Mark of Rodgort: Mediocre at best
Thom Bangalter
It has come to my attention that many players are drawn to the skill Mark of Rodgort when playing Elementalist.
[skill=big]Mark Of Rodgort[/skill]
It seems ok at first glance, but there are a number of issues fundamentally wrong with it.
The first issue to look at is energy compared to the skill's effect. 15 energy is expensive. Energy storage helps buffer this to an extent, but key to any spell is efficiency. Certain skills at 15 energy are incredibly efficient. Blinding flash can negate well over 150+ damage (more without condition removal), heal party heals for 400+ health divided amongst 8 players. Mark of rodgort, at 15 energy, should do something equally impressive if it as good as these other 15 energy spells, right?
Unfortunately, it does not. There are a few reasons that cause this problem. The duration of the hex is excellent, 30+seconds is not bad. Unfortunately, you need to continually trigger the burning for it to be worth it. Unless the entire team build is built around the skill, it's unlikely you'll be able to trigger the skill on more than one foe consistently. You can trigger it with skills such as fireball and liquid flame, but that's dependent on 1) the hexed foes standing close enough that you can hit multiple targets with the spell, 2) that the hex is not removed on one or both of your targets. Furthermore, liquid flame is on a 15 second recharge, and fireball on a 7 second recharge, meaning that triggering multiple targets occurs incredibly infrequently for an incidental +56 damage (after 4 seconds have elapsed).
Also, getting the hex on a reasonable amount of enemies can be a a pain in the ass (for lack of a better term). The aoe effect of the hex triggers on adjacent foes only; adjacent being the absolute smallest area of effect available. With AI updates, enemy npcs space out enough to avoid that effect in most cases. Meaning at best your spending 15 energy to hex maybe 2 (more if you're lucky) enemies with a skill that hits for an incidental 56 damage if you can trigger burning on both. And Unless you're in a party with multiple elementalists and have some coordination, it is unlikely to continually trigger the burning on multiple foes for an extended period of time, which also makes the skill undesirable for pug groups.
The damage, over time, is nothing impressive either. If kept on a target for 30 seconds, that amounts to 420 damage over 30 seconds, if simply left to wanding the target over and over again (this is ignoring spells that trigger it such as flare/fireball/etc, as well as the damage from wanding). that's about 840 damage per minute. A warrior autoattacking does far more than that over the same period of time. Given the choice between a mark of rodgort elementalist and a warior, I'd take the warrior every single time.
The skill, overall, is outshined by everyone's darling Searing flames.
[skill=big]Searing Flames[/skill]
The aoe is bigger, the burning is able to hit multiple targets for 7 seconds (an effective 104 damage over time), it has a secondary effect (100+damage depending on attribute level) on the skill, and has a shorter recharge. Many people have noted using mark of rodgort on a bar with Searing flames; this seems silly, considering you already have a skill that triggers burning to a larger area for a longer time. It also requires no further upkeep, meaning you don't have to wand anything to keep them on fire. Since just about every good player I know uses a +5 energy sword, they don't have to worry about wanding anything. Additionally, with a burning-engine as efficient as searing flames, the rest of your bar should be used to get that skill off as much as possible, meaning you'll have a few additional damage skills, a rez, and then a bunch of energy management to keep the skill going. Sacrificing a skill slot for a skill that, for the sake of this argument, is a lesser version of searing flames, is a waste.
I'm sure there are many things I missed during this write-up, but I feel I covered enough bases to make my point.
[skill=big]Mark Of Rodgort[/skill]
It seems ok at first glance, but there are a number of issues fundamentally wrong with it.
The first issue to look at is energy compared to the skill's effect. 15 energy is expensive. Energy storage helps buffer this to an extent, but key to any spell is efficiency. Certain skills at 15 energy are incredibly efficient. Blinding flash can negate well over 150+ damage (more without condition removal), heal party heals for 400+ health divided amongst 8 players. Mark of rodgort, at 15 energy, should do something equally impressive if it as good as these other 15 energy spells, right?
Unfortunately, it does not. There are a few reasons that cause this problem. The duration of the hex is excellent, 30+seconds is not bad. Unfortunately, you need to continually trigger the burning for it to be worth it. Unless the entire team build is built around the skill, it's unlikely you'll be able to trigger the skill on more than one foe consistently. You can trigger it with skills such as fireball and liquid flame, but that's dependent on 1) the hexed foes standing close enough that you can hit multiple targets with the spell, 2) that the hex is not removed on one or both of your targets. Furthermore, liquid flame is on a 15 second recharge, and fireball on a 7 second recharge, meaning that triggering multiple targets occurs incredibly infrequently for an incidental +56 damage (after 4 seconds have elapsed).
Also, getting the hex on a reasonable amount of enemies can be a a pain in the ass (for lack of a better term). The aoe effect of the hex triggers on adjacent foes only; adjacent being the absolute smallest area of effect available. With AI updates, enemy npcs space out enough to avoid that effect in most cases. Meaning at best your spending 15 energy to hex maybe 2 (more if you're lucky) enemies with a skill that hits for an incidental 56 damage if you can trigger burning on both. And Unless you're in a party with multiple elementalists and have some coordination, it is unlikely to continually trigger the burning on multiple foes for an extended period of time, which also makes the skill undesirable for pug groups.
The damage, over time, is nothing impressive either. If kept on a target for 30 seconds, that amounts to 420 damage over 30 seconds, if simply left to wanding the target over and over again (this is ignoring spells that trigger it such as flare/fireball/etc, as well as the damage from wanding). that's about 840 damage per minute. A warrior autoattacking does far more than that over the same period of time. Given the choice between a mark of rodgort elementalist and a warior, I'd take the warrior every single time.
The skill, overall, is outshined by everyone's darling Searing flames.
[skill=big]Searing Flames[/skill]
The aoe is bigger, the burning is able to hit multiple targets for 7 seconds (an effective 104 damage over time), it has a secondary effect (100+damage depending on attribute level) on the skill, and has a shorter recharge. Many people have noted using mark of rodgort on a bar with Searing flames; this seems silly, considering you already have a skill that triggers burning to a larger area for a longer time. It also requires no further upkeep, meaning you don't have to wand anything to keep them on fire. Since just about every good player I know uses a +5 energy sword, they don't have to worry about wanding anything. Additionally, with a burning-engine as efficient as searing flames, the rest of your bar should be used to get that skill off as much as possible, meaning you'll have a few additional damage skills, a rez, and then a bunch of energy management to keep the skill going. Sacrificing a skill slot for a skill that, for the sake of this argument, is a lesser version of searing flames, is a waste.
I'm sure there are many things I missed during this write-up, but I feel I covered enough bases to make my point.
Anarkii
Explained well, but I wouldnt term it as bad, even though its overrated. I've used it very successfully in 2 team builds. (1) Conjure Flame Barragers with one of them running Rodgort, in multiple places...Sorrow's Furnace, Urgoz etc. (2) DoA - 2 SF Nukers + 1 Echo MS Nuker with the MS nuker using Mark of Rodgort. The MS Nuker can afford to give away a slot for it, while the SF Nukers cant, and what it does is ensure that the SF spam will result in AoE damage spikes rather than AoE Burning. This may not seem significant at first, but I go with a 2-monk, no rit, no paragon offensive team build which relies on killing them before they kill your tank - so speeding things up helps.
Thom Bangalter
I changed the title because it was a bit harsh, as it's not absolutely terrible and unplayable (as your exceptions pointed out, it's ok in narrow enviornments).
p.s. obs flesh tanks are the best in DoA.
p.s. obs flesh tanks are the best in DoA.
Kijik Oni Hanryuu
Yeah SF pnzors joo, but it's elite, mark isn't, and mark can still be used to steadily pressure a target to death, and if played right, a couple of Derv's toting fiery scythes can reap flame and blood on the battlefield.
SiegfriedDubhy
One thing about this skill is hillarious...
Earlier I've been using it waaay often, 25 energy, fast casting and recharge... with Fire Attunement, Elemental Attunement and Aura of Restoration it was quite a valuable spell, not for it's direct effect but for the 90hp Aura of Restoration can give me after using it and the attunements made sure I won't run out of energy (total cost of it was... 3 energy I think).... well ya, this build isn't the best possibility, disenchant and interrupts = death.... but without it in AB i was able to solo 5 warriors at once ^^ [I don't even want to know what kind of builds they had].
So... after Nightfall the energy cost is too low for me to be used for healing, apart from that the area effect is quite nice, but still, burning isn't as good as good ole direct dmg ^^
The point - even when they improve the skills I feel nerfed....
Earlier I've been using it waaay often, 25 energy, fast casting and recharge... with Fire Attunement, Elemental Attunement and Aura of Restoration it was quite a valuable spell, not for it's direct effect but for the 90hp Aura of Restoration can give me after using it and the attunements made sure I won't run out of energy (total cost of it was... 3 energy I think).... well ya, this build isn't the best possibility, disenchant and interrupts = death.... but without it in AB i was able to solo 5 warriors at once ^^ [I don't even want to know what kind of builds they had].
So... after Nightfall the energy cost is too low for me to be used for healing, apart from that the area effect is quite nice, but still, burning isn't as good as good ole direct dmg ^^
The point - even when they improve the skills I feel nerfed....
Scourgey
It's not a bad energy management & pressure skill if you have a fast recharging glowing gaze (e.g. a mantra of recovery mesmer). But in high level pvp, I agree .
I remember a glowing gaze, mark of rodgort, mantra of recovery, ether phantom & drain delusions build that works quite well at generating pressure.
I remember a glowing gaze, mark of rodgort, mantra of recovery, ether phantom & drain delusions build that works quite well at generating pressure.
Thom Bangalter
Quote:
Originally Posted by Kijik Oni Hanryuu
Yeah SF pnzors joo, but it's elite, mark isn't, and mark can still be used to steadily pressure a target to death, and if played right, a couple of Derv's toting fiery scythes can reap flame and blood on the battlefield.
I can't think of an elite I would rather run if speccing into fire. Hell, Searing Flames is the only reason I spec into fire at all sans pve.
Also, I'm going over mark not only from a pvp perspective but a pve one as well. It's not good in either enviornment.
Also, I'm going over mark not only from a pvp perspective but a pve one as well. It's not good in either enviornment.
Francis Crawford
Thanks. I wasn't paying attention to the differences in AoE between MoR and SF.
Except for that not so trivial detail, it would indeed be the case that MoR adds to the energy efficiency of most popular fire builds.
And should it ever be the case that even with the new AI people actually bother building groups that pin enemies down with multiple interwoven Meteor Showers, MoR will probably be a valuable part of those builds ... unless, of course, 1071 or so points of damage is already enough to kill the aforementioned enemies.
Except for that not so trivial detail, it would indeed be the case that MoR adds to the energy efficiency of most popular fire builds.
And should it ever be the case that even with the new AI people actually bother building groups that pin enemies down with multiple interwoven Meteor Showers, MoR will probably be a valuable part of those builds ... unless, of course, 1071 or so points of damage is already enough to kill the aforementioned enemies.
XvArchonvX
I have to say, that in many high level areas, where I MS can find more use than SF (or as in DoA where it finds use along with SF), I don't think there are many skills that really fit in conjunction better than Mark. Since the buff, anytime I run as a MS nuker, I always have Mark and Glowing Gaze on my bar as well. Although I admit that taking a MS nuker over a SF nuker is really only advantageous in certain areas later in the game, I don't think I'd ever run MS without Mark again unless there is some wierd skill change that nerfs it.
As for using Mark in any build without MS, then I would agree that the skill is overrated since it's not really worth using unless you can keep permanent burning on your target without having to stand there and wand them the whole time. Perhaps it would work well with Savannah Heat, but I don't think that skill has really found much use anywhere yet. Also, as said by Anarkii, R/E Barrage rangers with Conjure Flame and GoLE make good use of this skill.
I would argue however that perhaps one of the strongest nuker backlines for DoA would consist of either 1 MS nuker with Mark and 2 SF eles or 2 MS nukers with 1 SF ele. This allows the SF eles to constantly get the damage bonus from SF rather than having to spend 15 e over and over again to reapply the burning. Toss in Earthbind into the mix and you have some heavy KD with strong constand DPS and constant burning.
As for using Mark in any build without MS, then I would agree that the skill is overrated since it's not really worth using unless you can keep permanent burning on your target without having to stand there and wand them the whole time. Perhaps it would work well with Savannah Heat, but I don't think that skill has really found much use anywhere yet. Also, as said by Anarkii, R/E Barrage rangers with Conjure Flame and GoLE make good use of this skill.
I would argue however that perhaps one of the strongest nuker backlines for DoA would consist of either 1 MS nuker with Mark and 2 SF eles or 2 MS nukers with 1 SF ele. This allows the SF eles to constantly get the damage bonus from SF rather than having to spend 15 e over and over again to reapply the burning. Toss in Earthbind into the mix and you have some heavy KD with strong constand DPS and constant burning.
Symbol
Okay, I have to disagree on this one. Mark isn't a terrible skill-not great-but not terrible either. Let's look at your criticisms.
1) Cost: 15E. Considering just single target damage, you need to get about 10-13 seconds of burning for this to become more efficient than most nukes in the fire line. Absent removal this is quite doable.
2) AoE: Most nukes in fire line do not have robust AoE. So at worst MoR is in the same boat as most other fire skills. However Mark has the advantage that you only need to take advantage of the AoE once, cast it once on a (say) a bunch of NPCs training on someone and then fire away-after that it doesn't really matter if they separate out of adjacent range because they're all hexed. With a 1s cast its not so hard to take advantage of such situations as they appear.
Would it be better with nearby AoE? Of course. But the AoE does have some value as it is now.
3) Searing flames, and poor synergy thereof: Let me state for the record that I agree with you, searing flames is pretty much the only elite worth a damn in the fire line. So why would you take MoR with it?
a. Constant burning means constant 119 damage triggers (at 16 fire). Searing flames by itself does ~37.33 dps, since roughly one out of every 3 casts will serve to restart the 7 second burn. SF + MoR will do ~53.67 dps. Consider in a searing flame build you do want to mash the SF button as much as possible, which means you have very little time to cast other spells. If you want to pump up your damage further your only two options are MoR or liquid flame because the time burden they impose is small.
b. More reliable energy management with glowing gaze. It's annoying to cast GG only to have the burning run out just before it hits, in long battles you want to get that GG trigger every time. Also, GG will give you energy even if the target isn't already burning (as long as you GG a marked target), which is a nice perk.
Now that said I don't think mark is a strong skill in any sort of organized play, simply because of the prevalence of removal. But if it sticks, and if battles last a reasonable amount of time, it can be decent.
1) Cost: 15E. Considering just single target damage, you need to get about 10-13 seconds of burning for this to become more efficient than most nukes in the fire line. Absent removal this is quite doable.
2) AoE: Most nukes in fire line do not have robust AoE. So at worst MoR is in the same boat as most other fire skills. However Mark has the advantage that you only need to take advantage of the AoE once, cast it once on a (say) a bunch of NPCs training on someone and then fire away-after that it doesn't really matter if they separate out of adjacent range because they're all hexed. With a 1s cast its not so hard to take advantage of such situations as they appear.
Would it be better with nearby AoE? Of course. But the AoE does have some value as it is now.
3) Searing flames, and poor synergy thereof: Let me state for the record that I agree with you, searing flames is pretty much the only elite worth a damn in the fire line. So why would you take MoR with it?
a. Constant burning means constant 119 damage triggers (at 16 fire). Searing flames by itself does ~37.33 dps, since roughly one out of every 3 casts will serve to restart the 7 second burn. SF + MoR will do ~53.67 dps. Consider in a searing flame build you do want to mash the SF button as much as possible, which means you have very little time to cast other spells. If you want to pump up your damage further your only two options are MoR or liquid flame because the time burden they impose is small.
b. More reliable energy management with glowing gaze. It's annoying to cast GG only to have the burning run out just before it hits, in long battles you want to get that GG trigger every time. Also, GG will give you energy even if the target isn't already burning (as long as you GG a marked target), which is a nice perk.
Now that said I don't think mark is a strong skill in any sort of organized play, simply because of the prevalence of removal. But if it sticks, and if battles last a reasonable amount of time, it can be decent.
kess
Why use MoR? Well, it's an energy management skill with GG
Let say you have fire attunement on,
you put MoR hex on the target (cost 15e get 6e back), then cast GG(cost 5e, get 12e back), then you spam 2 SF (cost 30e, get 12e back), cast GG again. The target and foe(s) adj to him will definitely almost dead and you still have almost full energy in your bar.
Then cycle through the next target on and on.
Let say you have fire attunement on,
you put MoR hex on the target (cost 15e get 6e back), then cast GG(cost 5e, get 12e back), then you spam 2 SF (cost 30e, get 12e back), cast GG again. The target and foe(s) adj to him will definitely almost dead and you still have almost full energy in your bar.
Then cycle through the next target on and on.
Sophitia Leafblade
MoR works wonders on Bosses when combined with other skills, eg. Meteor shower, or flare spam, or even with congeur flame and simple wand attacks for long burning periods.
XvArchonvX
Quote:
Originally Posted by kess
Why use MoR? Well, it's an energy management skill with GG
Let say you have fire attunement on,
you put MoR hex on the target (cost 15e get 6e back), then cast GG(cost 5e, get 12e back), then you spam 2 SF (cost 30e, get 12e back), cast GG again. The target and foe(s) adj to him will definitely almost dead and you still have almost full energy in your bar.
Then cycle through the next target on and on. One be better off using Immolate with GG than using something like MoR if they only want to be able to set a foe on fire in order to use GG. That said, SF is probably the best skill to use with GG.
@ Sophitia Leafblade:
Flame spam is a pretty big waste of energy for a very low dps. Why wand your target when you can be casting a spell on it that will do damage (i.e. SF)?
I guess this is to say that I understand why many situations don't merit the use of MoR, but I do think that it really shines in a MS build.
Let say you have fire attunement on,
you put MoR hex on the target (cost 15e get 6e back), then cast GG(cost 5e, get 12e back), then you spam 2 SF (cost 30e, get 12e back), cast GG again. The target and foe(s) adj to him will definitely almost dead and you still have almost full energy in your bar.
Then cycle through the next target on and on. One be better off using Immolate with GG than using something like MoR if they only want to be able to set a foe on fire in order to use GG. That said, SF is probably the best skill to use with GG.
@ Sophitia Leafblade:
Flame spam is a pretty big waste of energy for a very low dps. Why wand your target when you can be casting a spell on it that will do damage (i.e. SF)?
I guess this is to say that I understand why many situations don't merit the use of MoR, but I do think that it really shines in a MS build.
kess
Quote:
Originally Posted by XvArchonvX
One be better off using Immolate with GG than using something like MoR if they only want to be able to set a foe on fire in order to use GG. That said, SF is probably the best skill to use with GG.
Well, why use immolate where you only set the target burning for only 3 sec then whenever you want to cast GG you have to cast immolate first.
Where you can cast GG on the target hexed with MoR continuously to gain back energy (especially if you use it with serpent quickness).
Where you can cast GG on the target hexed with MoR continuously to gain back energy (especially if you use it with serpent quickness).
Francis Crawford
Immolate/GG isn't a huge energy-gaining engine. (It's a net gain of 1 energy if I did the arithmetic correctly.) It's more like two shots of damage for free, every 7 seconds. (HSR is unlikely to apply if you're keeping the two skills synced.)
GG/MoR is better, of course, ASSUMING you get a number of GG shots in for each MoR. That depends on whether targets stay alive, whether there's another one after the first one dies, whether they dehex (unusual in PvE, actually), whether they're bosses who have the hex end early, etc.
Let's say you get 4 GGs in for each MoR. That's 35 gross energy spent, 40 energy returned from GG, 13 energy returned from Fire Attunement, 212 points of damage caused, and 16 seconds of burning caused for 224 more points of life loss. 5 GG -- which is about all you can hope for in half a minute even with HSR weapons, makes it a net gain of 25 energy, plus 280 points of burning and 265 points of damage. The energy part is exactly like a GoLE. So the question is how good you think GoLE is, and how you think 32 seconds of burning/minute plus a few hundred points of damage is as a use of a skill slot.
Oh yes -- you can get bonus burning from giving your hero physical damagers fire weapons ... and you probably get a very small amount of burning from wanding by the henchie/hero monks.
GG/MoR is better, of course, ASSUMING you get a number of GG shots in for each MoR. That depends on whether targets stay alive, whether there's another one after the first one dies, whether they dehex (unusual in PvE, actually), whether they're bosses who have the hex end early, etc.
Let's say you get 4 GGs in for each MoR. That's 35 gross energy spent, 40 energy returned from GG, 13 energy returned from Fire Attunement, 212 points of damage caused, and 16 seconds of burning caused for 224 more points of life loss. 5 GG -- which is about all you can hope for in half a minute even with HSR weapons, makes it a net gain of 25 energy, plus 280 points of burning and 265 points of damage. The energy part is exactly like a GoLE. So the question is how good you think GoLE is, and how you think 32 seconds of burning/minute plus a few hundred points of damage is as a use of a skill slot.
Oh yes -- you can get bonus burning from giving your hero physical damagers fire weapons ... and you probably get a very small amount of burning from wanding by the henchie/hero monks.
Dutch Masterr
mark of rodgort is definatley better than searing flames IF you use it with fire attunement AND elemental attunement----the two attunements together gives you unlimited energy, making all skills cost about 2 energy. you can spam this over and over and over again and have 90% energy left. mark of rodgort is extrmely effective by only casting it on a target and then spamming flare. its a great skill. compared to searing flames, it *bassically* does the same thing, except MoR isnt elite and it has a recharge of 5. you can even use glowing glaze with it like you would with searing flames.
Francis Crawford
Of course, there's also the possibility of going Dual Attunement AND taking the GG/MoR engine. But I haven't figured out what to do with all that energy that makes sense. Although I did head out from Beetletun with a comedy build that used the energy to power Animate Bone Minions ... Probably there's a boss or three somewhere on the continents that could seriously be farmed that way, come to think of it, but offhand I don't know where they would be.
Symbol
Quote:
mark of rodgort is definatley better than searing flames IF you use it with fire attunement AND elemental attunement----the two attunements together gives you unlimited energy, making all skills cost about 2 energy. you can spam this over and over and over again and have 90% energy left. mark of rodgort is extrmely effective by only casting it on a target and then spamming flare. its a great skill. compared to searing flames, it *bassically* does the same thing, except MoR isnt elite and it has a recharge of 5. you can even use glowing glaze with it like you would with searing flames.
This is idiotic. Do you seriously think flare + MoR is at all comparable to searing flames?I mean, I don't think MoR is a horrible skill, but searing flames is the best direct damage skill in the history of GW.
Dr Strangelove
Quote:
Originally Posted by Dutch Masterr
Quote:
Originally Posted by Dutch Masterr
mark of rodgort is extrmely effective by only casting it on a target and then spamming flare. its a great skill. compared to searing flames, it *bassically* does the same thing, except MoR isnt elite and it has a recharge of 5. you can even use glowing glaze with it like you would with searing flames.
Ok, by casting mark of rodgort then spamming flare you gain low DPS from flare along with constant burning on one target. Searing flames provides constant burning in a large AoE along with big chunks of AoE damage. They're almost the same in the same way that parasitic bond of reapers mark are almost the same, being that they both cause degen.
Mark of rodgort really shines when your physicals bring fiery weapons, letting them cause burning all day long while you do more valuable things than flare spamming to trigger the burning. I suppose it works in a MS build too, but if you've already managed to get everything standing in 3-4 meteor showers, do you really need the extra damage from burning? Symbol
MoR actually comboes well with searing flames, as I've mentioned above. It becomes less valuable as you add more SF eles to the team, but if you only have one it can add a pretty substantial chunk of damage.
Enko
Mark of Rodgort is useful with Glowing Gaze as even if the enemy is not burning, the energy gain from Glowing Gaze will trigger if they're hexed.
When used with Searing Flames, it means every 4th cast won't be wasted to renew the burning. For a 1 second cast hex that last over 30 seconds, this can be fairly useful. With a Searing Flames build anyways, what other skills are you using? I had extra space and Mark was the best option I could find since other damage spells aren't really needed. kess
I usually brings AoR and serpent quickness along with MoR,GG, SF and Fire Attunement.
Probably add liquid flame/fireball just an extra skill to use if you are bored with spmming SF all the time. Glyph of elemental power if you want to boost your dmg output. pingu666
its a nice skill to use now, if u dont have SF, you may aswell spam sf twice instead...
the good thing about the burning, it gets around armour, so against high al targets the spike vs burning damage favours it more... jacen110091
Umm... I'd like to point out that to players like me who DO NOT have Nightfall yet, MoR is an invaluable skill in any Pyro build!
Used with MS as stated above . . Or even in situations where you run out of energy (seriously, I must be horrid at e-management) using MoR and then wanding away at the enemy is a good way to keep contributing to a PVE group's success . . And finally, used in conjunction with one of my fav fire magic spells (also one that is VERY underrated here) . . Lava Font! As a backline caster, I stand next to my monk(s) and nothing gets enemy AI to run away from us faster than burning while taking over 50 points of base dmg per second (usually 35 with their AL, but even so) Easy to cast/recast, and keeps pressure off the backlines!! Amok Affinity
i think it's kind of mean for you to compare poor old Mark to our shiny new SF, to be honest :P
compare mark to fire non-elites, at least. it's definitely not "something for all ocassions", but it has value situationally especially among the rather piddly fire non-elites (and even the fire elites that arent sf, heh!). i don't understand mark+flare at all (or the point of even bringing flare), but mark+wand is constant burning for as long as you're wanding away (and that could be a fairly decent amount of time in the grand scheme of things, pre-SF/GG spam.) p.s. mob ai has changed however mob groups still bunch once you approach their vicinity, and that is marking prime time. p.p.s. not trying to sell you on marks uber ownageness here , but it isn't assy at all. Lord Oranos
Im prolly gonna get flamed for this but, oh well... Ive been using Mind Blast and GG with MoR, its not spectacular, but its decent.
LightningHell
I don't get why you want to spec into Fire for something other than SF. There are better options, if SF doesn't take care of it.
XvArchonvX
Quote:
Originally Posted by LightningHell
I don't get why you want to spec into Fire for something other than SF. There are better options, if SF doesn't take care of it.
SF does more dps, but in many areas later on in the game, the KD from MS can be more advantageous than simple damage and burning.
Symbol
There's nothing preventing you from taking both. You should be able to fit GoS + Meteor shower onto a SF bar. Or if the KD is all you want-you could save a slot and take gale.
XvArchonvX
Quote:
Originally Posted by Symbol
There's nothing preventing you from taking both. You should be able to fit GoS + Meteor shower onto a SF bar. Or if the KD is all you want-you could save a slot and take gale.
If you use this option then you only get one MS every 120 seconds. Gale only gives one KD to one enemy at the cost of exhaustion. A GoR or Echo MS nuker gets near constant AoE kd. Imho, in high level areas such as DoA, a good backline will have at least one echo/renewal MS nuker and one SF ele. For normal PvE usage, I think that there are some areas where a MS nuker can hold an advantage, even though admittedly, a SF ele is frequently the better choice in most situations.
Thom Bangalter
I'm pretty sure Black Mischief, the person I know furthest in DoA, does not use a renewal nuker. He does, however, use two searing flames eles, and I believe both have aegis. Echo nuking/renewal nuking almost always leaves you with no utility, and I'd rather have aegis chains than meteor shower chains.
ArianeB
I occasionally throw in MoR on my build because my heroes all have fiery weapons. Acolyte Jin has a fiery recurve bow/Barrage, Tahlkora has a divine wand that does fire damage and Koss has a FDS, so MoR sets the bad guys on fire for a while and therefore SF spamming does max damage.
Thom Bangalter
Quote:
Originally Posted by ArianeB
I occasionally throw in MoR on my build because my heroes all have fiery weapons. Acolyte Jin has a fiery recurve bow/Barrage, Tahlkora has a divine wand that does fire damage and Koss has a FDS, so MoR sets the bad guys on fire for a while and therefore SF spamming does max damage.
I should've been more explicit in the original post, but an example like this is possibly the only time when MoR is worth the payoff. If everyone in the build conveniently has fire weapons, I'm all for it, because then the effect is more guaranteed on multiple targets.
Francis Crawford
Good point on the hero weapons.
Since heroes can't weapon-swap, vampiric and zealous weapon have some disadvantages for them. So giving them elemental weapons isn't all bad. Batou of Nine
i have been experimenting with this skill in PvE.
Despite it being true that its efficiency as well as AoE affect are hardly noteworthy, i have found ways to use MoR fairly well. First off, i love synergizing my Hero builds with my own. My first example is myself as a Sandstorm + other earth AoE spells spammer, an ele hero as a water ele for mass snares who also uses either Water Trident to KD foes trying to escape from my Earth AoE or i make him hybrid water snares + earth wards along with Unsteady Ground [e], so that foes attacking inside my Earth AoE are Kd'd, snared and taking extra dmg FOR attacking all on top of the constant AoE dmg. Using an FoC necro hero with this build is just... for fun, and yet works great! Anywhoo, using that as an example, i tried using the same method but being a fire AoE user. Tenai's Heat, Searing Heat, Savannah Heat [e], etc. Coupling that with MoR works quite well. Since most foes will most often be water snared, this usually also keeps many of them near eachother, if not adjecent. This allows MoR to be caste and affect multiple targets quite well. Then i start laying down my AoE fire spells on random targets in the group and this way i cover a large area for consistent fire dmg. So now they are snared, often Kd'd and burning and taking AoE fire dmg. Sounds good to me! And even better, even if the snares wear off, they will run back and forth through the fire AoE areas, constantly triggering MoR... AFter all this mass dmg, i am doing more then just dmg, i am protecting my casters keeping the Ai on the constant move back and forth, allowing my heros to not only inflict critical hits, but also taking time away from foes to caste spells or attack. Energy management you ask? The attunement of that element + Glyph of Lesser Energy i find to be all i need for most builds. Obviously using GoLe for the 25 en skills, and the attunement giving me moderate returns on the 15 en skills. Keeps me affloat for several minutes at a time. Not convinced? Fine take the Blood henchy, or throw BR on a hero, and your set... Whats my overall point? For the average user, ya MoR is inefficient. You wanna know WHY Searing Flames [e] is so popular? Its a no brainer skill, no thinking involved, hardly any pre-setup needed, completely spammable, incredibly easy to manage and maintain, and honestly, the average player is NOT a thinking/creative player. The average player is cookie cutter, and that is just the plain fact. This is not to be bashing, but just to show what a little ingenuity, creativity, and good ol' thinking does for the average "not so great" skill. I play this game because of the incredibly open-endedness for creativity in builds in this game, and i love the fact that i can take any skill and squeeze it into a build and have it be effective in some way... Btw, congrats if you were able to read through that wall of text! teehee! I'll prolly get flamed on my build examples, or my rant-ish commentary... but umm, ya... cheers Grammar
Sorry folks, I gave it a second spin this weekend, and I just don't think MoR has any place in a SF bar.
Many people talk up the benefit of not having to restart the burning after 7 seconds, which they claim allows for more SF hits on a target. This is incorrect. The truth is, you break even almost every time (in terms of # of SF hits per target), with bosses being the occasional exception. MoR does not start the burning. Therefore, after casting MoR, you will need to cast SF (or GG) to start the burning before you can get your first SF hit in. That's 3 casts right there; instead of the normal 2 casts (start burning + first hit) if you were to use only SF. By cast #3, the SF-only Ele will already be on SF hit #2, while the SF+MoR Ele will only be on SF hit #1. Obviously, if the target lives longer than 7 seconds, the SF-only Ele will need to waste one of their SF casts to restart the burning whereas the SF+MoR Ele will not. But all that does is bring the 2 Ele's back even again (in terms of # of SF hits on that target in the same amount of time). The SF+MoR Ele does not gain an advantage unless the target lives longer than 14 seconds, which is an eternity for a focus-fired, non-boss monster. If for some reason this happens, then the SF+MoR Ele gains a slight advantage.......however, this rare advantage is laughable when you consider the following three factors: 1. It's just that, a RARE advantage. 2. This one's obvious.....it uses up a precious skill slot! 3. The AoE ranges don't sync up. SF is "nearby" while MoR is only "adjacent", meaning that most of the time (when you only need to restart the burning once), the SF+MoR Ele doesn't even break even with the SF-only Ele in number of hits on "nearby" foes (only breaks even on "adjacent" foes). MoR is just a terrible skill for a SF Ele. It would agree that it's a nice skill for non-SF Eles (like MS) and Barrage Rangers and such, but not for a SF Ele. Personally I prefer to keep MS (40 second recharge with SQ) or a utility skill on my bar with that slot. Symbol
Your analysis is incorrect because the number of casts is not important, it's the time overhead. MoR simply delays the start of the SF onslaught by 1.75 secs, the longer the battle, the less important this delay becomes. If you have to recast it during a fight, you can always interleave it between SF casts with minimal penalty.
And frankly, if everything is dying in <= 7secs than what to put in that last slot on your bar is hardly important. Over a long time period MoR adds some ~16 dps. For other fire spells that number is <14 dps since some of them do damage through burning which is superfluous with MoR. So if you consider MoR terrible on a SF bar, then you must also consider it terrible in combination with every other fire spell, because the benefit is strictly less than what you get with SF. Thom Bangalter
Quote:
Originally Posted by Symbol
So if you consider MoR terrible on a SF bar, then you must also consider it terrible in combination with every other fire spell, because the benefit is strictly less than what you get with SF.
I do.
Xeones The Great
:agree:
Francis Crawford
Truth be told, I haven't found a way to use MoR effectively in SF builds.
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