solo spike in 3-5 seconds! ele/sin
Charr Killer
meant for pvp
1. shock/gale/other KD skill (bonus adj time + xtra AS dmg)
2. aftershock (3/4 sec)
3. shockwave{e} (3/4 sec)
4. crystal wave (3/4 sec)
5. tienai's crystals (3/4 sec)
6. earth attunement
7. dark prison
8. rez sig
Earth 16 (12+4)
Energy Storage 10 (7+3)
deadly arts 10
air 5 (4+1)
cast earth attune
dark prison to target
then KD the target
the quickly 2, 3, 4, 5 in that order
should do about 400-500 dmg in 3-5 seconds!
i kinda tested this build w/o the KD or Shockwave and friend said it needed speed or KD;so if it still doesn't work just go Me/E with fast casting and windborne speed instead of dark prison
1. shock/gale/other KD skill (bonus adj time + xtra AS dmg)
2. aftershock (3/4 sec)
3. shockwave{e} (3/4 sec)
4. crystal wave (3/4 sec)
5. tienai's crystals (3/4 sec)
6. earth attunement
7. dark prison
8. rez sig
Earth 16 (12+4)
Energy Storage 10 (7+3)
deadly arts 10
air 5 (4+1)
cast earth attune
dark prison to target
then KD the target
the quickly 2, 3, 4, 5 in that order
should do about 400-500 dmg in 3-5 seconds!
i kinda tested this build w/o the KD or Shockwave and friend said it needed speed or KD;so if it still doesn't work just go Me/E with fast casting and windborne speed instead of dark prison
Charr Killer
cmon guys post some criticisms i think that if there are 100 and sumthin views i figured atleast 1 would post
Lord Sojar
I use a similar build for RA using the shadow elite, Aura of Displacement so i can warp away. It's fun aint it?

Francis Crawford
Spiking has to actually KILL the person or it doesn't do much good in PvP.
I was just talking to my wife about running a similar build in PvE where we BOTH used it (but with an energy management elite, I'd think). Two elementalists COULD wipe out a compact mob in a few seconds.
I was just talking to my wife about running a similar build in PvE where we BOTH used it (but with an energy management elite, I'd think). Two elementalists COULD wipe out a compact mob in a few seconds.
Ira Blinks
Charr Killer
the only comment is that your numbers are wrong. 3/4 is the casting time on PBAoE spells, but after that there is an extra second delay before you can do anything (apparently you character is strikin a pose or something...). Also since it is obvious that you'll be chaining spells, you will be very vulnerable to interrupts.
the only comment is that your numbers are wrong. 3/4 is the casting time on PBAoE spells, but after that there is an extra second delay before you can do anything (apparently you character is strikin a pose or something...). Also since it is obvious that you'll be chaining spells, you will be very vulnerable to interrupts.
unda dawg
Quote:
Originally Posted by Francis Crawford
Spiking has to actually KILL the person or it doesn't do much good in PvP.
I was just talking to my wife about running a similar build in PvE where we BOTH used it (but with an energy management elite, I'd think). Two elementalists COULD wipe out a compact mob in a few seconds. kinda off topic but it wood b awesome to have a gamer wife/gf
I was just talking to my wife about running a similar build in PvE where we BOTH used it (but with an energy management elite, I'd think). Two elementalists COULD wipe out a compact mob in a few seconds. kinda off topic but it wood b awesome to have a gamer wife/gf
Francis Crawford
Quote:
Originally Posted by unda dawg
kinda off topic but it wood b awesome to have a gamer wife/gf
Indeed it is!
She's much more into the game than I am, actually.
She's much more into the game than I am, actually.
Francis Crawford
Quote:
Originally Posted by Ira Blinks
Charr Killer
the only comment is that your numbers are wrong. 3/4 is the casting time on PBAoE spells, but after that there is an extra second delay before you can do anything (apparently you character is strikin a pose or something...). Also since it is obvious that you'll be chaining spells, you will be very vulnerable to interrupts. Could you please explain this whole cooldown thing to me, using small words, please?
I'm having a lot of trouble figuring out why I can sometimes rattle off 7 spells during Ether Renewal, and why at other times the limit seems to be 4 or 5, even though they all have casting time of 1 second or less.
the only comment is that your numbers are wrong. 3/4 is the casting time on PBAoE spells, but after that there is an extra second delay before you can do anything (apparently you character is strikin a pose or something...). Also since it is obvious that you'll be chaining spells, you will be very vulnerable to interrupts. Could you please explain this whole cooldown thing to me, using small words, please?
I'm having a lot of trouble figuring out why I can sometimes rattle off 7 spells during Ether Renewal, and why at other times the limit seems to be 4 or 5, even though they all have casting time of 1 second or less.
Guillaume De Sonoma
You know about the aftercast on aftershock don't you?
Francis Crawford
Quote:
Originally Posted by Guillaume De Sonoma
You know about the aftercast on aftershock don't you?
No. That's too big a word. 
Seriously, I'm asking for details.
It sounds as if people are saying that certain skills shut down ALL skill use for a short period afterwards. (How short? .75 seconds?) But then there's the case of Stone Daggers, which seems to just have a hidden recharge time in that range, but not shut down the use of other skills. (I.e., when I Arcane Echo Stone Daggers or Flare it seems I can cast more often total than when I don't. Is this just an illusion?)

Seriously, I'm asking for details.
It sounds as if people are saying that certain skills shut down ALL skill use for a short period afterwards. (How short? .75 seconds?) But then there's the case of Stone Daggers, which seems to just have a hidden recharge time in that range, but not shut down the use of other skills. (I.e., when I Arcane Echo Stone Daggers or Flare it seems I can cast more often total than when I don't. Is this just an illusion?)
Chilly Ress
I personally like it for a 2-3 man spike in TA, but thats it.
Xasew
Point-Blank Area of Effect(PBAoE) spells have a 1.75 second aftercast.
Francis Crawford
Quote:
Originally Posted by Xasew
Point-Blank Area of Effect(PBAoE) spells have a 1.75 second aftercast.
And does this aftercast shut down ALL your other skills?
I.e., will somebody please rigorously define "aftercast"? Thanks!!
I.e., will somebody please rigorously define "aftercast"? Thanks!!
xiaotsu
Quote:
Originally Posted by Francis Crawford
And does this aftercast shut down ALL your other skills?
I.e., will somebody please rigorously define "aftercast"? Thanks!! It's really simple, I don't see how you CAN'T understand it. You just stand there for a little bit after casting, it's like a brief cooldown, it doesn't disable skills, but it's definitely not going to make them any more effective.
Too many big words? Grab a dictionary, it's plain English.
I.e., will somebody please rigorously define "aftercast"? Thanks!! It's really simple, I don't see how you CAN'T understand it. You just stand there for a little bit after casting, it's like a brief cooldown, it doesn't disable skills, but it's definitely not going to make them any more effective.
Too many big words? Grab a dictionary, it's plain English.
Guillaume De Sonoma
So basicly your 3-5 second spike is atleast 5-7, but as someone else said all PBAoE skills have that recharge so you have no spike.
legless_the_elf
Heres a better solo spike:
1-Lightning surge
2-Lightning Orb
3-Lightning strike
this is how it works
1,2,3
they should be dead cuz
106+105+53= 264
with 25% armor penetration (according to Ensign's calculator)
137+136+69= 342
maybe lower their health a bit b4 the spike cuz 342 dmg wont do
1-Lightning surge
2-Lightning Orb
3-Lightning strike
this is how it works
1,2,3
they should be dead cuz
106+105+53= 264
with 25% armor penetration (according to Ensign's calculator)
137+136+69= 342
maybe lower their health a bit b4 the spike cuz 342 dmg wont do
Francis Crawford
Quote:
Originally Posted by xiaotsu
It's really simple, I don't see how you CAN'T understand it. You just stand there for a little bit after casting, it's like a brief cooldown, it doesn't disable skills, but it's definitely not going to make them any more effective.
Too many big words? Grab a dictionary, it's plain English. I doubt the word "aftercast" will be found in a dictionary, nor the sense in which "cooldown" is used to apply to Guild Wars.
I think that what people are saying is that for a short period of time (1.75 seconds?) after casting certain spells (some have said all point-blank AoE, but if that were the case how could the Whirlwind/Aftershock combo work?), you are unable to use skills, move, or make attacks.
And how does this compare to the "cooldown" on Flare and Stone Daggers, whatever that is? Same thing? Or is that just a barrier on reusing the individual skills?
Am I understanding correctly?
Too many big words? Grab a dictionary, it's plain English. I doubt the word "aftercast" will be found in a dictionary, nor the sense in which "cooldown" is used to apply to Guild Wars.
I think that what people are saying is that for a short period of time (1.75 seconds?) after casting certain spells (some have said all point-blank AoE, but if that were the case how could the Whirlwind/Aftershock combo work?), you are unable to use skills, move, or make attacks.
And how does this compare to the "cooldown" on Flare and Stone Daggers, whatever that is? Same thing? Or is that just a barrier on reusing the individual skills?
Am I understanding correctly?
Calador Alaster
aftershock applies only to adjacent targets. So that means you would have to go up to the target for the "spike"
also 3-5 seconds to kill would allow the target to be healed, but if more than two person use the same skill set, maybe that would be a spike, reducing the time to 1-3 seconds/kill?
also 3-5 seconds to kill would allow the target to be healed, but if more than two person use the same skill set, maybe that would be a spike, reducing the time to 1-3 seconds/kill?
Frank Dudenstein
ALL spells have a .75 second Aftercast. That means that you do nothing for .75 seconds after you cast any spell - so when you are chaining spells you must add .75 sec to your casting times of all spells after the first.
Quote:
Quote:
Evilsod
Quote:
Originally Posted by Calador Alaster
aftershock applies only to adjacent targets. So that means you would have to go up to the target for the "spike"
also 3-5 seconds to kill would allow the target to be healed, but if more than two person use the same skill set, maybe that would be a spike, reducing the time to 1-3 seconds/kill? Its still utterly useless in a decent PvP battle. Any infuser thats awake can stop a 3 second spike. A very awake infuser can stop ranger spike occasionally and thats a 0.75second gap between Dual Shot and Punishing Shot, of course you don't know who the target is in this case, but walking upto someone is.... pretty damn obvious.
The aftercast is the same as using a ranger interrupt. After you use it you stand there for a bit unable to move or do anything. Its probably to stop you using things like Glyph of Renewal + Crystal Wave to do 200 damage in less than a second alone.
also 3-5 seconds to kill would allow the target to be healed, but if more than two person use the same skill set, maybe that would be a spike, reducing the time to 1-3 seconds/kill? Its still utterly useless in a decent PvP battle. Any infuser thats awake can stop a 3 second spike. A very awake infuser can stop ranger spike occasionally and thats a 0.75second gap between Dual Shot and Punishing Shot, of course you don't know who the target is in this case, but walking upto someone is.... pretty damn obvious.
The aftercast is the same as using a ranger interrupt. After you use it you stand there for a bit unable to move or do anything. Its probably to stop you using things like Glyph of Renewal + Crystal Wave to do 200 damage in less than a second alone.
Francis Crawford
Quote:
Originally Posted by Frank Dudenstein
1. Knockdown must last longer than .75 seconds, or the idea of a spell combo like Whirlwind-Aftershock would be useless. But I still don't think knockdown lasts as much as 1.75 seconds.
2. Ether Renewal last 8 - 8.4 seconds with an enchantment extender (I'm still not aware of confirmation as to whether enchantments can be fractional seconds in length. So how many spells can you fire off during Ether Renewal?
The "window" for Ether Renewal is 6-8,4 seconds, depending on whether enchantment extending mods take enchantments into fractional-second durations (I'm not aware that this has even been rigorously tested one way or the other). If you want to get in 5 spells, you need to fit in 4 aftercasts plus 5 casting times.
4 aftercasts = 4*.76 = 3 seconds, leaving 5 seconds or a bit more for 5 casting times. Clearly, 5 spells is doable, although it helps if at least one of them has a casting time of less than 1 second. And in fact I've done 5 spells under Ether Renewal many, many times.
Can you fit in 6 spells? You'd need 5 aftercasts plus 6 casting times. 5 aftercasts is 3.75 seconds, leaving 4.25-4.65 seconds for 6 casting times.
If those figures are correct, I do NOT think it is possible to get off 6 spells under Ether Renewal in a standard build. It's tough to think of a case where the sum of the casting times would be less than 3*0.75 + 3*1.0 = 5.25. (And even taking it up to 5 spells of .75 duration plus 1 of 1 second duration woudln't suffice.)
Frankly, it's hard to test whether you can get six spells off during Ether Renewal, because usually the first five will fill your health and energy bars pretty completely anyway ... Whoa. That's not true. It would be easy to test in a test build just by firing up fewer enchantments than there would be in a "real" buid ...
Quote:
I've never heard of a differing aftercast on PBAoE spells - and I have certainly never observed it (1.75 sec is a long time). Con u confirm this from some reputable source?
A Google search turned up almost no references, except for this one, which suggested it was an aspect of the game a year ago tha tneeded fixing. http://www.guildwarsguru.com/forum/s....php?p=1232592 That said, I also couldn't find a source for the .75 sec figure. Could you please share? Asrial
Quote:
Originally Posted by Ira Blinks
..but after that there is an extra second delay before you can do anything (apparently you character is strikin a pose or something...) "Yeah baby, I just hit 5 creatures with one spell.. mmm.. shake it!" Corinthian
Why must we have "aftercast" to destroy all the beautiful builds?
![]() Guillaume De Sonoma
The build was not beautiful to begin with.
Xasew
Quote:
Originally Posted by Frank Dudenstein
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I think I read it at Guild-Hall.net in a thread complaining about Wards. The original post was about Ward vs. Foes having a longer aftercast than Ward vs. Melee, and this was explained by someone that it's because WaF is considered PBAoE(negative effect on enemies), while WaM isn't(positive effect on allies). I think it was someone who's been around for a long time that I heard the 1.75 from, but I might be wrong. Was a long time ago.
whilst the latter 2 have a 1.75 second aftercast (as is typical of PbAoE spells).
I found this in the posted link.
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