XMoshe wrote:
Pan_Raider(`_´) wrote:
actually it is if you want to duke out the knockdown unique in the jangan cave or take less damage from those pesky lvl 94 lizards while killing a pt giant
For uniques it's handy idd, but I don't really call that grinding. During real grinding, solo or shared it's not worth it IMO.
You can use it but you can't move, like you said yourself. And later on the spawns are spread widely so you will have to move alot. Also wasting time casting it will take away quite some grindtime in the end.
it is for when a whole lot of mobs are at one place..
as a bower you dont have to move at all if you are surrounded by many mobs or if a unique spawns his reinforcements around himself at a certain xx%hp
the wall just negates a certain amount of damage till it goes down.
that gives you a slight advantage since you dont have to watch your hp gauge while being gangbanged.
for what you call real grinding, i.e.
kill mob, pick drops, find next monster <--repeat
of course it isnt suitable since you'd have to throw it up every time you get to a mob
(thats what i understood from your post)
walls are for opponents that dont run out of range...
like in 1vs1 pvp normally the opponent runs towards you while you fire at him as a bower.
exception: vs a rogue
-> fire wall-> rogue goes out of range-> xbow extreme-> distance shot+ rapid shot
wall has to go down for you to get back into range
i guess we can say:
walls: for stationary opponents in range of ones own attacks
advantage: -absorbs certain amount of either phys. or mag. damage
-prevents attack suspending knockdowns or knockbacks

it is possible to atack the opponent without interruptions while he has to rid you of the wall and a part of the damage = void
disadvantage:immobility