I am posting the following for Broadicea because he has no access to internet while he is in prison
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Hey folks. A lot of pure theory crafting gets thrown around in this forum and others, unfortunately in the PvE side we don’t have much actual testing going on. Some of you think we don’t need it. May those of you who believe that be confined for all eternity to the abyss of Tartarus.
For the rest of us, designing a good field test brings several challenges. Firstly, we obviously have to do this in a PvE mode, since limitations on builds in PvP (crit chance/damage mainly) rule out using the golems. Within that setting, we need to be as isolated as possible from interference. We don’t need John and Jane Q. Puggers running over and ruining what we had set up halfway through. Since many of our builds and calculations rely on full team bonuses being provided, we need the rest of our team there. How many others we need will be discussed later on. We also need enemies that won’t really fight back, since the amount of time you spend dodging is a huge variable that really can’t be adequately controlled. We all know we will dodge during most fights, but due to aggro mechanics, how much can vary from enemy to enemy, group to group, even build to build. I would suggest larger health pools as well, since more time spent on the trial will smooth out inconsistencies in rotations and other RNG factors.
There are of course other aspects to consider, the above is by no means meant to be an exhaustive list. Due to some of those issues, I believe moving on from Veteran Risen Giants is in order. The last time we had this conversation, some good ideas for targets were put forth. I think we should discuss those, as well as determine the optimal setup for the rest of the team that will be providing buffs.
The Target
Keeping in mind some of those challenges I mentioned above, I believe a target should fit these criteria
-large health pool (champions or legendaries only)
-isolated (within an instance)
-meatbag (able to do the whole fight with minimal or NO dodging and not worrying about damage mitigation)
-level 80 (no downscaling)
Right off the bat, being level 80 confines us to HOTW, CoE, or Arah. Examining these:
HOTW
None of the bosses I know of in story or the three explorables are total meatbags. Any fight against them will involve lots of downtime due to kiting/dodging/healing. Also, their health pools are excessively large, which leads to fatigue and overall not giving a kitten anymore before you finish.
CoE
The golem boss is a potential candidate, but it’s a bit of a messy fight, with the possibility of getting lasered or fisted (huehuehue) by the boss. The protection buff also drags this out longer than is necessary. You could assign your team to destroy turrets, I suppose. Food for thought. Subject Alpha obviously is not ideal, due to the dodges needed. The Evolved Destroyer though…now we’re talking. He’s a total punching bag. All you need is a guardian giving you aegis or just WALK out of the tooth area and you’re safe. The only downside to this target would be the need to leave and reapply the lasers to drop his shield. With only one person attacking you would likely need several shield drops to finish him off. One other downside would be that he’s so near the end of the path. The ability to get to a target quickly is a big draw. Probably the best candidate in CoE though.
Arah
Rather than draw this out I’ll just jump to spoj’s suggestion of the Ooze boss in path 1. By utilizing the coral safe spot, he becomes the ultimate meatbag. It’s right in the beginning of the path- needs only a few minutes from entering the dungeon to starting the fight. The rest of the team is very safe here as well, which makes it easy for them to standby and provide might and fury buffs. As far as other candidates in Arah, I believe Magecrusher and the Abomination are also potentials. Anyway, unless someone else can be shown to surpass the Ooze, that’s my pick. Perhaps the only downside would be not being able to use proper sigils. Does it share an undead classification? If not, Force becomes the only damage bonus gear, which hurts builds that stack multipliers (and thus rely on Force/Night+Slaying).
(edited by Wukunlin.8461)