Mar 09, 2006, 11:34 PM // 23:34
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#21
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by Esrever
Was going to post something longer at school, but sudden power failure wiped my post. Anyway, I would reconsider running OoB as energy management on the Order Necro. You already have two sacrifice skills on a fairly important character, and using a third as energy management seems a bit unwise. I would switch from Dom to Inspiration for Energy Drain and Inspired Hex switched for Shatter Hex. With the healthy spec in Curses that the character already has, you can fling stuff like Shadow of Fear right back at them.
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Energy Drain just isn't as good as OoB when it comes to energy, and the extra health sac is really worth being able to do his job.
Quote:
Speaking of hexes, CoP Warriors, while nice, may work against you with all the characters that use Inspired Hex for energy management.
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That's a good point, something that would have to be tested in my opinion.
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As for Martyr, Draw Conditions usually fills the same purpose quite well.
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That's true, which is why N/Mo is the best character
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Mar 10, 2006, 02:59 PM // 14:59
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#22
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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Thanks guys! I've taken all the input and hopefully came up with something that can brring Dii back to it's former (semi) glory
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Mar 10, 2006, 04:22 PM // 16:22
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#23
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Re:tired
Join Date: Nov 2005
Profession: W/
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Best of luck with it
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Mar 10, 2006, 09:11 PM // 21:11
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#24
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Ascalonian Squire
Join Date: Feb 2006
Profession: Mo/E
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Quote:
Speaking of hexes, CoP Warriors, while nice, may work against you with all the characters that use Inspired Hex for energy management.
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Well the warriors may only need to remove hexes with CoP when there are a lot of hexes thrown around, more than can be removed with inspired hex. A team that uses hexes will most likely use a lot of hexes. If there aren't many hexes, the Warriors shouldn't waste their SoH by using CoP, and instead let the monks use inspired for energy.
In fact, they probably shouldn't use CoP unless there are too many hexes to be removed, and only if the hex is bad enough. You might not want to remove phantasm, parasitic, and other simple degens. You probably don't want to remove conditions using CoP either... that seems wasteful too.
But it is nice to have against SoF, burden, SS, etc.
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Mar 13, 2006, 05:37 PM // 17:37
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#25
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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Ok so tried it out and made a few tewaks, new question (I think I know the awnser but I want to be sure I'm right)
Some of the warriors wanted to run with the 20% longer enchant mod on their weapons instead of +30 health. Realistically this would increase Order of Pain by 1 second, and tainted by about 12 seconds (to lazy to actually figure out the number) ... I don't think it's really worth it - am I wrong?
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Mar 13, 2006, 05:59 PM // 17:59
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#26
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by Parkerbsb
Ok so tried it out and made a few tewaks, new question (I think I know the awnser but I want to be sure I'm right)
Some of the warriors wanted to run with the 20% longer enchant mod on their weapons instead of +30 health. Realistically this would increase Order of Pain by 1 second, and tainted by about 12 seconds (to lazy to actually figure out the number) ... I don't think it's really worth it - am I wrong?
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Enchant mods only affect spells that the wearer casts, not spells that are cast on you. So the 20% enchant mod wouldn't do anything if the warriors had it.
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Mar 13, 2006, 06:00 PM // 18:00
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#27
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Vindexus
Enchant mods only affect spells that the wearer casts, not spells that are cast on you. So the 20% enchant mod wouldn't do anything if the warriors had it.
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Exactly, so it would be a good idea for your necro to have a +20% enchants staff.
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Mar 13, 2006, 07:22 PM // 19:22
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#28
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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Jeez thanks guys! I guess I gotta learn to stop beliving some of the membes over at GWO as I've now been told
Gale is a 1 sec KD 2 sec with stonefists on
If the caster AND the recipient have 20% enchants it will be 40% longer
Ok thanks for the confirmation
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Mar 13, 2006, 08:23 PM // 20:23
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#29
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Quote:
Originally Posted by Parkerbsb
Jeez thanks guys! I guess I gotta learn to stop beliving some of the membes over at GWO as I've now been told
Gale is a 1 sec KD 2 sec with stonefists on
If the caster AND the recipient have 20% enchants it will be 40% longer
Ok thanks for the confirmation
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Tip: Don't go to GWO at all.
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Mar 13, 2006, 08:49 PM // 20:49
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#30
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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hehe sort of hard seeing as that's where Dii's forums are
besides they have a nice community - just lacking in the PvP department
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Mar 15, 2006, 04:18 AM // 04:18
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#31
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Lion's Arch Merchant
Join Date: Oct 2005
Location: San Francisco
Profession: W/Mo
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Quote:
Originally Posted by Parkerbsb
Jeez thanks guys! I guess I gotta learn to stop beliving some of the membes over at GWO as I've now been told
Gale is a 1 sec KD 2 sec with stonefists on
If the caster AND the recipient have 20% enchants it will be 40% longer
Ok thanks for the confirmation
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Gale
Spell. Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Why would this be affected by enchantment mods? Silly Parker.
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Mar 15, 2006, 04:54 AM // 04:54
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#32
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Quote:
Originally Posted by nightrunner
Gale
Spell. Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Why would this be affected by enchantment mods? Silly Parker.
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He was asking if Gale was affected by Stoneskin gauntlets. It isn't.
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Mar 16, 2006, 08:30 PM // 20:30
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#33
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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Quote:
Originally Posted by nightrunner
Gale
Spell. Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Why would this be affected by enchantment mods? Silly Parker.
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OMG Who let YOU in here
I was actually asking about the enchant mod thing... but got off on a tangent
BTW Wheel should I repost the build in full and see if it deserves to go in the build submissions? Altho from watching alot of GvG's latley it seems that I wasn't the only one that was thinking this way
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Mar 19, 2006, 04:26 AM // 04:26
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#34
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Lion's Arch Merchant
Join Date: Oct 2005
Location: San Francisco
Profession: W/Mo
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Quote:
Originally Posted by Parkerbsb
OMG Who let YOU in here
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I snuck in ninja style to steal cookies. And I thought you were in LOL now? *Points to guild name*
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Mar 21, 2006, 05:18 PM // 17:18
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#35
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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Ok we actually had a chance to try out the build (modified with alot of the suggestions in this thread) basically we found that there was too much warrior hate to really take advantage of the extra damage from SoH and Orders. Usually one of 2 things would happen, due to the lack of defence (and only having 3 res sigs) the monks would end up crumbling pretty fast, or we'd roll them for not having enough anti warrior skills.
Dii is a little rusty, and TBH alot of our hardcore GvGers DID leave (I wasn't one of them night ) So my question is simple:
Would we be better off keeping the 3 warriors, but ditching the extra damage and going for a more defensive setup?
So far I have this setup going
2 Shock wars (1 sword, 1 axe - on the same target)
1 Solo war (NPC killer while the battle goes on at the flagstand)
1 Eburn mes (is empathy worth a spot at 16 dom?)
1 Hex necro (anti war primairly)
2 monks (1 boon, 1 5en healer - ageis on one and convert hexes on other)
1 emo (air and heals)
It's alot more defencive, but still has a decent offence and the burner should help keep the pressure on their monks
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