So it appears as if I've reached another impass with which title skill I should choose. I'm getting close to the last of the siege titles and I'm torn between my choices. I also don't know if I'm reading this chart correctly.
Here's the chart:
http://mysticknights.ourlpsite.com/Guild…10178463&Page=1
I'm currently going for Marquis Orxon Officer which gives Spreading Chill +4. I plan to get to Spreading chill+6. After that is where I'm torn on which one to pick. It looks like I will be having to choose between Healing Wind, Ironblood Will, and Withering Flame, but this is where I might be reading the chart incorrectly.
So question 1 would be: Will I have to choose between the 3 skills, or will I get "Ironblood Will" regardless and have to choose between Healing wind/Withering Flame? If I can get "IronBlood Will" and another, then I know what I want to do.
If I have to choose between all 3, then my next question would be which one would be best to go with? I went ahead and examined their effects and cooldowns and weighed my options. Here's the info as well as my opinion towards each skill.
---Effects---
Ironblood Will: Increases all damage(Physical and/or Magical?) by 20% for 15 seconds and has a cooldown of 5min.
Healing Wind+3: Increases all recieved healing effects by 40% for 15 seconds and has a cooldown of only 30sec.
Withering Flame+3: Inflicts 5000 Fire damage(no int modifier?) on your target and decreases their recieved healing by 25%. Range is 150/Cooldown is 2min.
---My Thoughts---
Ironblood Will: If it also increases magic damage then this would be a very viable skill in pve while somewhat viable in pvp. It acts as a second Elemental Catalysis but w/o the speed boost. I could easily counter lack of a casting speed increase by using some Ancient Spirit Water and an Arcan Potion. Doing that would pretty much give me 2 Catalysis that I could either stack/rotate.
Healing Wind+3: This skill would come in handy in pve, but it would be EXTREMELY helpful in pvp. Sure I would be easier to heal in instances, but it would allow me to survive for alot longer in siege. Normally I heal myself for 27k crits (with siege buffs) and after factoring in +40%, it would jump my heals to about 38k crits. Healing 210k hp takes a few seconds, but this would allow me to shave off a few so I can get back in the action quicker. Once popped for the first time, I could effectively maintain the 40% healing boost every other 15seconds
Withering Flame: This skill I would only find useful in pvp. I wouldn't even use it for the healing debuff I could instill onto others. I'm assuming that if there is no intel modifier, then this skill's damage might be on par with Lucky Chance or maybe just a bit higher. That being the case, I would use it alongside lucky chance to shatter a wardens Heart of the oak buff before following up with a fireball. The only downside is the 2min CD. But this is why I have spreading chill. Both fireball/spreading chill have a range of 225. Spreading chill's cd is only 45 seconds.
1: If I were to do Lucky Chance + Withering Flame + Fireball, I could only do that combo every 2min and the range of the first two hits are only 150. This means that I would run in till Lucky Chance fires, make sure I stay within range for Withering Flame to fire, and back up while casting fireball. This keeps me too close for comfort for too long, and I'm having to worry about a skill not firing if I'm just out of range b/c one of us backed up.
2: What I currently do is Lucky Chance + Spreading Chill + Fireball. Sure I have to get a little close to shoot Lucky Chance, but once it fires, I can instantly begin retreating/kiting backwards and not have to worry about a skill not firing due to range issues. I could also do this every 45 seconds, which is a huge plus.
I think it's obvious that I'm not interested in Withering Flame. I guess the simplified version of my 2 questions is: Can I get both Ironblood Will and Healing Wind? If I'm forced to choose between Ironblood Will and Healing Wind, which one should I go with?