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Old Aug 08, 2006, 07:33 PM // 19:33   #161
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Lightning Strike is junk to be honest. You just run it on an ele for small fights, because it's basically impossible to kill anything with Orb alone unless they are very heavily DPed. If you run it at all, that is.

Every skill on a character's bar needs to be money. It needs to allow you to make plays you otherwise wouldn't be able to make, or cause a problem for the other team that's hard to deal with, or otherwise have a significant impact on the game. Orb is a decent skill because it allows its user to help spike someone down, and the fast recharge allows it to be used often. Strike? In 8v8 it's a blah Orb followup because there's absolutely nothing else to use, and the only really compelling reason to use it in my mind is that it lets you kill people 1v1.

Offensive skills that are playable have multiple uses beyond strictly dealing damage. This is true across all professions. Lightning Orb is like Executioner's or Final Thrust, it isn't just damage, it's heavily compressed damage that can be used to spike people out. What other sorts of attack skills do you see used? From warriors and assassins, your attacks don't just deal damage, they either apply conditions (deep wounds, cripple, degen), knock down, get around or even punish common warrior counters (Irresistible Blow, Sun and Moon Slash), or serve some other utility purpose (Wild Blow). Rangers largely follow the same pattern - Dual Shot spikes, you have interrupts that either disable or double as spike skills, and your preparations add utility to the character. Domination mesmers use damage skills that are dual purpose - edenial + damage, enchantment removal + damage - that make them powerful on multiple levels (time compression, flexible usage, efficiency). The best hexes are dual purpose as well - some sort of shutdown combined with degen. The few elementalist DDs that are popular follow the same pattern - Deep Freeze and Ice Spikes are damage + snare (a strong effect naturally), Lightning Orb is a significant spike on a fast recharge. Hell, the only attack skills that get used at all that don't have some sort of secondary effect that you can maximize are assassin offhand attacks, and that's only the case because you need an offhand to use a dual attack and all the options are terrible.

Along those lines, I don't think that fire is a doomed line, it's just that the skills that you have available to use are all seriously underpowered. Fireball is fine, it's a slightly weaker spike skill than Lightning Orb but it's cheaper, and sometimes rocks people on the AoE. Immolate just doesn't do enough as is, but it has some potential with a little more love because it gets around Protective Spirit and (as long as you aren't 16 specced) Spirit Bond. Meteor, if not for the horrendous recharge and lack of synergy with every good energy elite, would be a strong skill - knockdown plus heavy damage is incredibly powerful. Then you have AoE. AoE is very strong in PvP because of what it does to opponent's positioning and movement, and you see that in common skill selections - Energy Surge, Deep Freeze, even smiting. the only problem with fire AoEs is that they're really bad. Rodgorts, if you hit 3-4 people with it, is really scary. The only problem is that it's hard to hit 3-4 people with it consistently because of the anemic AoE - I honestly prefer a low specced Deep Freeze to a high specced Rodgorts. DOTAoEs aren't bad at all - they deal damage and force opponents to move from a location - but they suffer from tiny AoEs and long recharges. The AoE problems are largely based in PvE I think, but I'd hope those are less relevant now.

Basically I think the fire line is actually in good shape mechanically to be turned into something good, if only the power level was reasonable. Air and earth are more problematic I think, as spiking is the only significant mechanic air has, and earth just doesn't have an identity.

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-CxE
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Old Aug 13, 2006, 09:38 PM // 21:38   #162
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Malaise is only good as a spammable coverhex and something to spam in the downtime, mostly because if you're using a heavy pressure build and pressuring them right, them switching down is just another thing to worry about.

Wither is just wither that takes away your elite.
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Old Aug 26, 2006, 05:28 PM // 17:28   #163
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Quote:
Originally Posted by Spallenzani
Also, with regard to fire elementalists in pvp, iQ proved today that they can be useful if you are willing to wait 35+ minutes before starting the battle. :P
Also note that the bulk of the effect from fire was directed at the NPCS who are not smart enough to yield ground or spread out.
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Old Aug 27, 2006, 04:42 AM // 04:42   #164
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Considering that melee is the best DPS machine, and many classes (including warriors) can spike better than eles, I'd really be interested in seeing elementalists become "area control".

They've already got some of that going with wards, but most of it is defensive. I'm thinking something like a jacked up firestorm or other such DoT area effect skills with serious damage and/or negative effects so as to force you out of an area. Meteor shower is an example, but it lasts too short and recharges too long for it to be anything more than a gimmick/clutch spell that you end up using on rare occasions during a game. You'd be placing these in the same way as wards, or perhaps you could select a spot at ~half aggro range away as the epicenter of the AoE.

I think that's pretty much the only area that's not covered by any of the other classes (except for trappers, which I suppose could cause some conflict) and it would probably be a good area for the elementalist to venture into. There might be balance issues associated with being able to continually push an enemy out of an area, especially in the tighter maps, but nothing that good balancing wouldn't fix
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Old Aug 27, 2006, 03:20 PM // 15:20   #165
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Quote:
Originally Posted by Red Locust
I think that's pretty much the only area that's not covered by any of the other classes (except for trappers, which I suppose could cause some conflict) and it would probably be a good area for the elementalist to venture into. There might be balance issues associated with being able to continually push an enemy out of an area, especially in the tighter maps, but nothing that good balancing wouldn't fix
Considering maps have terrain features like lava and spiked coral which already simulate this effect, it really shouldnt be an issue. Also, the trap mechanic exists and is far more flexable than the current DOT AOE setup anyhow.
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Old Aug 27, 2006, 09:41 PM // 21:41   #166
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Quote:
Originally Posted by Red Locust
They've already got some of that going with wards, but most of it is defensive. I'm thinking something like a jacked up firestorm or other such DoT area effect skills with serious damage and/or negative effects so as to force you out of an area.
I've always thought that the ward mechanic was currently the best one that they have working right now, and Bed of Coals is the closest to the idea that you describe. The problem with damage over wards is that they would stack. Once the spell gets off, it will run it's course for the full amount of time, whether or not any Henchmen or Guild Lords decide that it isn't worth running from. That's where I see the cap being placed on firestorm. You can't have Guild Lords/Ghostly Heros that aggro away from home base. So in other words, I believe the damage will at least be limited again.

Quote:
Originally Posted by Red Locust
I think that's pretty much the only area that's not covered by any of the other classes (except for trappers, which I suppose could cause some conflict) and it would probably be a good area for the elementalist to venture into.
I'm not worried about the conflict, and I'd like to see the elementalist more capable at standing and fighting like a mesmer would. You can put together a team dependent on having players do certain things, and then you would depend on the monks for 100% of your healing and your elementalist for 100% of your area control. You just made it easy for the other team to know who to shut down. If you want area control, you run a trapper, a triple chopper, or a smiter in conjunction with characters that can control an area.

I would like to see the elementalist as the best area controller, but that shouldn't be everything that he does. I bring up mesmers because they are the only caster class that can completely destroy any other class with the right build, making them fit for getting involved in battles. There's some ideas about wanting to make some defenses/attunements unstrippable and adding stances/signets to eliminate the dependence on spell casting.
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Old Sep 13, 2006, 05:38 AM // 05:38   #167
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Elementalists are a key component to many successful groups (spare IWAY, which the pressure is not just from the warriors, but the well placed traps is what often can win or lose a match for them, b/c of the lack of aoe pressure for wards, and great snares for relic runs.) I am perfectly fine with how the elementalist stands now. The AoE pressure from nuking is outstanding...even in pvp. How? it's all about timing and location. 2 fire elementalists can deal dmg to multiple targets plus kds if they know what they are doing...1 fire elementalist is a lot of pressure to more than one target. While it's true that a warrior is better for constant DPS and spiking, elementalists can deal large amounts of dmg that affect more than one target. skill selection is key...a 5 sec meteor shower is easily interupted. to fix that, bring glyph of sacrafice. sure, u lose the skill for 30 more seconds, but a well timed meteor shower with earthbind is deadly, especially if you have more than one running.

It's never fair to compare a warrior to an elementalists. Each build is designed to do different tasks, and ele heavy groups can be very effective, but so can a mix.

Voice communication is so vital in pvp...playing a good warrior isn't tab space, just like an elem isn't just spamming his skills. Location, who to target, and to communicate with your teamates that you are doing so can make everything work.

Ever been rolled or rolled a team with nuking in less than 2 min? It happens, even good teams can get rolled by well placed nukes and kds.

Now, to get on the side where this conversation has been going, elementalists are indeed fragile in many ways, including e-management.

Glyph of Energy is a great skill for tomb e-management, as it can't just be stripped by a single drain enchant.

On the other hand, enchants are sometimes your only option for e-management. take a starburst ele for example, fire attune w/channeling. put on channeling 2nd and you are less fragile to a single enchant removal.



Although, I shall mention something that will make the e-management skills not look all that bad (even though they are elites):


However, in my final words, elementalists are so dynamic that they aren't useless in any way, and in my eyes are very good at what they do. Earth provides defense and has a decent spike skill (ob flame), and shockwave, air provides spike dmg and a speed buff, really meant for gvg. Fire is massive pressure, more than a warrior could dish out, but isn't meant for a spike necessarily! Water is great for snares and some decent dmg output.

Eboon is great as opposed to eprodigy when certain situations disallow the length of prodigy (say, tranq), and is not stripped and casts faster when under NR. Second Wind can be used, but it would be better if it gave back 2 energy per exhaust rather than 1. it's use though is much mroe limited.

Nuking does not suck. Although, this thread was probably made to have a reply fued anyway (aka flaming).

In my eyes, if they did anything dramatic to an elite energy management skill of the elementalist, they would disrupt the balance of the game, and perhaps an ele would be as easy as tab space...

Last edited by BaseKid; Sep 13, 2006 at 05:50 AM // 05:50..
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Old Sep 13, 2006, 08:45 AM // 08:45   #168
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Quote:
Originally Posted by BaseKid
How? it's all about timing and location. 2 fire elementalists can deal dmg to multiple targets plus kds if they know what they are doing...1 fire elementalist is a lot of pressure to more than one target.
When was the last time you saw more than one Fire Ele in a build, outside of tombs? After tombing with my alliance last night (<3 Leteci) I can't help but honestly think it is to take advantage of bad players who bunch up. We faced some guild running Starburst "spike", some PuG running a load of Glyph Sac Meteor Showers and PBAoE with Earthbind, and numerous other builds with Fire Eles. Never had a problem, certainly not with pressure. We had far more difficulty against an annoying condi/melee heavy NR/Tranq build.

Quote:
Originally Posted by BaseKid
While it's true that a warrior is better for constant DPS and spiking, elementalists can deal large amounts of dmg that affect more than one target.
In the rare case that you *can* hit multiple targets with that Rodgort's Invocation or Fireball, it can be pretty devastating, yes. I would disagree that the fact you may occasionally hit two people makes them better pressure than a Warrior though.

Quote:
Originally Posted by BaseKid
skill selection is key...a 5 sec meteor shower is easily interupted. to fix that, bring glyph of sacrafice. sure, u lose the skill for 30 more seconds, but a well timed meteor shower with earthbind is deadly, especially if you have more than one running.
Not difficult to see the Glyph of Sacrafice going off and tell everyone to kite a bit untill the Shower lands. Suddenly your two skill slots just made you spend 25 energy and get 10 exhaustion for... nothing. Yes, Meteor Shower has it's place on altar maps, but that does not make it a good skill in general, it simply takes advantage of having a focal point to bomb.

Quote:
Originally Posted by BaseKid
It's never fair to compare a warrior to an elementalists. Each build is designed to do different tasks, and ele heavy groups can be very effective, but so can a mix.
If by Ele heavy you mean "spike".

Quote:
Originally Posted by BaseKid
Ever been rolled or rolled a team with nuking in less than 2 min? It happens, even good teams can get rolled by well placed nukes and kds.
I can safely say no, I haven't. It's not hard to see you are facing a bunch of Eles, spread out and ready up that infuse finger.

Quote:
Originally Posted by BaseKid
Nuking does not suck. Although, this thread was probably made to have a reply fued anyway (aka flaming).
Try actually reading the thread, instead of making ignorant blasé remarks like this.
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Old Sep 14, 2006, 10:34 AM // 10:34   #169
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they buffed the 'mind' skills.

discuss!
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Old Sep 15, 2006, 06:27 AM // 06:27   #170
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I think the Mind skills are awesome now. Mind Shock is going to be brutal in TA or AB. If you wanted front-loaded offense, the Mind skills deliver.

If the Mind skills are not viable in those small-scale combat formats, blame it on the rest of the class. Mind Burn is an excellent elite now, but I don't think you can play it competitively because the line it is in is so bad.

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Old Sep 15, 2006, 09:44 AM // 09:44   #171
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Stop it with this 'you can only use Mind * every 30 seconds' rubbish. That is only a time average from a match of infinite duration. When you are blasting people's minds you are using your elite on recharge. You start at full energy, you blast minds, you build up exhaustion, you swap up foci, you build up more exhaustion, you spam your skill, and when you're done, you find something else to do for a couple of minutes while you work off exhaustion. If you use the skill once, then wait for your exhaustion to go away completely before using the skill again, you are a drooling retard.

These are not skills that you use for 15 minute slugfests at a flagstand. They are for winning the small fights in short timeframes that pop up all the time in Alliance Battles, fairly frequently in GvG, and that somewhat characterize the arenas. Gale is the best small fight skill in the game, because of the minute that a fight will last, your opponent will spend half of it on the ground. After the fight, you will be heavily exhausted. But if you win the fight, who cares? I know I don't, because I run Gale on a guy with Ether Prodigy all the time, and I spam the hell out of that thing when I can kill someone with it.

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Old Sep 15, 2006, 04:10 PM // 16:10   #172
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Quote:
Originally Posted by Ensign
Stop it with this 'you can only use Mind * every 30 seconds' rubbish. That is only a time average from a match of infinite duration. When you are blasting people's minds you are using your elite on recharge. You start at full energy, you blast minds, you build up exhaustion, you swap up foci, you build up more exhaustion, you spam your skill, and when you're done, you find something else to do for a couple of minutes while you work off exhaustion. If you use the skill once, then wait for your exhaustion to go away completely before using the skill again, you are a drooling retard.

These are not skills that you use for 15 minute slugfests at a flagstand. They are for winning the small fights in short timeframes that pop up all the time in Alliance Battles, fairly frequently in GvG, and that somewhat characterize the arenas. Gale is the best small fight skill in the game, because of the minute that a fight will last, your opponent will spend half of it on the ground. After the fight, you will be heavily exhausted. But if you win the fight, who cares? I know I don't, because I run Gale on a guy with Ether Prodigy all the time, and I spam the hell out of that thing when I can kill someone with it.

Peace,
-CxE
Okay, but here's the problem with your ENTIRE example:

Gale always knocks your opponent down for 3 seconds, no matter what. You won't always be getting the desired effect with the Mind spells. That's why I think for an ELITE SPELL, these skills are still poorly realized. They need to have an even greater effect when you've got higher energy and then still do part of the effect (exactly half, imo) when you don't.
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Old Sep 15, 2006, 06:08 PM // 18:08   #173
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Quote:
Originally Posted by Zuranthium
They need to have an even greater effect when you've got higher energy
140 to the face and a knockdown isn't a greater effect than a knockdown?

I haven't been having problems shocking people's minds but your milage has clearly varied.

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Old Sep 26, 2006, 08:05 AM // 08:05   #174
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Agreed with Ensign on the new Mind skills' effectiveness in 1 and 2-man skirmishes. Having Mind Shock or Mind Burn spammed on you in an arena without monks is absolutely devastating, especially with the KDs and degen these skills provide. Mind Shock is like a mix of Gale and Lightning Orb now, except it isn't countered by moving and is much more difficult to interrupt than Orb.

Of course, the downside of not running elite energy management is that you don't get to provide a lot of the ele's other utility. No Heal Party + extinguish when you hit condition degen, no extra defense at the flagstand through Blinding Flash spam. At best the Mind Shock guy can contribute to a spike and throw out a couple utility skills, but unless he's in his skirmish situation he's kind of useless. Trading an all-around utility character for a pure skirmish character can definitely be worthwhile in some builds though.

One thing that made me curious is Mind Blast, which seems to be at least a step in the right direction for making fire a viable damage line. I never got to use it, but my impression from watching is that fire is extremely close to 'working', but needs just one or two more skills buffed to really reach the point where it presents a significant threat. I'd be curious to hear from the guys who ran Mind Blast (didn't iQ have one?) about the strengths and weaknesses of the skill.
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Old Sep 26, 2006, 09:06 AM // 09:06   #175
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I heard that at high levels mind blast reaches 9 energy a go. If that was true, you would be making 4 energy every 3 seconds, or the equivalent of 4 additional pips of energy. Thats pretty good, but as can be seen with a 5/1/2 cost/cast/recharge if you let up for a while the energy will drop. Considering several of the fire nukes, for example fireball, are 2s+ casts, you will most likely not be able to spam continually. Assuming it hits 9 oc. Looks like a good improvement from..... EP before :S. And if you are based at the flag stand, you might be able to pump out some reasonable utility skills as well.
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Old Sep 26, 2006, 01:00 PM // 13:00   #176
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I played around with Mind Blast during the event. Your impression is correct-the line is "close" to being viable. Mind blast just needs some decent stuff to cast during the downtime-I made do with glowing gaze-immolate-liquid flame, but I can't say I was terribly impressed with any of them. Of the three I'd say liquid flame was solid, immolate definitely needed work, and glowing gaze's energy management was mostly superfluous.

One good thing that will come out of Nightfall is that A.net will have to rebalance existing ele skills. The nightfall additions are SO much better than the Prophecies and Factions skillset that it would be a travesty for them not to.
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Old Oct 02, 2006, 02:45 PM // 14:45   #177
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I read this thread a while ago and it definitely made me think a lot on nuking and on what kind of pressure you actually need to achieve in order to say that you're worth what a warrior can achieve, and led me to kinda forget nuking as a viable pressure damage (maybe out of fire eles in HA...)

We've been testing a lot lately though and i think we really found a nuker that is worth a warrior pressure-wise. Ofc, it's not the same kind of pressure (you don't 'kite' a nuker), but the damage in the long run is extremely high and much harder to mitigate.

Sadly, it's not from ele, it's from Channeling Ritualist, which imo became the best reliable nukers in the game (kinda insulting to eles, but maybe Nightfall skills will change it... i hope)

Here's a base setup to use:

16 Channeling
9-10 Spawning Power
9-10 any secondary/10-11 another Rt line

Attuned was Songkai
Spirit Burn
Gaze from Beyond
Channeled Strike
Essence Strike
Destruction (or another spirit, or if someone else is using spirits you don't need one and can use X here)
X
X (possibly Rez Sig or Flesh of my Flesh)

You can repeat the following damage sequence in around 12s recycle:

0s -> Spirit Burn
1.75s -> Gaze from Beyond
3.5s -> Channeled Strike
6.25s -> Spirit Burn
8s -> Essence Strike
9.75s -> X
12.25s -> restart

Let's say you can repeat this cycle 5 times a minute (it's hard to be as precise as warriors, because it's not just auto-attack). Yes, you have to use Destruction, Attuned, etc. but since there is also a 'free' time in each cycle, let's say it goes there. Also i won't factor in the damage from Destruction (hard to gauge, efficiency varies a lot depending on the other team's composition and positioning and can do no damage while at other times it will blast 2 warriors in frenzy for 300 each), so it can make up for the small DPS difference.

The damage dealt during this cycle is optimally 567 on 60AL. In 1 minute, if the damage is maintained optimally (Attuned on fast recharge which should happen 36% of the time, and you can always stay in a spirit area which isn't that hard when your team uses a couple of spirits, mostly offensive spirits) you can have 2835 damage. That's 47.25 DPS. If you add another damage spell in X (say Ancestor's Rage on a warrior), it just goes up, but there's too many possibilities to start listing everything. Switching Destruction for Pain and using X for Bloodsong at level 11 for example can in theory add up to 22.9 DPS (armor ignoring) to your build (reaching 70DPS), but spirit damage is too unreliable to factor too, not to mention they can be killed.

The really nice part when you compare it to Eles is the energy cost here. Under Attuned at mid level (10 spawning), you use a total of 18E in these 12s. You regen 16E naturally during that cycle. And Essence Strike gives you 10E back. So the total cost of the cycle under Attuned is between -8E (net energy gain) and 2E, which is truly minimal. 1-1.5 cycle might be done out of Attuned, and will cost you around 15-25E considering regen and Essence in area of a spirit or not. But since a normal cycle costs -8E, you'll regen it before your Attuned goes down again, it's truly not a problem. You can truly keep doing this non-stop and you don't ever need a downtime to recharge energy.

No cast time is horribly long at all, and you're free to take 1-2 slots for utility (which you have tons of energy to use. You can't sit out of fight to HP spam like an ele in EProd because part of your energy management comes from Essence Strike, but you can use it occasionally since it's just 10E, and something like Extinguish is easy to use too. You can fit wards, enchant/hex control, other spirits, Mantra of Resolve, etc. Attuned makes the cost of most spells very accessible)

The pressure is different than what a warrior can apply as i said because you don't really force people to kite you (what is there to kite?), etc. But they HAVE to react to you. You're zapping for over 100 damage nearly every spell (only Essence is under), you don't require LoS, and there is no way to dodge anything. It's just like throwing massive damage Lightning Strikes over and over. Prot Spirit/Spirit Bond helps for sure, but then again pressing Tab and switching target isn't too hard to do either, and these enchants aren't free. Nearly all your hits are spike quality, so assisting in a spike isn't a problem at any given time. Channeled Strike is worth a lightning orb even if it doesn't have the AP (basically the AP is factored in the raw damage), and you can do an after spike with Gaze for another 126, which is kinda better than Lightning Strike. Mostly, there is no chance it will be dodged. There IS counters available and ways to reduce the DPS this build can output, but honestly few are included in the current metagame. If you use Mantra of Resolve (my favorite choice if all i want is to be a damage machine) interrupts don't really bother you either and that -6E per interrupt is made up by the fact you're gaining energy every cycle. Even Energy denial isn't that much of a problem usually since most of your spells only cost 3E, which is less than 3s to regen and a Mesmer can only EDenial so much. So counters are often met, but of a far less drastic efficiency than the counters you find all the time to warriors.

A very interesting thing to add too, which we've been using lately, is to have a Communing Rt along using offensive spirits (they provide a spirit base to make your spells more reliable too, there is more or less always one available for Gaze to work, etc.) and applying Weapon of Quickening on the Channeling Rt. This allows a perfect damage chain with exact recycle time by doing Gaze-Channeled-Spirit Burn-Essence Strike. It takes 8s, and has 8s recharge on the longest skill (gaze). You're still gaining energy every cycle (net benefit of 5E), you have no downtime on Attuned, and as long as you keep doing this chain you deal 57 DPS (3420 damage per minute), which is huge overall considering how hard it is to mitigate efficiently if the nuker switches target when it's protted (or removes enchant, it's easy to fit Lyssa's Balance, iEnchant, etc.) and that it's spell range with no LoS requirement. Mesmers, Eles and Necros that are often midline are very easy to tab through, and assist in spikes in between. I've ran many Mo/A totally dry after a short while because you basically have as much damage every cast as their heals provide, but you also have allies damaging and there's not 5 monks on the other team, and you're in the end far more energy efficient than even monks. By the time they use their Signet of Devotion, you dealt twice the damage it heals and you're not slowing. The other team CAN'T let you go like that, they have to devote people to reducing your efficiency (and often none in the other team has what it takes in the current meta, or they stick 1 Mesmer doing a Diversion lock on you for example, but then the pressure on your monks is relieved a lot because they trade their Mes for you), and that's just the pressure a nuker should apply.

Just thought i'd add this to the thread, since it's the first nuking build that i actually consider viable as primary damage dealer in a team, adding as much pressure as a war most of the time because of the inability of the other team to mitigate your damage as efficiently while having similar DPS potential (unlike, as mentioned, a blood nuker which isn't really mitigated but also doesn't have any real potential). I'm NOT saying that this is a 'replacement' for warriors. We use both in conjunction, because the deep wound is still priceless for spikes, and they add a very good pressure on their own. But as far as what you should expect from a nuker damage dealer, i think Channeling Ritualists takes the cake over what eles can achieve with the current available skills (out of idealistic conditions of a fire nuker throwing AOEs on tons of clumped targets...). Eles have better utility overall included in their lines, but keeping this kind of DPS over a long time without running into heavy energy/exhaustion problem seems kinda impossible.
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Old Oct 02, 2006, 07:01 PM // 19:01   #178
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I played around with your build some. It's definitely decent damage, but I think it lacks the disruption of a warrior. No KDs, no Deep Wound, no interrupts to speak of, and fairly easy to shut down by sitting a ranger on your face.

Remember that the reason why warriors are the kings of damage isn't just DPS, it's utility and threat. A warrior's a threat at the flagstand, since whoever he gets on is very limited in what they can do - he constantly threatens an interrupt or KD, and forces people to kite to avoid his DPS. A warrior also can move around the battlefield a lot more freely than a Rit. He can push up to get a flagrunner or go off to solo NPCs and still do reasonably well. Your guy has to stay in the midline and he's not very good in skirmish situations, since he has to get his spirits up to be effective. If I saw something like that in a build, my first thought would be to split and constantly run them around the map, which would really limit their DPS potential. That or just sit a ranger on them, as stated above.

It's better than most nuking builds in that it does apply a threat, but I'm not convinced that it's as much threat as a warrior.
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Old Oct 02, 2006, 07:38 PM // 19:38   #179
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Actually, even if Attuned is interrupted because you didn't run back a bit to recast it or waited for a proper time, you won't 'run out of energy in 10s'. In a normal nuking cycle of 12s, you will lose 4E considering natural regen. You can still keep it up a long long time, and after you still have 5E on 3 of your nukes, 2 of which still hit above 100 damage. Your efficiency will lower slightly, but you are still keeping quite a bit. Honestly easily as much as a warrior that is fighting people in Aegis or Wards...

The interrupt/kd part and lower mobility is a weakness of it, i agree. You can still do Channeled-Burn-Essence for around 260 damage if no spirit are around every 7-8s or so, but the inability to use Gaze and Burn to its fullest will hurt you.

The build doesn't excel in squirmishes, but that's something you have to build around and develop your tactics around. The way we actually use this is to have a strong, solid push that will go to flag stand and try to move to their base from there, with 3-4 people excelling in squirmishes (Assassin, E/Mo, Ranger, etc.). The lower mobility at flag stand doesn't matter much because you just stand your ground and push forward. We have wards, offensive spirits pounding, channeling nuker, warrior... most teams don't truly have the ability to crack through it without a full team (offensive spirit alone are hell to deal with and stop the push. Ofc the user is protected from ranger interrupts...), and once you push them torward their base they can't just let you go in, they have to stand and fight and your 'turret-like' build works well there, just zapping everything in range. The offensive spirit push + squirmishers worked extremely well up to now in GvG, maybe because few teams really knew how to react to it before it was too late (when your spirits are at their front door, they can't just start deciding to split, without a full team they don't really manage to hold you back).

It's true that you don't have knockdown and interrupts, and that's why i wouldn't say something like 'replace warriors/rangers with that' in a standard balanced team, because you still need some of those. But the damage output in the end is usually far higher than what warriors do. Warriors never actually reach that 40-50DPS (if they do, your team won already), but with this nuking you actually often do. It's far harder to prevent because very few teams pack nuking counters (ward against elements?), and with offensive spirits around and wards, honestly it's not as simple as saying 'stick a warrior in their face', because that warrior will receive a hell of a lot of damage from the spirits in your back, likely more than he can dish out.

I think Weapon of Quickening is really what takes the threat high enough to be worth it though if you do a strict Rt vs Warrior comparison. When you go up to nearly 60DPS with no break at all, the damage stacks really fast, and with Mantra of Resolve on there is little to stop you from dealing it without dedicating people at keeping you down (and that's no different than sitting a blindbot on a war).

I'd say the team build has a lot to do with it though, and that might not've been very clear in the first post. It's not something you can just throw in the middle of a more standard build, more or less like any Rt. Ritualists seem to be meant to work in groups, where they are possibly the most efficient for nuking or healing (Resto Rt with a strong spirit base is a truly incredible healer), and offer strong support to both offense and defense with Communing spirits and weapon spells. The synergy between many Ritualist is what allows them to all reach the potential of their build.
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Old Oct 03, 2006, 07:16 AM // 07:16   #180
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I've played around with some Ritualists like that, though I'd spec more into Communing to get some of the beater spirits (Pain, Bloodsong). It really isn't a half bad character - you pump out Essence Strike every time it comes up, Spirit Burn people, and generally hit people pretty hard while your spirits do the same. It's a very one dimensional character though, so I don't think it's competitive...but it's a good amount of fun.

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