Showing Posts For Adrian.3689:
It is also nearly unnoticeable on an asura.
This build I use in wvw/pvp never and I have never had any issues with necros before.
Plenty of condition removals and condition duration reduction. Every tool belt skill plays a role in healing, stun breaking and condition removal (with the help of combo-fields). I’m using power rather than condition damage due to the fact that my primary weapon for dps is the bomb kit.
The light field of Skill 5 of elixir gun in combination with the tool kit tool belt projectile skill removes 2 conditions, also they share the same cooldown which is very convenient. Also, the light field lasts 10 seconds so you can at least get 3-4 condition removals with the projectile finisher from your pistol autoattack while standing on it.
If you get all your combo field and cooldown timing right, you should be seeing a condition removal rate of 6 every 10 seconds. This excludes the fact that you are immune to all conditions when your hp hits below 33%.
my wvw build for any situation (solo roam/group/zerg):
http://gw2skills.net/editor/?fdAQJAqelUUpPrdexvLseNiaBF6MuxAI6Qmlk8pIA-T1RJwAuVCGa/BAnQg/q/EU5H3HEgY9EBAOAev7B3fPHf8xHf8xd8xHf8xHXKAmEGB-w
Mostly on the bomb kit (healing and damage). I used power instead of condition damage because only 2 of my bomb skills apply conditions.
That vulnerability instead of bleed is great change imo.
To clarify things, its 1 stack of vulnerability that lasts 8 second per shot and the rate of fire for rifle turret overcharge is 1 per second over a period of 10 seconds. That averages out to an increase in physical damage by 3.6% for a span 15 seconds from activation of overcharge to the end of vulnerability duration. Whereas the current rifle turret does 1 stack of bleed that lasts 3 seconds per shot, which adds up to around 1800 damage for non-condition build or 2700 damage for condition build by end of the overcharge.
In order to benefit from the changes, you would have to have a damage output of above 200k a minute.
Except vulnerability helps EVERY other player attacking that target, making it nearly impossible to really calculate its effectiveness. Unless you are only concerned with the changes for solo play in which case you probably won’t need the full bleed OR vulnerability duration so it’s kind of a moot point…
Sometimes just doing the math doesn’t mean much. You need to interpret the change in the context of actually playing the game.
Rifle turret is useless in every other situation aside from solo play in WvW. You have to consider the fact that it only has a 7k health pool. It gets obliterated within seconds, even in small group battle and pve boss fights. For most condition engineers that go solo play, those bleed stacks from overcharge deal a significant amount of damage to single targets.
It is you who has not put much thought into the change in context to how rifle turret is efficiently used.
As a side note, speed boosts affect rocket boot distance. With super speed, rocket boot distance is extended to around 1350 yards. Also, it’s really fun to create a wall of knockdown as you rocket boot your way into a middle of an enemy zerg after activating slick shoes and speed boost. [advisable only for tanky engineers]
That vulnerability instead of bleed is great change imo.
To clarify things, its 1 stack of vulnerability that lasts 8 second per shot and the rate of fire for rifle turret overcharge is 1 per second over a period of 10 seconds. That averages out to an increase in physical damage by 3.6% for a span 15 seconds from activation of overcharge to the end of vulnerability duration. Whereas the current rifle turret does 1 stack of bleed that lasts 3 seconds per shot, which adds up to around 1800 damage for non-condition build or 2700 damage for condition build by end of the overcharge.
In order to benefit from the changes, you would have to have a damage output of above 200k a minute.
But the rune of perplexity is rendered useless when someone has stability, which more often than not, people do in wvw.
Skill details will only mention the casting time but not the aftercast delay of the skill.
Skill aftercast is a delay period that you need to wait out until you can activate the next skill.
This is rather annoying since I have to manually grab a stopwatch and count how many times i can use a specific skill in a minute and it becomes overwhelmingly difficult to calculate the aftercast of any skill that has a cooldown.
Its becoming a horribly boring chore to compare and calculate the damage over time of different skills, even if they have the same casting time.
Grenades and bombs for example, the skill detail mentions both skills have an activation time of 1/2 seconds but they carry different aftercast time.
Aftercast of grenade = 0.5 seconds
Aftercast of bomb= 0.35 seconds
The imbued shaman started bugging out frequently after the recent patches.
NA server, playing from UK