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
solo spike in 3-5 seconds! ele/sin
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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.
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
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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.
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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?)
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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.
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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?
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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: Point-Blank Area of Effect(PBAoE) spells have a 1.75 second aftercast. 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?
Quote: Point-Blank Area of Effect(PBAoE) spells have a 1.75 second aftercast. 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?
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.
