A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
i m thinking of using my mesmer in WWW but since i play pve also (istances mostly, fotms in particular) i was wondering how much would the dps loss be in % from ruby orb to traveler runes.
is the difference noticeable?
P.S. phantasm 10/20/0/25/15 pve is what i m mostly interested in for the comparison.
I know i m losing something like 3% crit chance and 90 power but how much is that in term of dps?
Traveler’s > all for WvW.
6 rubies does ~8% more base than 6 traveler
3 ruby/3 trav does 5.5% more than 6 traveler.
2 things to think about is boon duration + sigil of battle if you swap enough makes up for ~3% less dmg for going half/half.
condi duratin + 10 domination means 1 sec more sharper images.
It’s up to you whether you think the 15% longer might/1 sec bleed is worth the 5-8% more dmg. I ran into a similar problem because of ascended armor + fotm. Decided to go for 3/3 full ascended and 6 trav half exotic to swap between since I really like my cultural sylvari tier 1/2 mix and full t2 set. Full zerker because again, hard to get and jewelry gives me enough defense for roaming when I want to swap defensively.
Well but that 8% is overal damage or compared to traveler orbs?
Example:
Ascended armor is 5% better than exotic…..but doesn t mean you will do 5% more overall damage because armor is just a fraction of all the equipment.
When I did the math, I held everything else constant. So math is based off of full zerker everything ascended + 0/30/0/25/15. Only the runes changed. So the numbers might be 0.2% off from your build but there will be parity overall.
Comparing 2033 to 2123 power, that alone is ~5% more damage. Then +2% crit chance and +6% crit dmg bring it to about 8% overall.
thank you even if you bring me terrible news
The only thing Duck forgets is the fact that traveler runes also gives boon duration and cond duration. So lets say you are going to use these runes in raid where you have massive might stacking, your stacks will last longer so your damage will be potentially higher.
Same goes for your condition damage, only thing here is that it gets double buffed by the extra boon duration on might so your conditions do more damage and your condition duration gets increased so your conditions will overall even deal more damage.
Not only that you get, but also 25% moving speed which increases your survivability a lot and you can chase people much easier.
Edit: saw you mostly do pve, so conditions with the phantasm build wont really help, though the extra boon duration still gives you a lot more damage.
If you run with a group and especially if you run the mantra heal I would recommend Rune of the Centaur. The aoe swiftness is addicting. As blackdevil said run speed just makes wvw easier.
I did not forget, look at my first post. Boon duration affects boons that you give others, not the ones you receive so not as good as you implied. Only sigil of battle, signet of inspiration, torch 4 blasts for wvw settings will be affected by the mesmer’s boon duration (and self given boons). The reason I mentioned going 3 ruby/traveler for a mixed set is that 15% boon duration can make up for the 3% less dmg via sigil of battle in PvE. Then it only takes 3 cheap pieces, like gloves, hands, head or boots to swap to a full set of travelers.
I also mentioned condition dmg and how 10 domination + these runes is 1 second longer on sharper images. However, the last 3 traveler bonus comes at a 5% loss. Since I don’t even have 10 in domination for my PvE build, it’s a straight loss for me. Even with 10 domination, it is iffy but also comes down to if you care about 5% or 8% without sigil of battle.
I just carry two sets – zerker + ruby for pve, and Knight + Traveler for WvW.
Oh woops sorry ^^ Can’t read lol
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