Nuker build for Acolyte Sousuke
Shiva SsBip
Hello all,
Can you guys(and gals) give me some build ideas for Sousuke?
I have never played an Ele and am not sure on an effective nuker build.
thanks for your help!
Shiva Ssbip
Can you guys(and gals) give me some build ideas for Sousuke?
I have never played an Ele and am not sure on an effective nuker build.
thanks for your help!
Shiva Ssbip
Shiva SsBip
Can anyone lend a brother a hand?
LightningHell
Don't nuke?
Giga Strike
i gave him:
aura of restoration
flare
fireball
glyph of lesser energy
Searing heat
ward against melee
ward against elements
res sig
i like how he always uses the wards to protect the squishies and how searing heat is just that good.
aura of restoration
flare
fireball
glyph of lesser energy
Searing heat
ward against melee
ward against elements
res sig
i like how he always uses the wards to protect the squishies and how searing heat is just that good.
Master Righteous
E/Mo - Sousuke Hero
1. Conjure Lightening (good basic damage/strike for 60 sec wand(staff)attack)
2. Glimmering Mark {Elite}(hex: blinds when hit by lightening power)
3. Enervating Charge
4. Chain Lightening
5. Glyph of Lesser Energy
6. Lightening Strike
7. Glyph of Restoration
8. Ethereal Light (just in case he, or you, needs the extra), or Res. signet
Your attribute stats will be different, of course, if he is not at least 18 level.
If he is a lower level, try keeping the skills to as many 5 energy skills as you can. He LOVES spending energy!
Ensign
The only 'nuker' build worth running is Searing Flames. However the AI is bad enough with that character that it isn't worth bringing over the other options. That's as a singleton, though - if you bring two Searing Flames heroes, they're ok, and if you bring a third (or are playing one yourself) they're actually quite good. Basically more Searing Flames guys on the same team gets more damage (and less burning) out of Searing Flames, and their normally erratic use of Glowing Gaze gets better because more things are burning in general.
If you're only going to run one Elementalist hero it needs to be some sort of hybrid character to justify the slot. The bar I've been using and have been happy with:
Ether Prodigy, Fireball, Liquid Flame, Rodgort's Invocation, Ward Against Melee, Heal Party, Extinguish, Resurrection Signet
He's not a pro with those skills by any means, but he uses them appropriately enough and in high enough volume that he's worth bringing.
Peace,
-CxE
If you're only going to run one Elementalist hero it needs to be some sort of hybrid character to justify the slot. The bar I've been using and have been happy with:
Ether Prodigy, Fireball, Liquid Flame, Rodgort's Invocation, Ward Against Melee, Heal Party, Extinguish, Resurrection Signet
He's not a pro with those skills by any means, but he uses them appropriately enough and in high enough volume that he's worth bringing.
Peace,
-CxE
Francis Crawford
You didn't say how advanced you are in the game, or which chapters you have access to.
Elemental Attunement/Fire Attunement/Aura of Restoration -- with you pressing some buttons as encouragement, especially at first -- provide a lot of energy to be used with whatever fire damage spells you can muster. Mark of Rodgort is pretty much a must, rendering most of Ensign's point about Glowing Gaze moot.
Dual Attunements PLUS Glowing Gaze give so much energy that even with botched energy management, he should usually be in good shape.
Elemental Attunement/Fire Attunement/Aura of Restoration -- with you pressing some buttons as encouragement, especially at first -- provide a lot of energy to be used with whatever fire damage spells you can muster. Mark of Rodgort is pretty much a must, rendering most of Ensign's point about Glowing Gaze moot.
Dual Attunements PLUS Glowing Gaze give so much energy that even with botched energy management, he should usually be in good shape.
Mouse at Large
Ive been running my hero ele in earth with Sandstorm/Ebon Hawk/Glowstone and wards/e-management.
Makes for a nice support character
Makes for a nice support character
Shiva SsBip
Sorry about that. I am on the Gates of Desolation mission, all my heros are lvl 20, and I have all 3 games.
Quote:
Originally Posted by Francis Crawford
Quote:
You didn't say how advanced you are in the game, or which chapters you have access to.
Thanks for the advice guys. Any other ideas?
~~Shiva
~~Shiva
XvArchonvX
I agree with Ensign that if you are just running with one ele, then you are best off making it a support character. The ether prodigy/Heal Party combo works well, but I tend to prefer some water magic snares with blurred vision on mine, at least if I or any other allies are running AoE damage skills.
Francis Crawford
Quote:
Originally Posted by Ensign
Basically more Searing Flames guys on the same team gets more damage (and less burning) out of Searing Flames,
Whether that's a good thing depends on the enemies' armor level and their ability at condition removal.
Francis Crawford
I'd suggest taking Sousuke and Zhed together in a Searing Flames build.
Searing Flames (E)
Fire Attunement
Glyph of Lesser Energy
Glowing Gaze
Aura of Restoration -- arguably a waste of a skillbar slot for a human player, but makes more sense for an AI
Rez
Leech Signet
Power Drain
The interrupts are there for the energy gain as well as the interruption.
That leaves plenty of room for the AI to botch energy management.
Encouraginly, I do find that Sousuke seems a bit trainable about casting Fire Attunement well before a fight.
Depending on the specific area you're going to, the Inspiration line also has some attractive stances to throw on the skillbar. There's also Inspired Hex/Enchantment, although the energy gain from those is obviated by the AI's determination to USE what it gets.
Searing Flames (E)
Fire Attunement
Glyph of Lesser Energy
Glowing Gaze
Aura of Restoration -- arguably a waste of a skillbar slot for a human player, but makes more sense for an AI
Rez
Leech Signet
Power Drain
The interrupts are there for the energy gain as well as the interruption.
That leaves plenty of room for the AI to botch energy management.
Encouraginly, I do find that Sousuke seems a bit trainable about casting Fire Attunement well before a fight.
Depending on the specific area you're going to, the Inspiration line also has some attractive stances to throw on the skillbar. There's also Inspired Hex/Enchantment, although the energy gain from those is obviated by the AI's determination to USE what it gets.
Darkpower Alchemist
I think you guys are a touch stuck on the idea of Ether Prodigy/Heal party builds, and builds that that don't really do what he asked to do.
HE WANTED A NUKER BUILD!!!!
And what is he getting? Support healing builds,or partial intervention builds,or builds where the damn ele is like a plant in the background,just there for scenery.
Let me give it a shot,and maybe I'll give him a nuker build that actually nukes something....
[skill=card]Fire Attunement[/skill][skill=card]Aura of Restoration[/skill][skill=card]Liquid Flame[/skill][skill=card]Rodgort's Invocation[/skill][skill=card]Glowing Gaze[/skill][skill=card]Meteor Shower[/skill][skill=card]Searing Flames[/skill][skill=card]Resurrection Chant[/skill]
The amount of all out nuking power in this build will put most PvE monsters under the ground, but if you are lacking in energy at any time, you may want to opt for a GoLE. If you want to dual MS for some reason, then SF is maybe replaced for GoR, or you can go Mes secondary and use arcane echo,but that is more energy intense.
This is a nuker. Not a support ele,not a heal party bot, and not a warder, though warders can be useful. I am giving you what you asked for. Now will another do the same? Don't like the build? Fine,I can accept that, but at least make it into a NUKER.
HE WANTED A NUKER BUILD!!!!
And what is he getting? Support healing builds,or partial intervention builds,or builds where the damn ele is like a plant in the background,just there for scenery.
Let me give it a shot,and maybe I'll give him a nuker build that actually nukes something....
[skill=card]Fire Attunement[/skill][skill=card]Aura of Restoration[/skill][skill=card]Liquid Flame[/skill][skill=card]Rodgort's Invocation[/skill][skill=card]Glowing Gaze[/skill][skill=card]Meteor Shower[/skill][skill=card]Searing Flames[/skill][skill=card]Resurrection Chant[/skill]
The amount of all out nuking power in this build will put most PvE monsters under the ground, but if you are lacking in energy at any time, you may want to opt for a GoLE. If you want to dual MS for some reason, then SF is maybe replaced for GoR, or you can go Mes secondary and use arcane echo,but that is more energy intense.
This is a nuker. Not a support ele,not a heal party bot, and not a warder, though warders can be useful. I am giving you what you asked for. Now will another do the same? Don't like the build? Fine,I can accept that, but at least make it into a NUKER.
Francis Crawford
If you want the AI to nuke, it almost has to be Searing Flames. I can think of several other nuking builds of comparable power -- yes, Ensign, I can, and so can you -- but none that I can imagine the AI actually pulling off successfully. Searing Flames/Glowing Gaze/Fire Attunement/GoLE is simple enough that the AI can actually do it.
There's no need for more than the two damage spells; spend the rest of the skill bar on energy management or defense (plus rez), or just leave it blank.
Aura of Restoration, Kinetic Armor, and in some zones Mantra of Resolve are all worth considering for the defense.
If you're willing to press the buttons for him, there also are attractive builds with dual Attunements, either pure fire damage or with some Wards mixed in. But if you want a "fire and forget", as it were, build, go with Searing Flames.
There's no need for more than the two damage spells; spend the rest of the skill bar on energy management or defense (plus rez), or just leave it blank.
Aura of Restoration, Kinetic Armor, and in some zones Mantra of Resolve are all worth considering for the defense.
If you're willing to press the buttons for him, there also are attractive builds with dual Attunements, either pure fire damage or with some Wards mixed in. But if you want a "fire and forget", as it were, build, go with Searing Flames.
Darkpower Alchemist
Quote:
Originally Posted by Francis Crawford
There's no need for more than the two damage spells; spend the rest of the skill bar on energy management or defense (plus rez), or just leave it blank.
Aura of Restoration, Kinetic Armor, and in some zones Mantra of Resolve are all worth considering for the defense.
If you're willing to press the buttons for him, there also are attractive builds with dual Attunements, either pure fire damage or with some Wards mixed in. But if you want a "fire and forget", as it were, build, go with Searing Flames.
I look at the heroes as a new extention of my skill bar, like having 32 skills instead 8. Henchies weren't ever this useful, so you should ALWAYS take full advantage of what you are given to use. This is how I approach the thought of hero usage.
If you can't fit it on your bar, and you want it on the quest/mission, let the hero take it. Disable it if he doesn't use it like you want him/her to use it, and use it when you see fit(I.E. Like Sousuke with MS. He nuked everything that walked,so I disabled it and used it when I wanted to use it.) A little micromanagement can go far with a nuker when you are not playing one yourself.
Francis Crawford
Fair point. You can always disable a skill, so there's no need to leave a spot actually blank.
Ensign
Quote:
Originally Posted by Francis Crawford
I can think of several other nuking builds of comparable power -- yes, Ensign, I can, and so can you
Nope, can't say I've encountered any ele damage builds anywhere near Searing Flames in terms of damage output. Perhaps you'd be so kind as to share?
Peace,
-CxE
Peace,
-CxE
Francis Crawford
Quote:
Originally Posted by Ensign
Nope, can't say I've encountered any ele damage builds anywhere near Searing Flames in terms of damage output. Perhaps you'd be so kind as to share?
Peace,
-CxE How about
Elemental Attunement (E)
Fire Attunement
Mark of Rodgort
Fireball
Flare?
----------------------------------------------------------------
Searing Flames costs 11 energy a shot after Fire Attunement.
Glowing Gaze gives you 12 net energy roughly 10x/minute.
GoLE gives you 25 net energy roughly 2x/minute.
So you have enough energy for roughly 18 SF/minute plus 10 GG.
Roughly 7 of those SF cause burning, while 11 cause damage.
Dual Attunements, Mark of Rodgort, Liquid Flame, and Fireball roughly match the SF damage. Flare can easily surpass the GG damage.
And that's before we get more serious about building the skillbar.
Peace,
-CxE How about
Elemental Attunement (E)
Fire Attunement
Mark of Rodgort
Fireball
Flare?
----------------------------------------------------------------
Searing Flames costs 11 energy a shot after Fire Attunement.
Glowing Gaze gives you 12 net energy roughly 10x/minute.
GoLE gives you 25 net energy roughly 2x/minute.
So you have enough energy for roughly 18 SF/minute plus 10 GG.
Roughly 7 of those SF cause burning, while 11 cause damage.
Dual Attunements, Mark of Rodgort, Liquid Flame, and Fireball roughly match the SF damage. Flare can easily surpass the GG damage.
And that's before we get more serious about building the skillbar.
kess
Quote:
Originally Posted by Francis Crawford
How about
Elemental Attunement (E)
Fire Attunement
Mark of Rodgort
Fireball
Flare?
----------------------------------------------------------------
Searing Flames costs 11 energy a shot after Fire Attunement.
Glowing Gaze gives you 12 net energy roughly 10x/minute.
GoLE gives you 25 net energy roughly 2x/minute.
So you have enough energy for roughly 18 SF/minute plus 10 GG.
Roughly 7 of those SF cause burning, while 11 cause damage.
Dual Attunements, Mark of Rodgort, Liquid Flame, and Fireball roughly match the SF damage. Flare can easily surpass the GG damage.
And that's before we get more serious about building the skillbar. Not if you put mark of rodgort in front of glowing gaze and searing flames. Then your SF will cause dmg and burning all the time. Just my 2 cents
Elemental Attunement (E)
Fire Attunement
Mark of Rodgort
Fireball
Flare?
----------------------------------------------------------------
Searing Flames costs 11 energy a shot after Fire Attunement.
Glowing Gaze gives you 12 net energy roughly 10x/minute.
GoLE gives you 25 net energy roughly 2x/minute.
So you have enough energy for roughly 18 SF/minute plus 10 GG.
Roughly 7 of those SF cause burning, while 11 cause damage.
Dual Attunements, Mark of Rodgort, Liquid Flame, and Fireball roughly match the SF damage. Flare can easily surpass the GG damage.
And that's before we get more serious about building the skillbar. Not if you put mark of rodgort in front of glowing gaze and searing flames. Then your SF will cause dmg and burning all the time. Just my 2 cents
Zuzubee
I use SF, GG and Fireball. Rest utility.
Hero AI isnt that great thought, which to be fair to ANET would be horrendously complex considering how many skills there are in this game and how they work with others.
Hero AI isnt that great thought, which to be fair to ANET would be horrendously complex considering how many skills there are in this game and how they work with others.
Thom Bangalter
Quote:
Originally Posted by Francis Crawford
How about
Elemental Attunement (E)
Fire Attunement
Mark of Rodgort
Fireball
Flare? 60% of those skills are terrible, the other 40% range from fair to good. If you want real damage use searing flames, but don't try to run other things and think you're good at killing stuff. Searing flames, or support: those are your roles. deal with it.
Elemental Attunement (E)
Fire Attunement
Mark of Rodgort
Fireball
Flare? 60% of those skills are terrible, the other 40% range from fair to good. If you want real damage use searing flames, but don't try to run other things and think you're good at killing stuff. Searing flames, or support: those are your roles. deal with it.
Ensign
Quote:
Originally Posted by Francis Crawford
How about
Elemental Attunement (E)
Fire Attunement
Mark of Rodgort
Fireball
Flare? You're proposing that Fireball + Flare is equivilent in power to a Searing Flames Elementalist?
Peace,
-CxE
Elemental Attunement (E)
Fire Attunement
Mark of Rodgort
Fireball
Flare? You're proposing that Fireball + Flare is equivilent in power to a Searing Flames Elementalist?
Peace,
-CxE
i Valinor
glyph lesser energy
searing flames
liquid flame
glowing gaze
res sig
ward vs foes
ward vs melee
fire 15
earth 11
energy 11
i have been using this on my ele heros and have had good success. i aslo use a searing flames build when i nuke so this setup gives a quick boost to what my targets are for glowing gaze and searing flames.
searing flames
liquid flame
glowing gaze
res sig
ward vs foes
ward vs melee
fire 15
earth 11
energy 11
i have been using this on my ele heros and have had good success. i aslo use a searing flames build when i nuke so this setup gives a quick boost to what my targets are for glowing gaze and searing flames.
Francis Crawford
Quote:
Originally Posted by Ensign
You're proposing that Fireball + Flare is equivilent in power to a Searing Flames Elementalist?
Peace,
-CxE Please check the arithmetic yourself before you sneer.
Peace,
-CxE Please check the arithmetic yourself before you sneer.
Francis Crawford
Quote:
Originally Posted by Thom Bangalter
60% of those skills are terrible, the other 40% range from fair to good. If you want real damage use searing flames, but don't try to run other things and think you're good at killing stuff. Searing flames, or support: those are your roles. deal with it.
OK, I cheated in one regard -- I was just comparing damage based on our basic 80 energy/minute, and not adding in the once-per-fight pool we have up front. (What's more, I think I used 60 for the figure instead of the correct 80.)
That said, I stand by my original point. The advantage of the Searing Flames/Glowing Gaze build is NOT raw power. Rather, it's usability -- casting speed, lack of reliance on fragile enchantments, ability to compress damage into a short time, etc.
That said, I stand by my original point. The advantage of the Searing Flames/Glowing Gaze build is NOT raw power. Rather, it's usability -- casting speed, lack of reliance on fragile enchantments, ability to compress damage into a short time, etc.
ubermancer
Quote:
Originally Posted by Francis Crawford
Please check the arithmetic yourself before you sneer.
Have you been injecting pure cocaine into your brain?
SF is AOE. Fireball, while AOE, has nowhere near the DPS potential SF does. Flare just straight up doesnt count, because if your reduced to spamming Flare you are not allowed on my team.
SF is AOE. Fireball, while AOE, has nowhere near the DPS potential SF does. Flare just straight up doesnt count, because if your reduced to spamming Flare you are not allowed on my team.
Francis Crawford
Quote:
Originally Posted by ubermancer
Have you been injecting pure cocaine into your brain?
SF is AOE. Fireball, while AOE, has nowhere near the DPS potential SF does. Flare just straight up doesnt count, because if your reduced to spamming Flare you are not allowed on my team. Not to worry; it's been quite a while since I've used Flare in anger, except when slaughtering mergoyles for the sake of my heroes' education. Even so, giiven what I know of your manners and your reading ability, I have little interest in being on your team.
I was comparing Flare damage to Glowing Gaze damage.
As for the SF DPS -- before the benefit of HSR, one can hit with a Fireball every 9.75 seconds, ideally. One can hit with SF for damage approximately every 7.5 seconds, ideally. And guess what? Dual Attunements/Fireball leaves you both more energy and more time to throw in other AoE spells.
SF is AOE. Fireball, while AOE, has nowhere near the DPS potential SF does. Flare just straight up doesnt count, because if your reduced to spamming Flare you are not allowed on my team. Not to worry; it's been quite a while since I've used Flare in anger, except when slaughtering mergoyles for the sake of my heroes' education. Even so, giiven what I know of your manners and your reading ability, I have little interest in being on your team.
I was comparing Flare damage to Glowing Gaze damage.
As for the SF DPS -- before the benefit of HSR, one can hit with a Fireball every 9.75 seconds, ideally. One can hit with SF for damage approximately every 7.5 seconds, ideally. And guess what? Dual Attunements/Fireball leaves you both more energy and more time to throw in other AoE spells.
Enix
This is the build that I use personally and Sousuke uses it reasonably well. As long as you keep your two attunements up and cover them with Aura of Rest (pretty much its soul purpose), you can cast almost infinately. Sousuke will sometimes let his Fire and Ele attunes run out if the fights are long, but how many heavy PvE fights last over a minute anyway? I stick to AoE (that is what fire is for) and one cheap single-target spell to cast through walls and for kill-shots.
Ele Attunement {E}
Fire Attune
Aura of Rest
Immolate
Fireball
Mark of Rotgort
Liquid Flame (or other option)
Meteor Shower (Disable this skill and call it yourself - like calling in an airstrike)
Ele Attunement {E}
Fire Attune
Aura of Rest
Immolate
Fireball
Mark of Rotgort
Liquid Flame (or other option)
Meteor Shower (Disable this skill and call it yourself - like calling in an airstrike)
XvArchonvX
Quote:
Originally Posted by Francis Crawford
Quote:
Originally Posted by Francis Crawford
As for the SF DPS -- before the benefit of HSR, one can hit with a Fireball every 9.75 seconds, ideally. One can hit with SF for damage approximately every 7.5 seconds, ideally. And guess what? Dual Attunements/Fireball leaves you both more energy and more time to throw in other AoE spells.
Have you completely overlooked the armor ignoring damage from burning??? Have you also not taken into account that Fireball can miss/can be obstructed, while SF will always hit? Are you seriously having energy management issues with SF? How many more AoE spells do you need when you can almost constantly spam SF? Ever tried SF + Serpent's Quickness + Glowing Gaze + GoLE + Fire attunement?
Francis Crawford
Quote:
Originally Posted by XvArchonvX
Have you completely overlooked the armor ignoring damage from burning???
Obviously, I included Mark of Rodgort in the hypothetical build without thinking about burning at all.
OK. I'm out of this thread. Next time you guys want to flame one of my posts, please read it first, or I won't be nearly as polite as I'm being this time around. Scourgey
I use searing flames for sousuke, even with 1 elementalist it's reasonably powerful. With 2 searing flamers, damage output doesn't always increase as much as in PvP. Later on in the game when enemies have more armour decreasing the fire damage from searing flames. Still the damage output is good with multiple searing flames compared to other "nuking" ele builds.
I use sousuke with: Searing flames, glowing gaze, glyph lesser energy, meteor shower (disabled, I only manually use for boss mobs), fire attunement, extinguish (disabled, or he spams it), and the other 2 skills are free for whatever you want. I take Resurrection signet and a hex remover. Scourgey
Quote:
Originally Posted by Francis Crawford
How about
Elemental Attunement (E) Fire Attunement Mark of Rodgort Fireball Flare? This is hardly comparable to searing flames. If you want to have AOE damage with this build you'll have to get other fire damage skills which have 2-3 times casting time of searing flames, and I'm not even gonna talk about the stupidly high recharge of AOE spells that aren't searing flames. Fireball's AOE is tiny, and so is mark of rodgort. Even when "nuking" 1 mob I question whether it is as powerful as the standard searing flame builds. XvArchonvX
Quote:
Originally Posted by Francis Crawford
Obviously, I included Mark of Rodgort in the hypothetical build without thinking about burning at all.
OK. I'm out of this thread. Next time you guys want to flame one of my posts, please read it first, or I won't be nearly as polite as I'm being this time around. Yea, I overlooked Mark of Rogdort in there. >.> I didn't mean to come off as flaming you and I apologize if I came off as such. Evilsod
For my ele i've given both Heros (and myself):
Searing Flames Fireball Glowing Gaze Meteor Shower Glyph of Lesser Energy Aura of Restoration Fire Attunement Res/Cap Signet (For some reason i've stopped running a hard res... i guess its because if you actually begin to need it you've failed 75% of the time already). As for running only 1 ele. Given Zhed: Water Trident Ice Spear Ice Spikes Blurred Vision Deep Freeze Armour of Mist Water Attunement Res Sig He uses this with my warrior. Armour of Mist is there because for some reason Zhed is ALWAYS the first to die. He makes a good snarer for my Triple Chop/Cyclone Axe Warrior w/ Dunkoro as Strength of Honour/Judges Insight smiter. If you can make for some extremely high damage, who says your ele can't just hastle things while you take on the role of executioner? beanerman_99
I tend to agree with most here on the skill bar. I don't have Osouske but I do have Zhed. I have him as and Ele/Mesmer.
My idea for a hero's skill bar is like the infomercial by Ron Popeil: "Set it and Forget It!" My personal preference is not to have to micro-manage my Heroes and the use of their skills. Could be a mistake but thats how I roll That said, thats the reason I do NOT put Meteor Shower on him. He doesn't know when/who/how to cast it effectively. So I use the Searing Flames/Glowing Gaze combo. I also give him Ward of Melee and Ward Against Foes and the rest is used from the Inspiration line. I give him Power Drain and other interupts/energy steal skill. Sometimes Inspired enchantment. Oh, and a rez sig too. I tend to play around with the mesmer skills to see what works best but I always have Searing Flames, Glowing Gaze, Ward-melee and Foes and Rez. This may split up the Attribute points a bit, but I don't go too heavy on the earth line because all it needs are a few points to make the Wards effective. So far I have used him quite a bit and with my Searing Flame set up we seem to do fairly well. So far I am up to the Mission where you have to guard the spirits in the garden and kill the Harbringers with the light thingy. Captain Arne Is PRO
1. [skill]Mind Blast[/skill]
2. [skill]Fireball[/skill] 3. 4. 5. 6. 7. 8. [skill]Resurrection Signet[/skill] XvArchonvX
Quote:
Originally Posted by Evilsod
...(For some reason i've stopped running a hard res... i guess its because if you actually begin to need it you've failed 75% of the time already)...
Yea, I've gotten to where I tend to run Glyph of Sac + Rez Chant. It's a good 1 sec rez and if people are still dying then it really doesn't matter if Rez Chant has to recharge for 30 seconds. I don't think I'd ever put Glyph of Sac on a hero however since they would probably use it with something like Glowing Gaze lol.
Ensign
The AI isn't very good with Glowing Gaze (or GLE for that matter) so it tends to run out of energy fairly quickly as a solitary SF caster. But with multiples, there's more burning in general, Glowing Gaze hits more often, and the AI performs better. That is on top of the advantages of running multiple Searing Flames guys.
Peace, -CxE Francis Crawford
Quote:
Originally Posted by XvArchonvX
Yea, I overlooked Mark of Rogdort in there. >.>
I didn't mean to come off as flaming you and I apologize if I came off as such. OK. Peace. Besides, if one can't flame on this subject, when can one flame? Francis Crawford
Quote:
Originally Posted by Ensign
The AI isn't very good with Glowing Gaze (or GLE for that matter) so it tends to run out of energy fairly quickly as a solitary SF caster. But with multiples, there's more burning in general, Glowing Gaze hits more often, and the AI performs better. That is on top of the advantages of running multiple Searing Flames guys.
Peace, -CxE They can run out of energy no matter WHAT one does, in my experience. But yeah, with multiple SF casters, there are a lot of dead enemies fast. I just went on a hike in the Forum Highlands with three nuketeers and an MM (plus defensive henchies and a tank or two -- definite overkill). The enemies didn't last very long. And let me hasten to confess -- when the enemies die that fast, the theoretical benefit of Mark of Rodgort is largely obviated. One MoR MIGHT do the job of 2 or even 3 SFs, but it hardly matters. I'll revisit MoR later in the game. |