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Thread: Helix question

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  1. #1
    Player Delvish's Avatar
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    Mar 2011
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    Delvish
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    Asura
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    SCH Lv 99
    There are several parts that make helix spells so worthwhile (at least on NMs lasting more than 60 secs. long).

    1. Damage to MP ratio is enormous. Like Hideka said, it is just about equal damage output to Tier V spells but tier V spells cost 3 times as much.

    2. Nothing (beyond enmity) stops you from casting nukes while helix is ticking down. Can usually get off about 2-3 spells throughout that duration for 3k each. 4000x3+4000 helix = 15000 damage in 60 secs. Good job! (and get ready to die if mob isn't).

    3. Enmity gain is minimal compared to the damage delt. Like casting a very potent tier II or a feeble tier III.

    4. Kiting fights don't really allow you to stop and cast massive spells without using alacrity and even then you'll usually get smacked if he isn't gravitied. Helix allows for constant damage while kiting.

    So I wouldn't say helix's are in dire need of fixing. Modus Veritas needs a fix more like, and certainly won't oppose Helix II spells. It's sad though, that people don't fully realize the potential damage output of helix spells because they only see the initial lackluster damage.
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  2. #2
    Player Rambus's Avatar
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    Mar 2011
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    Rambus
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    Bismarck
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    BRD Lv 99
    Quote Originally Posted by Delvish View Post
    There are several parts that make helix spells so worthwhile (at least on NMs lasting more than 60 secs. long).

    1. Damage to MP ratio is enormous. Like Hideka said, it is just about equal damage output to Tier V spells but tier V spells cost 3 times as much.

    2. Nothing (beyond enmity) stops you from casting nukes while helix is ticking down. Can usually get off about 2-3 spells throughout that duration for 3k each. 4000x3+4000 helix = 15000 damage in 60 secs. Good job! (and get ready to die if mob isn't).

    3. Enmity gain is minimal compared to the damage delt. Like casting a very potent tier II or a feeble tier III.

    4. Kiting fights don't really allow you to stop and cast massive spells without using alacrity and even then you'll usually get smacked if he isn't gravitied. Helix allows for constant damage while kiting.

    So I wouldn't say helix's are in dire need of fixing. Modus Veritas needs a fix more like, and certainly won't oppose Helix II spells. It's sad though, that people don't fully realize the potential damage output of helix spells because they only see the initial lackluster damage.
    I agree , thats why i made my comment about helix II

    711 times 7 is 4977 and more if you use MV with MV merits for 79 mp
    (0)