Savannah Heat for DoA
sage tank
I'm tired of people yelling glf nuke then I go in and they ask me to do searing.
People should be able to see the damage thats inflicted by their allies so they'll realize, searing heat is Not that great on those high level enemy. I only do around 60 damage per foe after burning and it would take over 10 spell to kill someone.
However, if you echo savannah heat, the damage out come will be much greater, here is my combo as a r4 fire ele
echo
savanhaaing heat
glyph of sac
MS
gylph of elemental power
echoed savannahing heat
The combo does over 600 armor ignoreing damage, because of the lb rank, the damage also increase, so instead of damage starting from 21, 42, 63, 84 to 105, it gets modified to
25,50,75,100,125, one spell will inflict about 400 armor ignoring damage if foe is snared, which the job gets done with a sacced MS.
ANY mob would be dead once i elemental up my second echoed savannahing heat because the damage will start at 29 and go up,
This is very energy manageable once you get fire attuenment and glyph of lesser energy, here is my build(when group ask for 2 searing flame ele I have to pretend i'm searing then switch build back right before leaving... I hate people saying zomg you have no searing flame!!)
12+3+1 Fire magic
12+1 e storage
Echo
Savannahing Heat
Glyph of sac
MS
Glyph of elemental power( this one is optional preference)
Glyph of lesser energy
FIre Atturnment
Res
People should be able to see the damage thats inflicted by their allies so they'll realize, searing heat is Not that great on those high level enemy. I only do around 60 damage per foe after burning and it would take over 10 spell to kill someone.
However, if you echo savannah heat, the damage out come will be much greater, here is my combo as a r4 fire ele
echo
savanhaaing heat
glyph of sac
MS
gylph of elemental power
echoed savannahing heat
The combo does over 600 armor ignoreing damage, because of the lb rank, the damage also increase, so instead of damage starting from 21, 42, 63, 84 to 105, it gets modified to
25,50,75,100,125, one spell will inflict about 400 armor ignoring damage if foe is snared, which the job gets done with a sacced MS.
ANY mob would be dead once i elemental up my second echoed savannahing heat because the damage will start at 29 and go up,
This is very energy manageable once you get fire attuenment and glyph of lesser energy, here is my build(when group ask for 2 searing flame ele I have to pretend i'm searing then switch build back right before leaving... I hate people saying zomg you have no searing flame!!)
12+3+1 Fire magic
12+1 e storage
Echo
Savannahing Heat
Glyph of sac
MS
Glyph of elemental power( this one is optional preference)
Glyph of lesser energy
FIre Atturnment
Res
Dr Strangelove
Uh... I'm about 90% sure that Savannah heat doesn't ignore armor.
Secondly, people are probably a little unhappy about Savannah heat because it scatters aggro and deals crap damage compared to searing flames.
MS deals 357 damage in adjacent range, assumign enemies stand in it for 9 seconds. 400 damage reduced by armor is pretty crappy too, especially when there's about zero chance that enemies will stand in it for the full duration. If you really feel you must bring a pulsing AoE, bring sandstorm, it's vastly better.
Your uber combo also requires an ungodly recharge time and completely kills your energy, whereas a SF ele can spam away all day long, and deal more damage to boot.
Finally, it's pretty lame to lie about your build so you can get into groups. How happy would you be if one of your monks lied about being a WoH when in fact he was a smiter?
Secondly, people are probably a little unhappy about Savannah heat because it scatters aggro and deals crap damage compared to searing flames.
MS deals 357 damage in adjacent range, assumign enemies stand in it for 9 seconds. 400 damage reduced by armor is pretty crappy too, especially when there's about zero chance that enemies will stand in it for the full duration. If you really feel you must bring a pulsing AoE, bring sandstorm, it's vastly better.
Your uber combo also requires an ungodly recharge time and completely kills your energy, whereas a SF ele can spam away all day long, and deal more damage to boot.
Finally, it's pretty lame to lie about your build so you can get into groups. How happy would you be if one of your monks lied about being a WoH when in fact he was a smiter?
Evilsod
The enemies don't like standing in it for that long so its never truly as effective as you'd like. It only lasts 5 seconds too.
Sandstorm on the other hand. Lasts 10 seconds. Having no ele in DoA atm i can only guess as to how much damage it actually does. But from using 2 lvl18 Earth Sandstorm Heros i can see it does a decent amount. If you can get it working with QZ/EW to make it up very often, you get a very potent AoE attack.
Oh and theres 1 awesome part about Searing Flames that many of you seem to forget.
Searing Flames + They're On Fire = 1/2 damage from most foes. Just take 2 Searing Flames heros and Morgahn against Rain of Terror mobs. They can barely scratch you. Wonder why people don't use that skill more often in DoA...
Sandstorm on the other hand. Lasts 10 seconds. Having no ele in DoA atm i can only guess as to how much damage it actually does. But from using 2 lvl18 Earth Sandstorm Heros i can see it does a decent amount. If you can get it working with QZ/EW to make it up very often, you get a very potent AoE attack.
Oh and theres 1 awesome part about Searing Flames that many of you seem to forget.
Searing Flames + They're On Fire = 1/2 damage from most foes. Just take 2 Searing Flames heros and Morgahn against Rain of Terror mobs. They can barely scratch you. Wonder why people don't use that skill more often in DoA...
Ozric
Well the OP does have a strong point in using Savannah which has been discussed before. Searing Flames is nice considering it's a 'sticky nuke' and causes burning, but the damage output on these hi armor mobs is less than what I'd expected. Additionally, in City of Torc'qua, where every skill activation costs another 2 energy, it's difficult to maintain energy even with the help from Glowing Gaze/GoLE.
I think there is some mileage here using an echoed or renewaled SH on a snared mob, be it a snare from Shared Burden, Deep Freeze or perhaps an Earthbind on a MS'd mob. Hadn't tested it yet but it could be looked into.
I think there is some mileage here using an echoed or renewaled SH on a snared mob, be it a snare from Shared Burden, Deep Freeze or perhaps an Earthbind on a MS'd mob. Hadn't tested it yet but it could be looked into.
trialist
Quote:
Originally Posted by sage tank
12+3+1 Fire magic
12+1 e storage
Echo
Savannahing Heat
Glyph of sac
MS
Glyph of elemental power( this one is optional preference)
Glyph of lesser energy
FIre Atturnment
Res Firstly, i'm sure you meant arcane echo instead of echo since you can't use 2 elites.
Next, the problem with using savannah heat in DoA is that it isn't as flexible as a sf/ms ele. Without even considering the damage, using your skillset means that that you pretty much need aggro to be held by the tank and only then will you be able to do your damage. However as many who have been down in DoA will attest, sometimes shit happens and aggro breaks (using savannah heat helps break aggro too). In which case, what can your skillset do against a moving foe? The lone bugger who broke aggro and is charging towards you? You can't concentrate fire like a sf/ms ele can and bring down the loner since you can only hit stationary targets and with that bugger raging your backlines, it'll be gg or a forced retreat before long.
Oh and as for the the city, who does that place without a BIP anyways?
12+1 e storage
Echo
Savannahing Heat
Glyph of sac
MS
Glyph of elemental power( this one is optional preference)
Glyph of lesser energy
FIre Atturnment
Res Firstly, i'm sure you meant arcane echo instead of echo since you can't use 2 elites.
Next, the problem with using savannah heat in DoA is that it isn't as flexible as a sf/ms ele. Without even considering the damage, using your skillset means that that you pretty much need aggro to be held by the tank and only then will you be able to do your damage. However as many who have been down in DoA will attest, sometimes shit happens and aggro breaks (using savannah heat helps break aggro too). In which case, what can your skillset do against a moving foe? The lone bugger who broke aggro and is charging towards you? You can't concentrate fire like a sf/ms ele can and bring down the loner since you can only hit stationary targets and with that bugger raging your backlines, it'll be gg or a forced retreat before long.
Oh and as for the the city, who does that place without a BIP anyways?
sage tank
Quote:
Originally Posted by Dr Strangelove
Uh... I'm about 90% sure that Savannah heat doesn't ignore armor.
Secondly, people are probably a little unhappy about Savannah heat because it scatters aggro and deals crap damage compared to searing flames.
MS deals 357 damage in adjacent range, assumign enemies stand in it for 9 seconds. 400 damage reduced by armor is pretty crappy too, especially when there's about zero chance that enemies will stand in it for the full duration. If you really feel you must bring a pulsing AoE, bring sandstorm, it's vastly better.
Your uber combo also requires an ungodly recharge time and completely kills your energy, whereas a SF ele can spam away all day long, and deal more damage to boot.
Finally, it's pretty lame to lie about your build so you can get into groups. How happy would you be if one of your monks lied about being a WoH when in fact he was a smiter?
.... 90%? and you come tell me about it...... Guess what I did a test on temple of balthazar as soon as i got the skill and do u know what i see? armor ignoring damage. so it IS 400 damage if the mob stay in that position.
Secondly, people are probably a little unhappy about Savannah heat because it scatters aggro and deals crap damage compared to searing flames.
MS deals 357 damage in adjacent range, assumign enemies stand in it for 9 seconds. 400 damage reduced by armor is pretty crappy too, especially when there's about zero chance that enemies will stand in it for the full duration. If you really feel you must bring a pulsing AoE, bring sandstorm, it's vastly better.
Your uber combo also requires an ungodly recharge time and completely kills your energy, whereas a SF ele can spam away all day long, and deal more damage to boot.
Finally, it's pretty lame to lie about your build so you can get into groups. How happy would you be if one of your monks lied about being a WoH when in fact he was a smiter?
.... 90%? and you come tell me about it...... Guess what I did a test on temple of balthazar as soon as i got the skill and do u know what i see? armor ignoring damage. so it IS 400 damage if the mob stay in that position.
Hyprodimus Prime
Did you try on the 60AL guy? (just a thought)
sage tank
nvm i tested out again it was different damage, i'm curious was it changed? I swear to god when NF first came out it WAS armor ignoring...
Hyprodimus Prime
Probably because you tested it on the 60AL guys. if his armor is 60AL, then what ever damage he gets....he gets. If its 80AL, he gets more protection, so maybe a 100 damage spell deals only 75 to that target. If you have less than 60AL then you will do more damage. An armor ignoring spell like Teinai's Crystals will do the same damage to both low level armor and high level. The only place you will see armor above 60AL is the first 4 targets when you eneter the isle of the nameless. 2 are 60AL the other 2 are 80AL and 100AL. the standar armor in GW is 60AL. And 60AL is how the attacks and spell damage are based. You might have used SH on the big AoE mob to the left as you enter when you got 400.
Riotgear
Quote:
Originally Posted by sage tank
nvm i tested out again it was different damage, i'm curious was it changed? I swear to god when NF first came out it WAS armor ignoring...
No, it wasn't. The description even suggests it's not, but it's always been fire damage.
Though you could POSSIBLY get some mileage out of it by packing Deep Freeze, assuming you can mitigate DF's huge energy cost. The bigger problem is the cooldown though. 20 sec, whereas SF causes perma-burning and boatloads of fire damage, and gets free energy from glowing to keep it up. In DoA, keeping it up is key. Although Burning isn't that hard to keep going with MOR, really.
Though you could POSSIBLY get some mileage out of it by packing Deep Freeze, assuming you can mitigate DF's huge energy cost. The bigger problem is the cooldown though. 20 sec, whereas SF causes perma-burning and boatloads of fire damage, and gets free energy from glowing to keep it up. In DoA, keeping it up is key. Although Burning isn't that hard to keep going with MOR, really.
XvArchonvX
Idk, but personally I think the strongest ele backline would be 2 renewal nukers with Mark of Rogdort and 1 Searing Flame nuker along with an ele using Earthbind. The net result would be enemies that are under heavy KD, constant burning, and high dps.
Sandstorm is good in theory, but doesn't have the same aggro control that dual MS does. It also won't do as much damage if enemies are running around in it instead of attacking through it.
Sandstorm is good in theory, but doesn't have the same aggro control that dual MS does. It also won't do as much damage if enemies are running around in it instead of attacking through it.
Thom Bangalter
Mark of rodgort is crap, and apparently I'm going to have to keep pointing that out to people over and over again.
Sandstorm is a perfectly viable skill, mostly because then you're speccing into a good attribute, and can bring wards.
eles are midline, btw.
Sandstorm is a perfectly viable skill, mostly because then you're speccing into a good attribute, and can bring wards.
eles are midline, btw.
Francis Crawford
Quote:
Originally Posted by Thom Bangalter
Mark of rodgort is crap, and apparently I'm going to have to keep pointing that out to people over and over again.
Maybe you should explain WHY it is crap.
That used to be obvious just from reading the skill description, but after the buff it isn't nearly as obvious any more. Now that it's AoE, Mark of Rodgort can, at least in THEORY, more than double the life loss from Meteor Shower/Fireball/Liquid Flame, or double the damage (not the total life loss) from Searing Flames.
So please be so kind as to explain a little about what you see as the disconnect between theory and practice.
That used to be obvious just from reading the skill description, but after the buff it isn't nearly as obvious any more. Now that it's AoE, Mark of Rodgort can, at least in THEORY, more than double the life loss from Meteor Shower/Fireball/Liquid Flame, or double the damage (not the total life loss) from Searing Flames.
So please be so kind as to explain a little about what you see as the disconnect between theory and practice.
Hyprodimus Prime
IMHO, burning is the best condition out there, the downside is that it usually lasts for a short time only. MoR extends it as long as you keep attacking with a fire wep or fire nuke. I like how it effects multiple enemies so even if they scatter after you do Firestorm or whatever one them, a warrior or ranger can still keep burning on them. 10s of burning =140 armor ignoring damage.
Batou of Nine
Sigh*
As wrong as the OP is about the TYPE of damage that Savannah Heat deals, he IS 100% correct about how cookie cutter DoA is. This realm has been open for what? 2 weeks or so? And its already so streamlined-cookiecutter...
All i gotta say is Sandstorm Earth ele + Water Ele + FoC Necro = some pwnage fun. Try it out. And SF being more flexible? No, any build can last a long amount with the right thinking and good energy management. With its built-in skill for energy management, MAYBE it can last a few seconds longer then others, but frankly, its hard dmg is CRAP to high AL targets. Burning is its only saving grace...
Overall, the OP's point remains. Too many cookie cutter thinking robots, not enough out-of-the-box thinkers. Same ol' story however, thats pretty much how this game's meta game is and will always be, PvE and PvP. Oh well, i guess for those that ARE creative thinkers will just have to keep to themselves, or suffer the wrath of the cookie cutter flamers! rar!
cheers!
As wrong as the OP is about the TYPE of damage that Savannah Heat deals, he IS 100% correct about how cookie cutter DoA is. This realm has been open for what? 2 weeks or so? And its already so streamlined-cookiecutter...
All i gotta say is Sandstorm Earth ele + Water Ele + FoC Necro = some pwnage fun. Try it out. And SF being more flexible? No, any build can last a long amount with the right thinking and good energy management. With its built-in skill for energy management, MAYBE it can last a few seconds longer then others, but frankly, its hard dmg is CRAP to high AL targets. Burning is its only saving grace...
Overall, the OP's point remains. Too many cookie cutter thinking robots, not enough out-of-the-box thinkers. Same ol' story however, thats pretty much how this game's meta game is and will always be, PvE and PvP. Oh well, i guess for those that ARE creative thinkers will just have to keep to themselves, or suffer the wrath of the cookie cutter flamers! rar!
cheers!
Thom Bangalter
Quote:
Originally Posted by Francis Crawford
Maybe you should explain WHY it is crap.
That used to be obvious just from reading the skill description, but after the buff it isn't nearly as obvious any more. Now that it's AoE, Mark of Rodgort can, at least in THEORY, more than double the life loss from Meteor Shower/Fireball/Liquid Flame, or double the damage (not the total life loss) from Searing Flames.
So please be so kind as to explain a little about what you see as the disconnect between theory and practice. done as per request.
http://www.guildwarsguru.com/forum/s...php?t=10087588
That used to be obvious just from reading the skill description, but after the buff it isn't nearly as obvious any more. Now that it's AoE, Mark of Rodgort can, at least in THEORY, more than double the life loss from Meteor Shower/Fireball/Liquid Flame, or double the damage (not the total life loss) from Searing Flames.
So please be so kind as to explain a little about what you see as the disconnect between theory and practice. done as per request.
http://www.guildwarsguru.com/forum/s...php?t=10087588
trialist
Quote:
Originally Posted by Batou of Nine
And SF being more flexible? No, any build can last a long amount with the right thinking and good energy management. With its built-in skill for energy management, MAYBE it can last a few seconds longer then others, but frankly, its hard dmg is CRAP to high AL targets. Burning is its only saving grace...
I guess you are misintepreting what i meant. Flexible in the sense of being able to handle moving and stationary targets, not in any other sense. The OP's posted build screams "screwed" once any aggro breaks away from the tanker for whatever reason, since he won't even do a quarter of his damage against a moving foe.
dgb
Quote:
Originally Posted by Hyprodimus Prime
IMHO, burning is the best condition out there,.
Blind...
Dazed...
Crippled...
Disease...
Dazed...
Crippled...
Disease...
NinjaKai
Looking past the build at your existing problem. Start a group or do quests, missions, etc; with frieds or guildies. They generally trust your judgement as far as what build you choose.