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Skills - Flare
Guild Wars Guru
Apoc
From a quest in pre-searing or get it from the trainer in Old Ascalon (post-searing)
raven claw
is flare better then ice spear??
βlitzkrieg
Ice Spear hits for more, but only has half the range of flare. Ofcourse, Ice Spear is also cold damage, while flare is fire.
Stone daggers rocks them both
Stone daggers rocks them both
GWmazta
This is a good spamming spell for use with fire eles expecially now the damage has been increased from what it used to be before Factions was released. With my fire ele when used with Elemental Attunement and Fire Attunement i do 57 fire damage a second (thats with 16 fire magic) at a low cost of 1 energy per second. It also works well when used with Mark of Rodgort as it keeps the enemy on fire for a while doing a bit more damage on the side.
By the way stone daggers does not rock Flare. You are forgetting that with stone daggers there is 2 attacks but only 1 with flare, which means that damage reduction from the armor that the enemy has on is double the amount with stone daggers than flare. Basically if armor would reduce damage from flare by 10 it would reduce damage from stone daggers by 20.
By the way stone daggers does not rock Flare. You are forgetting that with stone daggers there is 2 attacks but only 1 with flare, which means that damage reduction from the armor that the enemy has on is double the amount with stone daggers than flare. Basically if armor would reduce damage from flare by 10 it would reduce damage from stone daggers by 20.
Mercury Angel
Quote:
Originally Posted by GWmazta
This is a good spamming spell for use with fire eles expecially now the damage has been increased from what it used to be before Factions was released. With my fire ele when used with Elemental Attunement and Fire Attunement i do 57 fire damage a second (thats with 16 fire magic) at a low cost of 1 energy per second. It also works well when used with Mark of Rodgort as it keeps the enemy on fire for a while doing a bit more damage on the side.
By the way stone daggers does not rock Flare. You are forgetting that with stone daggers there is 2 attacks but only 1 with flare, which means that damage reduction from the armor that the enemy has on is double the amount with stone daggers than flare. Basically if armor would reduce damage from flare by 10 it would reduce damage from stone daggers by 20. Energy use is 2 with dual attunements. 2 rebated from Elemental Attunement, and 1 rebated from Fire Attunement. If they stacked together to return 80%, it'd give you back 4, but separately, the game trunctuates the decimals and makes 1.5 and 2.5 = 1 and 2.
And Flare still only pumps out a meager 32.5 DPS under constant spamming, 34.5 with a 20% chance faster cast. (Base damage/(Casting time + After Cast) Like the other projectile spells, it also has the annoying habit of missing moving targets and being blocked by obstructions, reducing your DPS further.
Also, 100 damage on a target with 60 armor is the same as 50 damage twice on a target with 60 armor, which in turn is the same as 25 damage four times on a target with 60 armor.
The game does a percentile reduction based on armor, and it's a basic property of math (distributive) that says it doesn't matter. .25(X) + .25(X) is the same as .25(X+X).
It's when you start talking about absorption, Shielding Hands, Union, Protective Spirit, and Shelter that how many packets the damage is split into matters. Absorption, Shielding Hands, and Union punish numerous small packets by applying multiple times. Protective Spirit and Shelter punish sparse large packets by applying a damage cap.
The Elementalist spammable projectiles, Flare, Ice Spear, Stone Daggers, and Shock Arrow are all rather mediocre and tend to be pushed out of the skill sets of more experienced Elementalists in favour of of other skills, which, while not necessarily providing here-and-now damage, have unique effects that make the Elementalist worthwhile.
By the way stone daggers does not rock Flare. You are forgetting that with stone daggers there is 2 attacks but only 1 with flare, which means that damage reduction from the armor that the enemy has on is double the amount with stone daggers than flare. Basically if armor would reduce damage from flare by 10 it would reduce damage from stone daggers by 20. Energy use is 2 with dual attunements. 2 rebated from Elemental Attunement, and 1 rebated from Fire Attunement. If they stacked together to return 80%, it'd give you back 4, but separately, the game trunctuates the decimals and makes 1.5 and 2.5 = 1 and 2.
And Flare still only pumps out a meager 32.5 DPS under constant spamming, 34.5 with a 20% chance faster cast. (Base damage/(Casting time + After Cast) Like the other projectile spells, it also has the annoying habit of missing moving targets and being blocked by obstructions, reducing your DPS further.
Also, 100 damage on a target with 60 armor is the same as 50 damage twice on a target with 60 armor, which in turn is the same as 25 damage four times on a target with 60 armor.
The game does a percentile reduction based on armor, and it's a basic property of math (distributive) that says it doesn't matter. .25(X) + .25(X) is the same as .25(X+X).
It's when you start talking about absorption, Shielding Hands, Union, Protective Spirit, and Shelter that how many packets the damage is split into matters. Absorption, Shielding Hands, and Union punish numerous small packets by applying multiple times. Protective Spirit and Shelter punish sparse large packets by applying a damage cap.
The Elementalist spammable projectiles, Flare, Ice Spear, Stone Daggers, and Shock Arrow are all rather mediocre and tend to be pushed out of the skill sets of more experienced Elementalists in favour of of other skills, which, while not necessarily providing here-and-now damage, have unique effects that make the Elementalist worthwhile.