Archive talk:E/Rt Splinter Weapon Blinding Surge

Name stuff
The name makes so much sense ;o 68.35.91.2 23:56, 1 December 2007 (CET)
 * Yes zomg. &mdash; Rapta  [[image:Rapta_Icon1.gif|19px]] (talk|contribs) 00:04, 2 December 2007 (CET)

Attributes
Any ideas? &mdash; Rapta   (talk|contribs) 00:04, 2 December 2007 (CET)
 * Yes, no Earth Magic [[Image:Hammer And Sickle.png|19px]] [[User:Viet|

v iзти  ]]  αмзѕ з   00:07, 2 December 2007 (CET)
 * 12+1+1 air, 10 channeling, 8+1 energy. It fulfills the breakpoints for the two skills in the title. [[Image:Shogunshen_Sig.jpg|19px]] Shen (contribs) 00:08, 2 December 2007 (CET)
 * The reason I left Earth in there was because I'm not sure whether to throw in Ward Against Melee or not. That should be discussed as well. &mdash; Rapta  [[image:Rapta_Icon1.gif|19px]] (talk|contribs) 00:10, 2 December 2007 (CET)
 * Eh, not really feelin the ward. Too much attribute split. [[Image:Shogunshen_Sig.jpg|19px]] Shen (contribs) 00:11, 2 December 2007 (CET)
 * Well, looking at the monthly again, Ward is more important than Lightning Bolt. Without Ward, there isn't really a point to having GoLE. &mdash; Rapta  [[image:Rapta_Icon1.gif|19px]] (talk|contribs) 00:13, 2 December 2007 (CET)
 * Ahh, I see. Then Air Magic should be at 12, for 8 seconds of blind, as opposed to 7. Energy Storage would be 6, then. [[Image:Shogunshen_Sig.jpg|19px]] Shen (contribs) 00:58, 2 December 2007 (CET)
 * A house didvided cannot stand. either wards or channeling, pick one.[[Image:Dark0805sig2.PNG]] 18:17, 5 December 2007 (CET)
 * both are used — Skakid  9090  18:41, 5 December 2007 (CET)
 * In a team, yes. In the same bar? o rly?[[Image:Dark0805sig2.PNG]] 19:00, 5 December 2007 (CET)
 * ya rly — Skakid  9090  19:01, 5 December 2007 (CET)

10+1+1 air(hits the 7 sec blind breakpoint) 8+1 estorage(hits the crucial 15e breakpoint on gole so you can cancel ward as much as you want) 10 channeling(hits the 4 attack breakpoint) 8+1 earth, imo. --Edru viransu //QQ about me /sysop 23:44, 5 December 2007 (CET)

WaM depends on two things. If you run standard defensive (gay) vD balanced, then run WaM. If you are running rawrspike then bolt and WaM on the mes, gg. Or you could own, forget this shit, get doji w/ GoE/Gale/Blackout (to piss of Warriors) and Daemon as your leet Mindblast Ganker. Don't forget ur energy though. 68.35.91.2 23:52, 5 December 2007 (CET)
 * Demon isn't ganker u stupido, divine iz. Lrn2observe. - [[Image:Unexist sig.jpg|20px]]Unexist  05:59, 26 December 2007 (EST)

Shell Shock
Why isn't this in the main bar? It's gud synergy with ancestors, gale is gay, and you need the -20 armor at VoD to spike warriors or just normally to spike warriors. - Unexist  12:26, 6 December 2007 (CET)
 * Gale is gay O.o how dare you sir.--Shadowsin 01:46, 7 December 2007 (CET)
 * How does Shell Shock synergize with Ancestor's? O.o The choice between gale and shell shock comes down to: do you want to be marginally better at spiking warriors and paras(shell shock), or do you want to be better at spiking everyone(gale). --Edru viransu //QQ about me /sysop 14:11, 6 December 2007 (CET)
 * Well, -20 ARMOR WHEN ANCESTORS R LIGHTNING.[[Image:Dark0805sig2.PNG]] 20:18, 6 December 2007 (CET)
 * Wait, so shell shock synergizes with wanding? It's pretty impractical to get off a shell shock and an ancestor's in a spike, anyway(2 seconds minimum between shell shock and ancestor's hit) anyway. --Edru viransu //QQ about me /sysop 01:06, 7 December 2007 (CET)

i like bolt ^^ — Skakid  9090  01:37, 7 December 2007 (CET)
 * I like both, shell shock is a bit better imo. it adds a condition and helps support your party by reducing hard targets armor.--Shadowsin 01:44, 7 December 2007 (CET)
 * Shell shock imho just gives the RC more conditions to heal if you spike someone else than him. Not need for spiking warriors as well - just wait for frenzy and gg. on the other hand if the spike is not strong enough by itself due to whatever reasons its a nice to have gimmick. Grobilikesmudkips 05:37, 7 December 2007 (CET)
 * If you take Gale, you can KD the Infuser and spike the RC. - [[Image:Kowal.jpg|15px]] Krowman   06:02, 7 December 2007 (CET)
 * Aura of Stability(+balanced stance) is pretty common these days, too common to run gale. And btw, spiking warriors iz gud if you're under pressure(and if warriors are under frenzy, which they will, you spike them down like mudkips), as well as removing paragon's watch yourself armor bonus. And yes, ancestors synergises pretty nice with shell shock(just that shell shock is more like a followup, but who cares). 0,75 aftercast + 0,75 cast time - 1 sec of ancestors = only 0,5 secs for shellshock. I know, I'm talking crap, but -20 armor is just too leet for words. - [[Image:Unexist sig.jpg|20px]]Unexist  05:55, 26 December 2007 (EST)
 * Run both, imo. --Edru viransu //QQ about me /sysop 12:22, 26 December 2007 (EST)
 * I think both have there places, as a pvper new to the GVG scene, i dont have much to say about GVG, but i do have alot to say about the skills. Gale-comes in handy in shutting down monks and other spell casters mid spike Shell Shock-usefull against warriors and paragons, even though paragons use agressive refrian quite often making this absolete &mdash;The preceding unsigned comment was added by Muryman (contribs) 00:22, 2 February 2008.