I like how ‘heals’ is listed as a counter to condi, and not to power LMAO. Can’t heal power damage boys
You take power damage and the damage is already done. Howver if you eat a condi attack, it applies a DoT and you can use your heal to mitigate damage. let’s say you have 5k Health and get hit by either a 6k Power Attack or a 10k Condi attack over 5 seconds. You’ll be downed from the power attack but you can press your heal and survive the condi attack.
I talk only about condi as a damage over time tool in this thread. Power builds also apply condis, but more to support their damage output or to weaken the enemy rather than straight up damage. Thief poison stacks? DH blinds? Ele chill and cripple stacks anyone?
(edited by UBcktieDL.5318)
The benefit of condis is that they allow you to be offensive and defensive simultaneously. With that said, one thing power specs have over condi is that they aren’t rendered completely useless by things such as resistance and high cleanse uptime (guardians and elementalists).
I would heavily disagree with that. Condi is just delayed damage, you still need to land attacks to apply them in the first place. COndi does not allow you to play more agrresive or defensive, it is all about the amount of damage you can deal with it, in both case. If you kill someone with condi, you have beaten them in the moment you applied these condis, not at the moment they go into down state.
Yeah, you go from 0 to 5k per second with a couple of kittened skills, but sure, my 45s cd cleanse will take care of it after if taken 225000 points of damage from it.
You dont even have to remain offensive, conditions stay there, face it dude, conditions are kittened right now.
Conditions tick harder and more often than melee characters can actually hit you, that should tell you how kittening kittened they are.
No class can apply conditions without interacting with you. If you eat every condi skill avaible in the game, you are dying as fast as aginst any power build. Just think: They are both the same, both deal damage, just power hits you imidately while condi does delayed damage. You still need to dodge both kind of attacks.
Counterplay against power:
1. dodge, block, blind etc
2. protection
3. high toughness
4. high vitality
Counterplay against condi:
1. dodge, block, blind etc
2. resistance
3. high vitality
4. condi cleanse
5. condi transfer or boon conversion
6. heals
people should stop to see condi as something that suddenly blinks on your bar and kills you. every condi build has to land some key skills to apply condi damage. reaper executioner scythe? guard torch throw? engis blowtorch? you need to play around those heavy hitting condi skills like you would play around ranger’s rapid fire or warriors hundred blades.
most condi builds have really few hard hitting skills. for condi guard, it is 3 sources of burning: zealots fire (the torch throw), purging flames (the blue fire ring) and their blocks. don’t hit into block like an idiot, and both purging flames and zealots fire have obvious animations..
also don’t burn al your condi cleanse on single bleed stacks. necro auto bleeds deal around 1k dmg over 10 seconds, which is less than most power autos and easily bypassed by regen and your healing skill. don’t waste your condi cleanse on this.
Still, I wonder: What happened to the promise that Elementalist would be one of the most versatile professions out there? An excellent healer when into water, decent survivability when in earth, top-notch damage when in fire?
I always liked this versatility and this is one of the reasons why I play S/D Celestial in both PvE and WvW.
This versatility got ele nerfed in pvp. There was a build like this, the D/D cele ele right before hot, but it was so powerful that pro teams used the 4 ele 1 thief composition, and the thief was just there to ress eles with stealth if the enemy team somehow managed to down 1.
^hmm mesmers which have both retal trait and stealth is not common. the meta mesmer build does not have a single stealth skill, and giving it stealth would mean to give up either staff, shield, portal or moa. trust me, most meser don’t have stealth these days.
Is it NA? on EU we have 9 people with 1900+
same here. i’ve chosen valkyrie stats before trying to attune them. they do show up in the mystic forge, i just can’t use the recipe.
1. Pulmonary Impact now has 15s CD
2. Necromancer gets 20% reduced damage for every person who attacked him in the last 5 seconds (minimi i always get focused first)
3. Mesmer moa no longer transforms enemy into a moa. Instead, it gives them rampage for 6 seconds.
4. DH traps can no longer be placed on capture points.
5. Every “passive” trait in the game is removed and get replaced by percentate damage or defense modifiers. Example: Chill of death now increases damage against chilled targets by 5%. No longer procs spinal shivers. Consequences to pve and wvw are ignored. Skillful gameplay is finally achieved.
6. Fixed a bug allowing players to create an engineer.
7. Ranger pets deal 50% reduced damage in pvp only. Bears are excluded.
8. Removed daze from steal. Removed blind and damage from shadow shot.
9. Thief movement speed reduced by 25%. Swiftness now gives thief normalized movement speed.
10. Idling for 10 seconds will automatically ban the player from the remaining pvp season.
11. Portal is now one way.
12. The player with the highest chat activity (whisper chat counts twice) is now the player of the match. He won’t loose rating if the match is lost.
13. Enure pain now doubles incoming condition damage.
14. DuoQ is now removed. If you still duoq via game hack, you get threated with an +1000 elo offset.
15. Made all conditions damage spells unblockable. New condition added “Lethality”. One stack of Lethality is removed every time a condition is cleansed. Conditions can no longer be cleansed as long as there is at least 1 stack of Lethality. We at Anet think conditions are not strong enough in the current meta and deserve a buff.
16. New skills with added Lethality: Skull Grinder, Spear of Justice, Banish Enchantment, Death Blossom, Crossfire, Poison Dart Volley, Mark of Blood, Mind Wrack, Drake’s Breath
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.
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619. Fixed a server crash
EDIT: some suggestions added. Credits to Faux Play.6104 and beatthedown.2651, i modifed some things
(edited by UBcktieDL.5318)
I don’t main ng, but I’d like to as the class is fun. Running with power hammer build – similar to meta but with some differences. Gotten up to gold playing just scrapper this season, but I feel like I’m not utilizing the class to its fullness.
1. What heal do you prefer? I use med-gyro despite the nerfs. I have trouble with healing turret – mostly because i don’t understand how exactly it heals. Gyro gives me an immediate heal – especially in a pinch. Turret seems slower but maybe more heal? But that’s more on me than the skill.
2. Combat. Do you use a particular rotation? I like using skill 5 for stun then 3 and 2 for the combos. But not sure if I should reserve 5 for more appropriate skill interruption/cc. Otherwise i seem to be just auto-attacking for bulk of damage and then using skill 2 as reflect and skill 4 as block.
3. Utilities/Elite. I use elixir gun, purge gyro, bulwark gyro and elixir X. I like purge gyro because it’s quick and easy way to get rid of conditions plus gives me stab. Bulwark gyro i just use at start of team fight. Not sure what most effective use of this is. I like elixir X, because of the f skill (moa) which is great against reapers in shroud or warriors in berserker. Dont know much about the actual elite skill other than it seems to get me killed fast.
4. Elixir gun. I’m clueless on how to use this effectively. I get skill 3 to clear condis and skill 5 to clear/heal. I use 4 for the blast if i need one or after skill 5 for retaliation. How do you use this gun?
Thanks.
1. I prefer Heal Turret, but gyro and even Elixier are also good. For Heal Turret just press Heal twice then either detonate (F1) or pick up (F) to lower cooldown.
2. I try to use Hammer #2 and Egun #4 as often as possible, these are your most important damage tools. Save hammer #5 for cleave, hammer 4 is useful for both blocking and removing blinds or aegis stacks. 3 is a nice evade and mobility tool (you can cancel it early by equipping a kit and swapping back to hammer.
3. X either gives you Rampage (War elite) or Tornado (Ele elite). Tornade is good for decapping, Rampage gives you kill pressure and is better for 1v1. You can cancel transform early with weapon swap. However i suppose you try the other elites. Sneak Gyro is amazing for ressing and escaping, Mortar has useful aoe fields which apply chill, blind or poison, and an additional water field. Supply Crate is for cheesy 1v1 condi builds, it creates a flame, net and thumper turret and stuns for 2 seconds.
Also try the following non-elite skills at least once: Elixier B (gives a bunch of boons including fury and retaliation, toolbelt gives aoe stability), Elixier S (shrinks yourself, same as the trait in alchemy, toolbelt gives aoe stealth), Elixier C (converts all condis into boons, useful if enemy has 3 necros+2 condi mesmers), blast gyro (huge knockback, low CD, stunbreak toolbelt).
4. Auto Attack applies weakness and bleed, you can literally kill thief just with egun #1. #2 is hard to hit, but applies cripple and gives swiftness to allies and quite good damage. #3 multi hitting AoE that poisons enemies and clear condis on allies. Also good to remove blinds and aegis. #4 is one of the hardest hitting spells engineer has (pro tip: you can cancel the leap by weapon swapping). This aoe has a long duration and does more damage than big oil bomb or grenade barrage, always use this if you fight on point. #5 is a very strong AoE condi clear which heals you and allies for quite a bit.
Mortar introduction, if you want to use it, i personally love mortar. All mortar skills have 1500 range, more than any other weapon you have.
- basic AoE damage projectile, it is a 100% projectile finisher.
- creates a poison field on impact. poison reduces enemy healing by 33%, always use if an enemy is in downstate to slow down resses from his teammates.
- creates an ice field. Free chills.
- a light field that blinds enemies. Useful in any situation, like 1v1, teamfights and securing a stomp.
- water field, heals over time.
#toolbelt delayed blast finisher, but mediocre damage. still useful to bait dodges since it looks much stronger than it actually is.
The ascended infused ring from the pvp ascended vendor cannot be used in the mystic forge. They do not appear in the list when i activate the mystic forge and therefore i cannot attune them. Pls fix.
Alright, as a thief main in pvp, I’m curious:
Does anybody else feel like thief pistol dual wield is a little too good? Especially given the removal of the more bunkery pvp trinkets recently, it just feels like a low skill, low interest, high payout ability. Lately I’ve seen not a single thief not equipping double pistol in pvp (yes myself included).
Thank you for opinions, if any
As a thief, you should just use your 4 headshot for free interrupts against p/p teefs. If you still have problems, you can always slot dagger storm as elite skill.
I believe necros could actually struggle against p/p teef due to low mobility.
Get yourself fractal potions – they help a lot!
25% reduced damage received is amazing
You run out of fractal relics if you use these potions on every fractal. But i love the mobility potion on immobile classes like guard. Definitely an option for harder fractals.
I hate the interaction between poison trails and blind. Poison trail removes blind, making thives a lot weaker in PT fractals. AoE CC spells like rev’s jade wind or chrono’s gravity well are better tools to deal with mobs than blinds.
However it is still nothing compared to old level 50 fractals preHOT with archdiviner randomly oneshotting people.
Berserker Stance applies resistance which can be removed, most likely by a necro or thief, leaving you vulnerable to condi.
Do we really need to repeat these mistakes?
It is likely taht season 5 won’t have an option for teams to queue up like they used to. Instead it will be solo/duo only in ranked queue. But what about the guild teams? The ones who sit in discord/teamspeak and want to compete against other teams:
LoL had an interesting approach on this one: Scheduled Team Ranked. I believe it would work in GW2.
Scheduled Team Ranked would allow 5 man premades (only 5 mans) to play against other 5 mans. To avoid population issues and 1 hour waiting times, the queue would only be enabled at NA/EU prime time (like 6pm – 11pm, seperate for both servers). I think it will solve both the soloq vs Team and the full team queuetime issue.
It is pure logic that the solo/duo option wins:
The majority of the playerbase is solo players. Players who just want a quick match after work, players without a guild, players in pure pve guilds …
Now let’s assume the worst possible matchup: 3 solo and 1 duo consisting of 1 guy playing with a rl friend without voice comm against 5 man premade on ts.
Solo players will get constantly outrotated and they die one by one due to being outnumbered every single time. The 5 premade team steamrolls the solos because one or 2 of them are dead or running back all the time.
The solo players don’t see the coordination or strategy of the premade, they think:" These scrubs can only 1v3 me while my team is losing 4v2".
That’s why solo players hate premades and, let’s be honest, it feels terrible to be outnumbered in every fight.
As a solo player, i don’t think solo/duo only is a good thing. Unranked will be unplayable during season since every ts team will be playing unranked. Unraked will get abandoned by solo players, just like courtyard and stronghold before.
As someone who played all classes:
War: Mace and Axe offhand: Mace offhand is just a worse version of shield. Axe 4 and 5 deal some good damage but not much more than Axe 1.
Guard: All weapons seem to be in a good spot, with exception of torch. Torch 4 is a good spell but torch 5 is garbage.
Revenant: I rarely see hammer in pvp. It is not a bad weapon set but many skills of rev hammer are really slow and easy to dodge. Also there are some bugs with hammer 2.
Ranger: Warhorn offhand. WH4 is useless, WH5 is given for free by a trait…
Thief: Sword mainhand. Sword seems just to be a weak version of staff.
Engineer: Rifle. Hammer just does everything better. Shield is also underused, the cd’s of shield skills are too high.
Elementalist: Dagger/Warhorn Offhand. Focus is just necessary for Ele in pvp now. Staff has it’s niche but taking dagger or warhorn offhand means no magnetic wave and obsidian flesh. These 2 skills are too important to give up.
Necro: Axe mainhand. It just sucks.
Mesmer: Focus offhand. Just compare it to shield: A stationary phantasm against 2 blocks with slow phantasms? And a single AoE Pull against 2*1,5s AoE Stun? There is no reason to ever take focus over shield. Even sword offhand has a useful block and a phntasm that actually deals damage.
inb4 a premade player telling you:
“GW2 is meant to be played with frineds: You shouldn’t climb alone!”
Short:
You are good at making other people ridicilously tanky. But it is not the class you want to 1v1 with.
I would really like to go back in time and tell the elitists of the dungeon speedrun meta that 4 necro+ranger will be meta in 2 years
. I guess some of you still remember the time of “war, 2ele, guard, thief metazerk exp or kick” pug’s.
You realized that the ones persisted on “zerk meta” are the same players setting up the same lfgs like in the past?
Also, claiming special team comps has nothing to do with elitism and it’s even not toxic to kick someone not able to read a group advertisement and bringing the wanted stuff.
They are most likely the same people, however most of them went into raids. It is really uncommon to have requirements in fractals other than sufficient AR and a brain.
I would really like to go back in time and tell the elitists of the dungeon speedrun meta that 4 necro+ranger will be meta in 2 years
. I guess some of you still remember the time of “war, 2ele, guard, thief metazerk exp or kick” pug’s.
Anyway, elitism will always be there. The harder the content, the higher he requirements. Why do pugs ask for eternal, 120+LI, tonic buff, title and full ascended gear if it can be cleared by 9 people wearing cheap yellow gear? Because they want to optimize their income per time invested and a random guy spamming flamethrower#1 isn’t an efficient way to clear fractals.
Delete useless shredder gyro.
Add:
Augment gyro: Gives 150 Power/Condition Damage to nearby allies. Last 20s. 30s CD
Power Burst (Toolbelt): Applies Fury (10s) and Quickness (3s) to nearby allies. kitten CD
Engi fixed for fractals and raids.
Quick explanoation:
Lava font and overload air nerfs: lowering DPS in pve content.
CD reduction nerfs: mostly PvP/WvW. Geomancer’s training had magnetic wave und 16,7s cd to cleanse 3 conditions, blast finisher+reflect while obsidian flesh secured save stomps. Aquamancer’s training was too powerful in WvW backline builds.
Healing ners: WtPa was too pwerful compared to the other heals. Elemental bastion also had more healing than the arcane alternative evasive arcana
Ele is still a good option for PvE and WvW, but it has no purpose in sPvP anymore. THe full bunkker build got nerfed, but we don’t have enough damage mitigation options for dps builds. The reduced healing also hurts every kind of bruiser build. I am not happy with the nerf, expected some kind of compensation (for example increased damage on some spells like dragon’s tooth, churning earth or fire grab for pvp burst builds)
Warrior. Banners, Empower Allies, Phalanx Strenght. Perfect addition for maximum dps.
Possible drops: versatile simple infusion, various types of mist essence, mist potions and as a final reward 1 or 2 ascended crafting materials (such as deldrimor steel ingot or bolt of damask). This reward track should help pvp’ers who want to start with fractals.
What do you think?
Ele neutralizes the longbow (engi add here). But against the rest a good guardian is a threat.
The problem is if you fight an ele with a guard, you are at a disadvantage and since ele support is common to needed the guard is in a bad spot.
So don´t send the guardin into the mid fight if oposing team has an ele …
Did someone try a non LB guardian? I rarlely play guardian but i don´t use dragons maw only the healing trap and TOF ….
Guard has so many projectiles it isn’t even funny:
Sword: 3rd AA is projectile, skill 3 is projectiles
Scepter: AA projectiles, these can even be doding by running around and laternating A and D.
Hammer: Skill 3 a projectile, but probably guards best melee weapon against ele.
Greatsword: 2 releases projectiles in addition to the melee damage, also skill 5.
Staff: Does no damage anyway, skill 2 projectile
Offhands. Focus 4 projectile, torch 4 projectile.
Look at your team composition and think about the optimal strategy. Thief as more mobility than you and can easily decap your point and harass mid if you stay on the point. If you have a revenant or a mesmer on your team, let them capture close while you can assault their far point.
Thief is just a bad matchup for close, try to avoid it. It is either 4v5 for your team or a permanently decaped close point.
just buy these Llamas. Seriosly, your Llama shows your success in ranked.
“Assassins Anihilation” (Devastation Gransmaster trait) does 2k dmg if procced with projectiles.
WHYYYYYYY
Tempest with protectin (-40%), frost aura (-10%), geomancer’s defense (-10%) and scrapper runes (-7%).
What do you think?1. Tempests don’t use scrapper runes
2. Meta tempests have frost aura about 25% of the time
3. If your team has a necro, then the protection is constantly stripped
4. Ele has 11k base health
5. Ele uses light armor and therefore takes about 10% more damage than a war/rev/guard
6. Ele has no passive invuln proc
7. Bulwark gyro and Rise are stronger than anything that you mentionedI summarize your post:
Oh no someone wants to nerf my class!!!
I summarise your post:
I don’t like eles so therefore I’m going to moan that they are too survivable even though scrapper can survive for 500x longer and even does more damage.
You are completely wrong. I played a lot of ele this season. It is a problematic with every single class, including your hated scrapper. But it is useless to argue with you.
Tempest with protectin (-40%), frost aura (-10%), geomancer’s defense (-10%) and scrapper runes (-7%).
What do you think?1. Tempests don’t use scrapper runes
2. Meta tempests have frost aura about 25% of the time
3. If your team has a necro, then the protection is constantly stripped
4. Ele has 11k base health
5. Ele uses light armor and therefore takes about 10% more damage than a war/rev/guard
6. Ele has no passive invuln proc
7. Bulwark gyro and Rise are stronger than anything that you mentioned
I summarize your post:
Oh no someone wants to nerf my class!!!
In the current system, damage reduction effects work additively. Example:
Tempest with protectin (-40%), frost aura (-10%), geomancer’s defense (-10%) and scrapper runes (-7%).
current system: tempest takes 67% reduces damage.
I suggest to change the system to multplicative damage reduction. It means that each percentage value modifies the previous one instead of adding up all percentages.
new system: tempest takes (0.6*0.9*0.9*0.93=0,452=45,2%) damage. This is a damage redcution of 54,8%.
Pros: Anet does not need to nerf protection or certain damage reduction effects. A single one of these is still as effective as before, only stacking is nerfed.
Another extreme scenario is a revenant with “rite of the great dwarf”. In combination with protection, forst aura and scrapper runes, he can get 100% damage reduction ( 50%33%10%+7%). With the new system he would get a damage reduction of 72%, which is still strong but no where close to invulnerability.
A similar change could be done to reduced condition duration. You may have heard about “nike warrior” in WvW, running hoelbrak runes with condi duration food and the trait “dogged march”, leading to 73% reduced duration of movement impairing conditions. However if an enemy has +100% condition duration, he would still take 127% duration on these condis. A change to condi reduction effects could solve both problems: In the first case the war would have 57% reduced duration, however in the second case the condi duration would significantly drop to 85% (a reduction by 115%)
What do you think?
do you have heart of thorns?
You need to equip “herald” into your bottom specialisation to equip dragon stance.
I frequently played revenant in the last time.
1st: There are 3 builds for revenant:
- Invocation Shiro/Glint
- Retribution Shiro/Glint
- Condition Mallyx.
Most of the time you will run into the first or second.
2.1 Invocation Shiro/Glint.
This version has very high crit chance with fury (around 90%). You should always have weakness for them. Try to save your cc for their “impossible odds” (the quickness buff). They can remove chill in Shiro stance with their backroll, so i recommend applying chill while they are in Glint.
Glint frequently pulses boons, perfect time to use your corruption skills. Revenant also has no condition cleanse in Glint, but their healing skill “Facet of Light” converts all damage into healing.
This build can also cleanse one condition and stunbreak when they swap legends.
2.2 Retribution
This one is easier for necros but harder for everyone else. You notice stability stacks on dodge roll? Then it is a retribution herald.
This one has 2 annoying autoproc passives: The first one taunts you if you try to cc them, it also applies protection. Use Plague Signet against this, however it can also proc if you use nightmare runes. The second one applies the dwarf stance elite skill on the rev, which reduces direct and condition damage by 50%. It triggers once the rev drops below 50%. It does not reduce condition duration, so apply some pressure with long duration conditions like bleeds.
This revenant has less condition removal and applys some defensive boons (protection and stability) frequently, try to corrupt those for free fears.
2.3 Condition Mallyx:
This revenant build has frequent resistance application through Mallx stance. Every Mallyx skill applies 2 or 2,5s of resistance, while their pain absorption applies much longer durations of resistance. Boon corruption is necessary to win this fight. The best time to use boon corruption is when they just left mallyx stance. It can be tricky to time since shiro stance is quite evasive, but a well timed boon corruption will win this matchup. Beside mallyx resistance it is the same like retribution herald. Remember mallyx herald has no condition remove, just resistance.
thief is quite strong against reapers. Do you run dash and escapist absolution?. Take these and you can run a fairly offensive build, since you don’t have that many boons that necro could corrupt.
Hi, i use my own configuration. I have a MOBA gaming mouse (means no additional keys) so i binded everything to my keyboard:
WASD move
12345 basic skills
QERT heal/utility skills
F1F2F3F4 default profession mechanic
CV elite skill/F5
ALT dodge
TAB target.
The only downside i experienced with this setup is that i sometimes ALT-TAB out of the game. Otherwise it works great for me, i hit diamond last season soloq
HI
i met you some times in the ladder while soloq’ing. One of the rare thieves that gave me a challenge.
congratulations for legend.
Minstrel stats anyone? Aren’t bunker already tanky?
Also highly problematic condition builds with dire stats
I don’t understand, you think you deserve a higher rank? I say you don’t. You are obviously stuck in ruby for a reason and if you are trying to solo queue you should be losing because it’s not the way that the game is meant to be played.
I certainly don’t want players like this in a higher rank,…people who don’t deserve it, shouldn’t get it. Balance issues and Amber shopping aside, Legend is not, nor should it ever be, a grind anyone can get. You need to be better and smarter than your opponents and solo queue is neither of those things. I played to legend with organized teams and groups of friends and In return we are all better and more skilled players than we were before we started.
There is a limit to skill progression and learning important mechanics when playing solo queue and apparently for most people, that limit is Ruby, which is perfectly fine with me.
So either find a team and get into team speak, or mumble, or Skype to learn how to communicate and rotate the way the game is meant to be played, or continue arguing in map chat with your solo queue brethren in Ruby division.
SoloQ diamond here.
So you teamq’d your way into higher divisions. Congratulations. Your teamcomp was 2 Rev 2 Mesmer 1 Ele, right?
I don’t want to argue about team vs solo. obviously Team has huge benefits and playing with friends is fun. Just do us a favor: Play 1 game (just one) in Legendary solo. Results:
- You get destroyed in even numbered fights or die in 5s in 1v2: Sorry but you bro are just getting carried by your team. If this game would be soloq, you would be sapphire or ruby.
- You can fight most of these guys in even numbered fights and defend points in 1v2 for at least 20s: Congratulations you are where you belong to.
Team is obvisouly better for climbing than solo. Just do this little test for yourself. It also improves your gameplay, trust me.
some suggestions
revenant: sword offhand
mesmer: sword offhand
ranger: axe mainhand
warrior: axe in general (aa chain and even eviscerate don’t feel good anymore)
you are doing it wrong
you need to have quickness before you start stomping. Just look at the light during the stomp animation. That shows you the real progress of your stomp. So yeah, swap pet before you begin the stomp.
Just remove the guards and replace them with 1 AI controlled staff tempest.
Fixed.
Du you know waht happened in the beta weekend when rev had no evade on this skill? They killed themselves by using it due to ring of fire or purging flames, easily stacking 21 stacks of burning on themselves.
hi,
i ran a number of tests in heart of the mists using a dps meter. some results (stealing used on cooldown, scholar runes, air/force sigils, meta build without daredevil
dagger aa only (as op suggested): 5100 dps
d/d (cnd+backstab, 1 full aa chain, 1+2 of second aa chain, heartseeker below 25% hp, as dnt suggested in their guides) :6000 dps
s/p (pistolwhip on full initiative): 5500 dps
for comparison some daredevil results: i might not have used optimal rotations here since bound requires some practice
d/d (cnd+backstab, 1 AA chain, 1 dodge): 6500 dps
staff (2 aa chain, dodge , vault): 7500 dps.
weakening charge is not reliably hitting 3 times, at least for me, it would have lower dps.
so staff daredevil is strongest but also has more potential for missplay then d/d or s/p
They just need to shave some defense away, like block, evade and protection uptime. The crowd wants to see clutch moments, fast burst, outplays and not “this can take a while” when 2 people fight each other.
RAids are not for random pugs. Besides that, ANET does not have the technology for 10 man lfg
was an enemy hero up? Turai Osso can block some attacks or reduce player damage:
Shield of Elona (war cry) — grants a protective shelter that blocks all incoming attacks on all player allies and their Lord
could have been this, but not sure
are you playing settler’s thief?
joke’s aside, ele can get very strong damage mitigation (-40% protection, -10% from random earth magic trait, -10% from frost aura), but this looks quite strange.