Giving heroes just a focus
satanail
Not sure if this has been addressed before, but I noticed that just giving my caster hero a focus means they won't attack, and it definitely seems like it makes them constantly cast. I don't know how much auto-wanding really helps, but it seems like for some builds not letting them attack (and thus focus on casting) would be a pretty big benefit.
I found this out because I was experimenting with a Mantra of Recovery build, and noticed that when my hero's HSR mod kicked in, it made the skill recharge at 50% instead of the FC/MoR applied percentage (closer to 30%). So I started removing their HSR equipment.
Are there any major drawbacks to doing this?
I found this out because I was experimenting with a Mantra of Recovery build, and noticed that when my hero's HSR mod kicked in, it made the skill recharge at 50% instead of the FC/MoR applied percentage (closer to 30%). So I started removing their HSR equipment.
Are there any major drawbacks to doing this?
Create this
I'm definitely going to try this. The only negatives I can think of is the, yes, mods on the weapons.
Gladiator Steven
Not worth it.
You're sacrificing mods on the wand that are vital in a lot of hard mode areas.
e.g.: Health mods and casting time and recharge time
You're sacrificing mods on the wand that are vital in a lot of hard mode areas.
e.g.: Health mods and casting time and recharge time
hankey
40/40 >>>>>>>>>> 20/20 -useful as hell-
but maybe in nm it could be interesting
but maybe in nm it could be interesting
Kunder
Should be easy to test. No skills but flare on bar, # of casts in minute with weapon vs weaponless. I'll get right on it. I doubt it makes much difference though because I know that the AI is happy to cancel attacks when a skill needs to be used.
Quote:
Originally Posted by Gladiator Steven
Quote:
Not worth it.
You're sacrificing mods on the wand that are vital in a lot of hard mode areas.
e.g.: Health mods and casting time and recharge time The only mod I would consider vital is +20% Enchants for the appropriate builds. A small amount of extra health is completely useless in most cases and HSR/HCT on a wand only gives +8% improvement to each on average, which is hardly exceptional if this turns out to be a large effect.
EDIT:
# of 1s cast time spells cast in 1 min vs master of damage:
23/31/30 casts in 1 min with flatbow
28/32/31 casts in 1 min with spear
36/36/35 casts in 1 min weaponless
I thought I may have biased the results a bit by using just 1 spell, so I loaded up Sousuke's spell bar with all 1s cast fire spells instead of just flare.
Averages about 15% improvement in cast frequency going weaponless over the spear. I'll give a tentative thumbs up to the tactic for heroes that need to spam spells, aren't recharge rate limited, and aren't in need of +20% enchants, where it should edge out HCT/HSR by a healthy margin.
You're sacrificing mods on the wand that are vital in a lot of hard mode areas.
e.g.: Health mods and casting time and recharge time The only mod I would consider vital is +20% Enchants for the appropriate builds. A small amount of extra health is completely useless in most cases and HSR/HCT on a wand only gives +8% improvement to each on average, which is hardly exceptional if this turns out to be a large effect.
EDIT:
# of 1s cast time spells cast in 1 min vs master of damage:
23/31/30 casts in 1 min with flatbow
28/32/31 casts in 1 min with spear
36/36/35 casts in 1 min weaponless
I thought I may have biased the results a bit by using just 1 spell, so I loaded up Sousuke's spell bar with all 1s cast fire spells instead of just flare.
Averages about 15% improvement in cast frequency going weaponless over the spear. I'll give a tentative thumbs up to the tactic for heroes that need to spam spells, aren't recharge rate limited, and aren't in need of +20% enchants, where it should edge out HCT/HSR by a healthy margin.
Jeydra
Quote:
Originally Posted by Kunder
# of 1s cast time spells cast in 1 min vs master of damage:
23/31/30 casts in 1 min with flatbow
28/32/31 casts in 1 min with spear
36/36/35 casts in 1 min weaponless Why no 40/40 set? Or, in this case, why no 40/20/20 Enchanting staff?
23/31/30 casts in 1 min with flatbow
28/32/31 casts in 1 min with spear
36/36/35 casts in 1 min weaponless Why no 40/40 set? Or, in this case, why no 40/20/20 Enchanting staff?
Jeydra
Problem with that is that you show the hero casts more weaponless than he does with a Flatbow or Spear, but nobody equips an Elementalist hero with a Flatbow or Spear. Isn't the comparison irrelevant, then?
That said, I did try it with a 40/20/20 staff and I'm getting ~31 casts, similar to the results with the Spear. The hero definitely casts more weaponless. Hmm ...
That said, I did try it with a 40/20/20 staff and I'm getting ~31 casts, similar to the results with the Spear. The hero definitely casts more weaponless. Hmm ...
Kunder
I figured spears were the most common hero caster weapon due to being not locked to an element, having 20% enchant, physical (activate MoP), and martial (ignore enemy casting AI). I certainly use spears on the vast majority of my heroes. This test applies to all casters of course, not just elementalists. In fact the effect is probably most important to Mesmer builds using high FC (E/Mos spamming .25s spells also feel the downtime a lot more) .
In theory swords/daggers/axes should be faster then spears, with the obvious drawbacks of melee weapons enticing heroes to move closer to enemies. Though equipping one or two caster heroes with melee might be a cool way to make them spread out a bit more and prevent the entire group from camping under a meteor shower...
In theory swords/daggers/axes should be faster then spears, with the obvious drawbacks of melee weapons enticing heroes to move closer to enemies. Though equipping one or two caster heroes with melee might be a cool way to make them spread out a bit more and prevent the entire group from camping under a meteor shower...
nuclear_herring
Is there any mileage in testing a hero holding Ashes? Possibly to compare between weaponless and hands full?
Venganza
Quote:
Originally Posted by Gladiator Steven
Not worth it.
You're sacrificing mods on the wand that are vital in a lot of hard mode areas.
e.g.: Health mods and casting time and recharge time Utter rubbish, GW is too easy as it is.
We use heroes without any weapons of any sort (10 heroes, two people) for the Deep HM, and breeze through it, since no need to change out and the initial area can be completed in a few minutes.
You're sacrificing mods on the wand that are vital in a lot of hard mode areas.
e.g.: Health mods and casting time and recharge time Utter rubbish, GW is too easy as it is.
We use heroes without any weapons of any sort (10 heroes, two people) for the Deep HM, and breeze through it, since no need to change out and the initial area can be completed in a few minutes.
turbo234
Quote:
Originally Posted by Gladiator Steven
Not worth it.
You're sacrificing mods on the wand that are vital in a lot of hard mode areas.
e.g.: Health mods and casting time and recharge time considering half my heroes don't even have weapons and i've vq'd and done HM missions easily, i hardly consider it vital.
You're sacrificing mods on the wand that are vital in a lot of hard mode areas.
e.g.: Health mods and casting time and recharge time considering half my heroes don't even have weapons and i've vq'd and done HM missions easily, i hardly consider it vital.
satanail
Quote:
Originally Posted by Gladiator Steven
You're sacrificing mods on the wand that are vital in a lot of hard mode areas.
e.g.: Health mods and casting time and recharge time
Quote:
Originally Posted by Kunder
I figured spears were the most common hero caster weapon due to being not locked to an element, having 20% enchant, physical (activate MoP), and martial (ignore enemy casting AI).
That's pretty interesting... Does enemy AI really not use any spell/caster-specific skills on spear-holding casters?
Xenomortis
What's the effect of holding no weapon with respect to the enemy AI?
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