Quote:
Originally Posted by Odd Sock
sigh. Lightning Surge and Orb are the very definition of spike damage. You hit him with Surge the Orb him. Travel time and after cast means that you'll hit him for 107 (forgot what it was on lvl) and 137 net damage. That's 240 damage that just magically appeared on a target.
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No, it's a Protective Spirit and Reversal of Fortune that was magically appeared on a target after a Lightning Surge. Not to mention that any target with half a brain have 3 seconds to start running so Orbs will not hit anyway (well, maybe you can time your orbs so they will always hit, never tested it).
Lightning Orb - Lightning Strike works better than Lightning Surge - Lightning Orb. We never used Lightning Surge in our Air Ele build for obvious reasons. Chain Lightning is so much better
An example of effectiveness of a build without Lightning Surge (it took a sunday and two evenings to get that score):
http://ladder.guildwars.com/ladder.dll?name=Out+Of+Mana (it's a clan made for GvG by two Russian clans - Ladder to Hell and RusCorp).
Quote:
Originally Posted by Sausaletus Rex
But you have to get that target below 50% health in the first place. That takes that most precious of resources: time. That gives the opponet, the opponent's healer, a chance to react, a chance to heal and to buff up that target before that final shoe drops. Lightning Surge+Orb is problematic because it can happen at any time and there's little way to stop it beyond making sure everyone in your party has Protective Spirit or soemthing otherwise poor like that skill running constantly. Otherwise, a pair of Air ele on your team can just pick a target and drop them in about three seconds. With that damage all arriving within a span of .25 seconds.
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Against any decent group, Lightning Surge+Orb will work once or twice at best. Some good teams put Protective Spirit, Reversal of Fortune or Spell Breaker even according to a direction Elementalists are faced during a casting animation of an Orb. And you're telling that they somehow will not be able to defend a target when you clearly tell enemy team who'll be a target and they have 3 seconds to react?
Quote:
Originally Posted by Sausaletus Rex
Put it this way, Final Thrust is that last push to overwhelm a target's defenses while Surge+Orb is an opening gambit. Being able to devestate the other team before they can respond is a problem. Having a way of punching through the defenses they're able to rapidly erect is not.
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You have enough time to respond when Warriors run to their target. That is a good sign that you should throw a Reversal of Fortune on a target just in case and look closely for it (especially if warriors didn't made a spike damage for some time and so they have a lot of adrenaline for spiking). Also, someone targeted by melees can run, and that means that some orbs will miss.