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4guildwars >>War Room >>Anyone want to farm Voltaics?


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gerg- 09-12-2008

At risk of turning this into a UA skill discussion, instead of VS Farm, the following was noted in Guru: It does exactly as the skill states. Pick one random member, 1/8th chance of picking the guy that is not in casting range, it happens but with proper specs the +60% Healing is still nice along with the rez. If you are in anyone serious good group no one should be running out of casting range of you. Your a team for a reason one tries to solo he will most likely die. So there are a number of possible unintentional consequences of the nerf and its is debatable whether this is better than HB. I plan to not have to rez much, so the energy cost and heal speed increas eof HB tip the balance for me to HB for a all Heal Build. I a Hybrid build of Heal/Prot it may have a little more worth.

gerg- 09-16-2008

Well If anyone in the Alliance/Guild is interested, I am still doing some running on the VS-Farm. When run my Sin I like to run with Guildies as we are much more efficient and selective. I have gone with my Monk and Mesmer quite a bit on general PUG teams and it seems that if you don't craft your team well the run takes much longer. For example, last night the runs were averaging more than 8 minutes to the wall down, not so much because of the Sin dying or anything else, but I think because of the uncoordinated builds. Someone came in unchecked and had an E/A build, and when I asked why he had Assasin as the secondary, he said because it looked cool. After that I was done. Another key thing that was not happening well was for the team to stay back and wait for the aggro to pile on the Sin and then to ping the critical targets, so all the Cryers could spike them.

gerg- 09-18-2008

Well thought folks may find it interested that last night, although it was getting late, Jhaedin and I decided to go on a few VS runs. Well the first run Jhaedin gets a VS (rec 11) totally unexpected. He was so surprised that I thought he fell out of his chair. We only manage 3 runs as it was so late and after 3 fairly fast runs, folks had to go. We tried to get another team going, but two of them dced before we got to Slavers. After that we said we were done. The team of choice now a days is a Cryer team. Three essential skills for this crier build are: Cry of Pain Arcane Echo Ether Nightmare (or other AOE hex) Echo Cryer Class/Mesmer Level: 20 Echo (Mesmer other) For 30 seconds, Echo is replaced with the next Skill you use. Echo acts as this skill for 30 seconds. Energy:5 Cast:1 Recharge:10 Arcane Echo (Mesmer other) If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Energy:15 Cast:2 Recharge:20 Cry of Pain (Mesmer other) Interrupt target foe's skill If that foe was suffering from a Mesmer Hex that foe and all foes in the area take 40..100 damage Energy:10 Cast:0.25 Recharge:12 Ether Nightmare (Mesmer other) Target foe loses 4..8 energy. For each point of energy lost this way, that foe and all foes in the area suffer -1 health degeneration for 10 seconds Energy:10 Cast:3 Recharge:15

gerg- 09-18-2008

Some builds to consider for various classes are the folllowing: R-Crier 1 Ranger/Mesmer Level: 20 Template Code OgUjMwYqFSsgKBiOLBQBxNQHXHA Beast Mastery: 9 (8+1) Wilderness Survival: 14 (10+4) Inspiration Magic: 12 Ether Nightmare (Mesmer other) Target foe loses 4..8 energy. For each point of energy lost this way, that foe and all foes in the area suffer -1 health degeneration for 10 seconds Energy:10 Cast:3 Recharge:15 Echo (Mesmer other) For 30 seconds, Echo is replaced with the next Skill you use. Echo acts as this skill for 30 seconds. Energy:5 Cast:1 Recharge:10 Auspicious Incantation (Inspiration Magic) For 20 seconds, the next spell you cast is disabled for an additional 6 seconds, and you gain 182% of that spell's Energy cost. Energy:5 Cast:1 Recharge:25 Arcane Echo (Mesmer other) If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Energy:15 Cast:2 Recharge:20 Energy Tap (Inspiration Magic) Target foe loses 6 Energy. You gain 2 Energy for each point of Energy lost. Energy:5 Cast:2 Recharge:20 Ether Signet (Inspiration Magic) If you have less than 9 Energy, gain 18 Energy. Energy:0 Cast:1 Recharge:45 Edge of Extinction (Beast Mastery) Create a level 6 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 36 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 102 seconds. Energy:5 Cast:5 Recharge:60 Frozen Soil (Wilderness Survival) Create a level 9 Spirit. Non-Spirit creatures within its range cannot resurrect dead allies. This Spirit dies after 86 seconds. Energy:10 Cast:5 Recharge:30 N-Cryer 1 Template Code: OAVjYwF8wQKBLB2gsg3gfBTVVVA Necromancer/Mesmer Level: 20 Soul Reaping: 12 Death Magic: 12 Inspiration Magic: 3 Echo (Mesmer other) For 30 seconds, Echo is replaced with the next Skill you use. Echo acts as this skill for 30 seconds. Energy:5 Cast:1 Recharge:10 Arcane Echo (Mesmer other) If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Energy:15 Cast:2 Recharge:20 Cry of Pain (Mesmer other) Interrupt target foe's skill If that foe was suffering from a Mesmer Hex that foe and all foes in the area take 40..100 damage Energy:10 Cast:0.25 Recharge:12 Ether Nightmare (Mesmer other) Target foe loses 4..8 energy. For each point of energy lost this way, that foe and all foes in the area suffer -1 health degeneration for 10 seconds Energy:10 Cast:3 Recharge:15 Necrosis (Necromancer Other) If target foe is suffering from a Condition or Hex, that foe suffers 40..90 damage. Energy:5 Cast:1 Recharge:2 Putrid Explosion (Death Magic) The corpse nearest your target explodes, sending out a shockwave that deals 101 damage to nearby foes. Energy:10 Cast:1 Recharge:5 Signet of Sorrow (Soul Reaping) Target foe takes 63 damage. If target foe is near a corpse or has a dead pet, this Skill recharges instantly. Energy:0 Cast:1 Recharge:30 Signet of Lost Souls (Soul Reaping) If target foe is below 50% Health, you gain 82 Health and 8 Energy. Energy:0 Cast:0.25 Recharge:8 Ele Crier 1 Template Code: OgViMwMMpEsEEEYDyCiMI6AFA Elementalist/Mesmer Level: 20 Template Code: OgViMwMMtMsEEEYDyCiMI6AFA Energy Storage: 16 (12+4) Inspiration Magic: 12 Echo (Mesmer other) For 30 seconds, Echo is replaced with the next Skill you use. Echo acts as this skill for 30 seconds. Energy:5 Cast:1 Recharge:10 Arcane Echo (Mesmer other) If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Energy:15 Cast:2 Recharge:20 Arcane Mimicry (Mesmer other) For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. Energy:15 Cast:2 Recharge:60 Cry of Pain (Mesmer other) Interrupt target foe's skill If that foe was suffering from a Mesmer Hex that foe and all foes in the area take 40..100 damage Energy:10 Cast:0.25 Recharge:12 Ether Nightmare (Mesmer other) Target foe loses 4..8 energy. For each point of energy lost this way, that foe and all foes in the area suffer -1 health degeneration for 10 seconds Energy:10 Cast:3 Recharge:15 Glyph of Lesser Energy (Energy Storage) For 15 seconds, your next 2 Spells costs 19 less Energy to cast. Energy:5 Cast:1 Recharge:30 Auspicious Incantation (Inspiration Magic) For 20 seconds, the next spell you cast is disabled for an additional 6 seconds, and you gain 182% of that spell's Energy cost. Energy:5 Cast:1 Recharge:25 Energy Tap (Inspiration Magic) Target foe loses 6 Energy. You gain 2 Energy for each point of Energy lost. Energy:5 Cast:2 Recharge:20 Renewal Crier Elementalist/Mesmer Level: 20 Energy Storage: 16 (12+4) Inspiration Magic: 12 Glyph of Renewal (Elementalist other) For 15 seconds, your next Spell instantly recharges. Energy:5 Cast:1 Recharge:10 Arcane Echo (Mesmer other) If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Energy:15 Cast:2 Recharge:20 Arcane Mimicry (Mesmer other) For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. Energy:15 Cast:2 Recharge:60 Cry of Pain (Mesmer other) Interrupt target foe's skill If that foe was suffering from a Mesmer Hex that foe and all foes in the area take 40..100 damage Energy:10 Cast:0.25 Recharge:12 Ether Nightmare (Mesmer other) Target foe loses 4..8 energy. For each point of energy lost this way, that foe and all foes in the area suffer -1 health degeneration for 10 seconds Energy:10 Cast:3 Recharge:15 Glyph of Lesser Energy (Energy Storage) For 15 seconds, your next 2 Spells costs 19 less Energy to cast. Energy:5 Cast:1 Recharge:30 Auspicious Incantation (Inspiration Magic) For 20 seconds, the next spell you cast is disabled for an additional 6 seconds, and you gain 182% of that spell's Energy cost. Energy:5 Cast:1 Recharge:25 Energy Tap (Inspiration Magic) Target foe loses 6 Energy. You gain 2 Energy for each point of Energy lost. Energy:5 Cast:2 Recharge:20

cyvil- 09-18-2008

From my experience, AEcho is pretty expensive for a ranger. Aecho (15) + Echo (5) + Cry (10) + Echo (Aechoed) (5) + Cry (10) + Cry (10) = 55 E Not including Auspicius (5) + Echo (5) + Cry (10). 75e in a few seconds is pretty steep for a Ranger, even with a staff. Auspicius is not too bad, but I would drop Aecho for almost anything else. The alternative is to wait around and do nothing for a while during that massive energy surge that comes from the 3-pips of regen. The other problem I had was paying attention to spirits, while also trying to whack baddies. Even when paying attention, I often did not have enough energy to recast spirits, especially with no points in expertise. I understand the desire to reach the optimal team, but you also have to consider that there is anough damage with 4 MS/SH eles, let alone cryers, and groups are now often using 6 cryers.

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