Which fire staff?
iamthescooter
Ok guys, I have all 4 of the green fire ele staffs(amazingly I only bought one) but of the four which is the best
Rago's Flame Staff
Energy plus 10
Halves Spell recharge (20%)
Halves Casting Time of Fire Spells (20%)
Energy plus 5
Enchants last 20% longer
Koosun's Fire Staff
Energy plus 10
Halves Spell Recharge
Halves Casting Time
Health plus 30
Health plus 30
Exuro's Will
Energy plus 10
Halves Spell Recharge
Energy plus 5 (over 50% health)
Health plus 30
Health plus 30
Staff of the Forgotten
Energy plus 15
Halves Spell Recharge
Energy plus % (over 50% health)
Energy plus 5
Health plus 30
Right now I use the Staff of the Forgotten (Fore all the extra energy) until I go down to 50 health or get 30% death penalty then i switch to Exuros Will for the Health bonus and still gives me a bit more energy. Please leave whatever you think.
Rago's Flame Staff
Energy plus 10
Halves Spell recharge (20%)
Halves Casting Time of Fire Spells (20%)
Energy plus 5
Enchants last 20% longer
Koosun's Fire Staff
Energy plus 10
Halves Spell Recharge
Halves Casting Time
Health plus 30
Health plus 30
Exuro's Will
Energy plus 10
Halves Spell Recharge
Energy plus 5 (over 50% health)
Health plus 30
Health plus 30
Staff of the Forgotten
Energy plus 15
Halves Spell Recharge
Energy plus % (over 50% health)
Energy plus 5
Health plus 30
Right now I use the Staff of the Forgotten (Fore all the extra energy) until I go down to 50 health or get 30% death penalty then i switch to Exuros Will for the Health bonus and still gives me a bit more energy. Please leave whatever you think.
Ich Bin Tancred
I use Rago's Flame staff, Hp isn't a prob with 2 pieces of surviver armor. Energy management isn't a problem if you remember your elemental atune's. But for a ele staff I find a 20HSR/20HSC is a must, and +20% enchant really helps out with the elemential attunes.
Why_Me
Use ragos. As an elementalist, you should hardly be the target of attack, and there are almost no builds in which there are no enchantments.
Thom Bangalter
+5 energy/enchantment 20% sword/axe/spear, halves skill recharge 20% health +30 offhand is pretty much the best way to go for any ele build.
Francis Crawford
I'm inclined to go 2X HSR in my wand and offhand. I used to start fights with Rago's and switch to the wand/offhand, but I lent it to a hero. I'll get him a wand/offhand and return to that policy, or just save a weapon slot and leave the farming axe/shield in place for that plan.
I also favor carrying a Defensive Staff of Defense and/or a +energy/-regen weapon set to switch to in (different kinds of) emergencies. But given what you own, you'd obviously do a high-HP weapon instead of a Defensive one.
I also favor carrying a Defensive Staff of Defense and/or a +energy/-regen weapon set to switch to in (different kinds of) emergencies. But given what you own, you'd obviously do a high-HP weapon instead of a Defensive one.
Illithen Firebringer
Rago's is really the best way to go for an offensive build because of the bonuses to enchantment legnth and the spell cast and recharge.
If you are going for a solo build than the 2 staffs that you are swapping between are the best for that situation.
As mentioned above, Use attunement spells for energy manegement
Hope this helps,
-Illithen
If you are going for a solo build than the 2 staffs that you are swapping between are the best for that situation.
As mentioned above, Use attunement spells for energy manegement
Hope this helps,
-Illithen
jacen110091
*shamelessly points to own thread*
An Elemantalist's Guide To Weapon Selection
An Elemantalist's Guide To Weapon Selection
Speedy Lunar
What's the problem with 20/20 focus and Hajkor's Flame...?
romeus petrus
Anothor vote for ragos both for looks/prestige and stats.
Dr Strangelove
Quote:
Originally Posted by Thom Bangalter
+5 energy/enchantment 20% sword/axe/spear, halves skill recharge 20% health +30 offhand is pretty much the best way to go for any ele build.
Why the +5 energy weapon over 10% HSR?
Fire Nin
IMO I like Koosoons. I never need the 20% enchant as my attunes never run out before they recharge. +60 hp can help out with the runes and it can save your life. (you dont want to know how many times ive escaped as the only one with barly 10 hp....)
kess
Quote:
Originally Posted by Thom Bangalter
+5 energy/enchantment 20% sword/axe/spear, halves skill recharge 20% health +30 offhand is pretty much the best way to go for any ele build.
I seconded that, and I put fiery mod on the spear, to trigger my MoR hex.
S_Serpent
just make yourself the best combo ever:
max fire dmg: 11-22 (req 9 fire)
HSR off all spells (20% chance)
+5 energy (insightfull head)
+5 energy ^50 (inscription: hale and hearty)
+20 longer enchantment (wrapping)
and for casting MS I use glyph of sacrifice for insta cast. Other skill are fast casted ones so don't really need the HCT mod
max fire dmg: 11-22 (req 9 fire)
HSR off all spells (20% chance)
+5 energy (insightfull head)
+5 energy ^50 (inscription: hale and hearty)
+20 longer enchantment (wrapping)
and for casting MS I use glyph of sacrifice for insta cast. Other skill are fast casted ones so don't really need the HCT mod
Arrows[PURE]
+20 energy on an ele staff is overkill, especially since the attribute called energy storage
Thats just my opinion
I normally do what francis does and use my home made rago's ( not spending that much money just for a skin) and then precast attunements/ enchants before battle, then switch to ragos wand and the kinderlock.
Thats just my opinion
I normally do what francis does and use my home made rago's ( not spending that much money just for a skin) and then precast attunements/ enchants before battle, then switch to ragos wand and the kinderlock.
Menzoberranzan
Despite the mods, I really want to get a Koosun as the skin just looks sweet.
Tioshi
Ill just use Exuros for the health for Sup Fire but i preffer Ragos
yui
i prefer double 20 hsr 20 hct on both wand and focus.
Jeff Highwind
I run a custom staff with 20% HSR, 10% HCT all, and 60HP. I also have an alternative set with Axe +5e and 20% enchant and an offhand with 10% HSR all and 30hp. The enchant buff is really spiffy but not really mandatory in most instances, that is why I stick wtih the 60hp.
Coloneh
there is never a best option if your not telling us your build. but a staff is usually the worst weapon an Ele can have. Fire/+5E/+20%Enchant spear + HRT/+1fire or+30HP is better 99% of the time.
Ashe.
I just use a seitung monestary credit staff with an insightful head and enchanting wrap on it...not like I need damage lol.
Pleikki
Well. you should use same as i am. Fire staff golden
+10energy
20HRT
20HCT
20HCT
30Hp
+10energy
20HRT
20HCT
20HCT
30Hp
Cebe
Quote:
Originally Posted by Coloneh
Enchanting is also not neccessary on an elementalist if the only enchantments you're using are Elemental Attunement and/or Fire/Water/Air/Earth Attunement because they cover themselves anyway. Perhaps if you were using an enchantment like Windborne Speed which only lasts 10 seconds anyway, but how often does anyone use anything like that in PvE?
fgarvin
I just use a 20/20/20 +7vs Elemental staff. Nothing special, but I've beaten all three chapters with it.
Ensign
I'm favoring a 10% recharge / +30 health weapon coupled with a +10 vs * / 30 health shield for most GW PvE these days. But I do change regularly.
Peace,
-CxE
Peace,
-CxE
Thom Bangalter
imo.
I use a 10% hsr 20% enchanting and a 20% health +30 offhand, because it gets fun with frozen burst, and I sure do love frozen burst.
Coloneh
Quote:
Originally Posted by Celestial Beaver
Jeff Highwind
Icy Wintergreen Sword of Enchanting confuses everyone I PuG with. They soon see that the Wintergreen Nuker owns all.
draco inferno
WARNING: opinionated sob is about to use logic to make his point. read at your own risk.
here's the way i see it:
with +5 energy, what do you really need it for? with energy storage, 5 energy is seriously just a drop in the bucket. even if you are pressed for energy, switching off to a +15/-1 set is going to save your butt for whatever emergency situation you may face. 5 energy is not worth that valuable slot imho.
the same goes for the +30 health. ideally, if you are kiting correctly and have competent monks, the 30 health is not going to help you nearly as much as, say, an extra 20% recharge. armor bonuses work the same way. the majority of the time, +5 or +7 armor really isn't going to make that big of a difference in the grand scheme of things.
as for the 20% enchantment duration, it's really kind of pointless if you are playing a standard fire nuker. the only enchantment you will have is *generally* fire attunement, which lasts like 15 seconds longer than the recharge time anyway at 16 fire magic. so again, the 20% enchant mod is pointless for most builds.
same goes for the +1 (20%) mod. the way i see it on this one is that you can either deal an extra 10 damage 20% of the time with that fireball/searing flames/what have you, or you could cast it twice for the recharge of one/at half the casting time. the +1 mods have never been worth it, imho, 'cept maybe for MM's. but even that's debatable.
the 10% recharge is too vague and general for me. given a standard fire ele build, the majority of the skills you want to have recharge quickly are going to be fire spells. the same goes for 10% casting time. however, if you are looking to limit yourself to one weapon set for all of your builds, then this is probably the way to go.
so what are we left with? 20/20, of course! given the purpose and function of the standard fire ele in the typical group, you want to deal as much damage as possible as quickly as possible to as many things as possible. as long as you know how to manage your energy well and kite like a maniac, a 20/20 wand/focus set will give you the optimal results. I find that on the majority of my spells, one of the two (or both) is triggered, giving me faster nuking power. granted, there are many exceptions to these rules and it really all depends on your specific build. for instance, the +20% enchant mod would be really good in a situation that calls for a slow-recharging enchantment. but in general, i would recommend the double 20/20 set along with the spear/shield set and a +15/-1 set for emergency situations.
one final thing to note: you can be an effective nuker no matter what weapons you're using. heck, you could use a sundering warhammer of charrslaying and still be useful to the party (albeit at a significantly low efficiency), provided you have a decent skillbar. it's really all a matter of tiny preferences in functionality and aesthetics. the once-heated debate over what is better boiled down to the fact that everyone has their own opinions and uses whatever works for them.
HOWEVER: given the topic/question of the original post, i'd hafta go with koosun's from that set. only two of them (koosun's and rago's) give a casting time bonus, and the +60 health would beat out the other two mods for the reasons stated above.
how did this topic get rezzed so much, anyway?
here's the way i see it:
with +5 energy, what do you really need it for? with energy storage, 5 energy is seriously just a drop in the bucket. even if you are pressed for energy, switching off to a +15/-1 set is going to save your butt for whatever emergency situation you may face. 5 energy is not worth that valuable slot imho.
the same goes for the +30 health. ideally, if you are kiting correctly and have competent monks, the 30 health is not going to help you nearly as much as, say, an extra 20% recharge. armor bonuses work the same way. the majority of the time, +5 or +7 armor really isn't going to make that big of a difference in the grand scheme of things.
as for the 20% enchantment duration, it's really kind of pointless if you are playing a standard fire nuker. the only enchantment you will have is *generally* fire attunement, which lasts like 15 seconds longer than the recharge time anyway at 16 fire magic. so again, the 20% enchant mod is pointless for most builds.
same goes for the +1 (20%) mod. the way i see it on this one is that you can either deal an extra 10 damage 20% of the time with that fireball/searing flames/what have you, or you could cast it twice for the recharge of one/at half the casting time. the +1 mods have never been worth it, imho, 'cept maybe for MM's. but even that's debatable.
the 10% recharge is too vague and general for me. given a standard fire ele build, the majority of the skills you want to have recharge quickly are going to be fire spells. the same goes for 10% casting time. however, if you are looking to limit yourself to one weapon set for all of your builds, then this is probably the way to go.
so what are we left with? 20/20, of course! given the purpose and function of the standard fire ele in the typical group, you want to deal as much damage as possible as quickly as possible to as many things as possible. as long as you know how to manage your energy well and kite like a maniac, a 20/20 wand/focus set will give you the optimal results. I find that on the majority of my spells, one of the two (or both) is triggered, giving me faster nuking power. granted, there are many exceptions to these rules and it really all depends on your specific build. for instance, the +20% enchant mod would be really good in a situation that calls for a slow-recharging enchantment. but in general, i would recommend the double 20/20 set along with the spear/shield set and a +15/-1 set for emergency situations.
one final thing to note: you can be an effective nuker no matter what weapons you're using. heck, you could use a sundering warhammer of charrslaying and still be useful to the party (albeit at a significantly low efficiency), provided you have a decent skillbar. it's really all a matter of tiny preferences in functionality and aesthetics. the once-heated debate over what is better boiled down to the fact that everyone has their own opinions and uses whatever works for them.
HOWEVER: given the topic/question of the original post, i'd hafta go with koosun's from that set. only two of them (koosun's and rago's) give a casting time bonus, and the +60 health would beat out the other two mods for the reasons stated above.
how did this topic get rezzed so much, anyway?
Sophitia Leafblade
I think the ideal weapon to have is :
20% Recharge (20%);
Comes in very handy when using long recast skills
20% Reduced Cast (20%);
Comes in very handy when using long casting skills
Fire Attribute +1 (20%);
Yes it doesnt occur too often but when it does its a nice boost of damage and every little helps.
+5 energy;
Although isnt critical its always nice to have a little extra energy
With all 3 20% bonus on average u get a 3/5 chance of something useful happening which is a very nice bonus to have.
20% Recharge (20%);
Comes in very handy when using long recast skills
20% Reduced Cast (20%);
Comes in very handy when using long casting skills
Fire Attribute +1 (20%);
Yes it doesnt occur too often but when it does its a nice boost of damage and every little helps.
+5 energy;
Although isnt critical its always nice to have a little extra energy
With all 3 20% bonus on average u get a 3/5 chance of something useful happening which is a very nice bonus to have.