Jul 22, 2005, 05:10 AM // 05:10
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#21
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Banned
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Prot Spirit would just be an even jucier source of damage for shatter.
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Jul 22, 2005, 06:08 AM // 06:08
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#22
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Krytan Explorer
Join Date: Apr 2005
Location: Los Angeles, CA
Guild: -FdM-
Profession: Me/Mo
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How bout 1 Me/R with Nature's Renewal?
Time that well and it could help...
Just a thought...
Also, one could carry inspired enchantment for a nice energy boost + enchantment destruction.
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Jul 22, 2005, 02:46 PM // 14:46
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#23
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Pre-Searing Cadet
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Quote:
Originally Posted by Blackace
Prot Spirit has nothing to do with AL.
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yeah lol
---------------------------
visit http://www.guildwarsthegame.tk
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Jul 22, 2005, 03:13 PM // 15:13
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#24
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Wilds Pathfinder
Join Date: Jun 2005
Location: New England
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Quote:
Originally Posted by Warskull
One of the advantages to using the same skill is that a spike is easier to cordinate. For example you can spike using energy burn, lightning orb, and final thrust. However it is far easier to just drop 3 lightning orbs on the target.
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Why?
Final Thrust is a bit out of place in that equation, but otherwise, why does it matter? If everyone has a spell which does 100 damage (after armor), who cares if they are the same or different?
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Jul 22, 2005, 03:59 PM // 15:59
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#25
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Frost Gate Guardian
Join Date: Jun 2005
Guild: looking for a guild
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That's kind of the point. You can spike just as effectively using lots of the same spike skill or with lots of different skills - as long as you coordinate the spike. It's much easier to coordinate a spike if everyone's using the same skill because everyone has the same delay to damage. If everyone's using different skills, you have to count down and trust that everyone knows when they need to activate their skill in order to have everyone spike at the same time.
Both methods are highly effective for spiking, one's just easier to coordinate than the other.
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Jul 22, 2005, 06:01 PM // 18:01
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#26
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Wilds Pathfinder
Join Date: Jun 2005
Location: New England
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Quote:
Originally Posted by Bugeater
It's much easier to coordinate a spike if everyone's using the same skill because everyone has the same delay to damage. If everyone's using different skills, you have to count down and trust that everyone knows when they need to activate their skill in order to have everyone spike at the same time.
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Ah, so it's mostly for identical casting time (or attack time, or whatever). OK. Fair enough.
So it could reasonably still be done with different attacks, as long as they take the same amount of time to activate.
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Aug 19, 2005, 12:21 PM // 12:21
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#27
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Academy Page
Join Date: Mar 2005
Profession: Mo/
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Quote:
Originally Posted by Hart
For the record, this doesn't work; Crystal Wave ignores armor, not prot spirit.
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Crystal Wave (availability)
Description: Foes near you are struck for 10-82 damage, but are cured of any negative conditions. This spell ignores armor and magic resistance.
Isn't protective spirit, prot bond, life barrier magical resistence?
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Aug 19, 2005, 02:11 PM // 14:11
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#28
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Frost Gate Guardian
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Quote:
Originally Posted by Combat_chuck
I was thinking that you could make a spike group with fire eles? just use mark of rodgort and spells like fire storm that continuosly deal fire damage. that way they are on fire the whole time(massive health degen) and they are taknig damage the whole time. I've been using the char and I kill people 10X easier than any of my other chars.
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Meteor would be better (not shower) it actually knocks down, and as ar as i know, never misses.
But the "new" spike group is already on the way... i've already run into a few teams with 3-4 E/* Spiking Obsidian Flame at 16 Earth. Combine that with a W/E or two doing knocklock/Aftershock, and it's adios, amigo.
Firestorm? They'll walk out of it most of the time. Mark of Rodgort would be better for a team-build with rangers using Greater conflagration, i think.
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Aug 19, 2005, 02:25 PM // 14:25
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#29
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Desert Nomad
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Meteor can miss in any instance a fireball could miss. It is really a combination of long range with a moving target, or mid range with a "high speed" target.
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Aug 19, 2005, 06:03 PM // 18:03
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#30
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Guest
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Obs flame and hammer wars with aftershock isnt new
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Aug 19, 2005, 07:20 PM // 19:20
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#31
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Quote:
Originally Posted by Excel
Crystal Wave (availability)
Description: Foes near you are struck for 10-82 damage, but are cured of any negative conditions. This spell ignores armor and magic resistance.
Isn't protective spirit, prot bond, life barrier magical resistence?
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And Aura of the Lich + Virulence work exactly as described too...
Oh wait, they don't <.<
Many skill descriptions are incorrect, and should not be taken at face value. Having been mislead by Crystal Wave as well, I've tried it before for the same reasons. Didn't work.
Maybe they wanted it to work as a potential counter for things like the 105 monk (How fun would it be to one-hit them with it? XD), but it doesn't.
And don't take the first part of the post wrong, just trying to make sure the point is clear- descriptions can be misleading or even blatantly wrong.
I think the intention for the description on Crystal Wave was to say skills like Armor of Earth and Ward Against Elements don't matter.
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Aug 19, 2005, 10:11 PM // 22:11
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#32
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Lion's Arch Merchant
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Just to confirm:
Protective Spirit *does work* against Mesmer chaos damage, from all sources. I use it as a counter to Backfire -- 44 damage/spell is offset by Aura of Restoration.
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Aug 20, 2005, 10:31 PM // 22:31
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#33
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Quote:
Originally Posted by DarkAynjil
Meteor would be better (not shower) it actually knocks down, and as ar as i know, never misses.
But the "new" spike group is already on the way... i've already run into a few teams with 3-4 E/* Spiking Obsidian Flame at 16 Earth. Combine that with a W/E or two doing knocklock/Aftershock, and it's adios, amigo.
Firestorm? They'll walk out of it most of the time. Mark of Rodgort would be better for a team-build with rangers using Greater conflagration, i think.
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Yeah, I was going to be in one of those groups but I was missing one of the important skills.
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Aug 20, 2005, 10:41 PM // 22:41
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#34
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Ascalonian Squire
Join Date: Jul 2005
Location: The dark, dank abyss beneath my mom's house.
Guild: White Hawk Knights [HAWK]
Profession: N/Me
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I noticed some people whining about Illusionary Weaponry...
It's as easy as Drain Enchantment/Shatter Enchantment/Rend Enchantment/Strip Enchantment/Nature's Renewal, and that one trick pony is down and out.
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Aug 21, 2005, 01:56 AM // 01:56
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#35
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Jungle Guide
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problem with energy surge is that its strength increases relatively slowly, so like many domination skills its most effective with only ~7 attribute.
Its a skill for secondary mesmers!!!!!
power block and panic are more straightforward for primary mesmers.
I can only laught loudly about the arguing for coordinating skikes, ill just use divrsion or simular skills to screw you stupit spike boulds timing up!
Any the so popular countdown is just a waste of time too.
I love the sound of spell breaker.
Last edited by Ollj; Aug 21, 2005 at 01:59 AM // 01:59..
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Aug 21, 2005, 02:10 AM // 02:10
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#36
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Guest
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Ah, Ollj still being a comedian I see
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Aug 21, 2005, 03:53 AM // 03:53
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#37
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Wilds Pathfinder
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Can you break out that equation again? Maybe Blackace and Ensign can put it into a GWG guide or something...
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