Flux - Meek Shall Inherit

Vann Borakul

Frost Gate Guardian

Join Date: Feb 2007

Noble Honor [NH]

E/

I tried Boonprotting in RA, but I just couldn't get redbars up or stop them from going down enough, and it was a struggle to remove conditions and hexes timely. KD from earth eles is also problematic, which happens to be a new and frequent build.

Protting is harder than healing though. Maybe a better protter can make it work, but it was much harder for me to deal with conds and hexes without the energy efficiency of Healing Burst or WoH with SoJ/VigSpirit

It sure as hell increased the speed at which I switched between energy sets though...

I wonder if it'll be used in HA/GvG


I still want to try to out some blood magic with 18-20 points <-<
Quote:
Originally Posted by MithranArkanere View Post
Nope. An energy pip is just 3 energy per second.

With elemental attunement, you generate way more energy than that with many builds.

Along a second attunement, you can even produce more energy than the energy you spend, keeping your energy maxed at all times.
An energy pip is .33 energy per second.
a single pip for 3 energy per second would dominate attunements

InStars

InStars

Frost Gate Guardian

Join Date: Feb 2011

Latvia

Tempus Omnia Revelat [TOR]

E/A

Boonproting works awesome in FA, you can just prot all the NPCs and they can't get in

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Vann Borakul View Post
An energy pip is .33 energy per second.
a single pip for 3 energy per second would dominate attunements
No, it doesn't. The Attunements are some of the most powerful energy management skills in the game.
Consider the standard Mind Blast bar: it has Mind Blast, Immolate, Rodgort's and Meteor as its offensive skills.
If Immolate is used on recharge, one cast every 6 seconds, then Fire Attunement returns 4 energy (10*0.3 + 1) every 6 seconds; equivalent to 2 pips of energy regeneration.
And that's just with one spell being cast, Mind Blast is cycled a lot and Rodgort's Invocation under Fire Attunement gives back 8 energy per cast; if those are fit in with Immolate then we're looking at much higher energy gains.

Now of course, over the course of an entire game, an Attunement is going to match up to the extra pip, but that's because you have a lot of downtime; large periods without casting (particularly a MB Split Ele), but then the energy regen isn't at all relevant; you don't need it because you're not casting!

_Aphotic_

_Aphotic_

Krytan Explorer

Join Date: Mar 2010

Muppets Versus Muppets [MvM]

P/A

Saw this in GvG yesterday.

R/E, not sure attributes

Kindle Arrows
Conjure Flame
Point Blank Shot
Savage Shot
Distracting Shot
Pin Down
?Natural Stride?
?Resurrection Signet?

Epic numbers, solo'd a MB Ele, and pretty much can clear out a whole GL Pit by itself, potentially faster than an MB Ele. Replace the rez with Zojun's Shot or Sloth Hunter's, and you'll probably out-DPS a lot of other things as well.

Vann Borakul

Frost Gate Guardian

Join Date: Feb 2007

Noble Honor [NH]

E/

Quote:
Originally Posted by Xenomortis View Post
No, it doesn't. The Attunements are some of the most powerful energy management skills in the game.
Consider the standard Mind Blast bar: it has Mind Blast, Immolate, Rodgort's and Meteor as its offensive skills.
If Immolate is used on recharge, one cast every 6 seconds, then Fire Attunement returns 4 energy (10*0.3 + 1) every 6 seconds; equivalent to 2 pips of energy regeneration.
And that's just with one spell being cast, Mind Blast is cycled a lot and Rodgort's Invocation under Fire Attunement gives back 8 energy per cast; if those are fit in with Immolate then we're looking at much higher energy gains.

Now of course, over the course of an entire game, an Attunement is going to match up to the extra pip, but that's because you have a lot of downtime; large periods without casting (particularly a MB Split Ele), but then the energy regen isn't at all relevant; you don't need it because you're not casting!
I said that if a pip was 3 energy per second, a single pip would dominate attunements.
reread what I responded to, for context

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Quote:
Originally Posted by _Aphotic_ View Post
Saw this in GvG yesterday.

R/E, not sure attributes

Kindle Arrows
Conjure Flame
Point Blank Shot
Savage Shot
Distracting Shot
Pin Down
?Natural Stride?
?Resurrection Signet?
What's awesome about this build is that it pulls damage from four different attributes. +2 to one attribute is nothing to write home about, +2 to four that all combine together is a different story.

A bunch of axe warriors are playing around with conjure now, it's a similar principle.

superraptors

superraptors

Grotto Attendant

Join Date: Dec 2008

W/

Quote:
Originally Posted by FoxBat View Post
What's awesome about this build is that it pulls damage from four different attributes. +2 to one attribute is nothing to write home about, +2 to four that all combine together is a different story.

A bunch of axe warriors are playing around with conjure now, it's a similar principle.
indeed, some bars can be reworked and gain a major advantage without its elite, especially an energy heavy bar like that.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Vann Borakul View Post
I said that if a pip was 3 energy per second, a single pip would dominate attunements.
reread what I responded to, for context
And I just explained that a single pip doesn't 'dominate' an attunement.
Elemental Attunement is even more powerful; a single pip doesn't even compare.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Even if a pip of energy gave 3 energy per second instead 1 energy every 3 seconds, as I 'mindslipedly' wrote, it would still be less energy that the energy elemental attunement can produce, and way less than the energy elemental attunment+another attunement+aura of restoration's +1 energy can produce.

When combined, they reduce the costs of spells to this:
5 and 10 energy: 0
15 energy: 1
25 energy: 4

Even if each pip was 3 energy per second, a pip would not be able to compare to that, because a simple flare spell would generate 5 energy per second.