous is the better solution then +5 energy. As I said before, you should only use +5 if it require for you to complete your spike chain or DP.
I don't get how you need +5e at the beginning but not always, just wondering that's all, maybe if I see the build I'll understand it. My thought is you either always need it or you don't.
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Apr 12, 2008, 06:02 AM // 06:02
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#27
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Lion's Arch Merchant
Join Date: Dec 2007
Guild: The Corleone Family
Profession: A/D
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+5 energy is better, becouse you can customize your weapon (Just if you are sure you wont use an another) what gives ya 20% dmg instead of 15%^50
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Apr 12, 2008, 06:34 AM // 06:34
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#28
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Krytan Explorer
Join Date: Aug 2005
Guild: Scars Meadows [SMS]
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or 15%+20% instead of just 20%...
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Apr 12, 2008, 07:32 AM // 07:32
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#29
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Frost Gate Guardian
Join Date: Apr 2006
Location: Kronos HQ
Profession: W/
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If there are no enchantment strippers then id prefer +15% while enchanted and grab [skill]Critical Agility[/skill] or [skill]Critical Defenses[/skill]
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Apr 12, 2008, 07:36 AM // 07:36
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#30
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La-Li-Lu-Le-Lo
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If you need +5e to get in an extra attack skill or something, then you are bad and need to put more points into Critical Strikes and/or get some Zealous daggers.
Seriously. 15^50. Keep a +5e set handy for when you get DP, but don't waste damage potential otherwise.
__________________
Stay Breezy
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Apr 12, 2008, 08:42 AM // 08:42
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#31
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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With all respect
Quote:
If you need +5e to get in an extra attack skill or something, then you are bad
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this remark is just stupid. I suppose your attack skills are free?
Seriously. How can anyone classify Radiant armour as viable while discarding +5e on the weapon with the lowest base damage. ffs.
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Apr 12, 2008, 02:23 PM // 14:23
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#32
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Forge Runner
Join Date: Nov 2005
Location: Character selection screen figuring what I want to play...
Guild: Purple Lingerie - :D
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Quote:
Originally Posted by Faer
If you need +5e to get in an extra attack skill or something, then you are bad and need to put more points into Critical Strikes and/or get some Zealous daggers.
Seriously. 15^50. Keep a +5e set handy for when you get DP, but don't waste damage potential otherwise.
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Heard of 35 energy combos?
And bobby I agree with you. But I carry 15^50 when not doing energy intensive combos.
Besides every mod has its use just use the mod you feel comfortable with.
Last edited by Bowstring Badass; Apr 12, 2008 at 02:32 PM // 14:32..
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Apr 12, 2008, 03:32 PM // 15:32
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#33
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Frost Gate Guardian
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I used 15^50 almost exclusively till i tried +5 energy. So far, +5 energy has been my choice as of late. Honestly, since the switch, my kill times and dps have not suffered that much for me to know the difference. Besides, Sins are relying more on disruption rather than insta-gib, and the extra energy has been the difference between a shattering assault at the right time, than a shattering assault a second too late.
Both mods have their merrits and uses, but to say someone is bad for using +5 energy usually translates to that person who commented hasn't played the game enough to know the positives of +5 energy.
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Apr 12, 2008, 04:23 PM // 16:23
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#34
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Lion's Arch Merchant
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Quote:
Originally Posted by Shaz
I don't get how you need +5e at the beginning but not always, just wondering that's all, maybe if I see the build I'll understand it. My thought is you either always need it or you don't.
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Sometimes you need the extra 5 at the start of the attack to get enchants/stances and attack skills initiated - and, in fact, most of my build are design to provide exactly the energy I will need for the initial volley within only a point or 2. During the actual attack, if you are using zealous daggers, high critical strikes and/or skills that add energy with attacks they will keep your energy replenished at maximum so that even a small total energy is more than enough to meet your energy needs. (this is one reason I love the sins - with a good build they almost never have to worry about energy in the middle of an attack)
To the poster who said "If you need +5e to get in an extra attack skill or something, then you are bad and need to put more points into Critical Strikes and/or get some Zealous daggers.": Critical strikes and zealous daggers only come into play once you have begun the attack. The +5 nrgy's primary function is prior to the first attack. Two completely different purposes! Plus the +5 nrgy means I can switch out at least 2 runes/insignias (+3 radiant and +2 atunement) for something more useful and that is worth a lot.
I suppose you could use +5 nrgy while setting your enchants and then switch to 15^50 during the actual attack for the extra damage but I've never felt the need to do that as most things in PvE die quickly enough anyway.
Last edited by Mork from Ork; Apr 12, 2008 at 04:36 PM // 16:36..
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Apr 12, 2008, 04:42 PM // 16:42
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#35
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Academy Page
Join Date: Jul 2007
Profession: A/
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eh, i think some people that post here don't really play the assassin profession and then they presume to give advice and even say you are bad if you don't follow their advice... They should just stick to their warriors or blind bot eles.
I'll agree with what most have said. It depends on your combo chain. If you need extra energy to complete your combo then use the +5 energy mod. If you do not have energy problems, use the 15^50 mod. It all just depends on your build. Maximize damage when possible, but if not possible, don't fret about an extra 2-3 damage.
Last edited by craigrs84; Apr 12, 2008 at 04:47 PM // 16:47..
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Apr 12, 2008, 04:51 PM // 16:51
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#36
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Furnace Stoker
Join Date: Oct 2005
Guild: Inde is Smoking [Hawt] *ToA*
Profession: W/E
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Quote:
Originally Posted by Bowstring Badass
Heard of 35 energy combos?
And bobby I agree with you. But I carry 15^50 when not doing energy intensive combos.
Besides every mod has its use just use the mod you feel comfortable with.
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Good answer :P I agree with the switching of 15^50 and +5e but sometimes when running builds with say Temple strike that extra +5e helps with longer attack chains. Also if you are running a Silencing tang instead of zealous. This is where crit strikes really comes into play.
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Apr 12, 2008, 06:23 PM // 18:23
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#37
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La-Li-Lu-Le-Lo
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Quote:
Originally Posted by Bobby2
How can anyone classify Radiant armour as viable
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I'd like to know that as well. Radiant Insignias are terrible, for the most part.
Attack skills aren't free, but you don't start with an empty energy pool either. Zealous and crits should be more than enough to keep your energy up, unless you aren't hitting anything (because of Aegis or other such blockshittery), in which case, the +5e isn't going to help you anyway. You should be starting your chain at full energy, and finishing it with somewhere around half a bar or more left. Killing things is key.
Quote:
Originally Posted by Bowstring Badass
Heard of 35 energy combos?
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Heard of good skillbars?
__________________
Stay Breezy
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Apr 12, 2008, 06:31 PM // 18:31
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#38
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Desert Nomad
Join Date: Apr 2006
Guild: [SMS]
Profession: R/
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Quote:
Originally Posted by Faer
I'd like to know that as well. Radiant Insignias are terrible, for the most part.
Attack skills aren't free, but you don't start with an empty energy pool either. Zealous and crits should be more than enough to keep your energy up, unless you aren't hitting anything (because of Aegis or other such blockshittery), in which case, the +5e isn't going to help you anyway. You should be starting your chain at full energy, and finishing it with somewhere around half a bar or more left. Killing things is key.
Heard of good skillbars?
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+1. I carry a +5 set on swap, but it rarely gets touched. If you don't (and you shouldn't) need the +5e, use the 15^50... it's not much, but why neuter yourself?
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Apr 12, 2008, 06:39 PM // 18:39
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#39
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Heard of 35 energy combos?
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Heard of zealous/critical strikes?
If you need more energy, bring zealous daggers, not +5e daggers. 15^50 doesn't add a whole lot of damage, but like all damage in the end, it adds up. +5e should only be used when you have dp, it shouldn't be used as your main set.
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Apr 12, 2008, 09:44 PM // 21:44
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#40
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Jungle Guide
Join Date: Mar 2007
Guild: Mature Gaming Association
Profession: Me/E
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Vampiric is best.
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