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Duelist Meta

in Warrior

Posted by: Dimez.4127

Dimez.4127

Dueling Melee

0/10/20/20/20

Arms- IV
Defense-I , IX
Tactics- III , VI
Discipline- V , VIII

Weapons- Greatsword (sigil of fire) , mace(sigil of paraylzation), shield(I use sigil of energy)

Utilities-Healing Surge, Frenzy, Bull Charge, Endure Pain (Can use Stomp in replacement of EP), Signet of Rage

Runes-Lyssa
Amulet-Knights w/Berserker


Dueling Conditions (Has worked wonders for me against the new terror necros, and condi warriors, is sufficient against most condition engineers if played well)

Arms-IV
Defense-II(Dogged March) , IX
Tactics-III , IX(Quick Breathing)
Discipline-V , VIII

Weapons- Greatsword(sigil of fire), mace(sigil of paralyzation) and warhorn(I use sigil of energy)

Utilities-Healing Surge, Balanced Stance, Berserker Stance(Grants 4s of condition immunity, use in anticipation of conditions not after they’re applied), Dolyak Signet(Only for fear necros, otherwise Bull Charge or Frenzy), Signet of Rage (I use all of these to be safe from interrupts since this is a stun-HB setup)

Runes-Lyssa(I prefer to use Signet of Rage, activating all boons from Lyssa in combination with Berserker Stance against necros in anticipation for the ones who use corrupt boon)
Amulet-Knights w/Berserker

I know I’ve presented no proof supporting why I consider this build to be the meta or why it works such wonders in dueling scenarios other than my own meandering experience.

Learn to waste your opponents stability and get out of jail free cards with stun-HB rotations that dont pack-a-punch so that when you do want to hit hard later in the duel (assuming you last that long, why I use knights ammy) you can.

From my tribulations I have extreme difficulty defeating any good mesmers or bunker rangers with either spec. But from those who know me from the multiple sPvP dueling servers I go to (Mainly Rethesis’s 1v1) this spec is battle proven. If this spec is too tanky for you and you prefer a more aggressive approach then I suggest you talk to Warrior Xadus as his method to the madness works equally as well.

In light of that, this spec has worked wonders in my dueling adventures, best of skill to you all.

Your local warrior,
Dimez

(edited by Dimez.4127)

Stacking Boon Duration?

in Guardian

Posted by: Dimez.4127

Dimez.4127

The question: Is stacking boon duration indefinitely, possible? Or does it become obsolete past a certain percentile? (i.e 50% boon duration the hidden maximum?)

http://gw2buildcraft.com/calculator/guardian/?3.0|6.1k.h1f|9.1k.h1f.e.1k.h6|1m.71g.1m.71g.1m.71h.1m.71h.1m.bw.1m.bw|1m.69.1m.69.1m.69.1m.69.1m.69.1a.69|0.0.a4.u23c.u69c|1.0|x.16.19.18.1i|e

If you follow the external link, the build I have created has 107% Boon Duration with the use of one class(Guardian). I know it can be higher with the help of other classes.

Without: Superior Aria/Boon Duration(0%)

Hold The Line(35s CD)
-4s Protection
-6s Regeneration

“Save Yourselves!”(60s CD)
-5s Fury
-5s Might
-5s Protection
-5s Regeneration
-5s Retaliation
-5s Swiftness
-5s Vigor

With: Shout recharge reduced by 20% from the #2 Superior Aria in the Honor Trait Line + 107% Boon Duration

Hold The Line(28s CD)
-8s Protection
-12s Regeneration

“Save Yourselves!”(48s CD) Calculator website shows 20s from 5s
-20s Fury
-20s Might
-20s Protection
-20s Regeneration
-3s Retaliation (?)
-20s Swiftness
-20s Vigor
__________________________________________________________________
Mental Math!!! Save Yourselves(48s CD) and Hold The Line(28s CD) used simultaneously will grant 32s of regeneration and 28s of protection. (Fun Fact: Allowing 44s of Regeneration and 36s of Protection uninterrupted if Hold The Line is re-activated immediately off of cool down).

Time passes and Hold The Line comes off cool down after 28s with protection diminishing and leaving 4s of regeneration. But you immediately re-activate Hold The Line giving you 8s of protection and now 16s of regeneration. After protection and regeneration fade off again. Save Yourselves will be left 4 seconds away from cool down. Reactivating Save Yourselves will put you at 20s of protection and regeneration.
12 seconds later Hold The Line comes back up you reactivate it and go from 8s of protection and regeneration to 16s of Protection and 20s of Regeneration. After they both fade Save Yourselves will be left with 16s from cool down and Hold The Line with 8s from cool down.

Point being: You can have almost permanent regeneration and protection with this setup. Also, if you use Stand Your Ground(24s CD 10s retaliation/stability with 107% boon duration). You can just be a real frekin team player eh?

P.S. Staff #3 Symbol of Swiftness(Unknown swiftness duration w/ +107% Boon Duration) with a 40s swiftness from Retreat(48s CD w/ Superior Aria + 107% Boon Duration) will grant perma-swiftness (For the team too if you landed #3 on them)

That was just a little fun math for me to do. If I even did it right, take care all have fun with the setup if you wish to play it. Although, the question still stands, can this level of boon duration even be achieved or is it limited past once again (i.e. 50%)?

Good health and take care all

(edited by Dimez.4127)

Highest crit?

in Warrior

Posted by: Dimez.4127

Dimez.4127

With: 25 Might Stacks, 25 Vuln, +100 Power Food, Pre 3/26 Discipline-Strength Banners, 9% dmg inc Flame Legion Potion

Without: 25 Bloodlust Sigil Stack, 10% dmg inc flame legion pot, any sigil of smothering.

It was nice to see

Attachments:

Universal Gems and Redundancy (Ascended Gear)

in Suggestions

Posted by: Dimez.4127

Dimez.4127

Hello all, I play an 80 Warrior and Guardian and get on when I have the time. If you’re as excited as I am for all of the new updates (i.e. guild missions). Then you’re probably searching for some of the same gear I am, in that journey you may have made a mistake or two by maybe purchasing something that didn’t quite live up to the standards you first saw it to. This is what I will discuss, starting off with a harmless inquiry towards how Ascended item stats are displayed.

The Southsun Rose (Amulet)
+67 Toughness
+94 Healing Power
+67 Condition Damage
+32 Healing Power
+18 Condition Damage
+18 Toughness

How the stats are displayed on this amulet appear to be redundant. The item would look overall more practical if the stats were combined. Rather than forcing every player to have to add up the stats. Have it look like:

The Southsun Rose (Amulet)
+85 Toughness
+126 Healing Power
+85 Condition Damage

I assume that would make the items easier to identify with. That goes for all Ascended gear. But if Arena Net does prefer displaying stats like they are currently. Then please go further with it. Make the stats display something around the lines of:

The Southsun Rose (Amulet)
+17 Toughness
+34 Healing Power
+21 Condition Damage
+3 Toughness
+1 Healing Power
+ 2 Condition Damage
+36 Toughness
+26 Healing Power
+22 Condition Damage
+18 Toughness
+15 Healing Power
+10 Condition Damage
+11 Toughness
+50 Healing Power
+30 Condition Damage

This format is absolutely absurd and in my view designed by simply the wrong person. As we all know, this format is much more difficult to distinguish on the all-stat amulets.

Also, if you’re like me, you saw three amulets with the same great stats on each and a different pretty title. So you thought nothing of it and joyfully bought one. After 5 days of getting on this game and working towards your dailies and finishing each trial to obtain 5 Laurels. You bought an infusion gem but when you tried to infuse it with your amulet you realized it wouldn’t fit. That’s because you accidentally bought the amulet with an Unused Offensive Infusion Slot. So unfortunately for you, after buying the +4 Healing Power(Defensive Infusion) gem that you had been waiting to buy and use for 5 days now, you can’t infuse your amulet with the stats you wanted.

I would love to provide a metaphor to further convey my frustration with this system but it is inappropriate and would probably discredit my entire argument. I have bought the amulet I wrote about above and it contains an Unused Offensive Infusion Slot, and I bought a +4 Healing Power Defensive Infusion. I don’t want to waste another 30 Laurels just because of this silly child’s shape matching game.

There are 45 different amulets to choose from because of this seeming to appear as arbitrary request from Arena Net. Cut the amulet options down to just 15 by not making them all unique through which gem they can hold. Make things more universal, let a karma,+4 toughness, or a +4 precision gem all go into whatever necklace you buy.

Hopefully this post is taken into more serious consideration as I am sure plenty of other Guild Wars 2 players have made the simple mistake of buying the wrong amulet. When I first bought this game, I was excited because of all the hype about a never before seen level of practicality. Please consider adjusting items so that they are more universally cohesive to their counterparts. Until then, us Guild Wars 2 players will continue to try and fit the square peg into the round hole we want it to be in. Thank you for your consideration throughout the reading of this post.

Structured PvP Party

in Suggestions

Posted by: Dimez.4127

Dimez.4127

I was able to convince my father to eventually buy Guild Wars 2, so that we could play together. We both tend to PvP more than PvE. So after leveling together, we decided to try out Heart of the Mists. All the face value glory of being 80 and having new abilities and gear was fascinating. Although, after the PvP hype faded. We started to realize that, even when we join as a party or join a server at the same time. More than half the time, my Dad and I are always pinned against each other during sPvP. Which has become incredibly frustrating because he is way better than me, haha jk. But seriously we bought Guild Wars 2 so we could play a game together, and the choice to buy the game is turning out to be a substantial disappointment since we are hardly ever able to actually coordinate and play on the same team. I understand if one of the intentions of sPvP is to prevent pre-made games that ruin opposing teams ability to enjoy the game. But I am sure the geniuses behind creating Guild Wars 2 can find some way to bypass allowing pre-mades but still allow a father and son to atleast be on the same team.

Bug in Citadel of Flames - exploit, perhaps?

in Bugs: Game, Forum, Website

Posted by: Dimez.4127

Dimez.4127

Pre-patch, I’ve had the honor of being with a group of mine, that was capable of completeing CoF EXP in a time of 13:51. From when the choosing of which path to take is completed, until the instance is completed and the final idols and silver is rewarded. A group that can achieve a 13:51 time on that instance with those moments in time as the start/stop. I felt pretty confident in our ability to complete the updated version. Less than 15 minutes ago, I logged off furious. The lava field took twice as long to complete than it did to accomplish all the previous sections of the instance. Then pulling out every stop possible for as I like to call “Ring around the rosie” attempting to survive by running and hiding during Magg’s “Kaboomium” application, we died. Then with coordination we prioritized targets that appeared and focus damaged them down. We ultimately achieved 95% on Maggs application of the “Kaboomium” and all quit the instance with each over a 15s repair bill. I understand to limit the end reward to just one day, or to even reduce it by half for the all the runs after the first. One opinion out of millions that play the game. I am very unpleased with the changes made to this instance.