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Originally Posted by WildmouseX
the argument about other classes, isn't in terms of energy (on our side anyway), it's in terms of the fact that none of them have to carry skills to do what their primary attribute is supose to do... mesmurs don't have to bring skills to cast faster; monks don't have to bring skills to make their heals heal more; ele's don't have to bring a skill to make their E-bar bigger..
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And Necros don't have to bring skills to gain energy when spirits die (if we're continuing the trend of mincing words) or energy management skills in general. It is a choice, after all. Soul Reaping isn't meant to make Necromancers free of energy management concerns, it's there to make it a lot easier. Divine Favor doesn't make a Monk free to not have to use skills that give health (Smiters asside, of course.)
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but because everyone who plays those classes have to carry e-managment skills because their primary attributes do other passive things, they get the right to run around hollering that the necro is automaticly over powered because that's what our primary does for us?
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You don't HAVE to bring energy management skills. That is the nice thing about Guild Wars, no one skill is required. You just have to then realize you can't constantly burn through energy. (My monk for instance, as I said before, doesn't not need e-management skills except for PvP or "worse case scenario" PvE situations.)
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first off, i'm not the one claiming 61 energy, you are
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Indeed, I listed an example before.
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i supose i could get rid of all my attribute runes, and viggors, and stuff that is usefull and just stack up on attunes and radiant insigs - then ok i can see 61 energy...
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You might want to double check how I listed it. 2-3 Attunement runes. That allows for your Superior Rune, a Minor Rune and a Vigor Rune (Thought that results in a total energy of 59, as I said prior.)
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but guess what, I (and most anyone who is going to play the necro competently) am going to buff the attribute my skills are in, i'm going to buff my SR, and i'm going to wear a vigor. and make a set of armor that helps me fill my role, instead of armor that lets me brag about how much energy i have.
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Well, at least you are trying to discredit SOMETHING.
Seriously though, as I said, you still get access to your Superior/Minor/Vigor slots.
And that would be a high energy load out. Typically I will switch the leggings and chest insignias for armor (with the off-hand having an armor as well to push to 75) This results in 54-56 energy for more "general" situations.
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secondly, you're 59 energy on average 15 seconds guestimation, is based on the false 15 second discription update, that was never implimented, and deleated quickly.... so that's -20 from your precious calulations, putting us back to 39.
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Well, considering the 15 second SR change is what started this thread, and what was fiercely debated, that is what I talked about. If I wanted to talk about SR in general, Countesscorpula has a very huge thread already in action.
But, if you wish to speak of more current matters (and hopefully this doesn't derail the thread) We're looking at 19.66 energy every 5 seconds (~6.66 energy from the Pips, 13 from a person running a Curse/Blood/Death only build (adjust to slightly less if running multiple)) - which over a 15 second span is still 59 energy.
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and lastly, you're the one that assumed there was spaming going on.
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Well, I was attempting to find a method in which someone burns through a lot of 54-61 energy in under five seconds with little to no other details provided to me.
Going with GuildWiki's definition of Spamming, which refers to low energy spells being cast frequently, so that is why I referred to high energy spells when I stated it (and several spells as well.) If my use of the definition caused a confusion, allow me to clarify, that my intention was to define using several skills in a short period of time (similar to how an assassin quickly runs through a combo.)
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there's a difference between stacking curse's and spaming... stacking is where you pile several curses on a target, so the one that's doing the most damage won't get removed - spaming is what el's do with searing flames.
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With the definition I was going on, they are essentially two sides of the same coin.
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if as a hexer (either necro or mesmur), you are not casting 2-4 spells right in a row at the start of a fight, then you're not doing your job properly. what's the point of putting a curse on a target, if you're just going to leave it there out in the open for the first monk, mes, or necro that comes along to remove from their pal?
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Very correct.
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here's my curse build
[skill]channeling[/skill][skill]Spiteful spirit[/skill][skill]reckless haste[/skill][skill]accumulated pain[/skill][skill]epidemic[/skill][skill]desecrate enchantments[/skill][skill]defile enchantments[/skill]
that's not a spam build, in fact the only skill that can be remotely considered to be spamible is epidemic.
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We were running on two similar yet different definitions of the word. But as to your build in general, I want to note one thing, that you have no 15+ energy skills (since SS has not been updated to show it's 10 energy cost) although you did state earlier how "many, if not most" of the good Necro spells are within that high-end range of energy.
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i use to carry a second cover hex before the nerf, but had to get rid of it for channeling. 5e for channeling at the start of the fight, 15 for SS, 10 for reckless haste... there's 30e out of my 51 energy pool right there. AP +epidemic for a little condition spreading is another 15, efectively spending all the energy that channeling and regular energy regen builds up... then i find someone with a healing enchant on them and fire off the two AoE desicrates for my final 20 E..... this, combined with the rest of the group doing their jobs, usually drops 3-5 monsters in PvE.
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First of all, remember SS only costs 10 energy now. So for your example you use 25 energy in a burst sense (I'll use that word now instead of spam to avoid confusion), roughly half your energy. This takes 5 seconds, chances are nothing is going to die in this time aside from minions who were already going to die or maybe a nature spirit (So 6.66 energy gained, with perhaps a hit of Soul Reaping.)
-Next you spend roughly 2 more seconds with your Deep Wound spreader (nice combo, btw.) ~2.66 energy with perhaps a hit of SR.
-I'm assuming then, while waiting for SS to recharge you repeatedly cast your two Desecrate Enchantment versions while continuing to use Epidemic to unsure everyone still has Deep Wound on them. (Let's say roughly another 5 seconds, so ~6.66 energy plus perhaps a SR hit.)
One run through of your build costs 60 energy over a rough 15 second period of time. Let's assume that your Necro has at least two foes in the area (the target, if no one else, and who else you'd be spreading the condition with) so that's 12 additional energy.
So in the 15 seconds you've spent running through your build once, you've spent 60 energy and gained 28 energy plus up to 3x whatever your SR was at (SR of 11 would let you break even.) If there are more foes in the area, you've gained even more.
That is of course theoretical. We're not taking into effect any E-denial, dazed, interrupts, etc.
Personal, I think that's a very viable build and I don't see how either version of the SR change would affect it any more than any other Necro (which is the point of the interval gain, one is lead to believe.) This is just your contribution, assuming there are 5-6 others on the team also damaging the monsters in the mob. So, if the monsters don't drop because of you, then perhaps a combined effort drops them. Or perhaps, you have to wait a few seconds until they die, upon which you can start again. Then again, if things aren't dying, it doesn't matter what version of SR we're talking about.
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- before the nerf, i'd get enough energy to throw SS (and maybe A.P. if my mes also hexed the guy i'm targeting) when they finaly got done rechargeing, and i'd get my bar filled at the end of the fight. after the nerf i'm luckey if i can throw SS a second time, and have to make everyone wait while my bar fills up when we're done. - - it's not a spam build, i'm not out there trying to be super energy spam man. all of the 15-25 recharge times make sure of that. - it's a normal hexing build with a couple of AoE enchant counters.
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Agreed, though I don't really see that you are unable to use SS again when it recharges. Going with the model I show, as long as you take into account there may be set backs, you'll have the energy (again not including factors like Dazed, E-denial, etc. as those will affect any and everyone.)