Kirsty
09-04-2005, 14:56
Hi guys
Mort was very nice to hand me a friends key for the weekend and since Celine won't be playing I will have some time to test some pvp out myself. I came up with a blinding build which isn't finetuned yet, but to me it seems to show promise. I did most damage calculations already and I will try to explain what I want to achieve with it.
The character will be Laetitia Celeste, an Elementalist / Warrior.
Energy Storage: 8 (+24 energy)
Water Magic: 9
Air Magic: 11
Tactics: 4
Hammer Mastery: 7
Skill 1: Shock (Air Magic, Skill, 10 energy, 0.75 second cast, 10 recharge)
Touched foe is struck for 48 lightning damage and knocked down. Damage has 25% armor penetration.
Skill 2: Belly Smash (Hammer Mastery, Hammer attack, 5 energy, 0 second cast, 30 recharge)
If it attacks a foe who is on the ground, a dust cloud blinds nearby foes for 3-9 seconds (unknown length).
Skill 3: Bonetti's Defense (Tactics, Stance, 10 energy, 0 second cast, 60 recharge)
For 7 seconds, gain 75% chance to block melee attacks and gain 5 energy per parry. This ends if you use a skill.
I should probably use a different stance here.
Skill 4: Whirlwind (Air Magic, Spll, 10 energy, 0.75 seconds to cast, 20 seconds recharge)
All adjacent foes take 48 cold damage. Attacking foes are knocked down.
Skill 5: Lightning Touch (Air Magic, Skill, 15 energy, 0.75 second cast, 10 recharge)
target touched and nearby foes 32 lightning damage, if suffering from water magic extra 32 lightning damage. Damage has 25% armor penetration.
Skill 6: Blurred vision (Water Magic, Hex, 15 energy, 1 second cast, 20 recharge)
For 16 seconds, foe and nearby foes are hexes and have 50% chance to miss
Skill 7: Glimmering Mark (Air Magic, Hex, ELITE, 10 energy, 2 second cast, 15 recharge)
For 12 seconds, when the target takes lightning damage, the target and all nearby foes are blind for 3 seconds.
Skill 8: Conjure Lightning (Air Magic, Enchantment, 10 energy, 1 second cast, 60 recharge)
Lose all enchantments. For 60 seconds gain 12 lightning damage on attacks.
Seemingly, all lightning damage has 25% armor penetration.
I have several possible skill combinations which I perceive as main ideas and additional ideas.
Main ideas:
Idea 1: 20 energy cost for continuous blind of all nearby opponents.
Precast Conjure Lightning before going into battle. Cast Glimmering Mark on a warrior(?) and engage. Every hit will keep it and all nearby opponents continuously blinded for a duration of 12 seconds (glimmering duration) + 3 seconds (conjure lightning last hit).
Idea 2: 30 or 45 energy cost for damage and miss chance
Cast Blurred Vision followed by Lightning Touch. This makes nearby opponents miss and lightning touch will do some decent area damage. If the target of lightning touch is still under influence of Glimmering Mark it will also add blindness. Most likely I can follow up with a second lightning touch here though that requires another 15 energy.
Idea 3: 15 energy cost for knockdown and blind
A nice combination of a swift Shock + Belly Smash combination which will knock one opponent down and blind all nearby for a so far unknown duration. Pity I can't find anything on Belly smash duration.
Idea 4: 10 or 15 energy emergency damage and blind
For a quick defense against an overwhelming amount of attackers there is the Whirlwind skill. It will do some cold damage to nearby enemies and knock attacking opponents down of which I can perhaps belly smash the nearest to blind the lot.
Additional idea:
Idea 5: Perhaps I can use Blinding Flash as additional option to blind instead of whirlwind. I have thought about this exchange before but I may already have enough options to blind.
Blinding Flash (Air Magic, Spell, 15 energy, 0.75 second cast, 4 recharge)
Target is blind for 9 seconds
Idea 6: Perhaps I can use Counter Blow as another source of knockdown for a belly smash follow up. I'm not using my adrenaline anyway.
Counter Blow (None, Hammer Attack, 4 adrenaline, 0 second cast, 4 adrenaline recharge)
If this attack hits an attacking for, that foe is knocked down.
Idea 7: 10 energy, energy gaining
During battle I hope to use Bonetti's defense to regain energy for another skill combination and to escape possible melee harm.
Bonetti's Defense would probably not be too good in combination with miss and blind of the opponents nearby, so I should pick a stance that stops ranged attacks, spells and conditions. Those are the main weaknesses I perceive. I seem to be thinking about Wary Stance or Swirling Aura here. On the other hand, energy gain of Bonifetti looks interesting to me for multiple combinations of 'Idea 2'.
Wary Stance (Tactics, Stance, 10 energy, 0 second cast, 60 recharge)
For 7 seconds, block any attack skill used against you, for each block gain adrenaline and 5 energy. Ends if you use a skill.
Swirling Aura (Water Magic, Enchantment, 10 energy, 1 second cast, 60 recharge)
For 9 seconds gain 75% chance to block arrow and magical projectiles.
I also have no form of healing so I should get something along those lines as well or rely on monks. Now I can pick Aura of Restoration because I bumped energy storage to some decent value, but I probably won't be spamming skills that much and the ones that I spam do not cost a lot of energy. Healing Signet could perhaps work, but I will not gain a lot of health.
Healing Signet (Tactics, Signet, 0 energy, 2 seconds cast, 4 seconds recharge)
Gain 70 health, take double damage while using this skill.
I have bumped water magic up for a good duration of blurred vision so perhaps I should be casting a few skills of that instead. Maelstrom looks good when a lot of opponents are nearby but it takes 4 seconds to cast which is far too much since I'm within melee range and if blind or miss ends prematurely I'd be toast... unless I have anti-interruption like glyph of concentration. It may be better to just take an armor skill instead.
Maelstrom (Water Magic, Spell, 25 energy, 4 seconds cast, 30 seconds recharge)
For 10 seconds, foes in the area are struck for 8-29 cold damage each second. Interrupts spellcasting but exhausts caster)
Glyph of Concentration (None, Glyph, 5 energy, 1 second, 2 seconds recharge)
Your next spell cannot be interrupted and ignores the effect of daze.
Armor of Frost (Water Magic, Enchantment, 5 energy, 1 second cast, 45 recharge)
For 10-29 seconds, gain +40 armor vs physical, -24 armor vs fire.
Soo... quite a bit I've been looking into and I have about 6 skills set already. The problem is what to do with the other two skills (Whirlwind and Bonetti's Defense) and how long I will last without a skill to purge conditions or a monk to back me up.
Any thoughts?
Luc
Mort was very nice to hand me a friends key for the weekend and since Celine won't be playing I will have some time to test some pvp out myself. I came up with a blinding build which isn't finetuned yet, but to me it seems to show promise. I did most damage calculations already and I will try to explain what I want to achieve with it.
The character will be Laetitia Celeste, an Elementalist / Warrior.
Energy Storage: 8 (+24 energy)
Water Magic: 9
Air Magic: 11
Tactics: 4
Hammer Mastery: 7
Skill 1: Shock (Air Magic, Skill, 10 energy, 0.75 second cast, 10 recharge)
Touched foe is struck for 48 lightning damage and knocked down. Damage has 25% armor penetration.
Skill 2: Belly Smash (Hammer Mastery, Hammer attack, 5 energy, 0 second cast, 30 recharge)
If it attacks a foe who is on the ground, a dust cloud blinds nearby foes for 3-9 seconds (unknown length).
Skill 3: Bonetti's Defense (Tactics, Stance, 10 energy, 0 second cast, 60 recharge)
For 7 seconds, gain 75% chance to block melee attacks and gain 5 energy per parry. This ends if you use a skill.
I should probably use a different stance here.
Skill 4: Whirlwind (Air Magic, Spll, 10 energy, 0.75 seconds to cast, 20 seconds recharge)
All adjacent foes take 48 cold damage. Attacking foes are knocked down.
Skill 5: Lightning Touch (Air Magic, Skill, 15 energy, 0.75 second cast, 10 recharge)
target touched and nearby foes 32 lightning damage, if suffering from water magic extra 32 lightning damage. Damage has 25% armor penetration.
Skill 6: Blurred vision (Water Magic, Hex, 15 energy, 1 second cast, 20 recharge)
For 16 seconds, foe and nearby foes are hexes and have 50% chance to miss
Skill 7: Glimmering Mark (Air Magic, Hex, ELITE, 10 energy, 2 second cast, 15 recharge)
For 12 seconds, when the target takes lightning damage, the target and all nearby foes are blind for 3 seconds.
Skill 8: Conjure Lightning (Air Magic, Enchantment, 10 energy, 1 second cast, 60 recharge)
Lose all enchantments. For 60 seconds gain 12 lightning damage on attacks.
Seemingly, all lightning damage has 25% armor penetration.
I have several possible skill combinations which I perceive as main ideas and additional ideas.
Main ideas:
Idea 1: 20 energy cost for continuous blind of all nearby opponents.
Precast Conjure Lightning before going into battle. Cast Glimmering Mark on a warrior(?) and engage. Every hit will keep it and all nearby opponents continuously blinded for a duration of 12 seconds (glimmering duration) + 3 seconds (conjure lightning last hit).
Idea 2: 30 or 45 energy cost for damage and miss chance
Cast Blurred Vision followed by Lightning Touch. This makes nearby opponents miss and lightning touch will do some decent area damage. If the target of lightning touch is still under influence of Glimmering Mark it will also add blindness. Most likely I can follow up with a second lightning touch here though that requires another 15 energy.
Idea 3: 15 energy cost for knockdown and blind
A nice combination of a swift Shock + Belly Smash combination which will knock one opponent down and blind all nearby for a so far unknown duration. Pity I can't find anything on Belly smash duration.
Idea 4: 10 or 15 energy emergency damage and blind
For a quick defense against an overwhelming amount of attackers there is the Whirlwind skill. It will do some cold damage to nearby enemies and knock attacking opponents down of which I can perhaps belly smash the nearest to blind the lot.
Additional idea:
Idea 5: Perhaps I can use Blinding Flash as additional option to blind instead of whirlwind. I have thought about this exchange before but I may already have enough options to blind.
Blinding Flash (Air Magic, Spell, 15 energy, 0.75 second cast, 4 recharge)
Target is blind for 9 seconds
Idea 6: Perhaps I can use Counter Blow as another source of knockdown for a belly smash follow up. I'm not using my adrenaline anyway.
Counter Blow (None, Hammer Attack, 4 adrenaline, 0 second cast, 4 adrenaline recharge)
If this attack hits an attacking for, that foe is knocked down.
Idea 7: 10 energy, energy gaining
During battle I hope to use Bonetti's defense to regain energy for another skill combination and to escape possible melee harm.
Bonetti's Defense would probably not be too good in combination with miss and blind of the opponents nearby, so I should pick a stance that stops ranged attacks, spells and conditions. Those are the main weaknesses I perceive. I seem to be thinking about Wary Stance or Swirling Aura here. On the other hand, energy gain of Bonifetti looks interesting to me for multiple combinations of 'Idea 2'.
Wary Stance (Tactics, Stance, 10 energy, 0 second cast, 60 recharge)
For 7 seconds, block any attack skill used against you, for each block gain adrenaline and 5 energy. Ends if you use a skill.
Swirling Aura (Water Magic, Enchantment, 10 energy, 1 second cast, 60 recharge)
For 9 seconds gain 75% chance to block arrow and magical projectiles.
I also have no form of healing so I should get something along those lines as well or rely on monks. Now I can pick Aura of Restoration because I bumped energy storage to some decent value, but I probably won't be spamming skills that much and the ones that I spam do not cost a lot of energy. Healing Signet could perhaps work, but I will not gain a lot of health.
Healing Signet (Tactics, Signet, 0 energy, 2 seconds cast, 4 seconds recharge)
Gain 70 health, take double damage while using this skill.
I have bumped water magic up for a good duration of blurred vision so perhaps I should be casting a few skills of that instead. Maelstrom looks good when a lot of opponents are nearby but it takes 4 seconds to cast which is far too much since I'm within melee range and if blind or miss ends prematurely I'd be toast... unless I have anti-interruption like glyph of concentration. It may be better to just take an armor skill instead.
Maelstrom (Water Magic, Spell, 25 energy, 4 seconds cast, 30 seconds recharge)
For 10 seconds, foes in the area are struck for 8-29 cold damage each second. Interrupts spellcasting but exhausts caster)
Glyph of Concentration (None, Glyph, 5 energy, 1 second, 2 seconds recharge)
Your next spell cannot be interrupted and ignores the effect of daze.
Armor of Frost (Water Magic, Enchantment, 5 energy, 1 second cast, 45 recharge)
For 10-29 seconds, gain +40 armor vs physical, -24 armor vs fire.
Soo... quite a bit I've been looking into and I have about 6 skills set already. The problem is what to do with the other two skills (Whirlwind and Bonetti's Defense) and how long I will last without a skill to purge conditions or a monk to back me up.
Any thoughts?
Luc