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Old Jun 16, 2007, 03:25 PM // 15:25   #1
Ascalonian Squire
 
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Hi!
I wonder what equipment a usual water flagrunner should use.
I've seen some top guild flagrunners using a two handed staff but I'm not sure which mods they use.

Thanks in advance!
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Old Jun 16, 2007, 03:35 PM // 15:35   #2
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interesting their doesn't seem to much of a point in having a staff other then you don't have to switch to wand.

I usually go a 20% +5e sword/axe all the shields
a higher life set (30hp +5e sword)
a high nrgy set (+15/-1's)
and a efficiency (cast/recharge)

also have some random stuff in inventory like a -5e sword.
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Old Jun 16, 2007, 03:44 PM // 15:44   #3
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Ok, thanks for the reply .
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Old Jun 16, 2007, 03:46 PM // 15:46   #4
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This is what I run. It varies somewhat depending on your role, but I will assume you are a standard water SOR.

Swap 1: Armor -- pear with +5 energy 30 life, shield with 30 life and +10 x (make all swaps)
Swap 2: Water Efficiency -- Spear with 10% recharge 20% chants, Water off with 20/20
Swap 3: Prot Efficiency -- Prot staff with 20/20 cast, 20 recharge, 20% chants
Swap 4: High swap -- +15/-1 wand, +15/-1 offhand with 20%

Life is 650 on armor, 590 on others.

Why:

Armor swap is your defense and standard set while fighting (swap to others to cast)
Water efficiency has 28% faster recharge on your key skills and 20% chants for your armor
Prot has 36% fast cast so your aegis gets interrupted less, 20% chants for your SOR and aegis
High swap is to bust out one more skill during a push and such

_____________________

No sense in NOT having the ideal mods for each cast -- prot and water need different buffs (recharge vs cast). Otherwise you want to be on your max defense set all the time (shield and max life). The high swap is semi-optional, but sometimes powering out that one last spell is worth it. Energy ladders aren't really that important on an ele on this meta, and mods like 20% chants +5 energy + shield are suboptimal. Use the right swap for the right cast, otherwise sit on your defense.

EDIT -- I should note I don't run often flags in high end GvG, but this is what I use when I do.

Last edited by Blame the Monks; Jun 16, 2007 at 03:50 PM // 15:50..
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Old Jun 16, 2007, 04:20 PM // 16:20   #5
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Don't forget to take a Crippling -20% focus in case you're on Burning Isle.
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Old Jun 16, 2007, 10:59 PM // 22:59   #6
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Enchant set
-20% enchant 10% HSR spear + 20%/20% water focus
[I mainly use this for Armor of Mist, if you're using Storm Djinns you can drop the 10% HSR on the spear. You might also want to put a prot focus instead of a water focus if you have Aegis, or you can use the open set for that]

Casting Set
-40%/40% water wand/focus
or
-+60h (+5e or 20% cast time) staff
[Standard casting set. You can either sit around in this or your defensive set, depending on how comfortable you are on weapon swapping.]

Defensive Set
-+5e +30h spear, +30h +10vsX mod
[Defense set pew pew. Don't take a significant amount of damage without this out. If you're not comfortable weapon swapping/pre-kiting, sit on this more often than your cast set.]

Open Set
-40%/40% restoration or prot set (depending on /Mo or /Rt)
or
-Two 15/-1s
or
-Basically anything else you might want depending on your bar
[Use this as whatever other 40%/40% you want pretty much, unless you want something more specific]

Make sure you have a rune of restoration somewhere on your armor, and go for all health mods. Also make sure to have a 20% cripple reduction focus and shield in your inventory, as well as each +10vsX shield.

Last edited by Trevor; Jun 16, 2007 at 11:05 PM // 23:05..
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Old Jun 16, 2007, 11:17 PM // 23:17   #7
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lololol Trevor.
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Old Jun 17, 2007, 01:01 AM // 01:01   #8
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Better than Yue.

srs wts creativity.
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Old Jun 17, 2007, 12:34 PM // 12:34   #9
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<better than trevor, I don't cata my team.

It's really, really bar dependent, as all builds are.

For the usual sor runner, Sitting on a staff is really nice for universal skill recharge from the staff. Since I've never seen a flagger all that great at weapon swapping (lol weapon swap and drop flag) It's a very solid flagstand set, and can also be used for your enchanting set if you desire. (f2) Though in actually, (f2) is usually a hsr enchanting sword and 20/20 offhand for mist efficiency, as you need everything you can get to stay current or get ahead on flags if the other flagger has a more reliable run skill (storm djinn's, mainly, or pious haste).

For water snares and blurred, always swap to dual 20/20. (f1)

High energy set is (f3)

Shield set is (f4). I use a +5 energy weapon on it, because I promise you you will never, ever be energy denied on flagger, and it's pretty rare on ele in general, though power leak on bsurge eles is pretty nasty.

Also, have a crip redux rune AND shield, it's very important for burning isle. Runner and monks that might split benefit from daze redux shield mods as well, if they randomly have BHA.

Blame forgets you can't armor swap?

I would love to have another 2 weapon swaps for a prot efficiency set, but I really don't see the space for it, because you NEED that efficiency set for armor of mist. Unless, of course, you aren't running armor of mist, and then you can put it in. (I'd also like another set for either my super-efficiency mist set, as I always debate which set to use. Usually I use the super set until morale is more or less secured, then switch over to a water staff for a more general set to play around with. A prot staff is something to consider, but the fc on prot isn't necessary except for mending touch since sor is on 1/4 cast, and the only way anyone is catching that is either anticipation, prediction, or luck. Since staff hsr is universal, the fc on water is way more desirable, especially for blurred).

edit: the two handed staff you see is mostly likely a Hale water staff of enchanting, as its a pretty generic set to sit around in. There's a possibility that it's a double fort staff, but I couldn't see why, as if you are getting spiked you should be swapping to shield set anyway.

Last edited by Thom Bangalter; Jun 17, 2007 at 09:00 PM // 21:00..
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Old Jun 17, 2007, 03:19 PM // 15:19   #10
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Quote:
Originally Posted by Thom Bangalter
<better than trevor, I don't cata my team.
I only do it when they ask me to. <3

Last edited by Trevor; Jun 17, 2007 at 03:22 PM // 15:22..
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Old Jun 18, 2007, 10:26 AM // 10:26   #11
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I usually run the following.

Set 1: Defense

Spear: +5 energy, +30 health
Shield: I tend to stick on my reduce cripple, but have +10 vs X for when needed.

Set 2: General Casting

Water Wand: 15%>50, Halves skill recharge 20%
Water Offhand: +30, Halves skill recharge 20%

I tend to hang around in this at stand, and switch to defensive when needed, dual recharge is pretty awesome, and wanding is reasonable pressure in splits.


Set 3: High Energy

Water Wand: +15/-1, Halves skill recharge (I think, it barely matters)
Water Offhand: +15/-1, +30 health.

Just for getting off the occasional cast, barely ever need it though


Set 4: Enchantments

Prot or Water staff, Enchantments 20%, universal skill recharge 20%, casting 20% water.

Switch for casting Armor of Mist, Aegis and Shield of Regen. If I'm /Rt I run the set Thom posted for the additional 10% recharge chance on water, but with Aegis and SoR the universal recharge is nicer. If there are no enemies nearby, drop the flag for this set whenever casting Armor of Mist or Aegis, the bonus is worth it.


In my inventory I have a -5 energy spear, just in case, a vamp flatbow for NPC's, and a vamp recurve bow, because one time on Isle of Meditation I was waiting at the top flagstand beside their teams flag (waiting for them to come up to return it) while we held both stands, and I was just out of casting range of their team, and I wasn't hitting anything with my flatbow. Pew Pew.

Also, Rune of Restoration on your armor is key.
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Old Jun 18, 2007, 03:32 PM // 15:32   #12
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Quote:
Originally Posted by Robster Lobster
Set 2: General Casting

Water Wand: 15%>50, Halves skill recharge 20%
Water Offhand: +30, Halves skill recharge 20%
I... I just don't know what to say.
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Old Jun 18, 2007, 06:02 PM // 18:02   #13
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Quote:
Originally Posted by Trevor
I... I just don't know what to say.
What is there to say? He obviously wants to hurt someone for an extra +1-2 damage rather than wanting 5 extra energy.
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Old Jun 18, 2007, 06:14 PM // 18:14   #14
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Quote:
Originally Posted by Apok Omen
What is there to say? He obviously wants to hurt someone for an extra +1-2 damage rather than wanting 5 extra energy.
15>50 wanding can actually add a respectable amount. However, I agree that I would never have one on my standard set. Definitely keep one in my inventory for those times when wanding is useful though.
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Old Jun 18, 2007, 07:26 PM // 19:26   #15
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Wanding is always useful. When do you get 5 extra energy? When you're above 50% health? And what happens when your health drops below that and you find you can't use SoR anymore?

The only viable mod is a reduce casting and a 15%>50. I just don't find reduce casting that handy, it screws up my timing occasionally (like when spiking) and the benefit of occasionally making a Ranger miss an interrupt on Freezing Gust just isn't worth it. Even when blurred was a 1s cast I didn't really find it that useful. Different strokes for different folks. I like wanding. Pew pew.
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Old Jun 18, 2007, 10:57 PM // 22:57   #16
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It's pretty good bacon.
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Old Jun 18, 2007, 11:35 PM // 23:35   #17
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Yeah, no shit I have one sitting in my inventory for those oh-so-close lord ganks.

Quote:
Originally Posted by Robster Lobster
Wanding is always useful. When do you get 5 extra energy? When you're above 50% health? And what happens when your health drops below that and you find you can't use SoR anymore?
Then you switch to that high set you don't ever use.

Quote:
The only viable mod is a reduce casting and a 15%>50. I just don't find reduce casting that handy, it screws up my timing occasionally (like when spiking) and the benefit of occasionally making a Ranger miss an interrupt on Freezing Gust just isn't worth it. Even when blurred was a 1s cast I didn't really find it that useful. Different strokes for different folks. I like wanding. Pew pew.
The only case when at least one 20% cast mod isn't ideal is with diversion. And since domination E/Mes aren't that common, you should stop being so bad. You're an ele, your job is to cast spells on people. Considering you're running a SoR as you mentioned, there's no reason not to sit on a 40%/40%, or at least a 20%/40% +30h (if you're a pussy). There's no real timing involved that's going to be screwed up by a half second difference. I even sit around on a 40%/40% when I'm spiking on a shatterstone.

Last edited by Trevor; Jun 18, 2007 at 11:39 PM // 23:39..
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Old Jun 18, 2007, 11:49 PM // 23:49   #18
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Quote:
Originally Posted by Trevor
The only case when at least one 20% cast mod isn't ideal is with diversion. And since domination E/Mes aren't that common, you should stop being so bad. You're an ele, your job is to cast spells on people. Considering you're running a SoR as you mentioned, there's no reason not to sit on a 40%/40%, or at least a 20%/40% +30h (if you're a pussy). There's no real timing involved that's going to be screwed up by a half second difference. I even sit around on a 40%/40% when I'm spiking on a shatterstone.
What about timing Freezing gust to land just after another snare ends?

For spiking on a SoR bar we tend to use Ice Spikes, and having that land 1.5s early can be a bit of a giveaway, as I said, I just find the extra wand damage to be preferable, and the damage is definitely significant on splits.
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Old Jun 19, 2007, 12:31 AM // 00:31   #19
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I want my spike skills to be faster, tbh. I really don't think its neccessary to all come in at the same time, unless you're caster spike.

Perfect spiking isnt nearly as important as spiking and pressuring often to beat energy out of the monks.
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Old Jun 19, 2007, 03:47 AM // 03:47   #20
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Quote:
Originally Posted by Robster Lobster
What about timing Freezing gust to land just after another snare ends?
If you're looking to keep a guy perma snared, you should be on a set without cast mods anyways.

Quote:
For spiking on a SoR bar we tend to use Ice Spikes, and having that land 1.5s early can be a bit of a giveaway, as I said, I just find the extra wand damage to be preferable, and the damage is definitely significant on splits.
No, wand damage is not important on splits. You really either win or lose. You should be focused on snaring people or trying to keep your shit alive, not necessarily killing anything. You shouldn't even really be wanding until it gets to that point that you're just keeping them snared as they limp away. If it really gets down to the nitty-gritty (IE dropping the guy before he gets into cast range of his monks) you should have a 15^50 somewhere in your inventory, no need to waste a spot on your main casting set for it.

Last edited by Trevor; Jun 19, 2007 at 03:51 AM // 03:51..
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