Jet Lag
Premise: Alacrity + Quickness = Win???
In principle, we can see the idea that 4 buffed elementalists might be better than 5 unbuffed elementalists. The question stands, how much buffing is necessary to make it worthwhile?
This build attempts to craft an optimal team Quickness and Alacrity sharing chronomancer build, with a minor in healing and boonsharing.
I don’t pretend to understand all the ins and outs of boonsharing, so I’m sure the non-alacrity/quickness part of the build can do with a fair bit of improvement.
The Build:
http://gw2skills.net/editor/?vhAQNAW8encfClfi9fCufCUrhlejyMAugMqeUb1XF91itYA-TRCBABGp8Tw9DAfBFkKV/RClgAcRAyT3QCmfC4JAEA4A434bfDWf91Xf91jUABOzC-e
Chrono/Ill/Chaos
Key traits: All’s Well that Ends Well, Improved Alacrity, Chaotic Persistence, Bountiful Disillusionment
Key skills: Well of Eternity, Well of Action, Well of Recall, Well of Calamity, Time Warp, Continuum Split/Shift, Tides of Time
Key gear: 2x Platinum Doubloon; Traveler’s Runes (5-pc); Fried Golden Dumpling; Bountiful Maintenance Oil
The Primary Mechanic:
Alacrity!
F5 (at least 1 illusion required) -> Time Warp
In short, spam your Wells, except to make sure they’re off cooldown every time CS is ready, then do another Time Warp/All Wells burst, and begin again. What you do in the meantime is your own business.
Limitations:
1. Timing. Since you don’t have 100% team alacrity, you’re the only one who doesn’t have to pay attention to when you use your abilities to get maximum benefit. The rest of your team needs to be aware of when they will and won’t have alacrity.
2. Location. Everyone’s gotta be in the wells when they expire to the the All’s Well bonus, and they’ve gotta stay in Well of Recall to get its full bonus. In short, this is a stacking-strategy build. Spreading out neuters the build pretty solidly.
3. Quickness stacking might be interacting weirdly with Time Warp’s pulsing mechanics. I need to do more testing to be sure.
Math:
Here’s where it gets fun.
I’ve been doing most of my math here:
https://docs.google.com/spreadsheets/d/1p6Byh_rZrfQtG0dsI1Y2JL_yYw_mvzt8EqrBXN2hLps/edit?usp=sharing
The build under “With CShift, Extra Alacrity, No Gravity Well, Mimic Action” is giving:
- 61% Team Alacrity uptime
- 28.9% cooldown reduction to team skills (frontloaded)
- 100% personal alacrity uptime
- 40% cooldown reduction to personal skills
- 100% quickness uptime (52% boon duration from food/runes/doubloons, with Chaotic Persistence virtually guaranteed to be adding 12% from Quickness/Might/Fury/Swiftness or some other 4th boon, it’s pretty easy)
- 26 seconds of continuous alacrity from the moment we first cast Well of Recall
That gives us 26s bursts of alacrity with a 20 second lull between in which you only get 2-4 seconds of alacrity.
Now we must ask, does the math support including such a Chronomancer over another elementalist? For this we first pretend the Chronomancer deals no damage of their own, that they provide no support beyond alacrity and swiftness, and that they aren’t competing with other possible supports like banner warrior or guardian.
I really don’t know how to calculate elementalist damage in general, so I’m going to cheat and make a reductionist assumption:
Suppose we take a single damaging skill, any skill, and reduce it to its basic parts:
1. Damage – assumed to include any negative effect produced by the skill, magically translated into raw damage
2. Cooldown – duration of cooldown
3. Channel – duration of cast time
In general, DPS = Damage/(Cooldown + Channel).
By comparison, DPS = Damage / ((1-alacrity uptime) * Cooldown + (2/3) * Channel)
Or, damage divided by time modified to account for alacrity cooldown reduction and lower channel time from quickness. Quickness is 100% uptime, so we just use the straight number.
Mathematically, we find that 4 Elementalists with the quickness and alacrity from this build will always have higher average dps for spamming a single skill than 5 elementalists without the quickness and alacrity.
This result is not affected by the specific channel time or cooldown, so even combinations of skills should see the same results, so this serves as a reasonable proxy to the damage potential of an entire class’s skills.
The only loss not accounted for comes through loss of extra combos, as a 5th elementalist would have added better fields and more blasts, but the 4-Ele team gets some benefit there too, as they blast and lay down fields more often.
If you step down to 3 Eles and 2 chronomancers, however, even though it gets you to 100% alacrity uptime, it always does less damage. That’s not to say 2 chronos + 3 Eles can’t outperform, it just means the Chronos have to contribute damage of their own to make up the difference.
Once you start to add the Chronomancer’s own damage to the 4-ele team, you start to widen the lead over 5-eles even further, as it’s hardly reasonable to expect a Chrono to sit on his thumbs waiting for his wells to recharge.
tl;dr: 4 elementalists supported by a chronomancer deals more damage than 5 elementalists.
Edit: Replaced the build with a modified version of what Pyro tested in the beta. Note that Tides of Time increases the available quickness by a fair bit, making the whole build more workable. It’s a good thing.
In practice, uptime is less relevant than continuous, upfront time. Pyro was getting about 34s of continuous alacrity and quickness. That’s adjustable, and for longer fights you can get more uptime if you need it. The maximum potential in the spreadsheet is under
“With CShift, Extra Alacrity, No Gravity Well
Tides of Time (assume caught 1 per cast, 2 after f5), Calamity, 54s period”
The changes all constitute an increase in dps potential, so the above comparative dps math is still valid.
(edited by AlphatheWhite.9351)