Showing Posts For Yazeed.4971:
also, the damage out put seems fine in pvp
but in PVE map, its all go wrong for no reason….
weird BUG
it did inherit stats of the engi, if i get might, blast gyro hit harder for sure, just not as hard as the tooltip shoes!
I have tested on pvp golem. and use all the traits to build crit rate to over 100%
but still hardly can get any critical hit on pvp golem…
also , the blast gyro damage is wrong on those young karka
tooltip shoes 26XX but only hit like 18XX
does anybody notice this BUG too??
I am excitied for Celestial build but not really sure about the 16% dps off thing…
thank you very much!You need to calculate with might, vulnerability, food, banners, sigils runes ect.
plz do the calculation, since it’s your topic, u must know better than other people!
i just assume both Celestial and Zerk build use exactly the same buff, traits and skill…
so the only different is GEAR…
However, Zerk build must get more Might than Celestial build since zerk has higher critical chance…
so… what does lead ur conclusion to " only loss 16% dps"?
I posted the wrong link last time, my apology.
here is the right link:
looking forward to see the answer!
thanks a lot!
Hi guys. Recently many ppl ask me what build I am using in general PvE and non-zerk dungeon runs. Basicly since feature patch I use this build with little tweaks and its great in multiple ways. Massive damage, decent survability and great support in one build. I am sure lots of you using something simillar but I dont saw here anything like it so..:-)
Why Celestial is so good.
I heard lots of ppl lately throwing dirt on Celestial on how bad its in PvE compare to Berserk because it has only half of power ect and so on. Well wrong. Those guys dont realize damage wise are raw stats on gear only quite minor part of actual dps. You need calculate with Might, Vulnerability, traits, runes, sigils, food, class buffs ect. So when we compare Zerk vs Celest its not 50% dps loss its barely 16%. In exchange for that you get great survability and healing power boost what opening support possibilities while still outputting massive dmg.So what this build can do
- Perma 25 stacks of might and 25 stacks of vulnerability, massive dmg output
- Great survability compare to dps
- Stacking might or stealth for party via blasts
- Very decent party healing and condi removing via Healing Turret and Elixir Gun.
- Great fo dung speed runs. You can use Zerk gear instead but trust me your zerk buddies dont even notice you not wearing Zerk:-P
- Great for solo farming (T6 mats for example)WTF Condi duration food in PvE?
Yes thats right. With +100 power food you will see bigger numbers but trust me if you manage keep 25 stack of vulnerability overall damage of whole party will much bigger than you get from +100 power food. Also while solo condi are big part of your damage and its help melt mobs even faster.Rotation and stuff
- Rotation is easy: Blunderbuss-> Jump Shot -> Shrapnel Greande -> Freeze Grenade -> Fire Bomb -> Acid Bomb -> spam Bomb (#1) repeat. Toolbelt skills everytime they are ready
- Might stacking is pretty easy basicly you will get Might as byproduct of rotation just dont forget use Healing Turret/Med Kit swap every 10s
- You can boost your stealth duration up to like 16s if you use Shield and Thumper Turret instead Greanders for smoke blast (7 blasts in total 8 if you use Elite)Modifications and tips
Different situations will need small modifications to build to be even more effective
- In dungeons if someone else stacking might switch Enhanced Performance for Explosive Powder and weapon for another rifle with Night and Bloodlust sigils.
- For solo farming is best change Moddified Ammunition for Bunker Down. Its significantly increase your dps while kiting smartly.
- While soloing is better switch Healing Turret for Med Kit its much better for stacking might fast.Enjoy:-)
I would like to see the math
How does it compare to zerk gear and only loss barely16% dps?
here is the link for both gears
I am excitied for Celestial build but not really sure about the 16% dps off thing…
thank you very much!
it’s just because u miss the first round of spead water effect…
Healing Turret automatic fire every 3 second no matter u use Turret overcharge or not!
so if u miss the first round, u just have to wait for next round so the overcharge effect will apear
the real issue for Turret overcharge is
it does not scale with Healing Power right now….. such a waste!!
(edited by Yazeed.4971)
Cleansing Burst:
Still bugged after new patch, does not stack with healing power.
it should suppose add 0.5* Healing Power
Plz spend sometime on this poor skill…
it says 5 second on the rune discription in game…
I think it will follow what ever says in the game instead of on the update posting!
· Sigil of Water: This sigil’s activation now occurs on hit instead of on critical hit. Bonus from healing power has been increased by 50%while the base heal is reduced by 25 points (base activation at level 1 is nowabout 25 total health with no other attributes). Cooldown for this sigil hasbeen rescaled from 10, 10, and 10 seconds to 10, 7, and 5 seconds for theminor, major, and superior versions, respectively.
Superior Sigil of Water should suppose only has 5 second cooldown
However, I have tried a lot of ways and found out it still has 10 second cooldown…
(I used flamethrower, it can hit like 10 times every 2 1/2 second, and I only get healed after 4 full round hit or even more) although it only has 30% to trigger, but it can’t be that long to heal unless the cooldown time is 10 second.
Plz, get fix the easy solve problem and don’t let it hang in forever.
thanks a lot
Please read whole paper instead of only the title…
We are talking about the different between similar traits, but one is obviously add more points than the other because of basic 916 attribute points.
and also this five triats all get toughness or healing power for their trait line, you really should see all the information before u commented.
finally, someone get my point.
However, i didn’t suggest to give Healing Power also has basic 916 points. I kown i will affect a lot.
I just wanted for those 2 traits which automatically add 916 points on there effectiveness. so the 5 of traits would be exactly the same, and won’t be worry about maybe one trait is better than the other.
but ur suggestion is also doable too.
it just hard to measure the balanced ratio for Healing Power converted %
(edited by Yazeed.4971)
vitality also has 916 basic points , so it’s fine
only talk about those attributes don’t have basic 916 points so converted less
There are 5 classes have similar Trait which are:
Warrior:
Armored Attack: (Defense Line)
Toughness converted to Power: 10%
Necromancer:
Deadly Strength: (Death Magic Line)
Toughness converted to Power: 10%
Mesmer:
Chaotic Transference: (on Chaos Line)
Toughness converted to Condition Damage: 10%
Engineer:
Performance Enhancement: (on Inventions Line)
Healing Power converted to Power: 10%
Ranger:
Nature’s Wrath: (on Beastmastery Line)
Healing Power converted to Power: 10%
There are 5 similar traits
3 of them converted 10% of Toughness to Power or Condition damage
As we all know, Toughness has basic 916 points for every classes .
Which means even if you invest nothing on Toughtness,
For this 3 traits, you still get at least 91 points for power or condition damage.
However,
The other 2 of them, converted 10% of Healing Power to Power
Since Healing Power don’t have basic 916 points like Toughnees
That makes this 2 traits( Engineer and Ranger ) are lesser than the other 3 traits.
For trait : [Healing Power converted to Power: 10%]
deserve the same out put like Toughness converted
This Trait should also get +916 basic Points on the total converted points!
So those 5 similar traits can finally be balanced!
Hope Anet can really see the different between Toughnees and Healing Power,
and finally make it to be balanced.
Thank you very much!
Like my topic
Cleansing Burst doesn’t stack with Healing Power…
This Bug is there for a long time…
it’s really easy to fix i guess??
plz fix it
thanks a lot!