Showing Posts For Ertrak.9506:
Its a lot of torment from one button yes.
Problem is the length of time over which it occurs on top of the long cast time, which gives it low actual dps.
Mallyx elite is much higher dps due to it continuously procing torment while using other skills and automatically procing diabolic inferno twice per legend swap.
Even in pvp its not as op as it sounds cuz the target would have to stay standing in it… and while yes that does double torment damage, it cuts off more than half of the potential torment stacks (if they’re not stupid) which means the double torment damage isn’t making up for the lost stacks…and that’s on top of the fact that torment base damage is less than that of bleeding in pvp…
so quick update, thanks for all the help. i went to quantify’s site and they have a written out rotation there if anyone is curious.
Does anyone know or know where to find a written form of the F/A scepter/warhorn PvE rotation?
Apparently, this build can reach 40k dps in a realistic environment, yet i’m struggling to maintain 25k+ (i average 26-27k on the dps golem with realistic buffs and food).
I am running full ascended berserker gear/scholar runes etc, minus infusions, so i believe its all down to bad rotation.
Any help on this would be really appreciated.
Or should I just run d/wh for everything instead since i can much more easily maintain 30k dps with that rotation.
In my opinion, for Ventari Rev this is what I’d suggest:
First off, increase the radius on skills as someone else mentioned, from 240 to 300.
Skills:
Heal Skill: Change this from healing allies that it passes through, to an AoE heal at its destination. Personally from using this build, its impractical to use this to heal players by trying to aim it right to pass through them. Simply having it AoE heal at destination would help a lot.
Natural Harmony: Alacrity was a great addition to this skill IMO, but it needs a slight buff. Energy regeneration rate at max is 5% per second, and the cost of the skill is 20 with 3s of Alacrity. This means that the effective cooldown of the skill is 4s if and only if your only using this skill. The Alacrity buff from this skill should be upped from 3 to 4s, allowing for higher alacrity uptime.
While this is theoretically 100% uptime on alacrity, realistically it wont be due to the use of other skills. Chrono’s won’t be replaced either in PvE due to Quickness spamming.
Energy Explusion (Elite): Decrease the radius on this skill for where the healing orbs can land to the same radius as the explosion (240). Allow picked up orbs to apply a buff when traited (discussed below).
Traits:
IMO, a lot of the traits are fine, but there are a few that could use a slight change to make them more beneficial.
Hardend Foundation (minor): Change this from bonus toughness to bonus vitality. The toughness can create some problems in a Raid environment and the vitality will give a little extra room to keep Tranquil Balance up.
Tranquil Benediction: Change this from applying regen and swiftness to regen and fury/protection. Its not very useful to have a boon that aids in kiting be granted by a melee weapon, and most likely picked up by a melee team member.
Serene Rejuvination: Stated above, change the Alacrity from 3s to 4s.
Natural Abundance: Again, change the orbs so they appear within 240 units of the tablet. Allow orbs that are picked up to grant a buff increases the effectiveness of fury (similar to the invocation trait except 1.5x instead of doubling, and working on allies as well, not just the Rev).
EDIT: Allow lifesteal from Devestation traitline minor to be AoE buff.
Thoughts?
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In my opinion, another reason aside from “meta mentality” as to why pugs dont really want thief for gors is, not only the definite increase in dps for staff ele vs thief, but also because having 4 eles vs 2 or 3 means less pressure on each to clear orbs, guarenteeing people aren’t running into them.
From a personal stand point on this (I main ele for raids), having 3 or 4 eles in the squad makes it much easier to keep the orbs clear. This past weekend, with only 2 eles, there were times when I had to completely stop attacking gors to keep them cleared (although this may be due to the other ele not doing their job; i don’t pay attention to them). This meant a huge loss in team dps. As soon as a 3rd ele joined the squad, we cleared gors on the first try.
In all honesty, it’s because of this experience for me I would much rather have ele’s than theives for gors specifically.
I have a similar feeling about axe mainhand too, but i want to see axe become a more mobility tool.
I prefer:
Axe 2 add a short evade window along with a short distance jump back
Axe 3, remove projectile, change to a forward leap maybe 400 distance?
So….Sword?
Necromancer is forever a class that relies on other players to be around to achieve its potential.
I feel like crying. Your statement is overpoweringly true. The anti support class.
I felt this was necessary.
Pyre Fierceshot still, since he started the revolution that overthrew the Titans.
Humans had already killed the titans, killed the God that controlled the Titans and trashed the place where titans were created long before Pyre Fierceshot came onto the scene.
I’ll admit, I was mainly going off what discussion i had with people in game, since I wasn’t around for GW1 and therefore don’t know too too much about the lore, According to the wiki however, apparently he did at least start/lead the charr revolution away from following ‘dieties’ claiming “charr need no gods”.
Like I said though…Im just bias because I do want the shortbow. I’ll admit it.
I would argue that, whatever legend rev gets next, it has to be someone that had some impact in history, or rather, left a significant imprint in the mists.
All of the current legends pretty much literally changed the course of history. Because of this I’d personally like to see Pyre Fierceshot still, since he started the revolution that overthrew the Titans. I’d say that’s pretty substantial.
I also know I’m bias on this bit, but I really want to see shortbow for the next weapon. It really needs some love in terms of class diversity and actual usefulness, to being more than just a theifs mobility tool and nothing more. While it doesn’t follow the rev’s “use weapons in unconventional ways” thing, it would be a nice fit to Pyre Fierceshot I think.
Hey. I’d be willing to join. I’ve beaten VG and Gorseval but not Sabetha or Wing 2. I’ll send you mail or something in game next time I’m on.
Well i defintely want in on this…but i cant really play till next week cuz college stuff. Hopefully youre still doing this then. I run tempest but i can run chrono utility/DPS if need be (transferring armour and stuffs over to it)
I’ve finally managed to attain full ascended equipment and I’m looking to start raiding. I run DPS Tempest (staff or d/wh fresh air). I have more than a fair few attempts at VG but no kills as of yet.
I’m already in a guild of close friends so I’m not really looking for a guild that I would permanently rep, but I would like to try and find a group at least. I’m also not looking for anything hardcore…not sure I could handle that :s
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I never said it wasn’t part of the balance. I said that its not integrated into the fight itself, thereby making it arbitrary. I want the mechanics of boss to be the DPS checks. not an external timer.
Also regen was just a random idea. I never said it was perfect. Stop nit-picking. Also, you don’t actually necessarily need a mechanic that can wipe the group. Not being able to succeed is failure in itself.
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Look, here’s my point…
A timer is a DPS check to make sure the team is not going full 10-man tank to cheese through the fight. we all agree on that.
The problem is that the DPS check that timer creates…should be integrated into the fight itself, not be an isolated arbitrary thing that just says “ok fail at this time”.
At least, this is my opinion on it. A small inherent timer, such as a vulnerable period to put a boss into the next phase for example, would be fine in my opinion as it then an actual part of the boss’s mechanic.
A possible other way might be to give the boss a permanent regen buff that increases as it’s health depletes. This can certainly be tuned such that its healing will outweigh the DPS of a team using mostly-to-full tank gear.
I’m no game dev, and I know I’m not the most creative person, but I’d certainly rather see DPS check within the mechanics of the boss itself rather than an arbitrary factor. It just takes away from the fun of fighting it for me.
I’ve already stated how I’ve seen in other games. Short burn-phases to change phase or DPS vs the Boss’s DPS on specific phase(s) are ways i’ve seen. A timer for the whole kill itself is just…not creative and lazy. Also incorporating burst DPS into PvE would neat too.
Not this again. Please.
Timers are there so you can’t run 10 nomads hammer guardians and tank your way through every fight.
This. Timers are a must have or people could find a way cheese the bosses or to solo this 10 man content.
If you are able to solo it when the timer isn’t there, doesn’t that say something about the bosses themself?
I agree that the timers are a lazy way to make the fights somewhat challenging, because without them a lot of pressure of having to DPS goes away, and the bosses will be on about the same difficulty level of a veteran in Queensdale.
I’d rather have seen Anet give the bosses actual challenging mechanics instead of some boring DPS checkHave you even done the raids? It sure seems like you haven’t.
General percentage of wipes to boss mechanics: 99%
General percentage of wipes to enrage timer: 0.01%If that’s the truth, the timer is not necessary.
Incorrect, the timer requires you to take squishier builds which then make wiping to the mechanics more likely. If there are no timers and everyone takes Nomads then the green circle on VG becomes irrelevant (still shocked you haven’t picked this up).
The timer forces you to confront the mechanics because you are not all tanks.
I said “if that’s the truth”, didn’t i? And that was the bladex’s whole point – if without the timer boss mechanics can be made irrelevent by taking a different build, then those are some very bad and lazy boss mechanics, and the timer exists only to conceal that fact. Mechanics should be the difficulty, not the timer.
But then of course majority of raiders would not be able to clear them.
The timer and mechanics are balanced together, why aren’t you understanding this?
Because there are better ways of requiring DPS without a gimmicky timer. Why aren’t you understanding this?
I do not think this is the case where you could run 10 Nomads Hammer guardians. With Gorseval you would lose cause of the limited updrafts and Sabetha the stress of keeping the platform up would eventually get your group killed cause 15-20 mins of that would just take one small misstep to make a group fail. Really only Vg would be viable with the way it is now but if they did like I said the fight would most certainly be easy after the 4th spilt with the entire surface damaging you, I only said 4th but if you where going for a 5th 6th spilt the damage intensity of the platform would become more damaging.
So clearly it is lazy to think oh if there are no timers people would use the tankiest gear to get through it and as a developer should be able to come up with another solution than enrage timer.
This exactly. You can force a DPS check without using a timer. In other games, I’ve seen this where an entire phase is dedicated to opening a boss to a 15 second vulnerable period where if the team doesn’t achieve enough DPS in that window the phase resets. Something like this would especially good for theives since that class is primarily focused on burst.
Or another example being where the team has a DPS “tug-of-war” with the boss to push it off a platform, where more DPS causes the boss to stumble back and the more its pushed back the more buffs it gets.
Needless to say these bosses don’t have timers. Its on the Devs to get actually get creative.
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Glad i checked the forum…almost doubled posted…
As it stands now, there is debate between whether or not these raids are “casual friendly”, there is effectively broken content (fractals/Dungeons), and classes who are not currently viable (thief).
What I want from Raids, is not for the current wing to be changed, at all, but rather more effective progression model that includes Raiding as a part of that progression and not only the absolute end-game.
What I mean is, the current Raid Wing is, in my opinion, actually fine as-is. However, future Raids should not be similar to the current. Some Raids actually need to be harder than currently, and some need to be easier. Both need apart of the progression model that ultimately leads to legendary armor.
The problem currently is that there is a large gap in progression between the step below Raids (fractals), especially so since Fractals were essentially nerfed with extremely rare ascended drops. With some Raids being easier, the rewards from these can be adjust to be specifically that needed step-up from what fractals currently are. These easier Raids can provide ascended weapon and, at most perhaps, ascended gloves/boots. This being the next step up from fractal prepare players, gear-wise, for the current iteration of Raiding.
Correct me if I’m wrong here, but legendary armor can not be obtained through the Spirit Vale alone. That where harder difficulty Raids come in. Its these that would end up being the final requirements for Legendary armor. This should be what the current Raid Wing should prepare players for.
This is essentially difficulty scaling fractals, why not do the exact same? The thing is, personally I’m actually not fond of the exact model of scaling that fractals use. Because the same monsters/npcs are used from scale 1-100, new attack mechanics/themes aren’t added. Even with each encounter progressively getting harder, the only added “mechanics” are just debuffs which are just passively countered instead of being actual new attacks/ that a player has to learn to actively deal with.
With this progression model of: Dungeons providing exotic gear to prepare for fractals, which provide ascended trinkets to prepare for lower difficulty Raids, which provide weapons to prepare for current Raids, which provide ascended armor to deal with higher difficulty Raids which reward legendary armor…a clear line of progression is made and actually allows for both the exclusivity of legendary armor, while including more people the actual type of challenge that Raids are.
This provides a solution to one of the problems that Raids have, which the large gap in progression between Raids and fractals.
-please ignore any spelling/grammar mistakes i may have made
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This is what I don’t understand when people say the raids are “casual friendly”.
How exactly are casuals, let alone new players such as my self, even supposed to get experience to be able to join teams? And that’s ignoring the gear requirement.
Even with the small exception of players that will allow someone to join with exotic, people are more and more requiring people to be experienced to join (from what I’ve personally seen, that is). Even guilds are requiring their members to “register” to even form a team.
I can’t even raid with my own guild (assuming the off chance happens that someone can’t be there) without fear of kittening people off simply because I’ve barely been able to attempt raids (2-2 hour sessions at best). How am I supposed to get better…?
bumping this cuz still no success
Looking for a mid-sized guild on Ferguson’s Crossing for PvX. I’d really like to make new friends and get into raiding in particular. I also like running Fractals and enjoy WvW. I don’t mind doing PvP from time-to-time also but I’m particularly good at it.
While I am still kind of a new player, I’ve had bad experiences with very large guilds in the past so I’d to find one a bit smaller.
I cant even explain the number of times i’ve needed to swap legends in combat, and i sit and wait the 2 seconds it takes to do so due to the animation on the utility skills, then die because of it.
We need to be able to trigger skills either during that animation or it needs to be sped up considerably.
Just a small disclaimer before I begin: Much of the following is conjecture and supposition, based on what lore we have on Revenants and the Mists in general.
Well, to start of with, I do not believe the legends we channel are fully sentient ghosts of past famous people. Indeed, if they were, I somehow doubt Shiro wouldn’t somehow be able to overcome the defences of a single Revenant and possess him- or at the very least such legendary figures would likely be able to break such a bond and deny us their skills.
Instead, my theory is that Revenant legends are semi-aware imprints in the mists, akin to Mass Effect’s holographic guides in the Citadel, or the sentries from Portal. They can interact with the Revenant who channels them, and they do so with traits and skills similar to their legend, but are in essence nothing more than an echo.
You could almost think of the legends as cosplayers, if you will. The Legendary Assassin looks like Shiro, sounds like Shiro, and fights like Shiro- but ultimately, it is not Shiro himself.
Each imprint is almost like a blueprint that has been engraved into the Mists by particularily heroic or villainous feats in the past, presence, and future of Tyria. Revenants pierce the veil of the Mists and draw upon these blueprints, forming a flat and stereotypical version of their chosen legend to augment their own skills in combat with fragments and memories taken from this blueprint.
Of particular note is the greatly reduced effectiveness of otherwise legendary feats and skills. Shiro once turned an entire ocean into Jade- we tint a few enemies green for a couple of seconds. Jalis once turned his entire race into pure stone- we tint ourselves and a few allies grey. This, to me, implies even further that the legends you bring are shallow when compared to the originals, and do not possess the power, skill, or wit that made these legendart figures, well, legendary.
And hey, that’s a good thing too.
I’d hate to spawn a race of sentient plants every time I plonk down ventari’s tablet!
This actually makes a lot of sense considering the point you’ve made. The Jade winds was the first thing I thought of when you mentioned the legends being just a “tint” of the legends themselves as well as providing an excellence basis of how multiple people can channel them.
Try here. Lots of various builds
https://forum-en.gw2archive.eu/forum/professions/ranger/New-Builds-List-40-builds-All-modes
Thanks, i’ll take a look.
I wanted to know, are there any viable builds with the shortbow that I could use for open world and/or fractal running?
I’ve been mainly trying condi-survival but getting the positioning makes it…difficult at times as well as feeling like it lacks survivability when out numbered.
I was using traps prior to the trait rework (due to ground targeting) but now im having trouble using this weapon at all.
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