what runes/sigils do u guys take
in PvE i’m running a condition damage set. i’ve got a 4 of Major Rune of the Krait (for the condition damage and increased bleed duration) and a 2 of Minor Rune of Affliction (for condition damage and increased bleed duration…) Using Sigils of Agony on my daggers (for increased bleed duration). I think you get the point, right?
Bleed damage attacks scale in three ways so I try to exploit all 3 scaling methods.
1) Scales linearly (more damage per tick) with Condition Damage stat. the coefficient is low compared to poison and burning though, because bleeding stacks in intensity rather than duration. But still, this state does increase its damage so its obviously a primary concern. Doubling your condition damage stat will (approximately) double your additional damage per tick. I say “additional” damage per tick because there is always a baseline established by your player level only, so the contribution from condition damage is a term added on to this baseline.
2) Scales linearly with applying additional stacks. 2 stacks is twice as much damage as 1 stack. 3 stacks is 3 times as much as 1 stacks, etc. Abilities that stack bleeds just keep linearly increasing your damage output in this way, up to the cap of 25x (basically impossible to hit the cap while soloing though). The way to best exploit this scaling method is with initiative generation, since you need initiative to Death Blossom and apply more bleeds. I like traits that increase initiative generation for this reason.
3) Scales linearly with additional duration. 2 seconds of bleeding is twice as much damage as 1 second of bleeding. linear.
So I pick equipment and traits to get all 3 scaling techniques at the same time. Bleed more per tick. Make more initiative to put on more stacks. Increase duration so each stack does more damage.
My observation has been that the duration bonuses from runes and sigils are far more powerful than the bonuses that would effect damage per tick or number of stacks applied. For example, Sigil of Earth gives a chance to apply bleeding on crit. This means you now have to worry about your critical hit rate. My crit rate is low! I don’t have much precision on my gear. Earth Sigil would be a good way of getting some bonus damage for a crit build, but is a bad way of getting more bleed damage for a condition build. Sigil of Agony though basically is just +10% total damage throughput. Awesome. It doesn’t increase DPS in quite the same way (though increased duration will allow more stacks to be ticking simultaneously, so it does increase DPS indirectly) but it just outright increases damage throughput by alot. Its really good.
How long does the bleed from db last with that build? 1 stack
Crit Sigils.
Divinity Runes.
You lose a lot of hps going full Zerker. You should add some Valk pieces for the vitality. Also a piece or two of Beryl jewelry or placing beryl jewels in Ruby jewelry would help in that regard.
Maizen Blue – Thief
How long does the bleed from db last with that build? 1 stack
base duration on a Death Blossom bleed stack is 10 seconds. i’ve got 50% bleed duration (25% specific to bleed, +25% to all conditions due to 25 points in Deadly Arts trait line). so its 15 seconds per stack.
This is sufficiently long that most same-level mobs in regular heart quests or event waves are dead before the stacks fall off. The long duration really starts to be more and more noticeably awesome against high health targets like event bosses, veteran and champion mobs, and any of the mobs in Dungeons.
to contextualize how much damage this is really doing: At level 65 I’m stacking bleeds that do 72 damage per tick per stack. This means that the 3 stacks from each Death Blossom are doing 3240 damage over 15 seconds. Thats for 5 initiative. I defy you to find any other skill that can deal 3240 points of damage for 5 initiative. Now find one that does it in an AoE and evades attacks at the same time.
Well for sigils id go these 2 paths. If your power / prec, id go Air rune for lightning strike in main attack hand. seems to do alot of damage and since its on 5 sec cool down there is no need for it in offhand use the 5% damage or 5% crit sigils.
Now if your condition damage spec, id go with theEarth sigils (bleed) on each weapon
Now if your condition damage spec, id go with theEarth sigils (bleed) on each weapon
Earth Sigil is chance to bleed on crit. It works very well for a Precision + Condition build. I actually like this quite a bit for PvP. I don’t use it in PvE though (for reasons detailed in my above post).
in PvE i’m running a condition damage set. i’ve got a 4 of Major Rune of the Krait (for the condition damage and increased bleed duration) and a 2 of Minor Rune of Affliction (for condition damage and increased bleed duration…) Using Sigils of Agony on my daggers (for increased bleed duration). I think you get the point, right?
Bleed damage attacks scale in three ways so I try to exploit all 3 scaling methods.
1) Scales linearly (more damage per tick) with Condition Damage stat. the coefficient is low compared to poison and burning though, because bleeding stacks in intensity rather than duration. But still, this state does increase its damage so its obviously a primary concern. Doubling your condition damage stat will (approximately) double your additional damage per tick. I say “additional” damage per tick because there is always a baseline established by your player level only, so the contribution from condition damage is a term added on to this baseline.
2) Scales linearly with applying additional stacks. 2 stacks is twice as much damage as 1 stack. 3 stacks is 3 times as much as 1 stacks, etc. Abilities that stack bleeds just keep linearly increasing your damage output in this way, up to the cap of 25x (basically impossible to hit the cap while soloing though). The way to best exploit this scaling method is with initiative generation, since you need initiative to Death Blossom and apply more bleeds. I like traits that increase initiative generation for this reason.
3) Scales linearly with additional duration. 2 seconds of bleeding is twice as much damage as 1 second of bleeding. linear.
So I pick equipment and traits to get all 3 scaling techniques at the same time. Bleed more per tick. Make more initiative to put on more stacks. Increase duration so each stack does more damage.
My observation has been that the duration bonuses from runes and sigils are far more powerful than the bonuses that would effect damage per tick or number of stacks applied. For example, Sigil of Earth gives a chance to apply bleeding on crit. This means you now have to worry about your critical hit rate. My crit rate is low! I don’t have much precision on my gear. Earth Sigil would be a good way of getting some bonus damage for a crit build, but is a bad way of getting more bleed damage for a condition build. Sigil of Agony though basically is just +10% total damage throughput. Awesome. It doesn’t increase DPS in quite the same way (though increased duration will allow more stacks to be ticking simultaneously, so it does increase DPS indirectly) but it just outright increases damage throughput by alot. Its really good.
I’m just gonna say it now. condition damage thief is not very good compared to what you could do with other specs.
1. D/D is very situational in a condition damage spec the fact you always have jump through the mob constantly puts you at risk of falling off ledges and jumping in front of the boss. On the other hand, If you play pres/power D/D youa re benifiting your party more by stacking vulnerability and dealing massive amounts of damage with backstab and of course blowing kitten up when the bosses reach 25%. I actually initially played condition damage thief and I have to say that its pales in comparison to other combinations.
2. S/P is probably the strongest pve spec for thief right now. want to know why? PERMABLIND. yes you can tank elite mobs with s/p spec. MASSIVE DAMAGE. I have hit over 12k damage with 1 pistol whip. INVINCIBLE FRAMES. Pistol whip has a very long invincible frame. the whole sword swinging duration makes you invincible. 0 CD DISPEL AND ESCAPE. That teleport move is ridiculous. It will break you out of everything. If you get trapped in a crystal in CoE exp, you can break out with the backtrack. 3 STUNS. Yeah you get a 2 seconds stun, and 2 other stuns in this spec. enough said.
3. Alot of players play condition damage. If you have a team with more than 2(which is still way too much IMO), your bleed is useless because it only stacks to 25. SO situationally you are screwed. On the other hand, you can never go wrong with the other mentioned specs. You take full advantage of might stacking too. Its such a pity when a guardian gets 20 stacks of might on you and you don’t do anything with it.
Side note: I prefer using SUPERIOR RUNE OF THE UNDEAD. it gives condition damage and toughness. Goin max condition damage really is meaningless when you can’t survive. (especially because blossom animation is so long and compared to the invincible frames you get.)
Given, You can play whatever you want man. just realize you aren’t contributing as much as you could to your group.
I’ve been playing around with Strength sigils in sPvP. They’re pretty awesome, they can stack quite a bit of might on you if you can fight for a while without dying. Nice mix of precision and vitality in traits and gear to sustain them. I forget which runes I’m using… I think Eagle.
Divinity all the way, for PVE: Power+Prec+tough Jewels, Power+Vitality+tough accessories and amulet. Power, Prec, and crit damage exotic armor. 15k hp, 2.2k tough. 50% crit chance and 77% crit damage
Sigils: Blood on my MH & Shortbow, Bloodlust on my OH
Runes: Divinity.
Running a D/P power/crit build so Runes/Sigils are nothing out of the ordinary.