Talk:Shockwave

That is one silly progression table :p Skuld  05:35, 13 April 2006 (CDT)


 * The table is confusing me, does the damage from nearby and in the area add up on the adjacent foe? Or does this skill just have a lot more text than the effect deserves?-Only a Shadow
 * Yes it does add up. The enemy that's adjacent to you when you use this gets hit 3 times. Ryard 13:53, 19 April 2006 (CDT)


 * IIRC, it doesn't "add up", it would show up as three separate damage number when getting hit from up close. That is, you'd receive the indicated damage once, twice or three times depending on where you are. This means protections/dmg reduction gets applied to each "wave" individually. --theeth 10:59, 23 April 2006 (CDT)
 * Which is great for spiking through Protective Spirit. &mdash; 130.58 (talk) ( 11:26, 23 April 2006 (CDT) )


 * Wow. Why hasn't anyone made a team for this yet? Ooh man, I want this skill. - Jack  19:07, 25 May 2006 (CDT)


 * They have. I've watched a team of 5 Elementalist/Assassins using Death's Charge, Aftershock, Crystal Wave, Shockwave, and Obsidian Flame.  Single targets got hit by Obsidian Flame, grouped targets got wasted by the above.  They also had at least one of each Ward in the group, and an E/Mo and a pair of Mo/Mes made up the remainder of the party.  - Greven 19:20, 25 May 2006 (CDT)

Tad overpowered really, no exhaustion =p Skuld  19:15, 25 May 2006 (CDT)
 * I agree - use it while you can. I expect this skill to be a prime target for getting nerfed at some stage when ArenaNet next re-balances the power of the new skills. --I am 161.88 19:30, 25 May 2006 (CDT)


 * It's not overpowered. Think about it, think of, say, Flameburst.. Both require an ele to come in close to be able to obliterate people with that and that's the catch. The build of E/As doing that is mentioned in the manual if anyone bothered to read it. --Karlos 05:43, 26 May 2006 (CDT)


 * The overpowered skill is clearly Death Charge (not Shockwave). Look at how common that one has become in GvG already. --Xeeron 06:52, 26 May 2006 (CDT)


 * Please explain how that is overpowered?! it has a 45 second recharge! Skuld  06:56, 26 May 2006 (CDT)


 * Well lets not say overpowered, but it really creates a huge advantage (or reduces a disadvantage, whatever you prefer) of melee fighters. A good part of the "defenses" of any monk or caster in a guild match relies on being in the backline. That is, enemy melee fighters have to pass your own fighters leaving the healing range of their monks (and possibly go into the aggro range of your NPCs). Furthermore, good monks will back away from (kite) warriors, before they are even reached. However with Death Charge, warriors effectively get a spike skill: Have 3 W/A charge up on adrenalin, then hit Death charge on the same target and all use their adrenaline based attacks. Extremely hard to anticipate and to counter. And since warrior spike usually has a pretty long recharge (adrenalin build up phase), you should be able to use death charge on about 50% of your spikes. --Xeeron 07:15, 26 May 2006 (CDT)


 * Ok let me clear up one more thing: I feel that the whole shadowstep ability is a overpowered, not Death Charge compared to other shadow step skills. --Xeeron 07:17, 26 May 2006 (CDT)


 * 3 W/A < 1 A/E :p Skuld  07:19, 26 May 2006 (CDT)


 * The whole idea of Assassins is that they are using a different kind of evasion, I'm pretty sure in chapter 3 or 4 we'll have a nature or binding ritual which punishes Shadow Stepping or prevents it all together. --Jamie 07:21, 26 May 2006 (CDT)


 * One word: Armor. --Xeeron 07:23, 26 May 2006 (CDT)
 * Agree with Xeeron. Watching shockwave do 3 times 21 damage is extremely daunting for the risk you put in using it. And a squishy only needs to use the 9th skill slot (move) to avoid most of the damage combination built teams apply. Even Shock then Shockwave can miss MaxDam thanks to the inherent motion lag in online play. A good combination will need to apply bare minimum 10 damage packets to overcome prot spirit, but in that time, there should be at a single RoF coming off, meaning you'll at least 2 more packets, which usually buys enough time for another Divine Favour spam like prot spirit. After this Once-At-The-Start gambit has been fired and overcome, you will understand your opponent completely, and even 45 seconds later when they have the energy and skills back, they'll not surprise you with it again. Favourite use: Obliterating close knit Ranger Spikes and the much loved 4xR/N. Shockwave is one of those rare ones that make Arcane Mimicry look useful. It's a lot more fun than practical, it'd be a shame if they nerfed it, so I guess they probably will.
 * I've had a lot of fun on my War/Ele with this elite - it's only ten energy and a good recharge for a lot of damage for a lot of people around you. Being that Sliver Armour and Armour of Earth are the only other energy-costing skills on my bar, it's quite useful for mob cleaning.--Dragonaxe 02:05, 23 June 2006 (CDT)

The problem with Shockwave is that the only part that's really interesting is the adjacent damage and in that capacity Aftershock is simply better. Additionally, since both of those spells have the crazy long aftercast they have pretty much no synergy. So I basically only consider Shockwave when I've already got a good build out of my non-elites and don't need elite energy management. In other words, not often.--Mysterial 13:48, 25 July 2006 (CDT)

I changed the table as I think this one is more useful.