(edited by BrokenGlass.9356)
I know you read the post title, and are hot under the collar about the fact that “bleed” and “DPS machine” were used that closely together…. And, listen, had I not tested it myself, I wouldn’t believe it either. But it all comes down to this beautiful concept called ‘duration’. Now I’m not talking ‘expertise’… Although it is needed to bring our duration up to as close to the cap as we can get it… as not to lose damage. I’m talking about the duration of the conditions applied by skills, specifically, the extreme long duration of bleeds.
I know, I know, “But if you want to apply bleeds, you have to stop applying burns.” And this is not entirely true. We have burning precision. Which ensures that at least one burn is continuously reapplied. And I know that’s not enough to make up for the loss… But the bleeding is. Over a long time. Our shortest bleed, is 13 sec long. Our longest is 23 sec long. By the time we get through our earth attunement combo, we will have 30 bleeds on target, most of which will be in the 14 to 20 sec range.
Then we take 10 sec out for burn application, bringing the burn stack up to 15 at minimum, 25 at spiked max, which we keep constant for the 10 sec or so that we are in fire. Our bleeds last longer than that, making our second trip thru earth come out to 45 bleeds or so. By the time we get back to fire, burning will be winding down to 6 stacks or so.
One can, then, maintain a fluctuating bleed stack between 28 to 40 stacks. And a fluctuating burn stack between 10 to 17 stacks. Assuming you take 0 care to focus either one, and only use the repeatable damage rotation.
One can focus either stack to the moon. (Useful for things immune to burn or bleed)
Your rotation is simple.
Use fire exclusively for trash, they don’t live long enough for bleeds to matter. On any fight over 20 sec long, open in earth.
1. Earth opens with #2, #5, auto x3, #2, overload, swap fire.
2. Fire opens with #5, #3, #2, signet of fire, of earth, #2, overload. Swap earth.
3. Earth rotation, unmodified.
4. Fire, modified #5, #3, #2, Fiery GS, #2, overload, #2, drop, #2. Swap earth.
5. Earth, modified.#2, #5, auto x3, #2, auto x3, #2, overload, swap fire.
6. Fire standard.
7. Earth standard.
8. Fire weak.#5, #3, #2, auto x2,#2, auto x2, #2, overload.
Repeat from step 1, skipping 3 and 4… Untill FGS is off CD.
Also, swap the trait pyromancer’s pussiance, for persisting flames, if your party keeps you might stacked without it, as the extra 2 sec on fire’s skill 5 and 3 are nice for extra burn stacks… But not as nice as 25 might.
(An aside on off hand weapons. I know the focus has better burining on a stationary target. And I know that the dagger looks like it has better bleeds… (It dosent) However, only the warhorn offers a balanced mix of both, and support synergy for water attunement. Also great bar breakers for vale guardian on air 4 and water 4.)
(edited by BrokenGlass.9356)
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