FoWsc Eleway spikes
Alex/Stuiver
Hey,
My guild has been busy with making new builds with the recently updated elementalist skills. We have tested a variety of builds and we now have 3 mainteam spikers with each a essential function in the spiking.
The build are as following:
The spikes need to be casted in a certain sorder to work.
The Unsteady Ground elementalist is the "Caller" At each ball he will call Unsteady Grounds, after this the Shockwave spiker and Starburst spiker EE onto the maintank and cast their spiking skills. The Shockwave spiker has to use his spike skills in a certain order to work, Tenai's Wave -> Aftershock -> Crystal wave -> Shockwave. The reason for this order are the conditions Shockwave creates, when tenai's crystal or crystal wave are casted after shockwave the conditions are removed.
The spikes of the starburst spiker should be in the in the order of skill 3 -> 4 -> 5.
The rangers will kill you if you just random spike them. When done at the 360 the MT just balls up at two of the rangers, the spikers spike these grounds and immidiatly run into the safespot right infront of them, after this the MT will jump to the next group of rangers, call Unseen Fury and the spikers will spike them. This untill all the rangers are dead.
The rest of the tactics are the same of the other speedclear orders.
The terra roles are also the same as in the normal UW runs
The builds are probably not the best and the quickest to do FoW with. But it's nice to try something new and I think that with some tweaks you can get around the same times as a mesmerway fow spike.
The best time we got so far is a 8 Minute forge and a 18 min run in total.
We are open for criticism so feel free to leave a comment
My guild has been busy with making new builds with the recently updated elementalist skills. We have tested a variety of builds and we now have 3 mainteam spikers with each a essential function in the spiking.
The build are as following:
The spikes need to be casted in a certain sorder to work.
The Unsteady Ground elementalist is the "Caller" At each ball he will call Unsteady Grounds, after this the Shockwave spiker and Starburst spiker EE onto the maintank and cast their spiking skills. The Shockwave spiker has to use his spike skills in a certain order to work, Tenai's Wave -> Aftershock -> Crystal wave -> Shockwave. The reason for this order are the conditions Shockwave creates, when tenai's crystal or crystal wave are casted after shockwave the conditions are removed.
The spikes of the starburst spiker should be in the in the order of skill 3 -> 4 -> 5.
The rangers will kill you if you just random spike them. When done at the 360 the MT just balls up at two of the rangers, the spikers spike these grounds and immidiatly run into the safespot right infront of them, after this the MT will jump to the next group of rangers, call Unseen Fury and the spikers will spike them. This untill all the rangers are dead.
The rest of the tactics are the same of the other speedclear orders.
The terra roles are also the same as in the normal UW runs
The builds are probably not the best and the quickest to do FoW with. But it's nice to try something new and I think that with some tweaks you can get around the same times as a mesmerway fow spike.
The best time we got so far is a 8 Minute forge and a 18 min run in total.
We are open for criticism so feel free to leave a comment
Dutchiez
Any feedback would be most appreciated ^^
EDIT: If the MT is pro he can do a 360 and xbox-pull, which will create 1 group of all 360-groups + 4 rangers and 1 group of 4 rangers, after the first group is spiked you can easily spike the remaining 4 rangers and save a lot of time. Killing the caster groups can be done most easily by having the SB spiker jump in and have the SW spiker EE on him.
EDIT: If the MT is pro he can do a 360 and xbox-pull, which will create 1 group of all 360-groups + 4 rangers and 1 group of 4 rangers, after the first group is spiked you can easily spike the remaining 4 rangers and save a lot of time. Killing the caster groups can be done most easily by having the SB spiker jump in and have the SW spiker EE on him.
Essence Snow
I have also been testing varients of fow ele spike. 1st started with 2 shockwave>tenias with a fragility caller (a/me mt). It worked but spikes had to be done in an order....ie...one ele jumps in calls shockwave..other jumps in ping tenias 1st then shockwave...then the 1st ele in casts tenia. We found it kind of a pain.
That aside...looking at your bars a couple things come to mind. On the UG caller i don't see the need for ee since the whole bar can be cast at range. On the mt...unless your having the need to cover for terras you could run a/any and add in some utility dmg (b/c t3 will be taking care of forest wolf) On the SW spiker maybe stoneflesh>aoe so you don't have to use pcon ims?
That aside...looking at your bars a couple things come to mind. On the UG caller i don't see the need for ee since the whole bar can be cast at range. On the mt...unless your having the need to cover for terras you could run a/any and add in some utility dmg (b/c t3 will be taking care of forest wolf) On the SW spiker maybe stoneflesh>aoe so you don't have to use pcon ims?
Alex/Stuiver
The thing about the UG Caller is true, we tested some builds earlier witha the UG caller with Aftershock so with that build he could jump in and help spiking.
The MT build was also a standard build we just used just to make the builds quickly, going A/P would probably be better. Sometimes having sliver with you helps with bad balls for the nearby targets, but as shockwave does in the area damage its pretty useless.
@ the SW Do you mean using the pcons so you walk faster? because EE has a recharge time of 8 seconde with cons, you can easily spam that while under effect of AoE.
The MT build was also a standard build we just used just to make the builds quickly, going A/P would probably be better. Sometimes having sliver with you helps with bad balls for the nearby targets, but as shockwave does in the area damage its pretty useless.
@ the SW Do you mean using the pcons so you walk faster? because EE has a recharge time of 8 seconde with cons, you can easily spam that while under effect of AoE.
Essence Snow
I was referring to
Quote:
Enchantment Spell. For 30 seconds, you gain 24...53...60 armor, but move 50...21...14% slower
the bolded part. As it lasts well after spikes the negative ims will slow that spiker running to and fro.
Dutchiez
EE is for healing if anything fails/speed up/escape from accidental aggro.
BTW, Glyph on the UG bar is optional skill we haven't figured anything better yet.
And MT you are totally right you could run a/any but these are just cover bars, in fact all of the terra bars are just random bars thrown in which you can replace with anything.
BTW, Glyph on the UG bar is optional skill we haven't figured anything better yet.
And MT you are totally right you could run a/any but these are just cover bars, in fact all of the terra bars are just random bars thrown in which you can replace with anything.
Alex/Stuiver
Thats true, also the fact that you dont have to recast it and you would take less damage is great.
Dutchiez
And about Stoneflesh over AoE, stoneflesh has longer casting time and less duration, and AoE has with 17 earth magic (12+1+3 + 1 from cons) only a 9% movement slow which isnt all that much, and easily countered by popping a cupcake.
AndrewSX
Why overcomplicating you spikes that way? Isn't easier to load the T3 Mes way builds (Tanks and Rit) and replace 3 Mes with 3 Eles SF? Ranged, Aoe, strong dmg with 3 spikers.
(Disclaimer: i said EASIER, not necessarily BETTER for times/spikes)
(Disclaimer: i said EASIER, not necessarily BETTER for times/spikes)
Dutchiez
Yes that would be easier, but would it be as fun?
AndrewSX
Probably not, sure .
But you said too that the PBAoE spike you have is a bit...clunky. Working, but is just overcomplicating things... just pointing that.
Obviously we could take another discussion about how are exactely should be a triple SFlames spike builds, but that's another story.
But you said too that the PBAoE spike you have is a bit...clunky. Working, but is just overcomplicating things... just pointing that.
Obviously we could take another discussion about how are exactely should be a triple SFlames spike builds, but that's another story.
Alex/Stuiver
It's probably true that SF probably does more damage. We just used the skill update to see if the new skills are capable of being used in speedclearing. We just wanted some feedback on the builds we are currently using and skills we might be able to change. For the overcomplicating, it's fun to make stuff a bit more tactical then just random spikes don't you think ?
Thanks for your imput anyway
Thanks for your imput anyway
AndrewSX
Then trowing in Fragility on MT bar for the sliver and giving a couple more of conds to spikers could be a good idea.
Alex/Stuiver
Yup, we tried fragility on the spiker, not a lot damage. The extra damage is nice though, as the MT has optional spots anyway
Dutchiez
What condition skills would you recommend we use?
AndrewSX
Mmh.
Cracked Armor, Weakness, Blind -> Shockwave - Check.
Burning -> Star Burst - Check
Unless exist a way to inflict Cripple/Daze/DWound in Aoe range w/o using FDreams... E/Me going /Nec for Disease/Poison? Dunno.
Cracked Armor, Weakness, Blind -> Shockwave - Check.
Burning -> Star Burst - Check
Unless exist a way to inflict Cripple/Daze/DWound in Aoe range w/o using FDreams... E/Me going /Nec for Disease/Poison? Dunno.
Coast
anyone tried triple rodgorts+ mindburn yet?
Dutchiez
Just tested some things; turns out Fragility on the MT = ownage, so MT will be running Honor + Frag, and as for the UG Caller: Glyph of Lesser Energy is really nice for keeping Energy up and replacing Eruption with Earthern Shackles helps snare the mobs if the spike isn't clean.
EDIT: Going to bed now, will be looking into more condition skills tomorrow see what we can get out of that Fragility ^^
EDIT: Going to bed now, will be looking into more condition skills tomorrow see what we can get out of that Fragility ^^
AndrewSX
About the "Squishy Eles jumping in balls for spiking", couldn't be useful replace Earthbind for Winter and have all Eles wearing Hydromancer Insignas? +20 free AR vs cold, maybe not like AoE, but making Eles less oneshotted (they shouldn't get hit, but that's another story). Possible to add a off-hand/shield for extra protection instead of the 40/40 set too.
Maurice
Well, winter could come out handy, but Earthbind is just too good to take away. As the knockdown now durates 3 seconds, its the time of the entire spike.
So if UG is casted on a good target in the ball, they are all KD'd during the spike, which gives you no damage at all.
So if UG is casted on a good target in the ball, they are all KD'd during the spike, which gives you no damage at all.
AndrewSX
No dmg at all - > Then why bother with AoE or Stoneflesh?
(jk)
(jk)
Dutchiez
Plus AoE gives 65 AR already, count the +24 AR from I Am Unstoppable, the 60 Base AR and you got 149 AR, adding 20 to that would be overkill imo. (Although I'm not sure about armor caps so I could be completely wrong here).
Maurice
You got me there.
And i think you know why we use those skills. IF everything is done correct there is no need for them aswel. But there are always some moments when it just doesn't go correct. And for winter, it is a Wilderness Survival skill. Would you like to have an sos without a single attribute high, or you want to split them all?
EDIT: Dutchiez ninja'd me.
And i think you know why we use those skills. IF everything is done correct there is no need for them aswel. But there are always some moments when it just doesn't go correct. And for winter, it is a Wilderness Survival skill. Would you like to have an sos without a single attribute high, or you want to split them all?
EDIT: Dutchiez ninja'd me.
AndrewSX
Duh. WSurvival on Winter is something i forgot completely.
Dutchiez
I now am thinking about Physical Resistance, seeing as that's in the same attribute as Channeling and gives a nice +40 armor bonus and lasts really long, although it does decrease your armor vs elemental dmg.
Maurice
We are thinking about intensity on some of the ele's. Still have to check out which ones.
Gondrakif
Quote:
Originally Posted by Maurice
Quote:
Also I'm not sure about Solo ToC with that bar especially looking at the more health update and the split attributes for Earthbind, I will test it myself see if it is possible with that build without pcons and possibly make adjustments.
The order for SW spiker was made up before we put Fragility in there, seeing as how both Crystals are armor-ignoring and remove the conditions put on by SW which would make cleanup a bit harder. Now that we use Fragility though it makes much more sense to just SW->Aftershock->Crystals.
----------
Quote: