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Crit Dmg % vs. Condition Dmg

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Posted by: Amboss.6908

Amboss.6908

I personally run a power/precision/condition damage setup and I find it to be quite nice. With my group, I’m constantly hovering between 15 and 25 stacks of might, and my burning ticks for 650~770+/tick. I will probably be able to peak out at around 800/tick burnings once I finish my accessories. Also, depending on your power (my Superior Sigil of the Air non-crits for about 1100) and your precision (for proc rate), the bleed on crit sigil (Superior Sigil of the Earth) would provide a 132/tick bleed per stack. At 132.65/tick for 5 ticks, the sigil provides 663.25 dmg over 5 seconds at twice the proc rate as SSotA.

The issue with bleeds, however, is that most groups can almost always maintain a near infinite 25 stack of bleeds without your help. If you’re running in a group that has minimal condition damage specs, this sigil with high condition damage would outshine any Sigil aside a 10% vs. specific race sigil. But I’m pretty sure most people aren’t going to be min/maxing to the point of having a weapon for each instance they run.

Burns do stack, btw, they just stack in duration, which allows you the assurance that the mob will be burning til they die. And with the trait that gives 10% increased damage to burning targets, that’s a good thing.

Rampager’s gear (Power/Precision/Cond. Dmg.) also provides more precision than Berserker’s gear (Power/Precision/Crit Dmg.) per piece (101 vs. 72 on the level 80 exotic chests, as an example). With lower crit, the relative value of crit damage is reduced and the relative value of the on-proc condition effect sigils are increased.

Now, this isn’t to say that going for a Power/Crit/Crit Damage setup is wrong or bad; however, ruling out condition damage is a mistake.

All said and done, when I finish my exotic accessories, I’ll be sitting at 2001 Power, 2164 Precision (~64% crit, I think?) and 1002 condition damage before might and signets. And I’m happy with this. Especially with 40% longer burning between trait lines and runes.

Staff suggestion - symbol stick

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Posted by: Amboss.6908

Amboss.6908

Honestly, if you aren’t able to find a use for all the staff skills, you should play around with it a bit more.

  • The ball launched from the staff’s 2 skill pierces targets and has limited movement tracking. The explosion damages enemies as well as heals allies. These two facets of the skill are what make it so good. You can actually get it to hit multiple targets twice; once on the pass-through and again when detonated from behind them.
  • The 4 skill is the fastest stacking might skill in the game. Yes, it roots you during the channel, but you can break it before the channel ends and still get all 12 stacks of might. You can also cast it out-of-combat before swapping to a greatsword and using the leap to unleash a super might-buffed face smashing on targets. When combined with the the XI Valor Trait, Altruistic Healing (“Applying boons to allies heals you.”), the self healing potential is amplified.

Turning the staff into a symbol spammer makes it near identical to the necro staff setup which is mark heavy. We are not necros. Our symbols are distributed nicely throughout our various weapons. If anything, I’d ask for a symbol utility skill or two, but changing the staff is unnecessary. The skill setup for staff is already amazing.