Skills are all very good at doing what they say they do, but some skills can be used to other effects besides their intent. For example, ever thought that distracting shot could be used as a final damage dealing source? This is a thread for those who wish to share their "supa skill secrets".
Here are mine. Most of them are ranger, but still:
Interupting Attacks can be used for a very effective damage combo:
you can fire off Double shot, savage shot, distracting shot, and punishing shot is almost less than two seconds (granted you start with double shot, also you can add concussion shot if you've got the energy). Total, these attacks do, with a max damage bow (without customization and enchancments) , 13 + 40 + 28 + 21 + 21 damage (123 for the lazy). Stack this little combo with a preparation, kindle arrows especially and watch the damage grow. With Wilderness Survival at 12, +20 damage per arrow strike, 223 can be blasted in less that two seconds.
A more obvious one that more people know about, actually, an idiot could figure it out on his own, but still. Warrior skills Cyclone axe and thousand blades do not have to be used against multiple targets; they can be used as major damage sources for a single target.
Another obvious one that alot of people know. If Greater Conflageration and Winter are in place, all damage on the field is changed to cold damage. Arm your team with Mantra of Cold and .
Meledranu's Resiliance is NOT useless! Mo/Rs and R/Mos can stack draw conditions with MR to create a huge source of energy and health. For a Monk, being blinded is well worth +2 Health Regen and +1 Energy Regen.
Illusion of Weakness can be used as a self sacrifice repeatedly with a monk's Unyielding Aura and Vengance in conjunction with a Minon Necromancer to create a large Undead Army before the round even starts.
Thats all for now.
Little Skill Tricks
thetrojansheep
Vermilion Okeanos
chiblains + signet of agony + melandru's resilence (gain energy) -> plague sending/plague touch (after you dont need as much energy)
=P
better yet...arcane mimicry(7 life barrerier)-> arcane mimicry(matyr) + melandru's resilence
=P
better yet...arcane mimicry(7 life barrerier)-> arcane mimicry(matyr) + melandru's resilence
big mr furious
This ones pretty specialized but illusionary weaponry goes through not only dodging evading and blocking it also cuts through missing so it can be used a little bit into the brawl instead of right away as a big long wild blow.
uFoQ
it is obvious too but blackout is very good interrupt with high fast casting
Sum Gai
Gale for interrupts. Shock for interrupts. Meteor Shower / Firestorm to get a bunch of nasty Warriors off your Monk.
kKagari
if you are talking about self sacrifice, blood is power will work much much quicker.
LordMahal
Correction its Mark of Rodgort that causes 18 seconds of burning, 21 if you hit them on the last second of the hex.
Warrior/Elem....(fiery sword) First conjure flame,glyph of lesser energy then...Mark of rodgort,swing away, sever artery, swing away, etc. I use gladiator armor though I imagine you dont have to. Basically, conjure just gives bonus fire dmg, glyph aids in casting MOR, then you swing away causing endless burning till you can do sever artery, wont take long, and then the enemy is burning and bleeding for 18 seconds or so. Works for me. If by some chance the enemy survives...When this all ends you can start over again minus the conjure flame, as it should still be going.
Warrior/Elem....(fiery sword) First conjure flame,glyph of lesser energy then...Mark of rodgort,swing away, sever artery, swing away, etc. I use gladiator armor though I imagine you dont have to. Basically, conjure just gives bonus fire dmg, glyph aids in casting MOR, then you swing away causing endless burning till you can do sever artery, wont take long, and then the enemy is burning and bleeding for 18 seconds or so. Works for me. If by some chance the enemy survives...When this all ends you can start over again minus the conjure flame, as it should still be going.
beleg curudin
Holyviel+contemplation of purity. Healing, two hex removal, and one condition removal, all for 10 energy. 5 if you put holy viel on at the count down at the beginning of the match.
darkMishkin
Quote:
Originally Posted by thetrojansheep
Illusion of Weakness can be used as a self sacrifice repeatedly with a monk's Unyielding Aura and Vengance in conjunction with a Minon Necromancer to create a large Undead Army before the round even starts.
Thats all for now. Can it? I thought that you gained the health back once you hit 25% max hp... Unyielding Aura is a nice one to use, but vengeance is useless, 60 second recharge = 1 minion before round starts.
The only nice skill combo I can remember now is my monk, who uses an 5e multiple enchant build, focused entirely on Dwayna's Kiss, which gives extra heal per enchantment. Works especially well on Eles who tend to have an Attunement enchantment, rangers with Conjure Element and on dirty mending warriors.
That's all for now
Thats all for now. Can it? I thought that you gained the health back once you hit 25% max hp... Unyielding Aura is a nice one to use, but vengeance is useless, 60 second recharge = 1 minion before round starts.
The only nice skill combo I can remember now is my monk, who uses an 5e multiple enchant build, focused entirely on Dwayna's Kiss, which gives extra heal per enchantment. Works especially well on Eles who tend to have an Attunement enchantment, rangers with Conjure Element and on dirty mending warriors.
That's all for now
The Purple Pants Guy
I know these are kinda lame, but so what.
Wastrel's Worry - If someone starts to run away, slap it on for a little damage. Since they're running away, they probably won't be using any skills.
Mend Ailment - If you're a little low on health and there's lava around, run into it and 'cure' yourself.
Grenth's Balance - Pack some other sacrifice skill and before the round starts, just get your health really low then use it as a damage-dealy.
Arcane Echo + Backfire - Self-explanatory.
Kinetic Armor - It's just a good skill when used properly...it makes my earth ele not die so quickly.
Wastrel's Worry - If someone starts to run away, slap it on for a little damage. Since they're running away, they probably won't be using any skills.
Mend Ailment - If you're a little low on health and there's lava around, run into it and 'cure' yourself.
Grenth's Balance - Pack some other sacrifice skill and before the round starts, just get your health really low then use it as a damage-dealy.
Arcane Echo + Backfire - Self-explanatory.
Kinetic Armor - It's just a good skill when used properly...it makes my earth ele not die so quickly.
Morganas
Earth ele with echo, crystal wave, imagined burden, and fragility working together with a poison arrow ranger or conditioning warrior is pretty neat. I'm pretty sure frag spiking isn't a common use of crystal wave.
Thunderclap on one target and blackout on another with a lightening staff can let you completely shutdown two targets (more if they're clumped).
Mind wrack is usually pretty bad, but it makes a great cover hex for mesmers who don't use a nec secondary.
Ether Lord can be taken on a monk as a nice alternative to weapon switching when countering wither/malaise.
Thunderclap on one target and blackout on another with a lightening staff can let you completely shutdown two targets (more if they're clumped).
Mind wrack is usually pretty bad, but it makes a great cover hex for mesmers who don't use a nec secondary.
Ether Lord can be taken on a monk as a nice alternative to weapon switching when countering wither/malaise.
Mango Midget
Quote:
Originally Posted by uFoQ