Showing Posts For Dead Water.2715:
Thanks for that search tip, that’s very helpful. Unfortunately I didn’t find anything that answered my question. All i could find was people asking about auto click scripts and third party programs for clicking. I just wanna know about the default double click setting on ur computer. =(
Is the standard double-click that is in ur mouse settings considered 1 action, following the 1-button press = 1-action rule?
Thanks. (I tried searching, but that searcher is seriously messed up)
aha! maybe thats what happened then, I’ll have to do a detailed tally of my cash then, I know roughly how much i should have
only thing I can think of is if you have cash waiting for u at the tp and u buy something, does it use that cash or the cash in ur invy? Its the only long shot explanation that might possibly have happened
Edit: thanks for the don’t get your hopes up tip =/
I was playing the tp some last night selling and putting orders in and such and at one point i sold ~54g worth of lemongrass to buy orders. That money never came in, I had values availiable later for much less cash and I just don’t know what happened to it. It said the transaction had taken place “seconds ago” for several hours. Even rebooted my client a couple times, and of course the shut down and restart overnight. Figured, eh the system is just slow getting it to me… but now its starting to near 24 hours and still no cash and I’m getting worried. I bug reported it a few minutes ago in game, is there any tips to flush this cash out or extra reporting I should do? Thanks in advance
Update: my brother claims when they kicked me (because i asked them to to try and let me in for cof p2) but they were still in p1 (hadn’t left) and hadn’t started p2 yet, it kicked them out of dungeon, like I started it. yet I did not start group, I wasn’t even near the gate as I had used a different wp into the zone and entered from there when prompted.
SO: maybe it’s somehow thinking there’s 2 hosts/instance owners?
Basically its near impossible to join a dungeon party as it says my server is full and to tell my party join in my world. Happened since Scarlet update. Only way ive found to fix it to close the game and reopen, while kicked from the party. 20% chance of fixing i’d say.
code 33:9:18:1686:101
Quote Brutality: (cuz I’m a forum noob and apparently can’t get the quote thing to work correctly)
“For condiremoval gs/whirl+ SY+purging flames+traited virtues out shines triple shouts any day of the weak when it comes to condi removal as well. But thats me.”
Brutality I have 2 questions, multiple parts for you. First, does purging flames still only remove one condition unless you keep crossing its fire barrier? If so, how hard do you find it to dance across the barrier to remove multiple conditions?
Secondly, do you find when you run with hammer you need to bring another condition removal for lack of gs? Or do you run hammer/gs together?
I love hammer and love dungeons, but I’m struggling to find a really solid build to use with my full zerk. Everything I’ve tried is just so-so. Conditions usually seem to be the death of me in some way/shape/form.
(edited by Dead Water.2715)
Shouldn’t be too hard to test how the signet and protection interact with each other. The fire spitter turrents around COF do the same dmg every hit I do believe. Put on the siggy and pop a shout for protection then let it hit you. Then after protection wears off see how much damage it does then. I swore I tested the signet trait (and got 15% mitigation) this way before, but mists testing shows 12% reduction. Maybe I’ll test this infront of COF tomorrow.
I don’t have any interest in a guardian built like this, but a couple quick things. Traited signet is 15% dmg reduction. Also, I think toughness takes off damage first, then protection and the signet. So with ~50% dmg reduction from toughness a 1000 hp hit would be 500 dmg, then the signet and protection’s 45% reduction would kick in, making it 225 dmg. Finally, hammer with some boon duration and longer symbols, or just straight boon duration will give you 100% protection uptime so you may not need all those other protection givers if you go that way.
Protection (from hammer), signet, and toughness from valor (and the trait for +150 to you and allies) is my current defense boosting technique for my zerker guard in dungeons. Seems to be working well.
Actually its whatever field is encountered first by mighty blow. Inside field to out, out to in, and out to out (thru an edge) will all result in a blast finisher. If u go through 2 fields its whatever one is encountered first.
I know a couple of months ago rune of water was working fine because I had it on my thief with the roll heal. I haven’t played him for awhile but I assume it still works the same.
So we did ta today right after the new build came online, F/U path. When we hit the invisible part with the insects i was the first one to make it up (but not first attempt) and at the top my invisibility stayed on and i was able to run wherever I pleased, even through the mesmer boss’s gate and back around to my party fighting the mez. I couldn’t see baddies, but I couldn’t take or deal damage either (on crit traits worked tho) so I devoted myself to rezzing. After they killed whatever is in the room before the big tree, I had to use the waypoint to unlock the gate and then was able to see baddies and do dmg. Ended up soloing the tree with auto attack while teamies did what they could. Very potentially game breaking if this is reproducible. Sent a ticket in game too
I learned from reading this forum that some noobs don’t bring personal condition removal…. Who in their right mind does that? o.0 That’s right up there with people not bringing at least one stunbreaker. Most importantly, I learned no matter how many people scoff at you, zerkers is a viable option. Not that full zerk armor and all dmg traits and runes bs. I’m talking zerk armor and the traits/runes/sigils/utils u need to keep yourself alive without ally help. With the excess going into damage.
My personal preference is your standard 0/0/30/30/10 meditation build with monks, healing symbols (i use hammer), and allies get resolve. Only died once from a cheap pull into tall wall/ rez / immediate pull into tall wall and short wall at same time combo.
Description states:
5% chance to gain vigor for 10s when hit. (cooldown: 30s)
When actually tested, it gives aegis.
(For anyone wondering, “Fire Nova” means it burns the foe for about 2-3 seconds)
yes; vigor on crit alone will outweigh the survivability you gain from soldier
… also; youd be best stating what area of the game this is for; as accurate answers will vary depending on that variable
^ Dodge/block/evade is king. 6 more dodges a minute, yes plz
Updated the OP, now includes a google doc excel doc with comparisons and a couple slots for custom comparisons. Fixing my original errors brought the skew towards zerkers a little more. Bottom line: if you can survive with a tanky trait spec and still run zerkers armor, do it! You’ll have more damage overall and when you get better you won’t need to buy more armor, you will just have to retrait or pick up new sigils and runes.
For a bit of advice…..
I feel like an idiot now, I’m pretty sure I forgot base power =( Thanks (and dannico) for not being a jerk about it. I swore my results skewed way towards zerkers before when i fiddled with it at work but I assumed I just did it wrong there. I’ll have to fix it when I got some free time this evening and see how things replay out.
And Guanglai, sure a zerker armor set has synergy with damage traits etc just as a magi guard has synergy with some crazy healing stuff. But our zerker has to live some. Start tank spec, work towards more damage if you can live easily. If ur pro and live in full zerkers with all traits for damage then congrats. Everyone is different, the point is for your average guy, he can do zerkers and it will be just as good as or better than anything else he tries.
(edited by Dead Water.2715)
Usually if it says on healing ability (I can’t think of one that doesn’t follow this rule) it’s only when you hit the 6 key.
Sorry some of the percent signs don’t want to show up
So I’ve been thinking a lot lately after taking some time off and decided to look into using zerkers. We all know that offensive gear + offensive traits/runes/sigils (aka no attempt made to mitigate any damage) = on the floor. Let’s just get that out of the way right now, that is not what this thread is about. The following is some interesting math. Also, my perspective is coming from mainly running dungeons (fractals =/= dungeons).
So let’s say we want to compare the effectiveness of zerkers with some other armor set. The damage formula is:
Damage done = weapon damage * power * skill coefficient / target armor
Now since we are theory crafting for the same weapon against the same opponent (Heavy Golem in the mists perhaps), the skill coefficient, weapon damage, and target armor will be the same for all calculations. This means (along with the fact everything is multiplication/division) means we can relate the damage between builds by comparing power. This will be a fictional number which is only useful for comparison purposes and will not reflect the exact damage you would do in game (you need to actually use skill coefficient, weapon damage, and target armor for this).
Now, what about crit chance and crit damage? Well, the theoretical average damage can be represented by:
Avg Dmg = damage done * (100% – crit chance) + damage done * (crit chance) * (150% + crit damage)
Also: precision from stats / 21 + 4 = % crit chance; and any % increase in damage from traits will be simply: Avg Dmg * (100% + % increase from traits)
So according to the wiki exotic armor combined major stats are 1003 points, minors are 698 points, and minor percent’s are 62 percent
Edited due to errors and for clarity. I now have a google doc up which you can see the comparisons between zerkers, knights, and soldiers at different specs. The last set of comparisons is for you to do some figuring on your own if you wish, the green and grey zones are editable if you choose to download the document and try. Link (may have to copy and paste into your address bar for it to work): https://docs.google.com/file/d/0B_plfQ-9x-xjNENZWmg1ZThocFU/edit?usp=sharing
This proves that full offensive armor with full defensive spec is similar damage to full defensive armor with full offensive spec. The difference is: provided you can survive with the defenses of fully devoted traits to survival (and, who can’t under most circumstances? I mean, guardians get a ton of great ways to survive, and the common 30 valor 30 honor spec is common for a reason) zerker would be a better option for growth. Because as you grow and get better, you can drop defensive things and pick up offensive ones. Zerker is also less restrictive, with the other sets needing to take swords (or for a dip in damage, one handers) for the same amount of damage. Sigil and rune effects weren’t included due to the nice comparison without them, but you can obviously put them in for yourself in the custom spot.
Now I understand some people wanna play “healer” or whatever. This isn’t for you. This is for the average guy that wants to run around, not be on the floor the whole run, do some good damage, and learn how to play better as he goes. So what is the point of this thread? Education. Such as: Don’t write someone off when you hear they are using zerkers, they could do just as good as you in your knights with damage boosting traits. Save yourself some money when you hit 80 on ur guard alt, just use your zerker farming gear for dungeons. Set yourself up for growth, wear zerkers, spec tank, and as you get better slowly mix in some damage stuff till you hit your cap.
(edited by Dead Water.2715)
The wiki claims shielded mind (30 points in virtues) turns courage into a aoe stunbreak for everyone. This seems pretty powerful and rare to me, or am i missing a key point? (obviously not many people put 30 into virtues)
edited for clarity
Ah, so the “#1” attacks of the monster won’t be affected! This could be why I didn’t notice anything when I originally tried this when the game was released. Do monsters have only 1 of this type of move unaffected by chill, or can they have multiple?
Does chill effect, for example, boss cool downs? I’m curious if having immense amounts of chill on a boss would be helpful other than making melee bosses run slower.
Preface: My warr is only lvl 43 at the moment and is my 4th alt. Most of my experience on my alts is based off of dungeon running, and a tiny bit of WvW.
I see all these threads about the warrior’s terrible survivability, and after looking at stuff on paper compared to the other classes I’ve taken to 80, does this trait (Building Momentum) : Not really help, or is it just not used? Because it seems AMAZING to me. Like sigil of energy good, and I hear people raving about that. Other classes endurance traits seem to get overwritten by vigor, but for warrior (and thief) if you happen to have vigor your endurance trait still benefits you. Please, educate this warrior to be.
I always defend Hodg on my thief. The two most important factors are:
1: The kiter needs to stand north of the table’s right side. He will be in range to aggro both the mound by the stairs and the 3rd mound from the left chain.
2: The mound killers MUST NOT run south of the table, or try to help Hodg in any way. Just being in the presence of Hodg draws aggro to him.
The first mound in the right chain spits out hardly any enemys at all, and I find it much more helpful if the burrow killers don’t split, and instead all work on the left chain first. As for playing the role of the kiter, on my thief I use a shortbow, with dodge friendly traits. (I don’t usually use #3 on the shortbow, but occasionally every few runs I need to) I throw down caltrops, and use the poison field to aggro any gravelings. Other than that I just spam my 1 skill to kill a few random ones and proc “on crit” stuff, your goal is to kite not necessarily to kill. If your team does it right, you don’t need to throw down poison until they are on their way to the 3rd burrow, as some gravelings will fall too far behind your allies that they will pick up aggro on Hodg. The rest is just timing your dodge of the leaping gravelings, the bleed ones usually don’t get too close to get your stacks up very high since they are crippled from caltrops most of the time. If your team follows this method you can literally 3 man this (done it before), bring lots of noobs (again, done it before), have all non dps charactors (take a guess), or any other thing naysayers will insist will make your run fail here. AKA you can kite indefinitely, at least as a thief. I saw a guardian do it just as good as me, maybe even better, and thank you Mr. Guardian as you are the one who told me about the kiting spot.
Edit: I’m always open to run with someone and show them how to do it if you catch me online
Has anyone ever tried using 2+ signets for their utilities and picking up the signet traits? I started trying this, and it seems like it may work out well with multiple uses, like initiative regain and burst potential as well as the normal signet benefits.
I tried the blinds method before, and I agree, it doesn’t work very well on the boss and usually isn’t needed on mobs.
I find I love the evasion build, although you may not HAVE to avoid everything, you can evade anything you want =)
snip
Interesting perspective on the condition damage, I never thought of it that way before! Yeah, I am finding I’m liking withdraw a lot and will probably adapt it into my build. With the vigor on heal trait you have a very high up time of vigor, and its only 5 trait points more for the endurance back when you dodge… but that’s about the extent of “core” part of my build lolz. The rest I keep varying and haven’t even locked down my main weapon set entirely yet. Thanks for the feedback, keep the builds coming =)
I’m currently lvl 70 on my alt-thief-turned-main (cuz I love it that much) and quickly approaching 80. I know I want to use a heavy evasion/dodge build but I’m not sure on the specifics and have been trying a lot of things out (in AC mainly).
If people with an evasion build for dungeons could post their build so I could get some ideas I’d be much appreciative. If you could also include a description of how you play with it and with what type of gear you use (just saying “berserkers” or “knights” is fine) that would be great.
Thanks, I look foreward to hearing what the vets are using.
At least in path 1 the fire works if the npc is dead. (then we could kill him and the bubble would time right cuz he’s not trying to attack) Why not have a similar mechanic? As it stands right now, you pretty much have to go full dps and hope that the bubble works once on the first try (stealth revive warmaster between tries, probably take you 5+ tries) and that you can dps him down before you need 2 bubbles. That’s how we finished it the one and only time. You cant even strip the defiant fast enough to keep him from doing it. I was a initiative specced thief and when i threw on offhand pistol (and scorp wire) to strip the defiants I couldn’t even keep up. Once we gave the other thief an offhand pistol it helped some, but you should not need 2+ thieves with a certain weapon to defeat a boss.
TLDR Make the npc ALWAYS do the bubble at the right time. Atm his reflexes are lacking
My philosophy would best be described as “multiuse with group leaching”. I built my whole build around dungeon runs, and attempt to adapt it as I learn how to WvW (hated it before this month). I run a 0/0/30/30/10 build with Retreat, Stand Your Ground, and Hold the Line. I use both shout traits, AH, EM and Purity. Hammer is my main, and recently started running mace/shield as secondary and using the shield trait. Not sure what to pick in virtures, i swap it alot, those 5 pts are basically there for boon duration. I run 4 of the new Altruism runes and 2 monk runes.
What I mean by multiuse is that most of my skills are situational, but can be used situationally a couple different ways, if that makes sense lol. Example: I save stand your ground for a stunbreaker. But it can also be used if you need stability to avoid a pull (like kohler) or it can be used for an instant source of retaliation if a baddie throws a multi shot attack at you that you aren’t avoiding. Retreat is for long duration swiftness travel and aegis one time blocks. Hold the line is for regen or protection and as such I usually smack it as soon as it’s off cd. Ofcourse all shouts can be used in a pinch to remove a condition or provide a slight heal, as well as hitting F1 around teamies for a decent heal. I started using shelter to heal recently, which can be used to block attacks, heal of course, give might to allies via altruism runes (also helps it heal more and become close to the heal/sec of the signet, msg me if you want a full breakdown of altruism vs 2 water runes and 2 10% boon duration runes), and receive might from blocking. I run knights everything because I’m geared for the long haul, none of this vitality stuff, base hp is fine. I also run Sigil of Blood because it has a nice mix of damage and healing (also a 5s cd, most ppl don’t know this)
The “with group leaching” part comes from using skills that benefit myself first and foremost. The skills just so happen to positively effect my allies too. That’s not to say that if I’m full hp and not using hold the line and I see a teamie getting low on hp I wont give him some protection and regen, of if he’s gunna take a big hit that I won’t hit Retreat. Hammer follows this philosophy aswell, the protection is for me, but anyone is free to stand in my symbol and get it. Mace/shield I’ve been experimenting with as a means of keeping me or teamies alive better in trickier spots (which don’t come often for me).
I haven’t really seen a shouts write up where people view their role from this pov, hence the wall of text.
Rune of Mercy says you take less damage while reviving. How much less? And has anyone ever used these before (Aka are they any good)? I was pondering trying them but at over 1g ea I’d rather ask first.
Second question, does anyone know if Hold the Line is intentionally not supposed to work with PoV or is that a bug? (a link to a dev saying either way, if such a post exists, would be most helpful)
Thanks.
I asked about this in the quick questions thread but no one ever answered. It appears to me its .9% per point or something. Very misleading
So during my testing in the mists I noticed that 30 points in virtues doesn’t seem to equate to 30% reduction in virtue cooldowns. (and likewise for 20%) I am missing something stupid and simple or is there actually only a .9% cd per point or something?
Thanks
Dead Water – I think all the on heal procs is only procing for skill 6.
Please excuse me while I go cry in the corner =(
I was playing around with dodge on heal and vigor on crit and got to thinking, does our dodge on heal proc any “on heal” runes? Also, does resolve proc any of these if you hit F2? Just looking at maximizing the dodge on heal. (trying to do some testing in the mists myself as well with this, but its kinda tricky lol)
I remember testing a long time ago about the Elusive Power and I’m pretty sure it granted 10% extra damage as long as your endurance is not full.
Which is one of the reasons I started picking 30 Honor in every build I tried, 10% is comparable to Zeal/Radiance best damage traits.
I’m going to test it again though…
Edit: Just tested it again and it is still the same. If you’re anything below 100% Endurance, you get 10% extra damage.
Thanks!
Adding to andybmcc: and the heal? (This seems to be pretty important, although I just got the trait and started using it)
Does anyone know how much more damage Elusive Power makes you do? Better yet, is it just based on having <100% endurance or something else. I’ve seen ramblings before, but nothing from anyone who didn’t seem like they were making things up just to rant/brag. Has anyone tested this?
Also I heard there may be an internal cooldown on Vigorous Precision, is this true?
(I was pondering the alternative benefits of dodge rolling a lot)
This lvl 41 guardian thanks you for your answers.