User talk:Auron/Gimmicks/Fire magic

/Agree
And this is why I run water magic.... Wandering Traveler  23:45, 8 December 2008 (UTC)

Love how you're laming in pretty much every single pic <3 82.25.183.193 21:57, 9 December 2008 (UTC)
 * Could you QQ more auron? In every pic you're running a build with notoriously low defense. You make that sacrifice for big offense. There's a reason why people don't run SF anymore, it gets pressured out in about 2:00 and has very weak spikes (+10AL vs fire shield sets and a prot worth half a shit are gud amirite?). Stop crying and learn to play better builds--24.128.29.59 22:07, 9 December 2008 (UTC)
 * I could. Could you red herring more? Thanks <3
 * Also, "learn to play" doesn't work when THE BEST PLAYERS IN THE GAME couldn't beat it either. Stop using terrible logic. - Auron 07:06, 16 March 2009 (UTC)

1-10? --Lemming 22:41, 9 December 2008 (UTC)
 * v mad - Auron 07:15, 16 March 2009 (UTC)

Having been a member of Ttgr (I'm Emissary Kaya in the screenshots) and having run the build extensively at the same time Auron did, yes, SF can be insanely OP, and more so as it was run within the meta of the time (not that it particularly matters which meta is present, as Auron has continuously pointed out). For my part, I typically played a E/D solo defender with:

This was Mystic Regeneration pre-PvP nerf, which provided 20 seconds of nigh invincibility when entering 1v1 situations. The plan was pretty simply: I'd watch for splits, which typically consisted of a single Warrior breaking off to take Thief and hit up the back door. I'd inevitably catch them with Flame Djinn's, and pound them mercilessly until they either died, or backup was sent (normally a Ranger). Against Warriors, the added armor mattered little when all you needed to do was spam SF, Glowing Gaze, and Liquid Flame on recharge, adding in Flame Djinn's damage at melee range, with added regen pips from Mystic Regen. Assassins of the day were even easier to deal with; the regen from precast enchants with Mystic Regen on, while not negating their spike damage entirely, was enough to give me plenty of freedom to deal with the Assassin on my own terms. Rangers provided the only problem with interrupts, but a combination of 20/20 wands and offhands, spell cancelling, and terrain usage largely negated that issue, and I was able to either kill or drive back nearly every Ranger that split solo. Eles sent against me died hilariously fast, for obvious reasons.

The issue is more blatantly shown by the fact that an Elementalist should not be able to solo an Assassin and a Warrior from a three-person split that included a Ranger. While the split did not approach the situation in the best manner (Assassin Shadow Stepped for the spike and died first while the Warrior and Ranger were still out of any effective range as I hid behind outcroppings on Isle of Solitude), the fact that it was possible shows just how OP it can be.

I don't know if you have any screens of some of those splits, although I wouldn't expect you to, and all of mine were lost during a botch repartition.

24.128 ~ You're saying that all of those top-rated guild we played at the time weren't capable of running "a prot worth half a shit," or that shield swapping didn't occur? Those guilds were running the balanced of the day, and had gotten to where they were through actual skill, something that Ttgr is infamously known for largely not possessing (with some individual exceptions). [cow] was able to roll us in the way you described (in a very hilarious way from what I recall, especially when my Mending Touch was hit almost instantaneously with Concussion Shot), but that was an exception to the rule. I can't presume to argue a case for SF during the current meta since I do not have time to GvG anymore, though from what I've seen in Obs and from how we ran the build in the past, a decent team with smart splits would collapse an SF team now. --Henry of Navarre 17:26, 13 December 2008 (UTC)
 * There's more of a split-focused game since the ranger buffs have made rangers more godly than they were before. The paragon we ran could be replaced with the new mark of insecurity, though - 10% duration enchantments is pretty godly, and as long as you have augury etc on the spike, stuff will still die.
 * We had lod, which was fine back then but has since been nerfed. I think one of the biggest problems with running this now would be finding sources for partyheals. Eles could theoretically take pots, but that's expensive, sacrifices secondary, and requires you to stop spiking for a time. Not entirely sure this would work in GvG, although it works in HA without trying at all. -[[Image:User Auron csig.png]] Auron  03:34, 15 December 2008 (UTC)
 * You're forgetting They're On Fire!, which was pretty much your entire defense and lamezzzz in the old days. Unexist 09:53, 12 January 2009 (UTC)
 * TBH, we really had no defense. TOF is great on paper, but it's easy for eles to be outside of it (especially when the paragon is teleporting deep in enemy lines with augury) and on any kind of split, half the eles have nothing but mystic regen to keep themselves alive. Most of our defense was simply ridiculous offense - we'd kill the warriors first so they couldn't kill our monks. If we couldn't manage to kill their warriors, we died (Servants of Fortuna Victrix, for example, figured that out pretty quick - they'd pack heavy prots on the warriors, and after about 3-4 minutes, wipe us). Everyone else, however, got obliterated. - Auron 07:05, 16 March 2009 (UTC)
 * Hahahahahahahaha you lost to Schnee. That must really be an overpowered build to lose that much of a terrible monk. --87.102.34.121 12:44, 9 April 2009 (UTC)
 * Very good points here Auron, its such a shame that someone can just pick up this build and win over a balanced team with a bit of skill, i think there should be a simple block for everything. Shogun 21:24, 11 May 2009 (UTC)

mantra of flames
beats SFway