Apr 27, 2007, 02:44 PM // 14:44
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#41
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Desert Nomad
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after the AI scatter got removed from normal mode SH just shines, along with the good old MS nuker and such... a team of 6 SH can whipe out an entire nearby area in just a few seconds... add MS to the mix if you can and you've got an hellfire rage
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Apr 29, 2007, 01:33 PM // 13:33
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#42
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Frost Gate Guardian
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I believe SH is a pretty good skill, the main problem being that its not that fun to use when your in a full hench team. Since you don't manage to clump the mobs well enough for SH to really do its thing.
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Apr 29, 2007, 08:24 PM // 20:24
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#43
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Jungle Guide
Join Date: Dec 2005
Location: Scotland
Guild: Fuzzy Physics Institute
Profession: E/
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Here's a semi-heretical thought. Especially for hard mode, though I've tried SH, I've found MoR+Fire Storm+Mind Blast to be more effective in a mixed Fire/Earth Build
Not only does it trigger the burning on initial clumps under MoR, but it is useful to dissuade squishy hating mobs from getting in your face
The 10 secs duration also means that it's long enough so most monsters run back in, even if they initially scatter.
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Apr 30, 2007, 12:40 AM // 00:40
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#44
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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thats why you use [skill]Gale[/skill] or [skill]Deep Freeze[/skill]
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Apr 30, 2007, 02:43 AM // 02:43
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#45
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Academy Page
Join Date: Aug 2006
Location: Tyria
Guild: Pyromaniacs Inc
Profession: A/E
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SH IMO is best when used when a tank has aggroed, gone right into the midst of the enemies, and made sure to have plenty of adjacent foes. The SH ele would cause the most dmg then by casting MoR and SH near the middle of the mob. This would clear away most of the enemies and the war would finish what was left. SH should be used when the enemies r being distracted by an ally ( above example used a tank ) and have bunched up around that ally. Also good for farming bosses that don't move or r HUGE ( Rotwing for example ). There r more uses but I'm to tired to think of em. Night all.
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May 02, 2007, 10:47 AM // 10:47
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#46
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Lion's Arch Merchant
Join Date: Mar 2007
Location: Ascalon Arena
Guild: Zero I Hour [ZH]
Profession: D/N
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^ Yes, when using SH, it's best to have aggro focused on one person. Smack em with Deep Freeze and MoR, then shoot away. It's pretty cool.
~Polynikes
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Jun 25, 2007, 03:27 AM // 03:27
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#47
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Jungle Guide
Join Date: Apr 2006
Profession: W/R
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i started using a build much like your a couple of weeks back and did several runs with guildies who swear by sf. have to say they all wanted to know what great build i was running. all of them requesting and i've seen one or two of them using it now
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Jun 25, 2007, 06:31 PM // 18:31
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#48
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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If you're going to run Savannah Heat you should be running all three Heats, no question. If you're just running two, you'll have a much, much more powerful character with Searing + Teinai's + Mind Blast or Searing Flames. Triple Heat is fun with a Deep Freeze around, but as a single character I don't think I've ever wanted that many Heats TBH.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jun 25, 2007, 07:36 PM // 19:36
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#49
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Academy Page
Join Date: Jan 2007
Guild: HdCr
Profession: W/Mo
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Hey guys, I just capped SH and the positive talk warrants giving it a try. I'm a W and I usually run 1 SF hero and 1 Mage Hench (usually Cynn, varies depending on location in campaign). I haven't finished NF yet, so I can't unlock the other Ele hero. What do you think would work better under this scenario? I don't do a lot of micro-managing of hero skill usage (more of a set and forget as long as stuff dies kinda style). I realize a lot of you are running 3 SFs, but I really only have the one at this point.
I have, however, turned my Para hero into a fire machine and this worked well with my SF hero as everything was usually on fire for most of the fight between the mages, para and my own beloved Fiery Dragon Sword.
What do you think?
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Jun 26, 2007, 11:02 AM // 11:02
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#50
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Ascalonian Squire
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Quote:
Originally Posted by Marverick
Savannah's Heat causes too much AoE scatter unless you use Meteor Shower, but then you can only use it every 60 seconds. Even if you snare them in Deep Freeze the mobs will most likely run out by the time the last and most damaging wave hits.
I've tried both in FoW as the single nuker in a 4-man group and Searing Flames is by far superior.
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Good thing they run, it's why I have Koss with his hammer
But as I play paragon and thing do burn all the time I see SF being better for my style - if it hits, it's for the damage, not to ignite. But I also don't have problems with mobs going for clothies in the backlines, so if I go for two SH/DF heroes it will be less effective. Anyway, I like the idea, And if the mobs run - well, they run, don't cast or hit or whatever, right?
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Jun 26, 2007, 05:41 PM // 17:41
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#51
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Frost Gate Guardian
Join Date: Sep 2005
Location: Serbia
Guild: We Never Sleep [ZzzZ]
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SH is really fun skill to mess around with, specially in the areas where the aggro is around one char, as few of you have mentioned, and if used right it can outdamage SF, try using [wiki]arcane echo[/wiki] and [wiki]deep freeze[/wiki] for example, works wonders.
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Jun 27, 2007, 07:58 PM // 19:58
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#52
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Forge Runner
Join Date: Jun 2005
Guild: ALOA
Profession: E/Me
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I fail to see what a group of SH eles can do that a group of SF eles can't.
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Jun 27, 2007, 10:46 PM // 22:46
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#53
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by The Great Al
I fail to see what a group of SH eles can do that a group of SF eles can't.
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Unless you have a bunch of SF eles, you are wasting energy on low damage. There are better alternatives for damage dealing as a single ele.
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Jun 30, 2007, 09:03 PM // 21:03
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#54
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Ascalonian Squire
Join Date: Feb 2006
Guild: Seekers of Aralia [Myth]
Profession: E/
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I use a Savannah Heat build in PvE and I usually play with henchies/heroes. Since I'm going for skill hunter, I usually have at least 2 cap sigs on my skill bar, and sh works better energy management wise than sf when I'm down those two skills. I run:
[skill]Savannah Heat[/skill] [skill]Liquid Flame[/skill] [skill]Meteor Shower[/skill] [skill]Mark of Rodgort[/skill] [skill]Fire Attunement[/skill] and [skill]Glyph of lesser energy[/skill] or [skill]Glyph of sacrifice[/skill]
And then have 2 slots for cap sigs/other skills.
It works pretty well.
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Jun 30, 2007, 09:10 PM // 21:10
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#55
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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I'm not a big fan of Savannah Heat... its only real use i've found is for the Duel quest for Kurzick faction. That, both Heats and Liquid Flame with the other SF eles tend to make very short work of the groups of casters who actually do take the listed damage.
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Jun 30, 2007, 09:14 PM // 21:14
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#56
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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 The Great Al
I fail to see what a group of SH eles can do that a group of SF eles can't.
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Heat chaining frontloads a lot more damage than Searing Flames (almost twice as much over the first 10 seconds or so of a fight), but isn't sustainable and you find yourself waiting on recharges. When you're looking at big pulls with downtime in between, Triple heat bars become attractive if you can blow out the mob with that initial volley.
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Jul 01, 2007, 12:23 AM // 00:23
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#57
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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There are very, very few situations where a Heat wave will actually kill in the first 10 seconds though, especially with it been affected so much by armour and fleeing. That and i wouldn't trust a hero to use SH properly.
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Jul 01, 2007, 02:29 AM // 02:29
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#58
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Jungle Guide
Join Date: Jan 2006
Location: NYC
Guild: The Circle Of Nine[NINE]
Profession: E/N
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[skill=big]Savannah Heat[/skill]
[skill=big]Sandstorm[/skill]
Do we see a resembalance here? My point of showing these 2 spells is that they act very similar,if not identical to each other. I use a Grasping Earth+Churning Earth+ Sandstorm build. Toss a little enervating charge and Stoning in the mix with a touch of Glowstone and you have a very self sufficient elementalist. Yet, the snare sometimes isn't as needed, but better to be prepared,I always say.
SH never really appealed to me, but that is also because when I'm the ele, I'm usually the only ele in the group, and I need to nuke with speed or in large AoE zones. SS and CE do the later, and SF does the previous to great effect.
However, with my exposure to SS, SH seems to be a very useful alternative. If I can use one, i can surely use the other.
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Jul 01, 2007, 06:00 AM // 06:00
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#59
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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One Ele won't wipe anything with a pile of heats, but multiples can and will. They're excellent characters in Urgoz / The Deep, for instance (though they have a bit of trouble in the first room in The Deep).
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Aug 26, 2007, 08:27 AM // 08:27
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#60
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Academy Page
Join Date: Feb 2007
Location: Urgoz Warren
Guild: Nice Cream of Ice [Nice]
Profession: W/
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Earthen Shackles
Just saw the EOTN skills for elementalist. Two caught my eye, Glyph of Immolation (next four skills cause burning for 3 seconds each) and Earthen Shackles (for 5-20 secs, foes on fire move 90% slower). Only costs 10E with a 15 sec recharge.
The glyph looks like a cheap way to start some burning, although I still like MoR.
Earthen Shackles looks like it has potential to mix with Savannah Heat (and maybe Sandstorm). It's alot cheaper than Deep Freeze but may require some points in earth. I usually run a Ward of my nuker hero's anyway so this has potential!
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