triple heat vs assasins promise nuker?
masonthesurfer
Both of these look like good builds, but which one would have more damage output? Are there any real advantages and disadvantages one over the other?
http://www.pvxwiki.com/wiki/Build:E/Me_Savannah_PvE
http://www.pvxwiki.com/wiki/Build:E/..._Promise_Nuker
Thanks!
http://www.pvxwiki.com/wiki/Build:E/Me_Savannah_PvE
http://www.pvxwiki.com/wiki/Build:E/..._Promise_Nuker
Thanks!
LifeInfusion
If you're relying on Assassin's Promise, hex removal will kill it without a doubt. That's also quite a bit of investment into Deadly Arts (10 attribute levels) and Mark of rodgort is the only trigger for Glowing Gaze's energy gain. I guess the build was made before the change of Mark of Rodgort to be 15 recharge.
The Savannah's Heat one will have the problem of hex removal as well, but it is unlikely to be removed on all targets in the area. The build has the flaw of only having Fireball as a skill that can be used on a regular basis. The other build has Glowing Gaze (8 recharge) and Liquid Flame (15 recharge).
In general the Savannah's Heat one will do more since Savannah's heat does more damage than Meteor Shower. Also, the Savannah's Heat one has more energy storage and energy management via Auspicious Incantation.
I'd say the Savannah's Heat one is better since Assassin's Promise is on 45 cooldown if it gets removed.
The Savannah's Heat one will have the problem of hex removal as well, but it is unlikely to be removed on all targets in the area. The build has the flaw of only having Fireball as a skill that can be used on a regular basis. The other build has Glowing Gaze (8 recharge) and Liquid Flame (15 recharge).
In general the Savannah's Heat one will do more since Savannah's heat does more damage than Meteor Shower. Also, the Savannah's Heat one has more energy storage and energy management via Auspicious Incantation.
I'd say the Savannah's Heat one is better since Assassin's Promise is on 45 cooldown if it gets removed.
MBP
[skill]Assassin's promise[/skill] is meh...if you're running a fire build and want a e-management elite use [skill]mind blast[/skill] it's far better
SH is definately fun for sure especially with multiples..add some sort of kd/snare and you're set.
of those 2 I'd pick the SH one just because assassin's promise isn't that good.
SH is definately fun for sure especially with multiples..add some sort of kd/snare and you're set.
of those 2 I'd pick the SH one just because assassin's promise isn't that good.
Stormlord Alex
Quote:
Originally Posted by MBP
[skill]Assassin's promise[/skill] is meh...if you're running a fire build and want a e-management elite use [skill]mind blast[/skill] it's far better
AP is for the insta-recharge effect.
It's a powerful skill for blowing your way through trash mobs in normal mode; dropping a sac'd MS and a bunch of other AoE on each mob is a surefire kill.
However, because of the all-or-nothing basis of an AP nuker, it's fragile and lacks the staying power you need for tough boss fights and HM in general.
It's a powerful skill for blowing your way through trash mobs in normal mode; dropping a sac'd MS and a bunch of other AoE on each mob is a surefire kill.
However, because of the all-or-nothing basis of an AP nuker, it's fragile and lacks the staying power you need for tough boss fights and HM in general.
Gore
After almost 1 year and 28 Titles on my Ele this is simple : Only inexperienced players will stick to one build.
If I get to choose, AP is the best overall, period. Why ? It get those red dots to die quick,NrG management at it's best and remove that Mark since a true AP will only cast it before his target die. After a couple hours you know every foes and know when to cast AP on that enemy.
At first you cast it on melee and it take too long for your team to kill it for exemple.
Also I have found that with HH, AP work beter since all your team get to target same foes and it's not always the case with Pugs.
For exemple, don't bring AP for last part of Duncan.....get SH Arhcane echo build...on and on.
I say stick to Ap, went trought all 3 games with this build almost never changed from that one.
Remember to remove MArk as it's prety usless...if you have hex breaker/remover in oposite party it will be removed anyways...jsut make sure to know your foes and to cast AP at the last moment.
Peace,
From a AP addicted Ele
If I get to choose, AP is the best overall, period. Why ? It get those red dots to die quick,NrG management at it's best and remove that Mark since a true AP will only cast it before his target die. After a couple hours you know every foes and know when to cast AP on that enemy.
At first you cast it on melee and it take too long for your team to kill it for exemple.
Also I have found that with HH, AP work beter since all your team get to target same foes and it's not always the case with Pugs.
For exemple, don't bring AP for last part of Duncan.....get SH Arhcane echo build...on and on.
I say stick to Ap, went trought all 3 games with this build almost never changed from that one.
Remember to remove MArk as it's prety usless...if you have hex breaker/remover in oposite party it will be removed anyways...jsut make sure to know your foes and to cast AP at the last moment.
Peace,
From a AP addicted Ele
Coloneh
Id go with the triple heat any day of the week. AP is so fragile it can be put out of combat for over a minute by 1 hex removal, an interrupt, or simply a monster that has a little bit of protection. and theres the exhaustion thing.i really hate exhaustion. there arent any skills worth using in PvE that cause exhaustion.
BigDave
Both are good when used properly. The AP nuker can put out a lot of firepower over a period of time but only when you trigger AP properly. For an inexperienced nuker the 3 heats build is far easier to manage and puts out some very impressive firepower. There's not really much around that will survive the AoE from the 3 heats (4 if you echo SH) combined with a snare except some of the more highly armoured foes in HM.
I personally prefer the 3 heats build due to it's ease of use and reliability. If AP is interrupted/shattered then you'll be fairly useless for a while. If one of the heats is interrupted you'll still be putting out some impressive damage.
I personally prefer the 3 heats build due to it's ease of use and reliability. If AP is interrupted/shattered then you'll be fairly useless for a while. If one of the heats is interrupted you'll still be putting out some impressive damage.
elysiumIX
Triple (Quadruple for me [skill]Arcane Echo[/skill] ) heats with [skill]Deep Freeze[/skill] is my personal choice. Equip a 40/40 wand and focus set for better results.
Pyro maniac
Air of Superiority > Assassins Promise
Sir Pandra Pierva
I used sins promise for a while to speed farm balth faction but all my guildies ever did was cry that trapping was better, maybey it is but I like the ele one so much better.
Sins promise is pretty good if it doesn't get removed but when it does your screwed. Its a fun fast paced artillery ele.
Sins promise is pretty good if it doesn't get removed but when it does your screwed. Its a fun fast paced artillery ele.
Marverick
Exactly how many monsters in the game have hex removal? Better yet, exactly how many of them will save it to remove your AP instead of Barbs or MoP or SS or some other arbitrary hex that your Necro or Mesmer is throwing around? Stop complaining for the sake of complaining.
For Hard Mode both builds are useless because stuff just dashes right out of the AoE. Run [skill=text]Mind Blast[/skill][skill=text]Rodgort's Invocation[/skill] in HM and some utility if you want to go fire.
Also that AP build on Wiki is really bad... try
[skill=text]Fire Attunement[/skill]
[skill=text]Glyph of Sacrifice[/skill]
[skill=text]Meteor Shower[/skill]
[skill=text]Searing Heat[/skill] or [skill=text]Rodgort's Invocation[/skill]
[skill=text]Breath of Fire[/skill]
[skill=text]Assassin's Promise[/skill]
[wiki]"Finish Him!"[/wiki]
[wiki]Sunspear Rebirth Signet[/wiki]
Assassin's Promise ==> "Finish Him!" pretty much kills your target if you put it on him when he's at ~20-30% health.
For boss fights, killing the boss recharges your skills so who cares about timing AP right...
For Hard Mode both builds are useless because stuff just dashes right out of the AoE. Run [skill=text]Mind Blast[/skill][skill=text]Rodgort's Invocation[/skill] in HM and some utility if you want to go fire.
Also that AP build on Wiki is really bad... try
[skill=text]Fire Attunement[/skill]
[skill=text]Glyph of Sacrifice[/skill]
[skill=text]Meteor Shower[/skill]
[skill=text]Searing Heat[/skill] or [skill=text]Rodgort's Invocation[/skill]
[skill=text]Breath of Fire[/skill]
[skill=text]Assassin's Promise[/skill]
[wiki]"Finish Him!"[/wiki]
[wiki]Sunspear Rebirth Signet[/wiki]
Assassin's Promise ==> "Finish Him!" pretty much kills your target if you put it on him when he's at ~20-30% health.
For boss fights, killing the boss recharges your skills so who cares about timing AP right...