May 08, 2008, 03:24 AM // 03:24
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#21
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Wilds Pathfinder
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Quote:
Originally Posted by Axel Zinfandel
Conjures are technically armor-ignoring, it's just the base element that isn't. I think that's what he meant :/
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Can I get some clarification on this please?
For some reason I always thought that the +damage from the conjures was NOT armor-ignoring.
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May 08, 2008, 03:33 AM // 03:33
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#22
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Forge Runner
Join Date: Mar 2006
Profession: N/
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Quote:
Originally Posted by Grammar
Can I get some clarification on this please?
For some reason I always thought that the +damage from the conjures was NOT armor-ignoring.
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its not...
its like [glass arrows] compared to [kindle arrows]
it looks like kindle arrows would do more dmg...
but it doesnt, cuz glass arrows is armour ignoring, and kindle arrows isnt
(unless of course, ur hitting 60al targets)
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May 08, 2008, 05:08 AM // 05:08
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#23
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Administrator
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Conjures are +damage (like War/Para/Ranger/Assassin/Derv attack skills, Glass Arrows, etc), not just additional damage like regular weapon attacks and Kindle Arrows. +Damage is armor ignoring, additional damage is not.
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May 08, 2008, 05:11 AM // 05:11
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#24
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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The additional damage ignores the armour level. See attached; 23 with Wild Blow, 40 with Wild Blow + Conjure. Before when the damage came as a seperate source armour did affect the damage.
Last edited by Racthoh; May 08, 2008 at 05:13 AM // 05:13..
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May 08, 2008, 05:32 AM // 05:32
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#25
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Forge Runner
Join Date: Mar 2006
Profession: N/
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Quote:
Originally Posted by Racthoh
The additional damage ignores the armour level. See attached; 23 with Wild Blow, 40 with Wild Blow + Conjure. Before when the damage came as a seperate source armour did affect the damage.
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when did it change?
if this is indeed true,
if the enemy is wielding a +10al vs lightning shield,
conjure lightning will still hit for +17 lightning dmg?
then they need to change it to +17 dmg
and not +17 lightning dmg in the skill description
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May 08, 2008, 05:39 AM // 05:39
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#26
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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The update on October 12th: http://wiki.guildwars.com/wiki/Game_updates/20071012
Quote:
Conjure Frost, Conjure Flame, and Conjure Lightning: now directly increase the damage you do when you hit with an attack (previously, they dealt damage as a second, additional strike); decreased damage to 5...17...20.
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May 08, 2008, 06:58 AM // 06:58
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#27
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Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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Quote:
Originally Posted by snaek
when did it change?
if this is indeed true,
if the enemy is wielding a +10al vs lightning shield,
conjure lightning will still hit for +17 lightning dmg?
then they need to change it to +17 dmg
and not +17 lightning dmg in the skill description
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It's still lightning damage, it's just unaffected by armor. To reduce it without prot, you'd need [Mantra of Lightning].
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May 17, 2008, 06:27 AM // 06:27
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#28
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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I don't know why anyone hasn't mentioned the necromancer skill Barbs that could have also been a competitor in this discussion. Barbs doesn't take too long to recast like conjures, but it is longer than SoH. It's a hex spell and it gives a boost to anyone attacking the target. It's purpose is pretty much the same as conjures and SoH. I like to use it with my w/n in AB. Gives my allies good help to wipe out the target quickly. Anyone with thoughts on Barbs as well?
As for the two other skills, Conjures for PvP, SoH for PvE.
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May 17, 2008, 06:57 AM // 06:57
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#29
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Academy Page
Join Date: Dec 2007
Profession: W/
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Barbs is nice with a MM hero. Still, S&H and Conjure give a permanent +damage to the warrior, while Barbs only gives +damage against a target.
Useful, yes.
Good for a constant damage bonus, no.
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May 17, 2008, 09:29 AM // 09:29
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#30
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Krytan Explorer
Join Date: Oct 2005
Guild: Vandal Hearts [VH]
Profession: W/
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Quote:
Originally Posted by Winterclaw
I know weapon switching is commonly done for casters but I don't remember hearing much about it from a warrior's perspective. For example when playing a crip-gash warrior I bring out a crippling weapon for the first attack, switch to a cruel for the follow-up, then return to my normal weapon.
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Well its been a year since i actually played gw but im sure weapon switching hasnt changed much if it did at all. I for one carry a vamp, zealous, elemental, and sundering weapon for each of the 3 warrior weapons. Now some people might go eww a sundering weapon what a noob but its the weapon i use to rest on when im not doing nothing seeing as if i switch to vamp or zealous im losing hp and energy and a elemental weapon is also negative because i might forget i have it equipped and i start whacking at a ranger and i only do like 5-10 damage so i rest on my sundering weapon till we get moving then i switch when i see its the right time.
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May 17, 2008, 05:37 PM // 17:37
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#31
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Wilds Pathfinder
Join Date: Sep 2007
Profession: W/E
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Spear + shield / bow > sundering.
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May 22, 2008, 05:27 AM // 05:27
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#32
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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 Owik Gall
I don't know why anyone hasn't mentioned the necromancer skill Barbs that could have also been a competitor in this discussion. Barbs doesn't take too long to recast like conjures, but it is longer than SoH. It's a hex spell and it gives a boost to anyone attacking the target. It's purpose is pretty much the same as conjures and SoH. I like to use it with my w/n in AB. Gives my allies good help to wipe out the target quickly. Anyone with thoughts on Barbs as well?
As for the two other skills, Conjures for PvP, SoH for PvE.
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Maybe if I didn't have to recast on everything I wanted to smash, yes I would consider barbs
But I'm a warrior, not a necromancer with 4 pips or regen and soul reaping.
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May 22, 2008, 05:59 AM // 05:59
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#33
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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Quote:
Originally Posted by blue.rellik
Maybe if I didn't have to recast on everything I wanted to smash, yes I would consider barbs
But I'm a warrior, not a necromancer with 4 pips or regen and soul reaping.
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It's possible to keep that up with a warrior. Simply bring a zealous mod and an IAS skill. Maybe Sun And Moon Slash can be a bit of help too. I was able to pull it off in my W/N with little problems like that.
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May 22, 2008, 06:05 AM // 06:05
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#34
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Forge Runner
Join Date: Feb 2007
Location: Melbourne, Australia
Guild: None
Profession: W/
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I don't like constantly casting a 10 energy 2sec spell all the time just so I can kill things quicker.
I prefer casting it once and be done with it
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May 23, 2008, 03:56 AM // 03:56
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#35
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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Hmmm. I'm pretty sure that SoH won't have a place at PvP. I've noticed that a lot of warriors use Frenzy in their slot. SoH will make repeatable activation of this skill very difficult. Conjure spells just need to cast once every 60 seconds and the pip isn't affected, making Frenzy spamming possible. Unless someone is willing to take Frenzy out with Flail, Conjure will just have to do in order to keep Frenzy up decently and I do not think that anyone in PvP will be going in with Flail unless they have a hammer KD build. Any issues with Conjure being taken off too early, well, the warrior will just have to cope, so be careful when near a shrine with mesmers in AB.
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May 23, 2008, 03:59 AM // 03:59
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#36
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Emo Goth Italics
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SoH on a Mesmer in the current GvG meta.
And Rage Signet hurts!
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May 23, 2008, 04:24 AM // 04:24
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#37
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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 Owik Gall
Hmmm. I'm pretty sure that SoH won't have a place at PvP. I've noticed that a lot of warriors use Frenzy in their slot. SoH will make repeatable activation of this skill very difficult. Conjure spells just need to cast once every 60 seconds and the pip isn't affected, making Frenzy spamming possible. Unless someone is willing to take Frenzy out with Flail, Conjure will just have to do in order to keep Frenzy up decently and I do not think that anyone in PvP will be going in with Flail unless they have a hammer KD build. Any issues with Conjure being taken off too early, well, the warrior will just have to cope, so be careful when near a shrine with mesmers in AB.
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I have no idea what you are on about
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May 23, 2008, 04:37 AM // 04:37
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#38
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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Quote:
Originally Posted by blue.rellik
I have no idea what you are on about
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Sorry. Generally my point is PvP warriors can't use Frenzy a lot if they have to sustain SoH. Warriors with Conjure won't have a problem using frenzy. So I stand firm what I said earlier in this thread. Conjure for PvP, SoH for PvE. (Since it's not a bad idea for a warrior to bring Flail in PvE, therefore sustaining SoH without much of a problem.) Hope that point it out to you better.
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