Showing Posts For ArashiKai.2496:
to maguuma: Welcome to fighting Yak’s Bend: Duelist Central!
ive seen yb squads stop fighting enemy squads and various members of each one dueling each other, and in a very respectable matter i might add (no outside interference, bow before start, no stomping, etc.). not every squad does this, but they are around there, so try it out sometime.
http://youtu.be/QkbbrulXanc
CM Path 3 Guardian Solo
My first solo ever, and I thought it went pretty well, considering the sub-optimal gear, traits, and mistakes that I made. The only thing I really feared was the Bandit Cutpurses, since getting smacked with 12 stacks of bleed and poison can ruin your day fast. In hindsight, a few trait choices could have sped up the run considerably, and I could have gone full zerker’s and gotten away with it (most of the time :P ).
It’s hilarious when those bandit scatter-shots (or whatever the kitten they’re called) charge up their cone attack or do their rapid-fire, and I put down a Wall of Reflection right when they do it and it all bounces back in their face and takes down a huge chunk of health! they can practically kill themselves with enough reflection.
It’s very difficult, if nigh impossible, to just facetank a boss. you need the support of your party and a lot of skilled dodges to stay in the melee. don’t feel like backing out to range is a bad thing, even if it’s just to recoup from a few hard hits. as long as you stay alive and do damage, you’re doing just fine.
I think sanctuary is far from useless, just a bit more niche than other utilities. For example, if Hodgins is getting mobbed, dropo a bubble on him and its a gauranteed 6 seconds of safety for him, not to mention that it does heal him a bit for some more borrowed time when it expires. It won’t outright fix a problem for you, but can REAALLLLYYy help with some.
the closest you can get to each of those is Tier 3 Asura Heavy and Tier 3 Human Heavy. I’m not 100% sure though. would need someone else to confirm.
Without more information, I would say Berserker weapons on the grounds that a sack of meat doing no damage is less useful than a sack of slightly less meaty meat that does some decent damage.
Btw, the “more information” mostly consists of what kind of content you plan on doing, though in general, “tanking” refers to getting and holding aggro, and being able to weather it’s consequences.
Mr. snake, now you just are not making any sense at all…….
Burning doesn’t “weaken” any defenses at all, but more bypasses them instead. At best, it can mitigate the effects of the regeneration boon. There are only 2 ways that burns should be mentioned for Guardians than want to revolve around them: 1) condition damage builds, and 2) traits that utilize burns/conditions like Fiery Wrath and Radiant Power. But as far as I know (and I know the Guardian pretty well), there are no traits/runes/sigils/skills the Guardian has that “weaken” an enemies defenses when applying burns, short of applying burns on certain effects (aegis popping, for example) and getting damage bonuses (Fiery Wrath).
to be more helpful in regard to what you want in your above build, I would go for the 15 in Radiance taking the Blind Exposure trait. This gets you as close to your goal as possible, making VoJ apply vulnerability when you activate it, which does lower enemies’ defenses. But understand, it’s not the burn that does the vulnerability, it’s the blind from Radience 5 (Justice is Blind).
Perhaps a better illustration:
Imagine a large boulder embedded in the surrounding landscape. You can push, pull, kick, punch, and try to force it any which way you want it to go, but it simply does not move. However, if you go put chains on it, you simply make it better at what it already is doing: not moving. When we cut the chains, the boulder could potentially be moved again.
CC is the forces on the boulder, and the boulder being embedded in the landscape is stability, preventing CC (forces) from taking their effects on them. The chains are immobilize, holding the boulder in place, and cutting them is the condition removal that can make the boulder move more freely.
I know this isn’t 100% how the game works, but it is a better example than the one I off-handedly mentioned before.
Immobilize is a condition, not a control effect; so naturally, the counter is condition-removal, not a stun-breaker. A “CC” is a Fear, Knockdown, Knockback, Float, Sink, Pull, etc. and is countered by stability/stunbreaks. A slightly easier way of thinking about this is stability prevents your character from being forcibly moved, whereas immobilize simply stops you from moving. sure i can root myself to the ground to prevent being knocked down, but that won’t help me if i get chains of light to imprison me :P
ANet made utilities swappable for a reason: to change and adapt to situations as they come and go. if you know you are coming to an encounter that has several CCs, bring some stability and stunbreaks. if you know the next encounter will be condition heavy (including immobilize), bring condition removal.
if all you are looking for is to utilize burns, then i would look towards Fiery Wrath (Zeal II) and/or Radiant Power (25 Radiance), giving you 10-20% extra damage to foes with burning on them. a triple meditation build is a good way to get lots of dps and still be very survivable, but your group support will be almost non-existent. another good combination of traits is 15 Radiance and 5 Virtues, allowing you to spam VoJ to your heart’s content, not to mention it has some synergy with Fiery Wrath.
To be perfectly honest though, burn builds on a guard are more of a go big or go home kind of deal; either invest everything in them, or nothing at all.
Balthazar Temple open anywhere? I need some accessories from there. Even a group to unlock it would be cool.
a while back i saw a group saying that they were running CoF3 and i thought id join in for my dungeon achievement/fun, even though itd be my first time. i politely inform everyone that this is my first time running the path and they respond that it too is their first times as well. we some trouble with few of the puzzles but we muddled through to the end boss. bear in mind, this was before they added the safety net for the lava.
one by one, each of our party members gets knocked into the lava with no endurance and blinks, and since the lava out damages rez healing, rezzing wasnt an option. eventually, i’m the only one left: a human elementalist wielding 2 daggers facing down the Flame Legion Tribune himself. he gets down to a sliver of health…………….and punts me into the lava!
BUT WAIT! i wasnt fortunate enough to slot Lightning Flash, so i flash to the first bit of dry land i find………………..and had no way of getting back up to the main arena and was too far from the main path up. suddenly i see the boss charge me from across the lava (IMMUNE TO ITS EFFECTS!) and in a desperate bid i pop my armor of earth and channel Churning Earth. it explodes and so does the boss! that fight sealed my love for the D/D ele.
the ele ice bow #2 also has the same issue, as i believe they are coded the same way as a “normal” bow.
just my guess though :P
you played Nightwish while solo’ing a boss. i was happy
you’re complaining about the lodestone requirement for Infinite Light? take one look at Mjolnir (the hammer i want for my guardian) and you should stop complaining.
Only a guardian would shout “RETREAT!” and promptly charge the enemy team
CONCLUSION: while you will deal more damage (theoretically) by spamming aa’s, simply trading a few hundred damage (in a game that deals in thousands, not a huge deal) for locking down your target, applying might to yourself and any allies nearby, gaining a fire shield, and applying unmitigated damage (if it all hits) is a favorable tradeoff.
If anything, your testing supports the OP.
The problem with the Fire Line traits are they often only help fire spells (longer fire fields, might stacking on casts, etc). Showing a combo of abilities through swapping doing around the same damage as the fire auto-attacks shows how even it can be. You discount some of the extras like the bleed stacks and the extra might on team mates, but then you also assumed the fire mage didn’t apply burning, that they didn’t use any of their other spells and that fire magic is the attunement with all the fire fields for might stacking.
While you are correct in that simply aa’ing will do more damage than stance dancing, I did that number crunching in a vacuum, and did not account for traits, skills missing, etc. Basically, the conclusion says that if, in a vacuum, damage is all we cared about, the optimal strategy is aa spam; however, this simply is not the case. Control and support is needed, depending on the situation, something that stance dancing performs very well while sacrificing little damage (~3% damage loss). What we should take away is we get much more bang for our buck by switching around stances than simply staying put in just one stance and aa’ing until pigs fly.
Personally, I don’t giving a flying kitten if you hang around in fire all day long, so long as you remain standing, lay down fields the group can use, and swap attunements when necessary.
Alright, I’ve read the thread, and I’ll toss in my 2 cents:
I conducted some number crunching using the base damages from the wiki and left out gear and traits, since they are a non-factor (ie, they can be applied to both instances and it won’t change a kitten thing). I also assumed both sample ele’s would use D/D as that is what the OP says he uses. Both damaged also discounted armor for sake of simplicity.
The first is a combo setup, as follows: Ride the Lightning → Burning Speed → Ring of Fire → Drake’s Breath → Fire Grab → Magnetic Grasp → Earthquake → Churning Earth → end
This combo results (in terms of damage and everything hits fully) in 3.6k raw damage over about 8.5 seconds. However, over 8 of those seconds, we are burning our foe for 2.6k damage, bringing the total to 6.2k damage, not counting the end bleed. In addition, we get a fire shield, a knockdown, 2 blast finishers in fire fields for might (which increases our damage further), and an immobilize. Please note, I did not account for the additional might gained from combos.
The second ele simply spammed fire 1 (Dragon’s Claw) (the OP’s favored playstyle) over the same 8.5 seconds. the damage comes out to 6.5k raw damage.
CONCLUSION: while you will deal more damage (theoretically) by spamming aa’s, simply trading a few hundred damage (in a game that deals in thousands, not a huge deal) for locking down your target, applying might to yourself and any allies nearby, gaining a fire shield, and applying unmitigated damage (if it all hits) is a favorable tradeoff.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Guide-Mastering-the-D-D-ele-12-20-12
this whole thread by daphoenix is an explanation on how to use D/D, and it’s extremely informative (and that doesnt quite do it justice)
i met an asura Pimp Named Slikbak
simply put, stats alone do not make a character: it’s the traits, weapon, role you are playing/want to play, and a bunch of other things, in addition to stats. if you gave, say, a trait spec, you could get more constructive advice on whether or not you stats are “good or bad.”
i prefer to think of “Retreat” and “Save Yourselves” as threats to the enemy: “You guys better retreat and save yourselves, ’cause im about to beat kitten ”