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I don't know how popular this idea is, but i haven't seen it much, so here it is for those who haven't thought of it. Basically, in your second weapon set, bring a +12 +15 -1 energy regen symbol instead of a shield. If you now expend all your energy and swap back to your shield set, you will have negative energy. It says 0, but trust me, the game records it as negative as you will see your energy just sit there (and if it wasn't true, it would be a huge energy exploit). That's all well in good, but when you combine this with Warrior's Endurance, it essentially gives you the ability to refill a lot more energy than the skill is generally intended for. Say the max on WE is 19. Well going from 0-19 is not as nice as going from -27-19. If I had run WE while I still had the high energy set on, it wouldn't work, because the real min is 0, not -27, thus i can still go only from 0-19. By swapping back to the shield hand and making a min of -27, i can make the -27-19 behavior happen.
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It should work because it still says can't raise max energy above xx. It never said can only raise xx energy in total which might mess up with the -energy. It might cause for some good say w/r or other energy intensive secondaries builds. I could see this being a very good combo for pvp in the future.Originally Posted by Attirus
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True....but could you cast anything until it became positive?
yea lol serisouly whats the point if u cant cast anything while its -ve.
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Only possible use I can see out of this is to do it during gvg. If someone drains mana (havent learned all the classes yet), then there wouldnt be any. Effectively ruining a turn and getting smacked up like a hoe.
I do the reverse. I switch to my shield when under energy-sapping things like the Mursaat towers, so when we beat up the tower and the casters have to start over at 0, I switch back to my normal equipment and get an instant 12 Energy out of 40. :D
I've got another idea, use my Shield when casting Rebirth, then do this when the "remaining energy" is taken away.![]()
The trouble is War's Endurance is an elite, so that kind of limits your setups. I use something similar with my Sword/MoR W/E build. It works out well enough, but isn't all that spectacular by any means.
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I should note that I have used this to good success with a spinal shivers axe warrior build. yes, its true you can't cast anything while your energy is still < 0, however, if you have gotten down near or to the min, there is no point in keeping the high energy hand on anyway because you only have 1 arrow of regeneration. Here is the primary build I have used this with (pvp only):
11+3+1 axe
11 curses
8+1 strength
warriors endurance
executioner's strike
rush
wild blow
berserker stance
plague touch
spinal shivers
res sig
weapon set 1: icy axe of whatever + shield
weapon set 2: icy axe of whatever + grim cesta +12 +15 -1 arrow
I usually wear all gladiator's armor, except for knight's guantlets
I have 26 energy with weapon set 1, 53 energy and 1 arrow of regen with weapon set 2.
Run spinal shivers, then berserker stance for interrupt of everything, including warrior attack skills, healing touch etc while doing tons of damage. As you can see, i don't use many energy skills, saving them for shivers. If i get many interrupts, i can very easily drop to negative energy with respect to weapon set 1. Without warrior's endurance+negative energy idea described in my OP, it takes a lot longer to get another chance to do a shivers/berserker (works well even without bersker, but less likely to interrupt the 1/2 second or less activation skills). In lieu of Warrior's Endurance, I sometimes bring evicerate. This also works well because of the damage and deep wound, but it's tougher in prolonged fights. I am torn as to which i like better, but I definately think the warrior's endurance+negative energy idea is worthwhile.
edit: just to clarify some other strategy points specific to this build, not related to Warrior's Endurance: wild blow is important for ending annoying stances like distortion or any number of ranger stances. Sprint would probably work just as well as rush, but i prefer to conserve energy. I have tried rigor mortis instead of wild blow, but i don't like the 2 second cast time, though it does work better agaist stances with fast recharge, like distortion. I actually think frenzy would work fine in this build if you use it carefully, but i'm sticking with berserker stance for now. Plague touch is key for getting rid of blind, weakness and cripple.
Last edited by Attirus; 17-11-2005 at 00:15.