Intensity + DwG Rits
Zodiac Meteor
Anyone else finding this overpowered? Adding more insane AoE damage to the already abused Ritualist build.
I'm averaging ~300 AoE damage per spell on each of the test dummies, this skill will destroy foes in DoA... Heck, it can destroy about any mob without the help of Lightbringer.
I'm averaging ~300 AoE damage per spell on each of the test dummies, this skill will destroy foes in DoA... Heck, it can destroy about any mob without the help of Lightbringer.
Reformed
??iljo
But is it worth taking it instead of echo and mantra?
>Implying you're runnin rit primary.
>Implying you're runnin rit primary.
Zodiac Meteor
mrmango
tldr; Intensity is great, combine it with already AOE inflicting skills.
Karate Jesus
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tldr; Intensity is great, combine it with already AOE inflicting skills.
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I don't know if it'll make mainbar on most DoA'ers builds, but it might be worth a try.
novawhiz
Yeah its pretty insane. forget BUH. Intensity is where its at now
Essence Snow
Or you could just echo and do 100% more dmg rather than 50%, and since dwg has a recharge of 5 secs vs intensity's 10 sec you'd roughly do about 75% more dmg using echo.
If using an ele primary for dwg...then I guess its about on par with taking lod but I wouldn't go ele secondary for it.
If using an ele primary for dwg...then I guess its about on par with taking lod but I wouldn't go ele secondary for it.
FoxBat
You need to chain 2 intensitys back-to-back to pull the 300 off, which means impeccible timing in a build designed for uncoordinated pugs. You get the same damage from arcane echo if you don't mind your spike being 1s longer, plus much more staying power if your pug didn't manage to kill everything in one shot, not to mention mantra being a pretty big deal in frostway. If you're playing an E/Rt then sure go for it, otherwise Rt/Me still has the advantage IMO.
CE Devilman
echo..me skill
Intensity..ele skill
dwg...rit skill
no mantra in DoA...right..
but it gave me a ide to a dervish build..
Intensity..ele skill
dwg...rit skill
no mantra in DoA...right..
but it gave me a ide to a dervish build..
jazilla
So let me get this straight: Intensity was designed to be beneficial for Ele's and ended up being decent for Invoke Lightning, but in actuality is going to be mainly used for Rit Spike teams in DoA to farm gems in HM at an unruly rate?
Life Bringing
No, considering that pugs can only do HM if they have mantra of frost.
jazilla
novawhiz
no. Theres really no need for it in any DoA bar.
LifeInfusion
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gotcha. so then it's really just sorta useful for Invoke Lightning.
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@OP, Mantra of frost + arcane echo is better than wasting a PVE slot.
WarcryOfTruth
Fate Crusher
You won't see Intensity come into DoA HM runs. Echo and mantra is already clearly enough damage (you only take 3 DwGs in the first place), energy management and damage mitigation.
Let NM farmers spend 3+ hours per run and get +50% damage on 1 skill every 6 seconds.
Echo will still be better, simply because it recharges between mobs and you're spamming at the mobs. DwG every 2.5 seconds? I think so.
Let NM farmers spend 3+ hours per run and get +50% damage on 1 skill every 6 seconds.
Echo will still be better, simply because it recharges between mobs and you're spamming at the mobs. DwG every 2.5 seconds? I think so.
SkyFallsInThunder
I can't wait to go do DoA and have half the groups ask me to go Rt/E instead of Rt/Me and ditch echo and mantra for intensity... Oooh, the fun...
thedukesd
weaken armour + intensity + invoke > intensity + lightning orb
cause of the aditional damage done by invoke
Regarding intensity and rt, probably u will not see to many rt/e with intensity but we all know that in doa u see any/rt so I'm sure e/rt dwgs will use intensity.
cause of the aditional damage done by invoke
Regarding intensity and rt, probably u will not see to many rt/e with intensity but we all know that in doa u see any/rt so I'm sure e/rt dwgs will use intensity.
HigherMinion
Don't get this... Intensity buffs one spell then it ends. Arcane Echo wil let you spam as much as you like, consistent damage. You'd be casting DwG twice at the most, under each Intensty..
ruk1a
duh you didn't see this coming? why do you think most of us consider anet to be on crack atm
WarcryOfTruth
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Don't get this... Intensity buffs one spell then it ends. Arcane Echo wil let you spam as much as you like, consistent damage. You'd be casting DwG twice at the most, under each Intensty..
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But, I guess after thinking about it, the DPS would be greater to echo DwG I suppose.
Kunder
I've never done a DoA SC (by SC, I mean Shitty Crap) run, but surely Quickening Zephyr on one player > all the echos you can stuff onto a bar? Or is casting 1 spirit before a mob considered too hard for PuGs?
I don't see anything requiring a target foe in Intensity's description? It only hits targets around the person hit with elemental damage.
I don't see anything requiring a target foe in Intensity's description? It only hits targets around the person hit with elemental damage.
Premium Unleaded
The DoA SC is mes spike, not glave.
LifeInfusion
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I've never done a DoA SC (by SC, I mean Shitty Crap) run, but surely Quickening Zephyr on one player > all the echos you can stuff onto a bar? Or is casting 1 spirit before a mob considered too hard for PuGs?
I don't see anything requiring a target foe in Intensity's description? It only hits targets around the person hit with elemental damage. |
UnChosen
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So let me get this straight: Intensity was designed to be beneficial for Ele's and ended up being decent for Invoke Lightning, but in actuality is going to be mainly used for Rit Spike teams in DoA to farm gems in HM at an unruly rate?
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That said....echo DwG + Mantra is still way better (and more pug friendly) than anything intensity could do.
Kunder
But 90% of guild wars players refers to DwG as a SC, which is why I say DoA with the qualifier of either Speed Clear or Shit Crap to designate what I refer to
lol, pug monks . On the other hand, I'm impressed that at least BiPs aren't standard issue for all elite area groups now. Non-monk players should have no problems with QZ though, when was the last time you heard a paragon complain about their energy? 100% TNTF uptime would be ridiculous.
lol, pug monks . On the other hand, I'm impressed that at least BiPs aren't standard issue for all elite area groups now. Non-monk players should have no problems with QZ though, when was the last time you heard a paragon complain about their energy? 100% TNTF uptime would be ridiculous.
Reformed
Bingo. Of course it's possible that no DoT was done intentionally too, Intensity+Sliver Armor comes to mind...
jazilla
hence why i said it ended up being okay for Invoke. I tried to make the point that it was terrible for pretty much every ele skill.
MithranArkanere
I think Intensity should get partially linked to Energy Storage like other Sunspear skills:
Instead of this:
Intensity E:5 C:n/a R:10
Skill. (10 seconds.) The next time you deal elemental damage with a spell, other nearby targets take 40...50% of that damage.
This:
Intensity E:5 C:n/a R:20
Skill. Whenever you deal elemental damage with a spell, other nearby targets take 33...50% of that damage. Ends after one spell, plus one spell for every 3 ranks of energy storage.
That way, with Energy Storage 13, you'll have 5 shots (1 + 13 / 3 = 1 + 4.333... ~ 5) as an elementalist before having to apply it again, and with no energy storage, you'll have just 1 shot, and the increased recharge makes sure that it can't be exploited by other professions.
Instead of this:
Intensity E:5 C:n/a R:10
Skill. (10 seconds.) The next time you deal elemental damage with a spell, other nearby targets take 40...50% of that damage.
This:
Intensity E:5 C:n/a R:20
Skill. Whenever you deal elemental damage with a spell, other nearby targets take 33...50% of that damage. Ends after one spell, plus one spell for every 3 ranks of energy storage.
That way, with Energy Storage 13, you'll have 5 shots (1 + 13 / 3 = 1 + 4.333... ~ 5) as an elementalist before having to apply it again, and with no energy storage, you'll have just 1 shot, and the increased recharge makes sure that it can't be exploited by other professions.
jazilla
Quote:
I think Intensity should get partially linked to Energy Storage like other Sunspear skills:
Instead of this: Intensity E:5 C:n/a R:10 Skill. (10 seconds.) The next time you deal elemental damage with a spell, other nearby targets take 40...50% of that damage. This: Intensity E:5 C:n/a R:20 Skill. Whenever you deal elemental damage with a spell, other nearby targets take 33...50% of that damage. Ends after one spell, plus one spell for every 3 ranks of energy storage. That way, with Energy Storage 13, you'll have 5 shots (1 + 13 / 3 = 1 + 4.333... ~ 5) as an elementalist before having to apply it again, and with no energy storage, you'll have just 1 shot, and the increased recharge makes sure that it can't be exploited by other professions. |
dagrdagaz
tl;dr
Tested somthing.
The damage Intensity does in the end may be armor ignoring, BUT its calculated from the actually ele damage done, wich is armor respecting!
Wich makes Intensity (even more) crap against foes with high AR
Tested somthing.
The damage Intensity does in the end may be armor ignoring, BUT its calculated from the actually ele damage done, wich is armor respecting!
Wich makes Intensity (even more) crap against foes with high AR
LifeInfusion
Quote:
I think Intensity should get partially linked to Energy Storage like other Sunspear skills:
Instead of this: Intensity E:5 C:n/a R:10 Skill. (10 seconds.) The next time you deal elemental damage with a spell, other nearby targets take 40...50% of that damage. This: Intensity E:5 C:n/a R:20 Skill. Whenever you deal elemental damage with a spell, other nearby targets take 33...50% of that damage. Ends after one spell, plus one spell for every 3 ranks of energy storage. That way, with Energy Storage 13, you'll have 5 shots (1 + 13 / 3 = 1 + 4.333... ~ 5) as an elementalist before having to apply it again, and with no energy storage, you'll have just 1 shot, and the increased recharge makes sure that it can't be exploited by other professions. |
5+ procs every 20 means you can only spam Fireball +Liquid Flame or Invoke+Chain Lightning or Stoning+Ebon Hawk and are locked to 12 energy storage.
I'd like to see
Intensity (5Energy,0Activation time,10Recharge time) Flash Enchantment. For 30 seconds, your Elementalist elemental damage spells deal 25...40% more damage and whenever you deal elemental damage with a spell, other nearby targets take 25...40% of that damage. You recover twice as fast from exhaustion but are Exhausted if not under an Elementalist attunement.
OR
Intensity (5Energy,0Activation time,7Recharge time) Stance. For 30 seconds, your next Elementalist elemental damage spell gains +10...15% armor penetration and other nearby targets take 40...50% of damage done to the target of your spells. You are Exhausted if not under an Elementalist enchantment.
Assume you hit 2 targets with Keystone: it's 57-63Damage, +57-63 from Signet of clumsiness or +47-53 from unnatural signet , with 6 procs every 10 seconds (same amount of procs as Searing Flames on 1 recharge, due to 0.75 aftercast).
All the elementalist skills which only have adjacent range have to do serious damage to compete.
Swingline
The only way I could see this skill making its way into any DoA skillbar is in NM and on an Ele primary, other than that arcane echo is waaaay better on a rit primary.
If you have any ideas on changing intensity to help elementalists compete with other classes in HM I would post them here.
http://www.guildwarsguru.com/forum/e...t10462063.html
If you have any ideas on changing intensity to help elementalists compete with other classes in HM I would post them here.
http://www.guildwarsguru.com/forum/e...t10462063.html
bj91x
That thread is long so I'm not going to bother to read much of it. :P
If the concern over E's is that they do much less damage against the higher armored enemies in HM and the aim is to fix this without boosting NM damage too much, then I think there's an easy solution:
It could be changed so that for every rank of Energy Storage, x% of elemental damage from a spell becomes armor ignoring.
Let's say that in the game's current state, 100 fire damage turns to 60 total damage in most HM areas. Apply the change I mentioned above and let's say that 50% of that damage beomes armor ignoring. You'll deal 50 armor ignoring damage plus 30 armor reduced fire damage for a total of 80 damage.
Armor ignoring damage isn't as valuable in majority of NM areas so I don't see this making a big difference in NM.
If the concern over E's is that they do much less damage against the higher armored enemies in HM and the aim is to fix this without boosting NM damage too much, then I think there's an easy solution:
It could be changed so that for every rank of Energy Storage, x% of elemental damage from a spell becomes armor ignoring.
Let's say that in the game's current state, 100 fire damage turns to 60 total damage in most HM areas. Apply the change I mentioned above and let's say that 50% of that damage beomes armor ignoring. You'll deal 50 armor ignoring damage plus 30 armor reduced fire damage for a total of 80 damage.
Armor ignoring damage isn't as valuable in majority of NM areas so I don't see this making a big difference in NM.
Saru The Boss
Even If the pugs call it a speed clear; it's not. It doesn't even come close to being a speed clear, and it never will.
Trip555
Kurosaki129
Quote:
tl;dr
Tested somthing. The damage Intensity does in the end may be armor ignoring, BUT its calculated from the actually ele damage done, wich is armor respecting! Wich makes Intensity (even more) crap against foes with high AR |
It has the armor penetration, but it still wouldn't do much, i do agree its still crap. 1 shot per 10 seconds !? , i can cast something else with a spell that has less than 10 second RC time.
Imagine these dmg in hard mode, "sigh". which is why i rather play mesmer, which have armor ignoring spells.
Nekodesu
Lets kill every damn build in this game that actually does decent dmg.
Bassma
I agree because what they are doing making these overpowered character skills now is turning what should be HARD MODE into NORMAL MODE. Hell it's called HARD MODE for a reason and you should wipe more times than you complete the areas. It should take SKILL and not GIMMICK builds to play hard mode. If you want to play lil timmy builds with gimmicks then normal mode is for you. I'm pretty disgusted on how they just keep making the game easier and easier and dumber and dumber and dumber and dumber could play it.