Sep 25, 2005, 04:01 AM // 04:01
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#21
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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Quote:
Originally Posted by Phades
The problem with chain using gale is the 10e burnout to exhaustion making it a very short term fix to things, if an interupt is what you are after.
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Dont you just love energy storage?
Any elementalist should be able to spam gale for around 1min-1:30 mins
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Sep 25, 2005, 04:23 AM // 04:23
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#22
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Krytan Explorer
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Quote:
Originally Posted by Schorny
If you run blackout on a warrior you serioulsy reeduce your damage output. So why run warrior in the first place? But there are always some special situation/builds
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Not too badly if you use it after something else that zeros adrenaline, like Final Thrust or Battle Rage. Plus there are instances where shutting down your target is more important than damage.
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Sep 25, 2005, 04:40 AM // 04:40
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#23
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Wilds Pathfinder
Join Date: Jun 2005
Profession: N/W
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I see this working very well on an iw R/Me He gets illusiont to a decent amount along with domination and expertise. Casts iw starts attacking with a sword or axe. When the monk starts going low on health or around 60% black him out. The dmg is nice ur next to him and he's blacked out. Serpents quickness will keep him blacked out along with rechargins iw so no down time.
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Sep 25, 2005, 06:07 AM // 06:07
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#24
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Desert Nomad
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Quote:
Originally Posted by cookiehoarder
Dont you just love energy storage?
Any elementalist should be able to spam gale for around 1min-1:30 mins
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Assuming 90e, and using it to spam knock lock via copy, you get roughly 10 (probably 11-12 considering when the enchantment would fall off)casts before you have to wait around 270s before doing it again. Unless of course the rest of your bar consists of signets, its really wasting any kind of advantage the larger pool might have had. Also ther rest of your bar is rather meaningless durring that time as only a 1s skill could be fit in between and still leaves a small margin (~.5s) for the target to act.
You would be better off with blackout leaving a margin of sustainabiltiy and options for other actions.
The ability to sustain actions far outwieghs pool size in every instance. Exhaustion removes the option to sustain, thus negating any possible benefit from the extra pool as it merely causes a longer downtime compared to the uptime.
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Sep 25, 2005, 06:15 AM // 06:15
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#25
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Frost Gate Guardian
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A R/Me blackout specialist is workable as long as it adds to the group build. The point of a blackout specialist, in my opinion, is to disrupt the other group's group build. If the opponents are relying on one particular team member for protection (aegis, spirit, etc.) and you black out the protection specialist, the opposing group's strategy is disrupted. likewise, smiting won't work if the smiter can't cast spells b/c he's blacked out.
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Sep 25, 2005, 09:09 AM // 09:09
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#26
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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Quote:
Originally Posted by Schorny
Mhm... 7 sec blackout, 10 sec recharge... I can't figure out how that can work...
Oh, you can use Mantra of Recovery, but only for the first 3 or maybe 4 blackouts, after that you can't chain blackout.
Sure. That is a totally different story.
If you run blackout on a warrior you serioulsy reeduce your damage output. So why run warrior in the first place? But there are always some special situation/builds
Why blackout for 10 energy? You can interrupt much cheaper...
Why does it work so good? The hero can't cap in the next 7 secs... Mhm... Doesn't sound that important...
Considering you can dish out a hell lot of damage in that 7 secs and maybe start a knockdown chain?
Maybe you use blackout because it can't be evaded like most other interrupts. But an ele using gale migth be the better choice.
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what i usually ran if i did blackout was a blackout/diversion etc thing. but w/e
about the altar, its just a nice distract to have while some of your others may be recharging, has uses in other places and is unstoppable like leech signet. not only that, but in the reverse situation it help keep people from distracting your ghost.
and really, dont confine blackout to kd warriors.
oh and the recharge on blackout is the same for a ranger and a mesmer, the only difference is energy cost because of expertise, something i think is equivalent to the higher energy/regen of a caster vs a ranger. so if you cant continuously keep someone blacked out on a mesmer its definetly happening on a ranger.
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Sep 25, 2005, 10:48 AM // 10:48
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#27
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Wilds Pathfinder
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Quote:
Originally Posted by smurfhunter
oh and the recharge on blackout is the same for a ranger and a mesmer
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I told you to read the thread...
Sorry, but why do you post? You haven't read the thread, so why do you think you have something important to say to that topic?
@QuixotesGhost:
If you want to knock out your target for 5 secs, there are cheaper ways than to put 12 points in dom and use blackout.
I really love blackout. It's an awesome skill, but I really don't understand why a warrior needs to carry it. A warrior that is blackouted is useless, he lost all his adrenaline and he can't gain more.
A Mesmer using blackout is not useless, because he uses blackout when there is nothing else to do. For example to regen some energy or waiting for the long cooldowns... And if you need to blackout the target at unpredictable times, a warrior is very bad. Because you may be right before spiking when you need to blackout. A Mesmer can at least regen some energy, a warrior can't regen adrenaline...
Like mentioned, blackout + diversion is very nice and you can lock down a target pretty nicely by it. But a warrior can't do it
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Sep 25, 2005, 11:12 AM // 11:12
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#28
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Forge Runner
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I used to run a r/me before QZ got hit with the nerf bat hard... it was IW + medicore Blackout + beast mastery + some expertise.
The most trouble is the target run like no tommorow... so no slow down or speed up is a real pain...
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