Putting the "Chill" on Lightning

Greentongue

Greentongue

Frost Gate Guardian

Join Date: Feb 2005

Orlando, FL

It see that Lightning is the "Flavor of the Month" and Lightning Ele's are ruling the Arenas. Has anyone used the ranger skill Winter to put a damper on them?
Am I right that changing the damage type to cold will remove the penetration bonus?
Is there a better solution to lightning than this?

Uzul

Uzul

Krytan Explorer

Join Date: Jun 2005

Arctic Tundra

Pints N Quarts [PsQs]

winter spirit will make it cold dmg with armor penetration... ^^

Silmor

Silmor

Wilds Pathfinder

Join Date: Mar 2005

Which can be fun if your team is the one doing the air spiking, opposing parties might try to counter with lightning defenses and suddenly get cold spike damage in the teeth instead.

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Silmor
Which can be fun if your team is the one doing the air spiking, opposing parties might try to counter with lightning defenses and suddenly get cold spike damage in the teeth instead.
Yep, could just be adding more fuel to the fire.

Haung Yu

Academy Page

Join Date: May 2005

Mantra of Lightning!!...

Too bad it only works on the caster.

Mumblyfish

Mumblyfish

Lion's Arch Merchant

Join Date: Feb 2005

Blighty

Kansas City Hotsteppers [KCHS]

Fertile Season and Nature's Renewal will take most of the bite off any Elementalist, leaving them a burnt out husk. For bonus points, take Quickening Zephyr (and kill their Energising Wind) to make sure their "All Cannons Blazing" strategy doesn't work for any longer than a few casts.

Caco-Cola

Krytan Explorer

Join Date: May 2005

College Station, TX

Kansas City Hotsteppers. Hawt!

I haven't seen a Spiking team win the HoH recently though.

A lot fo them get eliminated at the capture the relic round.

Others get eliminated elsewhere.

Yesterday in Scarred Earth we defeated 3 spiking teams, how? We just stood apart from each other. No chain lightning then.

The sudden bursts of lightning orb (at least I think that's the spell they use) where it's all timed out and stuff (caller goes 1 2 3 now on TS/Vent) hurt, but like someone said, with Fertile Season down it's just a really big scratch.


All the spiking teams I've been on have done well, don't get me wrong. But we also lost at the sigil CTF event cause we didn't have a meat shield to run the relic or kill their ghostly hero sooo not much we could do.

Divinitys Creature

Divinitys Creature

Krytan Explorer

Join Date: Apr 2005

Somewhere between the Real World and Tyria ;P

The Gothic Embrace [Goth]

Quote:
Originally Posted by Mumblyfish
Fertile Season and Nature's Renewal will take most of the bite off any Elementalist, leaving them a burnt out husk. For bonus points, take Quickening Zephyr (and kill their Energising Wind) to make sure their "All Cannons Blazing" strategy doesn't work for any longer than a few casts.
With quickening zephyr, if they know how to use their energy well, they could defeat you in 50% less time :P

Energising wind is pointless for air eles because the minimum cost is 10 energy, which most of the lightning spells cost any way - orb is 15 and strike is 5 energy.

Greentongue

Greentongue

Frost Gate Guardian

Join Date: Feb 2005

Orlando, FL

Quote:
Originally Posted by Uzul
winter spirit will make it cold dmg with armor penetration... ^^
That just seems Wrong.

Not that you are wrong, just that the damage keeps the penetration.
If they are going to keep a damage type with penetration instead of having armor weaknesses, changing the damage type should remove the bonus.

Mumblyfish

Mumblyfish

Lion's Arch Merchant

Join Date: Feb 2005

Blighty

Kansas City Hotsteppers [KCHS]

Armour penetration isn't inherent to Lightning damage, it's just tacked on to a lot of Air Magic skills. Winter just changes a skill that does Lightning damage with 20% armour penetration, to a skill that does Cold damage with 20% armour penetration.

Asplode

Asplode

Desert Nomad

Join Date: May 2005

Chicago, IL

Rebel Rising [rawr]

R/Me or Me/R with winter and Mantra of Frost is an incredibly effective combo.

The original problem with mantra of ___ was that youre only protected versus one element, but if you convert all elemental damage to one type, well...

ComMan

Krytan Explorer

Join Date: Jun 2005

Fertile Season only works against people who aren't smart enough to either destroy the spirit or move out of it's range. Granted, it's quite potent in HoH and King of the Hill, but then you're going to HAVE to plant it in a spot where it can be taken out fairly easily. They just kill your spirits and go back to spiking.

Spreading out to avoid Chain Lighting actually kinda funny. I wonder what the other team thought of that.

Evan The Cursed

Frost Gate Guardian

Join Date: Jun 2005

I always thought one solution would to create a condition a player hit by lightning would receive for just half a second, that would reduce the damage of lightning attacks following. not by much, just like... if eight lightning orbs smash into one player at the same exact time, then the damage from each orb following the first is reduced. Some silly name I thought up, "Electric charge" or something XD

Then I realized that idea was stupid...

Yeah I'm just rambling now...

Greentongue

Greentongue

Frost Gate Guardian

Join Date: Feb 2005

Orlando, FL

Surely there is a counter to Lightning ...

Phaedrus

Lion's Arch Merchant

Join Date: Apr 2005

Quote:
Originally Posted by Greentongue
Surely there is a counter to Lightning ...
Ward Against Elements.
Shielding Hands.
Swirling Aura.
Armor of Earth.
Protective Bond.
Mark of Protection.
Healing Seed.
Life Barrier.
Protective Spirit.
Reversal of Fortune.
Shield of Regeneration.
Spellbreaker.
Amity.
Pacifism.
Migraine.
Power Block.
Cry of Frustration.
Power Leak.
Guilt.
Power Spike.
Mantra of Lightning.
Distracting Blow.
Lightning Surge.
Gale.
Shock.
Thunderclap.
Mindshock.
Whirlwind.
Disrupting Chop.
Backbreaker.
Devastating Hammer.
Earth Shaker.
Hammer Bash.
Heavy Blow.
Irresistable Blow.
Dwarven Battle Stance.
Griffon's Sweep.
Skull Crack.

...and spreading out. *cough*

[ ]

eA-Zaku

eA-Zaku

Krytan Explorer

Join Date: May 2005

Some of those are horrible counters...

What do I mean? Healing Seed...horrible counter. Reversal might work, but I'm not seeing it.

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

Quote:
Originally Posted by Phaedrus
Ward Against Elements.
Shielding Hands.
Swirling Aura.
Armor of Earth.
Protective Bond.
Mark of Protection.
Healing Seed.
Life Barrier.
Protective Spirit.
Reversal of Fortune.
Shield of Regeneration.
Spellbreaker.
Amity.
Pacifism.
Migraine.
Power Block.
Cry of Frustration.
Power Leak.
Guilt.
Power Spike.
Mantra of Lightning.
Distracting Blow.
Lightning Surge.
Gale.
Shock.
Thunderclap.
Mindshock.
Whirlwind.
Disrupting Chop.
Backbreaker.
Devastating Hammer.
Earth Shaker.
Hammer Bash.
Heavy Blow.
Irresistable Blow.
Dwarven Battle Stance.
Griffon's Sweep.
Skull Crack.

...and spreading out. *cough*

[ ]
Dude, most of those are crap. Shielding hands removes about 20 dmg, which is nothing. Same with healing seed. The armor increase from armor of earth is not as significant, due to armor penetration. Pacifism and Amity do absolutely nothing. All those mesmer hexes are quite insufficient since the spike build relies on 3 or more eles firing orbs at the same time, not just 1 that you can disable. All the warrior skills require the warrior to get close, and by that time someone is already dead.

The rest are good counters (prot. spirit, reversal, spellbreaker, obsidian flesh) but require timing/ can be avoided by changing target. It depends on the enemy team; if their coordination is good, you're gonna need a hell of a team to survive their attacks.

Animal

Pre-Searing Cadet

Join Date: Feb 2005

Armor of earth reduces the spike dmg more than you think despite the armor penetration. I could be wrong, but you can use the protection spell Guardian as a defensive measure against lightning orb. Lightning Orb can miss since its a projectile and it seems like Guardian can block orb based off experience. Just reading the descriptions, Guardian can block magical projectiles. Reasonable 5 energy, 50% block rate and pair it with reversal of fortune not a bad solution. Survives the "changing target" idea since its cheap but then again is ~50% block.

Sekkira

Sekkira

Forge Runner

Join Date: Apr 2005

Canberra, AU

Lightning damage has a percentage of armour penetration. People seem to forget that percentage of armour penetration does not mean armour is pointless. It just means if you put some more armour on with a buff, then it does provide a bit further protection against penetration if I'm right about how damage is calculated.

Ollj

Ollj

Jungle Guide

Join Date: May 2005

Any mesmer skill csan kill ANY air ele (or 2)

xaanix

xaanix

Academy Page

Join Date: Jan 2005

Woodbridge NJ

[Nu] Nuclear Launch Detected

W/E

#1 best way to disable air eles is to take natures renewal. Air ele teams rely on attunements for energy management,usually elemental and air attunement. These attunements have a LONG recharge time (60 seconds) and without these skills, the air eles are only capable of spiking 1 or 2 targets before they're totally useless. As a special bonus, natures renewal will also strip off all their maintained enchantments (life bonds) leaving them entirely vulnerable to attack!

Enjoy.

StandardAI

StandardAI

Banned

Join Date: Mar 2005

K A R M A

Quote:
Originally Posted by xaanix
#1 best way to disable air eles is to take natures renewal. Air ele teams rely on attunements for energy management,usually elemental and air attunement. These attunements have a LONG recharge time (60 seconds) and without these skills, the air eles are only capable of spiking 1 or 2 targets before they're totally useless. As a special bonus, natures renewal will also strip off all their maintained enchantments (life bonds) leaving them entirely vulnerable to attack!

Enjoy.
Nature's renewal is bugged, lightning attunement isn't that important any ways, the truth is the recharge on your skills and exhaustion is what's going to hit you the hardest.

What's the real counter? Prot spirit, Rof, and Guardian. Keep in mind everyone guardian is much much better than aegis.

Prot Spirit = cuts lightning orbs damage in half
Guardian = cuts the chance of lightning orbs hitting in half
RoF = Stops an orb from hitting altogether and heals for that amount.

All of that is going to cost you 20 mana but as a word of advice you should always run an energy elite on your prot monk.

xaanix

xaanix

Academy Page

Join Date: Jan 2005

Woodbridge NJ

[Nu] Nuclear Launch Detected

W/E

Quote:
Originally Posted by StandardAI
Nature's renewal is bugged, lightning attunement isn't that important any ways, the truth is the recharge on your skills and exhaustion is what's going to hit you the hardest.
Natures renewal seems to work fine for us (n0/club G).

You are of course free to use what you want. obviously the protection monk will attempt to stop spike from dropping a target, but depending on the coordination of the enemy offense it may not even be possible. 4x chain lightnings can drop multiple targets instantly, and a prot monk cant stop the damage from coming in on multiple targets at once. Many times its impossible to determine who will be spiked before they're dead. The best thing for situations like this is to just take the deaths, res up, and at the same time destroy their perpetual mana source. You now have (hopefully) a team that is capable of sustained damage, while they do not. The rest is elementary. Natures renewal cuts the legs out from under your enemy's air ele offense.

StandardAI

StandardAI

Banned

Join Date: Mar 2005

K A R M A

Hmmm? Was it fixed in a patch or something, I've ran a lot of tests with it and it only seemed to remove some enchantments some of the time. But that was about two patches ago.

xaanix

xaanix

Academy Page

Join Date: Jan 2005

Woodbridge NJ

[Nu] Nuclear Launch Detected

W/E

I'll double check with the guild tomorrow, but yeah i think its fixed. It wouldnt make its way onto one of our skill bars for gvg if it didnt work.

KamiCrazy

Ascalonian Squire

Join Date: Mar 2005

It removes everything now, theres apparently a new bug though, something to do with its range.

Greentongue

Greentongue

Frost Gate Guardian

Join Date: Feb 2005

Orlando, FL

Quote:
Originally Posted by xaanix
Natures renewal seems to work fine for us (n0/club G).

You are of course free to use what you want. ... Natures renewal cuts the legs out from under your enemy's air ele offense.
The rise of the Ranger.
Another example where every profession has a place on a team.

StandardAI

StandardAI

Banned

Join Date: Mar 2005

K A R M A

Rangers own and deal better damage than air eles do.

salja Wachi

Banned

Join Date: Jun 2005

Chicago

the Bleeding Edge

N/Mo

Quote:
Originally Posted by StandardAI
Rangers own and deal better damage than air eles do.

while i will back a ranger as beign a very important character and i like to have them on my team if they are good. your statement is rediculous.

air eles do 100+ damage to multiple targets.

my friend you have some playing ahead of you

StandardAI

StandardAI

Banned

Join Date: Mar 2005

K A R M A

Lightning Orb, Spell: Lightning Orb flies toward target foe and strikes for 82 lightning damage if it hits. This spell has 25% armor penetration. Cost: 15; Cast: 2; Recharge: 5; Attribute: Air Magic;

That's 100 damage against 60 armor for 15 mana and can be done once every 7 seconds.

Kindle Arrows, Preparation: For 24 seconds, your arrows deal an additional 20 fire damage. Cost: 5; Cast: 2; Recharge: 12; Attribute: Wilderness Survival;

Quick Shot[El], Bow Attack: Shoot an arrow 2 times faster than normal. All your attack skills are disabled for 2 seconds. Cost: 5; Cast: 1; Recharge: 1; Attribute: Ranger General;

Where as a ranger can do 280 (315 with a perfect vampiric bow string) damage in 7 seconds costing 16 mana with 13 expertise against a 60 armor.

No one runes aoe in GvG, The DPS on a ranger is far greater and consistent than that of an elementalist. Even if you throw in chain lightning or echo orb it's still greater dps over time.

"my friend you have some playing ahead of you" - salja Wachi

---

Edit: Oh yeah, winnowing and favorable winds add another 10 damage to the arrows, so that's 350 damage over 7 seconds, and 385 with a perfect vampiric bow string.

Eclair

Desert Nomad

Join Date: Apr 2005

However, the problem is precisely that, its damage over time. Right now air elementalists are favored because they can spike for more than a monk can heal at for at a time. Damage over time means time for the monk to regain mana and heal back the damage dealt.

Phaedrus

Lion's Arch Merchant

Join Date: Apr 2005

Quote:
Originally Posted by Red Locust
Dude, most of those are crap. Shielding hands removes about 20 dmg, which is nothing. Same with healing seed. The armor increase from armor of earth is not as significant, due to armor penetration. Pacifism and Amity do absolutely nothing. All those mesmer hexes are quite insufficient since the spike build relies on 3 or more eles firing orbs at the same time, not just 1 that you can disable. All the warrior skills require the warrior to get close, and by that time someone is already dead.

The rest are good counters (prot. spirit, reversal, spellbreaker, obsidian flesh) but require timing/ can be avoided by changing target. It depends on the enemy team; if their coordination is good, you're gonna need a hell of a team to survive their attacks.
Most of those abilities are meant to be used with strategy, not blindly. When you see an elementalist in the tombs you aren't going to wait to see what he starts casting, are you?

Shielding hands isn't crap, it's just another ability that isn't overpowered so people don't notice it. It protects you from *any* type of damage. That seems pretty significant when stacked with something like protective spirit, ward against elements, armor of earth, healing seed, etc. Amity and pacifism prevent you from engaging in ANY hostile action. What are air spells that deal damage? You want to own three air elems one at a time, you might want a prot monk who has a sense of humor.

Part of being successful at surviving the air elem strike-force (which isn't hard, I don't know why people complain) is combining abilities to shut them down. People who can't pull from that list and take down three air elems need to re-examine their builds, not complain that air elems are overpowered.

[ ]

StandardAI

StandardAI

Banned

Join Date: Mar 2005

K A R M A

Quote:
Originally Posted by Eclair
However, the problem is precisely that, its damage over time. Right now air elementalists are favored because they can spike for more than a monk can heal at for at a time. Damage over time means time for the monk to regain mana and heal back the damage dealt.
Damage in its self takes away mana, Sure air eles are populer, I'm happy that rangers aren't to be honest. I hate it when people run the same thing, I'd like to see the game be very diverse, air eles are great spike damage, after you kill them they can just res all three of their monks with a signet, and then your elementalist has to cool down, then your damage stops and the enemy wins.

Eclair

Desert Nomad

Join Date: Apr 2005

Well, of course there's counters to every build, but that doesn't change the fact that spike damage is just as useful as damage over time damage. Different strategies require different ways to play, there isn't really a A is strictly better than B scenerio, and there shouldn't be.