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  1. #31
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    Quote Originally Posted by reciprocal
    Not to say that I won't change to another element should the need arise but here's something I'd like to compare:

    Chain Lightning vs Deathly Swarm
    1) Chain Lightning costs the same as Deathly Swarm
    2) Chain Lightning takes as long to cast as Deathly Swarm
    3) Chain Lightning does much less damage than Deathly Swarm (since that ignores armour whereas CL only as a %age penetration)
    4) Chain Lightning has a longer cooldown than Deathly Swarm
    5) Chain Lightning has a smaller range
    6) Chain Lightning has exhaustion

    All hail the new damage dealer! All hail the necromancer!

    EDIT: Whoops, just found out I was a bit off on the damage bit (point no.3) as pointed out below. My oplogies. That's theorycraft for ya! ;P
    Deadly swarm does NOT ignore armour, as another poster had pointed out. On 15 death, it does 24 damage to desert devourers, woo hoo!

    Moreover, if you ever used a necromancer, you'll know that the swarm moves VERY slowly, and it is entirely possible to actually sprint out of the effect.
    Last edited by Stygian Abyss; 25-08-2005 at 17:25.

  2. #32
    GWOnline.Net Member Uriah_Heep's Avatar
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    I see absolutely NO reason for nerfing Chain Lightning. It is one of the better spells in the game,why make it mediocre?I think the exhaustion is enough of a penalty. You can't use CL very often because you will screw your energy.
    And no, 3 air eles can't kill 3 people, not so fast at least.They can do major damage but even if they Arcane Echo-Chain Lightning that will give them 2x exhaustion and lots of energy spent which is bad.

  3. #33
    GWOnline.Net Member TehPantlessHero's Avatar
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    Quote Originally Posted by Rook0792
    1) You can make it up to 19, if you're smart.
    12+3+2 =17, at most its 18, and thats at best 20%

    2) And this is paraphrasing what someone else has said. Skills are generally based around 0-15 points.

    eg. Chain Lightning

    0 - 10 damage
    15 - 100 damage

    Lightning Strike
    0 - 5 damage
    15 - 50 damage

    Lightning Orb
    0 - 10 damage
    15 - 100 damage
    No, they are listed as 1-12 because 12 is the max you can get without runes, calculations are obviously applied beyond attribute level 12 though

  4. #34
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    Quote Originally Posted by TehPantlessHero
    12+3+2 =17, at most its 18, and thats at best 20%
    12+3+1+2+20% chance of a +1

    That's 19, if you're lucky.

  5. #35
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    Quote Originally Posted by TehPantlessHero
    12+3+2 =17, at most its 18, and thats at best 20%
    Obviously you failed at Grade A smarts in your school

    Glyph of Elemental Power (availability)
    Description: Your elemental attributes are boosted by 2 for your next spell.
    Energy Cost: 5
    Activation Time: 1 Second.
    Recharge Time: 5 Seconds.
    Linked Attribute: None.
    Skill Type: Glyph.

    So attribute 12, +1 head gear +1 20% weapon, + 3 sup rune +2 glyph.

    ho humm... 19?

    No, they are listed as 1-12 because 12 is the max you can get without runes, calculations are obviously applied beyond attribute level 12 though
    So you think it's pure chance so many of the skills work out with a very even count at attribute level 15?

  6. #36
    GWOnline.Net Member TehPantlessHero's Avatar
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    Ah yes headgear, totally forgot headgear

  7. #37
    GWOnline.Net Member WRAAAARGHH's Avatar
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    Signed,

    Read My Other Posts On The '' First '' Thread About This , **** Anet =d

  8. #38
    GWOnline.Net Member NTsan's Avatar
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    The list of 0-15 is correct, anyone can check if their chain lightning does 100dmg at 15 air attribute

    TehPantlessHero obiviously does not play an ele so he have no idea at what dmg does the spell do at what point

    Currently air do 100 dmg at 15 air, fire do 112 dmg at 15 fire

  9. #39
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    Quote Originally Posted by Incognito2me
    I have to say, you make a fair point there. I think a cap of area effects would have been better. Say, you can only have 3 spirits active at once or something. Or even just having one spirit per player active at once. But then again, I can also see the logic of overiding spirits.
    You can have Multiple Spirits out at once, but only ONE of each type. Making a new one of the same type erases the old one.

  10. #40
    GWOnline.Net Member SinFiery's Avatar
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    Hey..

    85 dmg, or 106 dmg, it wont matter if the other team has no prot spirit.

    If they do, you'll end up doing 45 dmg either way, or so..


    To NTspam, maybefire says more dmg with 15 on both, but it does much less because of no armor penertration.

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