Re: A Dance Of Fire And Ice Github.io

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Itxaso Mariyo

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Jul 16, 2024, 10:13:42 AM7/16/24
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Hi Chris! Thanks to you and your team for all these guides. Heard that you like hummus. I can send you some good tahini as a thank you gift.(I am from Antalya/TURKEY, so trust my tahini judging skills)

We are happy to accomodate you starting your study with us at any time, however it would suit us better if you could start at the beginning of a semester; the start dates for each one are as follows:

a dance of fire and ice github.io


Descargar Zip https://pimlm.com/2yOC0h



So please can you provide more information on each of these subjects, including how long you'd expect the research to take, required staff and other resources, and anything else you think we'd need to know? Thanks.

Before the Icelanders developed fire as a means of getting warm, they used to practice this dance, which involved huddling close together in a circle on the floor, and shuffling their bodies around in imperceptably tiny, very rapid movements. One of my fellow students used to say that he thought this dance inspired modern styles such as Twerking.

An interesting example of historic misinformation, English explorers in the 1960s believed to have discovered a new dance style characterised by "robotic", stilted movements, being practiced by inhabitants of Northern Alaska and Canada. Later on however it was discovered that they were just moving like this because they were really cold.

I've been playing around with various builds for the combo with i27. It took a hit on slotting efficiency because now I needed to slot Dynamo as well as Force of Thunder. My recent discovery of KO blow and @beradical's Fire/fire/x thread also pushed me to consider new perspectives in rebuilding Jezebel. Since I have Jezebel built on all the shards I respecced her with a different build on each shard.

The first build uses the high recharge Rune of Protection principle in @beradical's thread. The build doesn't shoot for softcapped defense but rather uses high recharge and ROP to augment survival. I ended up with something like this:

You can try anything at least once. I tried this build, I did not like this build. For endgame and buff heavy teams this build works fine. Survival is not a big issue when you know how to play melee blasters even if you don't have uber defense, and a complete non issue when everyone is firing off judgement and destinies. However, it took one +4/8 pre-incarnate arachnos teaming session to highlight all the things I hate dealing with:

Whereas I used to just worry about breakfrees and a few lucks, now I have to worry about lucks, breakfrees (still need them during RoP downtime), insights and catch a breaths. I did not like that at all, not one bit.

The second build attempted to address some, but not all of these issues by dropping Mako for Mu and just picking up Charged Armor to free up slots for powersink and rain of fire, and to bump up ranged/e/n defense. In doing so it lost quite a bit of recharge which makes RoP recycle slower. This goes against the whole point of the high recharge RoP build philosophy, and the build still doesn't have an answer to blind. I hate blind.

Since MIDS isn't updated the power picks are not in the correct order. Build up is the level 49 pick, powersink is picked up before level 30 and tactics is picked up at level 38. I'm not in love with the /elec changes but the one good thing that came out of the power shuffle is that having dynamo and powersink before level 30 completely solves the end issues that my build previously experienced while exemping down. I like exemping down to team. Being self sufficient and being able to carry a leveling team through a +4/8 arachnos radio in founders falls is important to me. This build is better suited for this purpose than the others, which are geared more towards the end game. YMMV

I had to respec mine for the i27 changes pretty happy with it most of the ideas came from your original build. Might swap the ff+rech into thunderstrike as you get it before force of thunder now. I always ran it with lightning field so dynamo was just a bonus. Not sure how the dmg tics work the ps set is in for the aoe bonus and to try and keep end bar full as long as possible as this seems to increase the dmg dynamo does. I can't fit RoF in the changes to pvp temps means sj is essential now just to get explore badges like the one in warburg ontop of the globe and even then its fiddly hopping on the statues knee. I've been running it thru a lot of content lately but haven't tested it against the really tough stuff. Agility was forced on it but the secondary is so good in /elec that doesnt bother me as i'm not looking for any more fun stuff from patron/epics. Its probably my fav blaster i've been playing /sonic a lot lately but 1 mez and disruption drops which is annoying. This build allows me to run clarion but sadly not musculature. although the end seems just about good enough that i can switch in barrier if needed, i'm still wondering if dynamo doesnt keep my blue bar full as long as i'm surrounded by mobs. They still melt. Yes that is 8 points of kb protection which isn't enough purely because i wanted both ss+sj with the full botz sets in for mobility:

The nice thing about Fire (or probably all blasters) if you can just tab-target and blast, and your toon revolves and shoots - like a turret. No more chasing runners, esp with Snipes and their range.

After getting level shifted, soloing +4/+8 Council is just relaxing ... COT is also pretty easy ... I managed to do +4/+8 carnies by long-distance build-up/aim sniping the Master Illusionists and Dark Mistresses to wipe them out at start and then picking off some of the other mobs at range ... what helped most with Carnies was the Pbaoe-Stun from Force of Thunder once I got swarmed. Arachnos is the hardest group so far, have to be really careful picking targets/groups or I get planted pretty quick.

I guess I thought overall a pure blaster PBAOE version would just do *insane* damage, but one thing I see is that damage is capping out at say 270-300 + proc on Blazing Bolt (w/o Aim_BU) and maybe up to 670+proc on Inferno with Aim-BU up ... from what I recall, I was getting bigger numbers with my TW/Bio scrap (i27) on some hits due to criticals. I guess it's more consistent on the blaster, I just though the non-Aim-BU buffed damage would be even higher. The higher radius and bigger target caps are obviously nice.

I tweaked the build a little more to squeeze more procs in and this is where I'm at now. I sacrificed some s/l defense to get there but it should not be a huge problem since the build can cycle knockdowns to minimize melee retaliation, ranged defense is far more important and I kept that as close to soft cap as possible.

Endurance management is better with dynamo slotted for end recovery, and I get a bit extra global recharge out of that too. Damage on Thunder Strike and Shocking Grasp is much better. Since end management is better early game one could move power sink to a late game pick and move rain of fire up for more AoE early - mid game.

Nemu, I'll check out the new build, thanks for posting. My one suggestion is to use the Ovewhelming Force KD->KB IO in Thunderstrike in place of the Sudden Acceleration, because it also gives Dmg as an IO and will put Thunderstrike Closer to its full damage % cap.

40% S/L defense is plenty defense against a lot of content but I wouldn't drop it any lower. a mystic buff or a mutation can also help get closer to S/L softcap. Range defense is the more important of the two and so that stays near softcap. The path to success lies with the knockdowns and also knowing when to hop out of melee. If you stand your ground and stay in melee you increase your risk that RNG will fail you. Exploiting mob AI by moving will go a long way towards keeping you from the hospital.

If you happen to read my other posts (I post a lot in the blaster forum ?) you'll find out I'm a huge proponent of melee blasting. This build is designed to hold it's own in melee range by cycling force of thunder and thunderstrike to keep mobs consistently knocked down. Because of the active mitigation I can skim a little bit from S/L defense which is meant to cover most melee range attacks.

Range defense covers everything else you can't directly interact with via force of thunder/thunderstrike. It is even more important because those things you can't interact with are more likely to land debuffs/mezzes on you from range. The ones in melee range you can keep knocked down/kill.

Melee blasting isn't the same as being a derpy melee AT, standing in one spot and trying to dps a pylon down. We are smarter than that. You have to understand when to be in melee range and when not to be. /Elec can create opportunities for you to stay in melee range longer through all the knockdowns but that doesn't mean you should stand still under those incarnate banished pantheon/Talon damage patches or under longbow sonic debuffs. Movement is key here and that ties into your inferno question (although you have enough defenses to inferno the dumb way which is to run in, look constipated for 4 seconds right smack in the middle of things that notice you and start smacking you). Learn to hop in, hop out with your attack animations queued and animating where you land. This is called Jousting.

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