Intensity + DwG Rits

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

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.

Reformed

Reformed

Jungle Guide

Join Date: Aug 2009

Quote:
Originally Posted by Zodiac Meteor View Post
Also, is it just more or is the AoE off?
Intensity damage ignores armor. Surely they could do a better job with it than what it was changed to. It's fun for a little while on Invoke but...

??iljo

??iljo

Desert Nomad

Join Date: Jan 2006

N/

But is it worth taking it instead of echo and mantra?

>Implying you're runnin rit primary.

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Quote:
Originally Posted by Šiljo View Post
But is it worth taking it instead of echo and mantra?


I would say yes.

453 AoE Damage

mrmango

mrmango

Desert Nomad

Join Date: Oct 2006

Southern California

Charter Vanguard [CV]

Me/Rt

tldr; Intensity is great, combine it with already AOE inflicting skills.

Karate Jesus

Karate Jesus

Forge Runner

Join Date: Apr 2008

Texas

Reign of Judgment [RoJ]

Me/

Quote:
Originally Posted by mrmango View Post
tldr; Intensity is great, combine it with already AOE inflicting skills.
Honestly, it's not that great (especially in HM). However, put a lot of gimmicks together, then yes it can be good.

I don't know if it'll make mainbar on most DoA'ers builds, but it might be worth a try.

novawhiz

novawhiz

Desert Nomad

Join Date: Mar 2006

A/

Yeah its pretty insane. forget BUH. Intensity is where its at now

Essence Snow

Essence Snow

Unbridled Enthusiasm!

Join Date: Nov 2009

EST

DPR

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.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

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

CE Devilman

Wilds Pathfinder

Join Date: Jul 2006

hell

Do U Trust Anet

N/Mo

echo..me skill
Intensity..ele skill
dwg...rit skill

no mantra in DoA...right..

but it gave me a ide to a dervish build..

jazilla

jazilla

Desert Nomad

Join Date: Aug 2006

Guernsey Milking Coalition[MiLk]

E/Me

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

Life Bringing

Wilds Pathfinder

Join Date: Jul 2008

Fissure of Woe

[LOD]/[GS]/[DL]/[LOD*]

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Quote:
Originally Posted by jazilla View Post
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?
No, considering that pugs can only do HM if they have mantra of frost.

jazilla

jazilla

Desert Nomad

Join Date: Aug 2006

Guernsey Milking Coalition[MiLk]

E/Me

Quote:
Originally Posted by Life Bringing View Post
No, considering that pugs can only do HM if they have mantra of frost.
gotcha. so then it's really just sorta useful for Invoke Lightning.

novawhiz

novawhiz

Desert Nomad

Join Date: Mar 2006

A/

Quote:
Originally Posted by jazilla View Post
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?
no. Theres really no need for it in any DoA bar.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by jazilla View Post
gotcha. so then it's really just sorta useful for Invoke Lightning.
Lightning orb too, seeing how cracked armor is built in. Invoke doesn't do more, it just hits more targets. I think orb+ intensity --> Invoke is the primary use, at least for HM. Rodgort+ Intensity is decent only on paper.

@OP, Mantra of frost + arcane echo is better than wasting a PVE slot.

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

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Quote:
Originally Posted by novawhiz View Post
Yeah its pretty insane. forget BUH. Intensity is where its at now
Or have your team build use both

Fate Crusher

Fate Crusher

Wilds Pathfinder

Join Date: Sep 2006

Pie-land

Warlords Of The Underworld [WoTU]

Mo/

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.

SkyFallsInThunder

SkyFallsInThunder

Furnace Stoker

Join Date: Jan 2010

wtb vs Dragons shields!

Vengeance Of The Night

R/

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

Frost Gate Guardian

Join Date: Nov 2009

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.

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

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

ruk1a

Wilds Pathfinder

Join Date: May 2008

UR MOM LOL

ATTACK OF THE KILLER TOMATOES

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Quote:
Originally Posted by jazilla View Post
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?
duh you didn't see this coming? why do you think most of us consider anet to be on crack atm

WarcryOfTruth

WarcryOfTruth

Site Contributor

Join Date: Nov 2009

Atlanta

[LIFE]

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Quote:
Originally Posted by HigherMinion View Post
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..
Well, I think Intensity will be used with Spirit Rift, not DwG, as DwG doesn't target a foe

But, I guess after thinking about it, the DPS would be greater to echo DwG I suppose.

Kunder

Desert Nomad

Join Date: Nov 2010

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?

Quote:
Originally Posted by WarcryOfTruth View Post
Well, I think Intensity will be used with Spirit Rift, not DwG, as DwG doesn't target a foe
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

Wilds Pathfinder

Join Date: Aug 2005

The DoA SC is mes spike, not glave.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by Kunder View Post
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.
QZ would nuke the Healer's Boon mimicry & UA crap people run in DOA. Spamming 20 energy under 3 pips...doesn't help that the UA monks don't run HD+DH either. Also TNTF would be almost impossible (20energy), and Panic would be 13 energy.

UnChosen

Wilds Pathfinder

Join Date: Mar 2006

Quote:
Originally Posted by jazilla View Post
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?
I think that Anet were more worried about nerfing +X% damage skills more than actually buffing skills for eles. Its so obvious that the new intensity is completely useless for 99% of ele skills there's no way they didn't see this coming.

That said....echo DwG + Mantra is still way better (and more pug friendly) than anything intensity could do.

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by Premium Unleaded View Post
The DoA SC is mes spike, not glave.
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

Quote:
Originally Posted by LifeInfusion View Post
QZ would nuke the Healer's Boon mimicry & UA crap people run in DOA. Spamming 20 energy under 3 pips...doesn't help that the UA monks don't run HD+DH either. Also TNTF would be almost impossible (20energy), and Panic would be 13 energy.
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

Reformed

Jungle Guide

Join Date: Aug 2009

Quote:
Originally Posted by UnChosen View Post
I think that Anet were more worried about nerfing +X% damage skills more than actually buffing skills for eles. Its so obvious that the new intensity is completely useless for 99% of ele skills there's no way they didn't see this coming.
Bingo. Of course it's possible that no DoT was done intentionally too, Intensity+Sliver Armor comes to mind...

jazilla

jazilla

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Join Date: Aug 2006

Guernsey Milking Coalition[MiLk]

E/Me

Quote:
Originally Posted by UnChosen View Post
I think that Anet were more worried about nerfing +X% damage skills more than actually buffing skills for eles. Its so obvious that the new intensity is completely useless for 99% of ele skills there's no way they didn't see this coming.
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

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

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.

jazilla

jazilla

Desert Nomad

Join Date: Aug 2006

Guernsey Milking Coalition[MiLk]

E/Me

Quote:
Originally Posted by MithranArkanere View Post
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.
This is a fantastic way to do it. I do think however, it should affect any Elementalist Spell, but only Ele spells, so it can be used in conjunction with Obby Flame, and Energy Blast, Crystal Wave etc..

dagrdagaz

dagrdagaz

Krytan Explorer

Join Date: Mar 2010

NL

E/N

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

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by MithranArkanere View Post
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.
I'd rather have 1 extra proc every 2 energy storage. Eles need to put out 180-190 from each hit of Invoke (that's including Intensity's damage), assuming every hit has current-day Intensity just to match a Keystone mesmer. With Invoke + chain lightning you have one spell every 4.6 seconds effectively. So that means you need 12+1+3 at least on air, so needing 3*3=9 energy storage just for 4 procs every 20 seconds is a bad thing because you can't dump 11 in anything else.

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

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

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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

bj91x

bj91x

Lion's Arch Merchant

Join Date: Dec 2005

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.

Saru The Boss

Saru The Boss

Frost Gate Guardian

Join Date: Nov 2010

Texas

We Gat Dis [HRUU]

A/

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

Ascalonian Squire

Join Date: Nov 2009

Destiny Dealers

Quote:
Originally Posted by Saru The Boss View Post
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.
Nah,
they call it SC, which means Slow Clear.

Kurosaki129

Kurosaki129

Lion's Arch Merchant

Join Date: May 2009

Guild Wars, Earth?

Mo/E

Quote:
Originally Posted by dagrdagaz View Post
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
which is why Air Magic is used to support it...abit.

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

Nekodesu

Wilds Pathfinder

Join Date: Oct 2009

Lets kill every damn build in this game that actually does decent dmg.

Bassma

Frost Gate Guardian

Join Date: Oct 2010

Quote:
Originally Posted by Nekodesu View Post
Lets kill every damn build in this game that actually does decent dmg.
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.