User talk:Sir On The Edge

=Talk about Builds in the Making=

A/D Disciple of Death
Will AR remove weakness on the attack its recieved from? and if not will it then remove weakness before or after damage on the subsequent hit?, if its after this wont really work as you will be constantly hitting for -66% damage on your primary attack.
 * It will get rid of it on the next critical (not sure if it hits a crit on the skill) but the effect on the enimy will remain and so you can continue hit them conditionless. The skill has such a bad affect on the player for a reason, AR just makes it so it only lasts a couple of seconds. Sir On The Edge 18:20, 22 October 2006 (CDT) (some tome before this but meh)
 * Hmm im not quite sure what your saying there. Ill elaborate abit. You attack with Wearying Strike, the attack crits, your recieve weakness after the damage is dealt. So in that scenario you now have weakness. You attack again, this attack crits, is AR factored in after this crit or before. If its after which seems likely then your attacks will be hitting for -66% damage every time IF that is how the game mechanics work.
 * Not quite sure what you mean ether. Hmm. It should go like this: 1) You use the skill and get weekness. 2) You Crit the damadge is dealt and then weekness is removed. (thats how I wouold imagine it would work but I have not tested it) 3) Deep Wound remains on your oponent while you continue to hit him without further penalties. Sir On The Edge 18:20, 22 October 2006 (CDT)
 * AH I am with you now, you are assuming that AR will remove the weakness on the initial attack. Is there anyway to test this in game now with other skills?. Because I think it may be that AR will not remove the weakness on the initial attack, you will have to wait for the second attack/crit to remove the weakness which would result in the -66% problem I described.
 * No, lol, total misunderstanding. The initial attack is the skill and the -66% should only affect a maximum of 3 hits (depending on when the crit comes). I think the weekness is applied after the initial dmg of the move but will be removed "after" the next critical hit. Sir On The Edge 18:30, 22 October 2006 (CDT)
 * Yes that was exactly what I was saying :) now we are on the same track. So you already factored in that you will have -66% on 1-3 attacks after using WStrike? depending on how soon you crit with auto attack. If so how does this effect the damage output of the build?. I am guessing play style would be :- WStrike > wait for auto attk crit to remove weakness > WStrike > Repeat combo?.
 * No... the deep wound lasts a while so reaplying would not be necesery... unless reaplying couses more pain? Deep wound is a mestireouse condition, care to clean things up? Sir On The Edge 18:41, 22 October 2006 (CDT)
 * Ok, so WS is your opener for deepwound then your main dps is auto attack with RI every 8s as a +bonus attack then you WS again to reapply the deepwpund. In that case might I suggest taking another attack in the setup to augment the damage instead of relying on auto attacks?. Scythe attacks slow and even with crits I think you would find your damage fairly low. How about Mystic Sweep instead of Way of Perfection?.
 * Before I comit to that I need a mathimatical comparison between the healing of Way of Perfection with 10 shadow arts and Reap Impurities with 12 Scythe Mastery. Sir On The Edge 19:12, 22 October 2006 (CDT)
 * At 12 SM Reap Impurities heals 41. In 30 seconds you can use RI 6 times maximum. 6*41=246health. However you will unlikely always been in the position to use RI when its recharge is ready or conditions are met, 4 uses per 30 seconds is more accurate, 4*41=164 health. Way of Perfection heals 30 and lasts 27 seconds. Scythe attacks every 1.75 seconds so in perfect situation you swing 27/1.75=18 swings per duration 18*.65(your crit chance)=11 crits giving 11 heals of 30 health. Now you will rarely swing 18 times in 27 seconds because people will move out of range, you will get blinded/crippled, they will use stance that blocks/evades your attack etc so a more balanced number of swings to calculate with would be half of 18, so 9 swing that hit per 27 seconds of WoP. 9*.65=6*30=180 health. I leave it to you to decide which method overall in a pvp environment works best.
 * Ah dammit, why do they have to be so similar? I gess the only thing to do is test it when factions comes out. Sir On The Edge 04:58, 23 October 2006 (CDT)


 * I think we talked about this build a bit on my A/D build. Looks basically the same as mine so I give it a thumbs up ;)  Besides that though the WoP and RI is a bit redundant but you may find you need both of them in some situations.  All in all I love the use of Assassin's Remedy with Wearying Strike.&mdash; [[Image:Azroth sig.png||builds]] Azroth  [[Image:Azroth sig2.png||talk]]  17:01, 24 October 2006 (CDT)

This is pretty similar to my A/P User:Coloneh/Critical Spear build. Also i just took a look at the skillbad and was suprised to not see Critical eye. and by the way thanks for all the input on the Eskimos build.--Coloneh  17:12, 24 October 2006 (CDT)

P/Any Disrupting Strike
This looks like a great Spear build for a Paragon. Uses Conditions well and supports your team with Shouts. I think everyone saw the intent of pairing "Find Their Weakness!" with "Go for the Eyes!" so no bonus points for recognizing the obvious ;P However, I'm not so sure about the synergy of Spear of Lightning. The rest of the build is seems geared towards inflicting conditions and aiding your team. SoL, while interesting with applying extra Lightning damage and adding armor pen. may not be the best choice for this slot. As it stands though I have no idea of how exactly the skill will work with the extra Lightning damage and the armor pen so it may end up being one of the best attacks in the game or one of the worst. Only time will tell. All in all though I like it. It looks like a well constructed Paragon.&mdash; Azroth    17:09, 24 October 2006 (CDT)

N/Any Madden the Enemy
I don’t have much experience with Necromancers or Mesmers yet so I cant give a real in depth evaluation of this one, sorry. However, from what I can see (and utilizing general common sense [which my fortune cookie today told me isn't really all that common]) this looks like a pretty well designed spin on a shutdown build. As far as I can see this would own Dervishes and Paragons (Dervishes much more so than Paragons). Signet of Sorrow looks like a great skill to me in its current form (which may mean its going to get nerfed soon [all skills that look good to me usually do]) for dealing a lot of damage quickly once the corpses start dropping. Likewise, Signet of Lost Souls will also be good for managing your energy if there are too many monks around to kill targets quickly. All in all this looks good to me. As long as they don’t nerf the reload time of Tattered Bonds this should work well.&mdash; Azroth    17:21, 24 October 2006 (CDT)

P/R Battery Discharge
It's P/any in your userspace. --Mgrinshpon 09:57, 21 October 2006 (CDT)
 * Ah thank you, feel free to make any changes if you see mistakes, or even if you would like to add a vairient. Sir On The Edge 11:12, 21 October 2006 (CDT)
 * This looks great as a support Chanter. The pairing of Natural Temper and Barrage to charge Adrenaline is a nice combo and should work amazingly well against clustered foes.  However, you may want to see if there is any way that you can strip Hexes that doesn't require you to use a spell (since you dont have any) and isn't a chant.  The reason I say so is because Vocal Minority will completely shut you down.  Beside that though it looks like a good support chanter.&mdash; [[Image:Azroth sig.png||builds]] Azroth  [[Image:Azroth sig2.png||talk]]  17:36, 24 October 2006 (CDT)