Showing Posts For Cinnamonfox.4965:

condi rev runes?

in Revenant

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

The berserker rune was used before the consumable overhaul, now the additional condition duration from runes is needed. I believe metabattle build is not updated to the benchmarks.

Condi revenant test

in Revenant

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

(edited by Cinnamonfox.4965)

some player made a bad build

in Revenant

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

I’ve been toying with similar idea and have a few comments. I’ve run a power based ventari with 1k healing in t4 fractals for some time and it has worked pretty well. These hybrid builds probably won’t ever become popular and some people consider them horribly bad, but they can be fun and feel useful, but don’t ever go offering them to meta groups…

First of all, unfortunately Seraph is baaaad. Using seraph you end up with lots of wasted precision due to Roiling mists, none of your condis is maxed out in duration and you don’t have nearly enough healing power to be a ‘healer’. Secondly, the Venom enchantment and Diabolic inferno traits are quite important for damage output – the resistance traits are useful only situationally.

In my opinion starting point for condi healer has to be apothecary, since there is no stat set that would have condi as the main stat and healing as secondary (like zealot for power). This unfortunately ends up with quite a bit of toughness, so the build will be suitable for other game modes than raids, unless you have a group like the poster above. I’ve found that about 1k healing power provides revenant quite sweet healing potency, due to the +outgoing healing traits (always try to get full hundreds or little over, for Selfless Amplification) and healing coefficients.

My latest build suggestion would be:
http://gw2skills.net/editor/?vlAQNApXmnfNmNSuJzJRHlNlskyoS4S5UJorMskFUFhNZzorxulLNQhEA-TBjAQBlRZHEVHAg6BMkmgGpEsfHCASpyDM2fAAPAAOcCAk2RAAkKFCAcAQGHSBsoeL-e

This maxes out burning and allows burn application with ventari skills (on heal and elite, with 10s cds). The builder doesn’t have the new tuning crystals but my first choice would be Magnanimous Tuning Crystal. However, you can choose between condi and healing tuning crystal depending on what you want/need to focus on. Weapon swap is only for utility, and sword(s) can be used there as well, if you like.

Potent poison

in Thief

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

I have recently taken on venomshare daredevil as my project and I figured something I don’t see mentioned anywhere, so I thought I’d share. It may be old info for some, but does not seem readily available at least.

The news is, that the Potent Poison trait buffs poison duration multiplicatively after all other duration increases are applied. The values it gives do not show on the character sheet, but we have an easy tool to monitor our poison duration from the minor trait Serpent’s Touch, which gives 10s of poison to Steal when unmodified.

Poison does not allow going over 100% duration in actual gameplay (tested, and this info is on wiki) although tooltips will show more and longer damage if you go over in the duration. If steal seems to grant over 20s of poison, the numbers are a lie and combat log will only have it ticking for 20sec. At the moment most venomshare/condi builds that have been posted seem to have overduration on poison. To reach 100% poison all you need is ~50% duration increase (generic or poison specific) and the trait (150.38%*1.33=200%).

Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

My elementalist in
1) Priory armor + HotW chest + temple shoes
2) Norn t1 + t2 shoulders + inquest boots + temple gloves
3) TA dress + AC boots + Conjurer shoulders + Embroidered gloves
4) Arah helm, gloves and boots + “shadow” chest and skirt

My necro in Demon masque and
1) “tactical” chest and shoulder + “shadow” skirt + CM boots + exalted gloves
2) “shadow” chest + “tactical” legs, gloves and shoulder + country boots

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(edited by Cinnamonfox.4965)

Regeneration Necromancer Build

in Necromancer

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

Necros can do regen support reliably for melee allies. Without staff you have 2 sources of regen.: focus 4 and mark of evasion. MoE has 10sec cd so using it doesn’ waste dangerous amounts of endurance, but you do need to learn to aim dodges. Yes, runes of Dwayna are another way to apply regen, but imo necro has too long heal cds for it – some classes can utilize it every 15sec, necro only 25-32 sec . I would go for regen/boon duration instead, like Softspoken suggested above.

You did say you’d want to go cleric’s armor. Before investing (i know this is kind of late reply) you should note how little scaling the +healing does for regen boon though. However , +healing seems to be more meaningful on blasting water field combo heals and other direct type heals. In the case of necromancer, you can do the scaling heals with 1. putrid mark or bone minion blast on ally’s water field (staff/utility), 2. traited exit death shroud, 3. well of blood tics.

Combos, who did what ie. whose talents get applied?

in Players Helping Players

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

You didn’t grant regeneration to your ally, the combo did.

mmm, sounds like the field layer is not granting effects then. That is the most logical answer anyway tbh. But am I reading this wrong or are you now conflicting yourself above: Did you mean that the combo effect is granted by the player who uses finisher or by the “world” (combo)? If it is the finisher, then the answer to my original question is simple.

(Then I should be able to proc my cleansing trait by using a projectile through a water field, whether it’s mine or others’. Or if I grant auras with a leap finisher I can proc also swiftness and fury from my Zephyr’s boon trait. But I can’t grant a thing from my traits just by offering a field to be used. Fair enough.)

Support elementalist?

in Elementalist

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

I find that 2 simple low tier traits are over the moon for support: Elemental Attunement (arcane V) and Cleansing wave (water V).

If you plan on gearing healing power, remember to focus on aoe effect (“heals nearby”) or splash healing (water field+blast) not regenerating, regen for others counts their own healing power.

Combos, who did what ie. whose talents get applied?

in Players Helping Players

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

Indeed, the basic mechanic of combos is clear to me, but the potential effect of traits in them is the question.

When I lay down say a water field and player B shoots through it, I see the combo hearts flying in the air saying “regeneration”. Does it mean I granted the regen so that my said trait “remove a condition when granting regen to self or ally” could trigger from that, OR was it granted by the shooter and my trait can’t trigger?

Any insight or interest to test, anyone?

Combos, who did what ie. whose talents get applied?

in Players Helping Players

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

I haven’t been able to find how the “credit” from combos is counted. As I play elementalist I have lots of fields and lots of finishers, as well as lots of talents that have the potential to affect the results, but I haven’t been able to figure if they do…

Is it the person who does projectile through water field who gives regeneration or was it the person who laid the water field? (-> will talent “remove a condition when granting regen to self or ally” activate from my projectile or if the field was mine?)

Did the person who blasted/leaped ice field do the frost armor or was it the person who laid the frost field? So whose talents will be applied?

(edited by Moderator)

Waters level 30 Major traits

in Elementalist

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

Fire Shield of focus is the fire aura (also available from leap to fire field).

These talents made me look for answers too. They have more potential if they work well in conjunction with multiplayer combos, but I haven’t been able to find how the “credit” from combos is counted. Is it the person who does projectile through water field who gives regeneration or was it the person who laid the water field? Did the person who blasted/leaped ice field do the frost armor or the person who laid the frost field? So whose talents will be applied?

Story Quests: How do I solo 10 mobs?

in Elementalist

Posted by: Cinnamonfox.4965

Cinnamonfox.4965

I had my troubles on the storys but then it got better with progress on learning curve and me starting to gear more defensively. I play mostly d/d (or staff) with balanced gear making sure I have high defence in stats and short cd utilities (no cantgrips at all).

In my opinion, whilst leveling toughness seemed to do bigger difference than vitality.

I figured that sometimes in storys you can pull only couple of mobs from a group that looks like they are all linked. That discovery helped a lot. Fight only as many as you have to at a time (positioning! use line of sight too), pull more when your out of combat regen started.