(edited by Knox.8962)
Engineer DPS spreadsheet
I see an error in your zerker rotation: it is using skills from four utility kits (bomb, grenade, flamethrower and elixir gun)
I see an error in your zerker rotation: it is using skills from four utility kits (bomb, grenade, flamethrower and elixir gun)
So it is… I’ll have to crank out a new rotation and re-upload.
New version uploaded.
(edited by Knox.8962)
Ok. I am mad now with someone… Berserker runes cost me a lot of gold. I usually test things on the golem but i didnt want to spend gold on pvp viper amulet, so… ok lesson learned.
Anyway, looks like condi> power and even more condi>>>power in not perfect parties setups.
Thanks for sharing!
Ok. I am mad now with someone… Berserker runes cost me a lot of gold. I usually test things on the golem but i didnt want to spend gold on pvp viper amulet, so… ok lesson learned.
Anyway, looks like condi> power and even more condi>>>power in not perfect parties setups.
Thanks for sharing!
For dungeons and fractals, yes, but keep your zerker gear in the off-hand for now.
Boss can have resistance or condi-duration reduction, or be flat out immune to some conditions, and in raids, this can make a huge impact on what is good to run or not… maybe you’ll even switch builds inside the raid.
welp, at least I hope A-net made them complicated enough for me to worry about that with a reason, and not dishes out the next wave of trivial content.
Bereserker runes, not gear;-)
I actually enjoy more the zerker build and is what i run in open pve or dungeons
Whoops, my bad^^
you tested this on a golem right ? i think that when it comes down to boss mechanics and adds, and movement, condition grenades should do the most desirable damage, or berserker single target damage should do the best.
I know i cannot argue with “facts” but if you just beat on a golem for 10 minutes, that doesn’t really give an accurate dps because of movement and fight mechanics and adds too.
I think condition pistols could give the best dps on a boss fight that is a “patchwork” style as world of warcraft says…
where you just sit of the boss’s back and dps for 25 mins.
I also know that zerker is stronger in pvp and spvp because player armor is smaller than a monster armor (and less health too).
But this is just my experience. I appreciate your calculations and i will take note of that for my self too.
on rune choice:
it depends on what sigils and wrench food you take. to burn and bleed, viper gives 38% or whatever, traits give 33%, and apple food gives 20%. thats ~90%. you need 10% more duration from something else: nightmare runes give 15%, sigil of malice gives 10%, toxic focusing crystal gives 10%. pick 1.
in my experience, toxic crystals are expensive and i rather have the 10% damage reduction from the relevant creature type pot. so the question becomes do i give up a sigil slot or my runes? personally i prefer having might duration from aristocracy so that i can easily maintain 9-18 party might (key word easily), because that adds so much more dps overall to a group than just maxing out my personal dps. now if i was gonna solo, its a toss up between malice+geomancy+berserker vs nightmare+bursting+geo vs aristocracy+strength+geo+toxic crystal. i havent run the numbers and i dont know whats technically “best”, but i do know that dungeons runs just go better when the party has might, and its unfortunately not the norm to pug into a group of people who realize just how important might is. it truly isnt safe to assume youll have 25 might in normal circumstances, but it is a valid assumption for dps spreadsheets and static groups because its a very attainable thing with a little coordination.
but it is pretty safe to build under the assumption that 100% duration is enough and you dont need 110-120% to make up for the 1-5 enemies out of 10000 who will reduce your condi duration. so dont overdo your condi duration. 97~103% is good enough.
head here to discuss wvw without fear of infractions