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Talk:Shock Arrow
Yay! Great change! Air was the only one without a 'If xxx you gain n Energy' effect. And since I use air mainly against martial classes and monsters are always attacking while not activating skills, this is one of the best changes ever! Mith
Talk 13:18, 7 March 2008 (UTC)
- 'twas the only spammable air skill I know, tho...--Aquila Noctis 08:26, 9 March 2008 (UTC)
- spam hammer+orb.. :p 84.192.144.207 13:00, 9 March 2008 (UTC)
- There's always lightning javelin... No time to check it out yet but it seems like a good change :P Impaled 13:01, 9 March 2008 (UTC)
- LJ is always fun to chuck at an assassin who is trying to spike...--66.192.104.13 15:28, 4 April 2009 (UTC)
- There's always lightning javelin... No time to check it out yet but it seems like a good change :P Impaled 13:01, 9 March 2008 (UTC)
- spam hammer+orb.. :p 84.192.144.207 13:00, 9 March 2008 (UTC)
Works for e-management on any ele, since you don't need air magic to get the energy, and air attunement only makes it more efficient by 2 energy. Necromas 02:25, 16 July 2009 (UTC)
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Icon
is kul--Tyri Sunbeam 23:19, 10 May 2009 (UTC)
Name
Should be changed to Glowing Arrow or Glowing Bolt in order to stay in theme with the other conditional Ele e-manage spells 72.222.217.198 04:38, 30 July 2009 (UTC)
Rapid projectile
So it moves faster than a regular spell projectile? The normal description doesn't mention that. --Aldarik 20:33, 14 September 2009 (UTC)
- It does however mention it moves swiftly. --78.149.148.176 10:44, 2 June 2010 (UTC)
Needs to be Chaaaaaanged
if you look at other energy management skill in the other attunements, they are all dependant on player controlled factors (specifically conditions), why is it that Shock Arrow is the only one that is dependant on the target (which is a caster half the time) where mostly the condition is not achievable, let alone it's a projectile as well.
i suggest a functionality change to: 5
1
8
Elite Spell. Rapid projectile: deals 5...41...50 lightning damage. Gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if you hit a foe that is suffering from Cracked Armor.
(not weakness since this is already used by Earth Magic) Rapid Sausage 30 March, 2011
- "condition is not achievable" so nobody attacks?--83.82.62.210 11:45, 23 March 2011 (UTC)
- you're quote is not valid, i said "where MOSTLY the condition is not achievable", because in pvp areas such as JQ, most people play casters.
- and shock arrow is not an incentive for a player to stop attacking, because the damage it does is not high enough to take into consideration, and the reacharge doesn't allow it to be spammable like Lightning Javelin; if all other attunements have an energy management skill that is dependant on controllable variants, why can't air magic get a controllable variant for it's enegy management as well?
- How hard is it to target an attacking foe when you need energy? The shrine NPCs are near-constantly attacking in JQ, as are most players (even casters). if that's too hard, you can always use Enervating + Glowstone, or Glyph Lesser. — Raine Valen
14:10, 23 Mar 2011 (UTC)
- You're missing the point here, it's not just about JQ, it's about functionally everywhere, why would an air ele have to take the long/hard way around, while other attunements get it the easier, more logical way?
- Why does air get to inflict cracked armor easily while other elements have to take the long way around? Because air magic Is air magic and other elements are not air magic. They don't all have to be identical. Really. — Raine Valen
16:48, 23 Mar 2011 (UTC)
- Lol, don't even go there bro, Earth magic can knockdown better than other attunements, water can snare better than others, fire can burn better than others, and air gets to have cracked armor; and don't tell me that "they don't all have to be identical", have u ever looked at the "mind shock/burn/freeze" elites?, they're basicly the same thing.
- I'm not being aggressive, if you don't like my suggestion that's fine, but no need to trash it.....it's a matter of opinion.--Rapid Sausage 19:15, 23 March 2011 (UTC)
- Similar to each of the mentioned elements' strengths, they have weaknesses, too. Fire lacks utility, Water sucks at sustained damage, Earth suffers from... well, debilitating drawbacks all around, and Air is a bitch on energy. Keeping Meteor at 30 recharge + exhaustion, Shatterstone at 15
2
8
, Eruption at like 3 cast time, and Shock Arrow conditional emphasizes the thematic weaknesses, much like Shell Shock, Immolate, Stoning, and Freezing Gust emphasize their thematic strengths.
- Also, regarding Mind Burn/Freeze/Shock: they're only similar in mechanic. They vary ENORMOUSLY in application, with each one holding strong to it's line's theme. — Raine Valen
3:21, 24 Mar 2011 (UTC)
- Similar to each of the mentioned elements' strengths, they have weaknesses, too. Fire lacks utility, Water sucks at sustained damage, Earth suffers from... well, debilitating drawbacks all around, and Air is a bitch on energy. Keeping Meteor at 30 recharge + exhaustion, Shatterstone at 15
- Why does air get to inflict cracked armor easily while other elements have to take the long way around? Because air magic Is air magic and other elements are not air magic. They don't all have to be identical. Really. — Raine Valen
- You're missing the point here, it's not just about JQ, it's about functionally everywhere, why would an air ele have to take the long/hard way around, while other attunements get it the easier, more logical way?
- How hard is it to target an attacking foe when you need energy? The shrine NPCs are near-constantly attacking in JQ, as are most players (even casters). if that's too hard, you can always use Enervating + Glowstone, or Glyph Lesser. — Raine Valen