Showing Posts For Sabull.5670:

Flamethrower Power vs Condition Damage

in Engineer

Posted by: Sabull.5670

Sabull.5670

I’m talking about soloings, where ever.

You’ll get most damage out of flamethrower by using Sigil of Earth and mixed gear setup.
It’s not enough conditions to go all out but neither for power unless you mix it with stuff like SD and rifle rotations.

I’d really like to see how you’re coming to this conclusion. Static Discharge, Blunderbuss, and Jump Shot are all negligible, considering they’re not related to the Flamethrower at all. But you’re right to say that using that stuff with a Power FT build just makes the distinction more obvious.

The question is: Do you gain more stacking for Power to increase Flame Blast than you gain stacking Condition Damage to increase burning? And the answer has always been in favor of Flame Blast and stacking Power.

And how do you figure that Sigil of Earth is the best sigil for the FT? It’s literally one stack of bleed every Flame Jet. You’re adding, at most, 100 DPS to your build.

100.

Compared to something like Sigil of the Night, which increases your damage output by 10%, I don’t see how you can conclude that mixing Condi/Power + Sigil of Earth is best in slot for an FT Engi that (1) stacks bleeds horribly on the whole and (2) deals with burns entering a queue.

With Berserker + Scholar runes, your Flame Blast will dish out over 10K damage between both hits.

Mixing in Celestial works very well if you add in Elixir Gun. 10/30/0/20/10 or 10/20/0/30/10.
FT/EG/RB+rifle or P/S, healing turret. Constant short reapplying Burning with 3-5 different sources (counters cleansing), medium bleeds with FT1 and EG3, and 1-2 poison sources.
It plays whole different than the usual engi styles so it’s quite fun to play around if you have good balanced set.

I agree that Celestial does work very well for the FT/EG combo, especially when roaming in WvW. But it’s definitely a damage loss compared to full Berserker, especially when you factor in Acid Bomb from the Elixir Gun. For PvE, I just cannot in good faith recommend wearing it.

Your argumentation is from point of view of what is highest DPS. In spirit of what gear should I use for CoF1. Which is berserker obviously.
I’m not writing from that perspective at all. I’m taking concideration the general survivability and thinking about a hard small scale wvw roaming situation, guess I could have been more specific on that. Where good burn and poison coverage makes biggest part of the work.

I would not recommend all out celestial either for PvE unless you want to play around with bomb healing or something.

And rifle rotations are extremely relevant for going full out berserker with flamethrower as FT power part simply is not enough to warrant that. Flamejet not good enough. That’s what makes it work.

I’ve ran similar style with full berserker too and it’s great but I prefer condi.
Anyway I don’t wanna argue about pvp preferences.

[TA]

Condi - Counterplay system

in PvP

Posted by: Sabull.5670

Sabull.5670

Umm some of those suggestions fight against the whole point of the condition. Which is not cool at all. The premise idea of something like this is nice but the suggestions are bad. Suprised why nobody picked on this. Actually these are the exact
opposites what should happen.

" quote
-Weakness – Landing attacks reduces Weakness duration
% instead of “i got weakness, let me cleverly wait it to run out before I unleash my burst, or spend my time healing/ conditions instead” —> “just spam weakness off”

-Vulnerability – Getting hit reduces 1 stack of intensity
% hmm alright

-Torment – Moving reduces Torment duration
% “I have 5 torments on him! Now he has to stand still for not to kill himself” —> “meh just keep running, torment countered by just ignoring it existing”

-Poison – Receiving HP reduces Poison duration
% " I shall wait the poison to run out before using my heal" → “fuk dat just ignore poison and heal will do best”

-Immobilize – Attempting to jump reduces Immobilize duration
% hmm ok nothing wrong on this direction

- Fear – Exception Condition, counts as both a condition and a control effect
% don’t quite understand whats the difference here? For stunbreaker or what?

- Cripple – Moving reduces Cripple duration
% “meh just ignore cripple instead of target swap, or using movement skill to remove it. Just keep running”

-Confusion – Using a skill reduces 1 stack of intensity
%" 10 stacks of confusion! better stop attacking" → “spam spam”

-Chilled – Acquiring Burn condition negates both
% ok thats a idea. But hope it doesnt happen.
-Burning – Dodge roll reduces burning duration
% ok thats a idea too.
- Blind – Already hard-countered with attacking
% yep
-Bleed – Exception Condition, no counter but to clear
"

Torment already is example of a nice condition. Does more damage if you move → target does quick calculation and decides to target swap for a closer target.
Tbh Torment should do zero damage is standing still. Total opposite of your suggestion which is “torment wants to stop you, meh just keep running”.

[TA]

Flamethrower Power vs Condition Damage

in Engineer

Posted by: Sabull.5670

Sabull.5670

I’m talking about soloings, where ever.

You’ll get most damage out of flamethrower by using Sigil of Earth and mixed gear setup.
It’s not enough conditions to go all out but neither for power unless you mix it with stuff like SD and rifle rotations.

Mixing in Celestial works very well if you add in Elixir Gun. 10/30/0/20/10 or 10/20/0/30/10.
FT/EG/RB+rifle or P/S, healing turret. Constant short reapplying Burning with 3-5 different sources (counters cleansing), medium bleeds with FT1 and EG3, and 1-2 poison sources.
It plays whole different than the usual engi styles so it’s quite fun to play around if you have good balanced set.

[TA]

A rather radical look at conditions and PvP

in PvP

Posted by: Sabull.5670

Sabull.5670

What if Carrion would have power as main stat and condition secondary. Rabid same with precision. Or using the defencive stat as main rather so condi is more of a defencive play style. Thats 30% less condi stat.

Easy bandage aid on big part of the problem for pvp.

[TA]

CritDmg vs crit chance

in Elementalist

Posted by: Sabull.5670

Sabull.5670

Looks to me if you would solve the gradient. Basicly the 2D direction that you would have to move towards the least for most gain. The direction that the dmg increase is the fastest. It would be pointing from top left corner to somewhere AROUND about 100% crit chance and 60%+ crit dmg. Don’t quote me on that but the “golden road” could be solved there and drawn.

But remember Fury skews the line, 2 boxes up with 50% uptime, 4 with 100%. Anyway I am abit suprised of it, I was expecting it to be closer to 1:1 line. Unfortunately balancing more to crit instead of crit dmg without loosing out on power is not easy.
Mayby ascended trinkets has some solutions but againg those are the items you want the crit damage from.

Will have to think about it.

[TA]

Rune of perplexity ? Here is my experience

in Engineer

Posted by: Sabull.5670

Sabull.5670

As overpowered as a rune set can get.

[TA]

[[Unofficial GvG Scene: Rules proposition]]

in WvW

Posted by: Sabull.5670

Sabull.5670

There are some arguments against doing any rule lists. While it’s easy to agree on that with the currect quite honorable pool of guilds.
What happens when someone actually starts abusing the limits. Multiple engineer 1.5k range kiting a team half of the gvg area untill the actual fight starts, thiefs starting perma stealth harrasment right from the buffing section of the gvg, teams kiting deep into the forest. Kiting around the windmill. Or just waiting behind a choke on the south side of windmill. Or something like that. People are trolls and kittens.
Thus I think it is great to have underlying strict rules on the background. In general nobody will ever need them but they exist for the extreme cases. Very satisfied how you decided to formulate these as I was bit sceptical before hand.

If there is something odd in this post, I apologise as I am watch?v=NPiGJBHVadA

Couple things to prevent these extreme cases.
1. Both guilds will agree on the starting time of the gvg by using the match up tick timer. " go on 9 minutes".
2. Every member of the opposing team must be further than 1.2k range of the enemy team untill the start of the gvg (ofc movement during the downtime is totally free).
3. Every member must be inside 1.2k radius of the commander before the start of the gvg. ( mark starting area that both starting areas?)
4. Tighter limit on the combat area → instant disqualification of a player if fallen into water without enemy control. Same if gone past the second forest treeline (trunks), north side of the gvg area.

Alot of the rules are irrelevant. Im just thinking extreme troll moments.

[TA]

Bring back old rocket boots.

in Engineer

Posted by: Sabull.5670

Sabull.5670

the new Rocket Boots are absolutely brilliant. Really amazing for the usual kitey condi nade. Especially when running with someone fast like DD ele, both can disengage much more in the similar fashion with them.

[TA]

[[Unofficial GvG Scene Thread]]

in In-game Events

Posted by: Sabull.5670

Sabull.5670

I agree with this.

Correct. It promotes melee heavy play, it brings death without consiquence. It removes exitement because even the best bombs can be totally removed with a single drop of a banner. It is not spectator friendly for the same reason, those times we tried to cast a match with 5+ warbanners on both sides. O, boi those were the worst ones because the match basicly only started after all the banners are gone. You know that those first kills will not matter the least bit because of such heavy banner use.

3 warbanners per team sounds like ideal situation to me.

Any restrictions on skills prevents GvG from remaining an accurate representation and simulation of real open field fights. I use GvG to improve for open field fights, and there are no skill restrictions there.

Now THAT is a good counter argument. Againg mayby something could be agreed between the fighting guilds, but really wanna avoid much of those. Differentiates legimatesy … how legit the fight it.

[TA]

[[Unofficial GvG Scene Thread]]

in In-game Events

Posted by: Sabull.5670

Sabull.5670

On the topic of Banners, I dislike them and would want them to be a mechanic that is not allowed or at least restricted in GvGs. Granted, there is definitely a mini-game / skill in the banner/downed/rally game within every GvG round. My biggest problem with it is that it continues to propagate a stagnant meta of heavy melee train focus. If Banners were restricted or taken out of the picture I think the meta would become creative and evolve quicker.

I agree with this.

Correct. It promotes melee heavy play, it brings death without consiquence. It removes exitement because even the best bombs can be totally removed with a single drop of a banner. It is not spectator friendly for the same reason, those times we tried to cast a match with 5+ warbanners on both sides. O, boi those were the worst ones because the match basicly only started after all the banners are gone. You know that those first kills will not matter the least bit because of such heavy banner use.

And pls, OP or viability, and “is it good for the gvg (scene)” are different things. And we are talking about the latter!
I told you this Ogro and you expressed your “AAAA ok now I understand”. But still your counter arguments in this post are “its not overpowered, I never even used it” and “SPRT lost with 12 banners, not op”. We are talking about if it’s healthy for the gvg scene, matches to be about spamming banners for large part of the match.
Just in the same way we could talk about “is it healthy for tpvp for NPCs spawned by players to be so strong” or what ever. It’s about the design.
Odd seeing downed state haters supporting warbanners anyway :P.

It doesn’t bring more tactic or skill in the match due to the Warrior already being so abundant in the match so you can use them extensively. Lanimal.6541 already did a great post about it so I’m not going to go in detail and attempt do the same, just share my /agree. Just watching FURY vs GD sparring matches, which were great and all, but seeing 9 or 10 warbanners in a single cameraview really doesn’t bring warm and fuzzy feelings to my heart.

3 warbanners per team sounds like ideal situation to me.

[TA]

(edited by Sabull.5670)

Question to WvW players

in Elementalist

Posted by: Sabull.5670

Sabull.5670

No. It will not do anything significant on a staff ele.

Staff ele is mainly, as everyone knows a large scale weapon. Melee train always has extreme amount of condition removal, best raids are basicly immune to conditions. In combination of -40% food and melandru runes aswell.
There are so few conditions elementalist can apply that you can’t provide any shadowing stacks of other conditions, and you cannot reapply constant stream of conditions. If you have played engineer or necro the difference should be quite obvious.
And staff ele has way too few interupts anyway.

Using Shamans is close to the worst thing you could do for large scale staff.

[TA]

zero damage: it's possible.

in Guardian

Posted by: Sabull.5670

Sabull.5670

The smallest hit possible I think is against Heavy Knight x (1-0.12-0.1-0.33)*0.5 = 0.225 modifier. Frost armor and Weakness.

as i tested just today the right formula will be

damage= (skill damage / armor) * (1 – (0.12+0.1+0.33+0.5) which is pretty near to a 0 damage infact 1-0.96 = 4% damage taken but these condition are really hard to get because frost armor requires frost field (ranger or elementalist) and lasts few seconds and weakness isn’t so simply to put on enemy and doesn’t last enough.

anyway you are right… that will be the max damage reduction

Take that 0.5 out of the additive. Weakness is debuff on the Attacker NOT a buff on the Defender. Thus multiplied. Just like a 10% bonus to burning target for example.

[TA]

GvG Showdown

in Community Creations

Posted by: Sabull.5670

Sabull.5670

What the hell, moving this to the darkest corner of the forums. Why??

Moving this requires a decision, reason. I can’t really figure out why this topic is better here than in world versus world forums… Doesn’t make too much sense.

[TA]

zero damage: it's possible.

in Guardian

Posted by: Sabull.5670

Sabull.5670

Ok good so now you edited the post to make sense. And the examples you posted above are correct and exactly as I said.

This topic is just so wierd cos in no place you fully aknowledge the errors there were, but just edit them in the main post multiple times. So we could never understood fully what you were arguing for on each moment.

The smallest hit possible I think is against Heavy Knight x (1-0.12-0.1-0.33)*0.5 = 0.225 modifier. Frost armor and Weakness.

gl hf, my work here is done.

[TA]

zero damage: it's possible.

in Guardian

Posted by: Sabull.5670

Sabull.5670

Hello,

I’m going kittening mental reading this topic. As a person who has actually tested these things since the beta let me share some light to your day.

1. STOP thinking Armor is a percentage decrease, cos it’s not. Those are always referenced to something else. 30% less dmg than a naked guy, or berserker ele, or berserker guardian.
Power*Weapon/Armor

2. I don’t know why are you constantly giving that link and saying
“Damage = (Skill damage * Positive multipliers) / (Armor * Negative multipliers)”
I do not see such thing. And the correct one is:
- Modifiers on the Attacker scales multiplicaly.
1.05*1.1*1.1*C*Power*Weapon/Armor
- Modifiers on the Target Scale additively.
(1-0.33-0.1 + 3*0.01)1.051.1*1.1*C*Power*Weapon/Armor (vulnerability there in the target section, weakness would go on the attacker bit)

Thus
(1-Sum(TargetMod))xProd(AttackerMod)xCxPowerxWeapon/Armor
(kitten syntax on this forum messes up formulas)

So the massive mistake here you are doing is you are adding a percent defence from armor and actualy % defences together.

I guess why we don’t have a video showcase is because you wouldn’t know how to test this even.

[TA]

(edited by Sabull.5670)

Looking for a Good World Vs World Build

in Engineer

Posted by: Sabull.5670

Sabull.5670

2 styles I would rise higher than rest, and choosing one depends on the team comp you run with.

1st is in a higher DPS role, totally destroying any packs stacked for revive or what ever.
High DPS, high AoE Condi nades
- Toolkit for survivability and coordinated pulls with your team and Grenade kit.
- Third utility: Rocket Boots just love this atm, take especially if you run with DD eles, thiefs, warriors (high mobility). Or Elixir B if you are often free nuking and your group can assist you alot (guardian, dd ele, …). Or any other Elixir for different obvious reasons.
- I love pistol/pistol so I use reduced cooldowns, and 5 points in Firearms is must anyway.
- Rabid gear. Use Sigil of Earth. Bleed stacks are your dmg.
- Condi duration food and I love runes of altuirism.
http://intothemists.com/calc/?build=-VRR;2cPFw0267Q;9;7T9-J914A5;305-5;0K;9;22I

2nd is a more stable guy for the team. Use this is you miss a stable guy in ur party, guardian or a DD ele. Stomp denial and heavy CC in general. Common type in spvp point hold.
- Bombkit for bombkit (and the bomb traits, so many blinds, melee cant do kitten)
- Flamethrower for stomp denial, blind
- Elixirgun alot of condiremoval on demand, learn to appreciate Fumigate. Another blast too. Or Elixir R.
- Pistol/Shield you are there for the control and “tanking”
- Carrion prolly works abit better for this than rabid
http://intothemists.com/calc/?build=-VRw;2cPVv0f6V1Fx0;9;4T9-J927B0;305-5;0U;9;21Vr

Same numbers, just move traits around \o/ wohoo!

You could do Elixirgun&Flamethrower with all the associated traits, with celestial type mix (crit procs too). But im not gonna start listing more builds. Those 2 types above are the best anycase. Every build has trait, 10 points or a utility that can be moved around but the idea is the same anycase.
Ah and ye let’s just mention SD build too. SD.

[TA]

(edited by Sabull.5670)

Insane CC, what was anet thinking?

in PvP

Posted by: Sabull.5670

Sabull.5670

Diminishing Returns are close to the worst thing they could add. When you use CC, it needs to work, unless your enemy chooses break it / stability.
Saying DRs are good for a game makes me want to punch your kitten (not cencored).

[TA]

Suggestions for Blasting Staff

in Elementalist

Posted by: Sabull.5670

Sabull.5670

Cmon, don’t be ridiculous. GW2 should not be about facerolling in 1.5k range out of all harms way.
You need to be part of the battle, sometimes using 1k range and sometimes jumping in there for a blast/waterdodge/waterswap.

Just remove Blasting Staff all together and increase the base radii like they did for necros. So we could slot Renewing Stamina. It’s the vigor you always missing as staff.
kitten that would be amazing buff already.

[TA]

Best duel matchup? visually appealing, close

in PvP

Posted by: Sabull.5670

Sabull.5670

Just wanted to create a positive fun topic about what do you think are the best looking duels there are? Abit in the topic of “Meta Build 1v1 Matchup Chart Project 8/10/13” but from different point of view.

What I have always complimented GW2 for is the great visually appealing, fast and mobile combat. And watching even just a duel can be enjoyable for the eye and raise your heartbeat. You could watch some of the best matchups with someone who has never played GW2, while explaining some of the details happening. And that someone would prolly say “woah that looked great!”. Something that I could not say AT ALL from any of the previous MMOs I have played.

So what do you think are the best matchups. Those that are just great and impressive to watch. Tight and close while playing, lot of visual ques for important moments in the fight and so on.

I have to give my favorite for:
Scepter Dagger Fresh Air elementalist, berserker versus
Mace&shield/Greatsword or Hammer. Or add in a Axe for Stun->Evicerate. Lets use the “Stance warrior” as general description for any of the common bursty CC warriors we see nowadays, berserker.

This fight really is on a knifes edge and has very nice visual appeal from the constant dance between melee and mid range, and big visual ques from the warrior. The Ele might be paying close attention in blinding the burst spells and the warrior could be juking patiently dodges out of the Ele with autoattack, saving his stun for when it lands. Mayby warrior knows that Earth swap in close range can only mean one thing and one thing only, Earthquake and that is avoided.
Viewer notices blink and arcaneshield/mistform has been used, knowing a single landing stun on the ele will finish the fight. Mayby blink is used offencively, which is a massive risk. This fight really shows the Active defences and dodgeing, instead of passive defences and whitteling down.
Adding a control point on this makes things even much more interesting. Warrior doesn’t want to get free nuked by the ele, ele doesn’t want to loose the cap but doesn’t want to stay in melee range either, but has to come melee for the burst damage. This is the dance that makes it exellent.
This can often up in a both 10% health doing a mad dash for escape with their mobility skills, which ends up in ALL IN blow everything climactic finish.

Warrior in general brings nice dynamic fights.

Another great one would be something with old schoolish Shatter mesmer (no greatsword!), and mediumish range, abit defencive enemy. Mayby bomb engineer, add in toolkit to avoid shatters and forceing melee range. Againg this would have the dance of melee and range, with large visual burst combos and avoiding those. Or mayby against DD ele. Would bring another dynamic for mesmer needing to actively avoid certain spells.

Worst one would prolly be necromancer versus a spirit ranger. That would look like just pure AoE spam.

What are your favorites to play and watch?

[TA]

Keybindings: What is your layout?

in Engineer

Posted by: Sabull.5670

Sabull.5670

The best keybind change I have ever done was going from WASD to WERD.
That is that core flipped upside down and moved one key to the right.
I did this back in Rift beta where I noticed, aight I’m gonna need closing to 30 keybinds here as healer. This gave me a few very important keybinds on the left side of the core that you don’t have with wasd. As a guitarist my pinky works just like any other finger so I can use those extra keys for pinky.

Took me a week to get used to and mistakes for couple of months. If I place my fingers on any keyboard they go to < w e r [space].

I also do only quick movements with keys and constantly swap (every second) between autorun (keybinded to mouse) and WERD movement. I could never imagine holding a movement key down all the time, rofl. Restricts hand movement so much. Utilizing autorun like that keeps my hand floating and free for better ability use, similar to how you would play in SC2. You don’t have one finger stuck holding down one button all the time.

Ofc it’s all about what you used to but I’m so glad I made the daring jump to change keybinds like that. I ofc have to play with WERD in every game.

[TA]

(edited by Sabull.5670)

Ninja nerf in this patch

in Elementalist

Posted by: Sabull.5670

Sabull.5670

I have never ever seen anyone get immobilized, feared nor stunned while in mistform. But I sure have seen people get immobilized right before you mist form, and I sure have seen people get Launched and use Mist form during the flying animation, thus staying lying on the ground.
Mist form does not remove conditions by default and breaks stuns, not fear. So I wouldn’t be suprised if the fear continues affecting just like many other conditions.

So my guess would be no bug, just confused.

[TA]

[Build] Celestial PvP Ele

in Elementalist

Posted by: Sabull.5670

Sabull.5670

Darn, when I was writing that I was saying remember to say they don’t stack. But I didn’t :P.

Crit proc sigils, swap sigils share the cooldown. Aka doesn’t work together. So bloodlust+battle → force+battle or stamina+battle for example is what you can use.

[TA]

[Build] Celestial PvP Ele

in Elementalist

Posted by: Sabull.5670

Sabull.5670


Thank you for the suggestions. Quick question: Do you know how many stacks of might the Sigil of strength gives on average? I’ve never tested the sigil before.

Without boon duration in a optimal situation, aka rampager engineer flamethrower aoeing you can get 7 stacks of might. Ele will be looking at half of that in a practical situation.
Thus Battle is better which gives 6+ in any situation, more with boon duration ofc.

[TA]

[Build] Celestial PvP Ele

in Elementalist

Posted by: Sabull.5670

Sabull.5670

Alphard: This is the link to the topic where I saw them say power isn’t that good. There was a debate/argument thing with a whole mess of number crunching (something I tend to stay away from), and then he ended up saying:

“Build uses a meaningless stat (attack). It is rubbish and should not be attempted”

https://forum-en.gw2archive.eu/forum/professions/guardian/Best-PvE-tank-bunker-build/first#post2509357

I still think power is useful to a certain extent, but that’s just an opinion coming from someone who doesn’t actually go for the nitty gritty and figure it out numbers wise.

Nothing in that topic says power is bad. What the build maker there means that he theorycrafted the build with assumption Attack stat is used for damage calculations.
Which isn’t true, he talks about that in the last posts, and dismissing his whole theorycrafting thusly. Power and Weapon damage is used in calculations, their multiplication. Not Attack, which is their sum. Thats all they talk about.
So like I said, pump up that power.

Sabull: Thank you for your detailed response. I don’t mind criticism as long as it is constructive.

I made a few changes to the build to add in more power and healing. The effectiveness of condition damage is all based on how the build is used and how often you hit with the condition attacks, and when playing I would definitely take advantage of that. As far as Ether Renewal vs Signet of Restoration I think my choice on those skills would just depend on the enemy team. If there was a lot of condition spam then I would take Ether Renewal and Arcane Shield. If not then I’d pick the signet and mist form.

I took 5 points out of air and 10 out of earth so I could get 15 in water for the healing minor traits and the condi removal. The reason I kept 25 in air is so I can still apply vulnerability and also so I could have zephyr’s boon and quick glyphs ( for glyph of elemental power). I changed arcane power to glyph of elemental power and would use it in air for the much overlooked weakness in general situations. If I wanted to really burn them down or chill or cripple I would use it appropriately. The quick glyphs trait reduces the cooldown nicely by 9 seconds so I would be able to keep it up most of the time, with just 6 seconds in between, if I wanted to. The arcane traits I just switched to the fairly standard 5, 6, and 11 traits (5 and 6 being the changes).

For gear I swapped in sigil of battle and strength for a bunch of might stacking (Sigil of Strength is a new one for me. I usually use bloodlust). Then I brought in Dolyak runes for the extra regen to make use of my healing power. Maybe not all of the changes you suggested, but enough to overall improve my build.

The changes look perfect. As you use the Glyph cooldown reduce you can concider using Glyph heal aswell. It scales better than Signet and regen from it is kinda like passive healing from the signet. It’s a great heal especially when combined with regeneration cleanse from 30 water.
Anyway good fixes, good luck have fun.

[TA]

[Build] Celestial PvP Ele

in Elementalist

Posted by: Sabull.5670

Sabull.5670

Read my post well cos I will explain how your spec breaks down in fundamental level.
I wouldn’t really critisize personal choise but fundamental mistakes I will point out. Something that Alphard touched on above me too. Your setup screams of valkyrie or berserker burster. Not celestial.
It will help you change stuff around for better reasoned setup. And yes I do run with more than 50% celestial atm, DD roaming.

Aight, first of all the setup is combination of utilities, traits and gear.
Celestial choise should make you think, “Ok NICE! I’m gonna get all healing skills I can get, and I will make sure all my condition skills land extra careful and I better balance out that power with traits or bloodlust+might. I got fury too, I’m DONE with crit” “Or I might aswell just use PVT…”.
You have to justify those condition damage and healing power.
This is why you firstly make sure you land that insane Drake Breath, and think about your usual Burning Speed, Ring of fire later. Allows you to stack that burning twice too.
And atleast have 15 in Water, 30 Arcane, get that healing power into use. Mayby extra regen too with dolyak runes.
Justify your choise!

Power is by far the best of power/prec/critdmg and that is what celestial lacks. So you have to balance it by food/bloodlust/traits. And last thing to do is get more crit (Arcane Power), deep Air traits.
And you even chose Sigil of Intelligence. You got crit flying out of ur kitten .

Thusly few tips for you to rebuild your Celestial setup:
1. Get more healing skills. Use that healing power. -> 15 Water minimum, 30 arcane. Cantrip, Elemental attunument Regeneration, Evasive arcana water, Soothing mist, Healing ripple. Make sure you and your buddies get those all time. Concider healing Signet and never touch it. You aim for long battle.
2. Bloodlust, Dragon’s Breath Buns, Sigil of Battle, Might blast. Balance that power. Keep the aura fury unless you want something funky like Rock Solid. Avoid more precision like plague.
3. Prioritise Drake’s Breath and your earth bleed skills higher aswell, often better than Lightning Whip. Stay in fire for a second channel of that motherkittener. Condition stat working.

So we end up in 20 earth, 20 water, 30 arcane. Or standard 10 air 30 water 30 arcane. Or 25 X, 15water, 30 arcane. With long fight Cantrip, Cantrip+arcaneshield Utitilities. Or one utility for a condition, say Glyph of Elemental Power.

If you go anything different you have to seriously question the celestial choise.

[TA]

(edited by Sabull.5670)

Queen's Gauntlet

in Elementalist

Posted by: Sabull.5670

Sabull.5670

Standard 30 water 30 arcane 10 air DD (celestial, pvt, berserker mix, what ever) goes through most of these with no problem. Triple cantrip, or arcane shield. Some fights you want to swap for Scepter Focus. Reflecting stuffs on deadeye for example.

Or optimize by dropping 10 water for 10 earth cos you dont need much condiremoval.

[TA]

Any tips on defeating Windcaller Kieldia?

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Posted by: Sabull.5670

Sabull.5670

just to show how easy it can be with burst (you are supposed to swap weps and sometimes even spec for these). But can be done just aswell with standard tanky. Save utilities for tornados, dodges and CC for the first 10s.

[TA]

Any tips on defeating Windcaller Kieldia?

in Elementalist

Posted by: Sabull.5670

Sabull.5670

arcane shield, blink, armor of earth. Or mistform. Dagger dagger, or scepter.
Avoid all CC by rotating between interupt (earthquake, updraft, shocking aura, air EA blind), dodge and “stability” (utilities). You should fly around at all or just couple of times,

[TA]

Engis Role in a zerg?

in Engineer

Posted by: Sabull.5670

Sabull.5670

As long as the engi plays for the Utility – Elixir R ress, using Healing turret for as many people and as often as possible, in addition to couple of blasts in it every time. Elixir gun Fumigate is absolutely massive condi remover and super elixir helping out too. And bringing extra fields and blasts.

If engi goes into large scale thinking he is the main bomber, or that his condi gonna break organised teams. He is not gonna be the MVP. But if he takes a supportive mind set, with bomb&EG&elixirR, pistol/shield. Taking everything out of the combo fields, blasts and cleanses. He can definetly be very valuable even in the larger scale.

[TA]

Staff's greatly underestimated damage *9/17*

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Posted by: Sabull.5670

Sabull.5670

Can you test this on the veteran giant in Orr? This build does look like great dps on paper, but I’m curious about sustain damage. What I mean is, sure it’s great to see huge hits, but if you cannot keep it up it may as well be useless.

I’ve got a 11.7s conjure+staff kill on utube. Can be pushed to 10s with full berserker and say 3 more might blasts with scepter.
https://www.youtube.com/watch?v=kDGCJMODdEM

You need something like 500k HP to test out sustained dps :P.

[TA]

Damage modifiers vs power

in Guardian

Posted by: Sabull.5670

Sabull.5670

Does anyone know how much power is +10% damage? I’ve tried searching for this answer and didn’t find a thing.

Thanks!

+X% more damage done is equivalent to +X% more power.

e.g. Sigil of force gives 5% more dmg done. I have 2k power on average. Meaning Force is equal to a 100 Power boost to me. Thus if I can have 10 or more stacks of bloodlust on average, I’m better off with Sigil of bloodlust.

Unfortunately, that number will be incorrect in most all situations. Percentage based damage modifiers behave multiplicatively with one another. If you have 10% from traits, 10% from a slaying potion, and 5% from force your total increase will be (1.1*1.1*1.05)=1.27 or a 27% modifier, not 25%. This effect is is greatly increased with each subsequent damage modifier.

In other words, the more % modifiers you have the more valuable power is. If you’re looking to see the largest return in damage go with Force/% Modifiers. If you want bloodlust stacks too, I very highly recommend stacking it with a second weapon and swapping back to force once you’re at 25.

Umm, I’ll repeate
+X% more damage done is equivalent to +X% more power.
And is always correct, no matter what other modifiers you have.

1.1*1.05*2000 = (1.1*1.05)2000 = 1.1(1.05*2000) cmon :P
That force is still 100 power, other modifiers have nothing to do with that.

[TA]

Damage modifiers vs power

in Guardian

Posted by: Sabull.5670

Sabull.5670

Does anyone know how much power is +10% damage? I’ve tried searching for this answer and didn’t find a thing.

Thanks!

+X% more damage done is equivalent to +X% more power.

e.g. Sigil of force gives 5% more dmg done. I have 2k power on average. Meaning Force is equal to a 100 Power boost to me. Thus if I can have 10 or more stacks of bloodlust on average, I’m better off with Sigil of bloodlust.

[TA]

Body Block

in WvW

Posted by: Sabull.5670

Sabull.5670

Line of Warding, Ring of Warding, Static Field, Sanctuary, Spectral Wall. Among all other control skills. We don’t need body block.

[TA]

Why is GW2 combat log so bad?

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Posted by: Sabull.5670

Sabull.5670

Got me thinking about it. Combat log is something that could use revolution in the mmos – not sure if there are any good ones in the upcoming mmos. But I’ve only seen the traditional damage&healing scroll sorted by time. Cluttered with massive information in AoE – Useless.

Sounds like Daoc basicly had a first step of built-in dps meter. Total damage done – make it resettable, and some personal work to time it (barrier so everyone doesn’t constantly watch dps whoring).

Anyway from pov of designing a great combat log. How can you show all the information, and sort it so that it isn’t just a uncomprehensible mess?
You can’t add condition damage to the current log without stacking the damage in some kind of eatable bits. Instead of 20 bleed ticks a second, log scrolling faster than light.
Mayby all cast+target create a combatlog object (row) sorted by time. And the object tally up the damage. 4 Lava Font ticks of 1k on 5 people become 5 rows of 4k. Instead of 20 rows of 1k.
Or hell create object for every target you hit and juts keep tallying up the damage on that row. Most recent target always moves to bottom. Press expand on a target for usual damage log.
Combat log is a feature that could be great, it could be amazing.

[TA]

WSR WE ARE SCREWED.

in WvW

Posted by: Sabull.5670

Sabull.5670

Last score (week 28) WSR370k/139k/96k. 2 guilds move. 114k/148k/96k. And this is how you balance the tier of death. glhf.

Lets please lock that tier so noone else has to drop down there.

[TA]

Elixir Gun Build - Is it viable?

in Engineer

Posted by: Sabull.5670

Sabull.5670

Elixir Gun direct damage is minimal. Thus Deadly Mixture is quite useless trait (and any other similar), it does not affect conditions.
How to do respectable 1v1 damage with Elixir gun based setup you need decent crit chance + sharpshooter (+ sigil of earth) procs. And Incendiary Powder. Easily gets 10+ bleeds and the burning rolling. Which always lacks one stat, heal or cond or prec.

This is why I go 30 Inventions and bombs for a healing build.

[TA]

Support - Elementalist vs Mesmer

in Elementalist

Posted by: Sabull.5670

Sabull.5670

Hmm well you are throwing quite some claims for mesmer buffing. You can prolly get close to that but by totally gimping your control and damage rotations. And if you are doing the healing, you cannot do any of the things mentioned before. And there actually lies the secret for the success. You can do it all with ele, without really gimping yourself.

The support elementalist provides the buffs and healing constantly through normal rotation, without interuption to normal DPSing and no hassle.
Take the oh so popular (especially few months back) 0/10/0/30/30 D&D for example. Let’s add 15% + 15% boon duration runes aswell as you are providing unreasonable optimal situation numbers.

Because how the D&D plays in pvp you are visiting every attunument every 15 seconds easily.
From Elemental Attunument trait alone that gives 8/15 ~= 53% regen uptime on 10 targets and 53% uptime on swiftness and protection on 5 targets. And that little bit of might from fire swap.
Then we add in Evasive Arcana, Soothing Mist and Healing Ripple on the healing part, lets assume full healing gear – like you did. Giving 2x 2.9k AoE heal every Water swap and permanent halfregen for another 2k inside the cycle.
Then let’s look at the condition removal. With Cleansing Wave and EA we aoe remove 2 condition on every cycle, and if adding (optional DD, mandatory staff) Cleansing Waters that adds a 10 target remove per cycle from Elemental Attunument alone, and many many times more for a staff ele.
Cleansing Wave skill for another 2 conditions removed and 2.9k Area heal.
But lets take Powerful Aura here for DD and bring in Zephyr’s Boon and our aura skills. Outside of the aura support the Swiftness goes up to near permanent and Fury should be about 50% for the 5 guys? With the 60% boon duration I assumed here.
Then lastly adding in commonly used Arcane Wave, earth dodge, Earthquake into a Fire Field (+ Churning Earth) for additional burst 12 might stacks, and what ever that averages out to (anyway something that every DD ele is fully accustomed in doing, always mechanical). Or make that a water field for heals.

TLDR: Point is the buffs, heals and condi removals just keep on coming. And doing damage never stops. While compared to a mesmer having to totally kitten his damage and control output in order to achieve the great buffing. This type of ele is a powerhouse.

[TA]

Candidate Trials Solo: Anyone?

in Engineer

Posted by: Sabull.5670

Sabull.5670

but you know that t3 and t4 are considereed grp instances?

That’s what I thought too. If you can solo them, you should therefore be quite proud of yourself because you are probably well above average skill.

Well how people do them solo is just staying back, and focusing on just killing the stealing thiefs. You don’t have to kill many mobs at all like that, not too hard as long as you got a good burst dps gear+build. Matter of realising oh I can just cheese through this.

[TA]

Candidate Trials Solo: Anyone?

in Engineer

Posted by: Sabull.5670

Sabull.5670

Ye it’s quite unfortunate how it is balanced. I don’t think it is possible to get Gold in T4, unless there is some wierd scaling with party.
T2 is simple Gold without any magic tricks but T3 is already extremely tight for gold.
I’m talking about killing everything here, so I like blind locking with condi gear. So that is bombs, nades (30 points ofc) and toolkit, pistol/pistol. Engi very fun PvE cos of that setup :P.

[TA]

How does this person do this?

in PvP

Posted by: Sabull.5670

Sabull.5670

Haha this really made my day x). Welcome to gw2.

[TA]

I thought engineer is a long range character

in Engineer

Posted by: Sabull.5670

Sabull.5670

Engineer has always been advertised as a mid range character. Often having both long and short range skills in their setup at the same time, required to dart in and out of melee. Kiting melee enemies but coming closer for special attacks like Blowtorch, Blunderbuss, Prybar, full hit Grenade Barrage – among others. Even with nades you often have to stay in the mid range to hit moving targets better – you have to be midrange to focus the damage on same enemies.

Don’t know where you got the idea that engineer would be max range nuker.
I would say 0 / 30 (20) / 0 / 10/ 30 Static Discharge, rifleturret+toolkit+X, burst engineer comes closest to that. You hang around the 900 range and jump in for glorious finish with Jump Shot.

[TA]

What DO you like about gw2 pvp?

in PvP

Posted by: Sabull.5670

Sabull.5670

I’ll just say the list what I would have said at the launch. Aka things that exited me, from comparing to traditional mmo. Ofc not all of them are 100% true in the end and sometimes meta goes in wrong direction but anyway, these were the selling points for me and what I value the most (or would value if they don’t 100% happen yet).

- Crowd control works. Aka no diminishing returns. You know it’s gonna work (watch for no stability) and if it doesn’t, it was from the choise of the enemy (stunbreak/cleanse). This is MASSIVE. When you can’t know if your CC works you can’t play for it, things become mindless DPS vs healers nuke match.
- Active defences (dodge, arcane shield, aegis, gear shield) instead of passive 15% parry 15% dodge. Or -50% pvp damage taken and healers. If for example protection, and boons in general were shorter, mayby that would be better too, making protection more active defence (altho protection is not perma anyway (without spirit ranger :S + help), guess it’s fine)
- Combo fields. Especially waterfield. Sadly combo use is non existant in pvp, but everything in wvw. Prolly would get more incommon if staff ele was better in spvp :P.
- Everyone moves and position makes a difference. CC works so you can actually kite and survive with snares. Kiting behind your guardian or say, bomb engineer/staffwell necro when in trouble matters.
- No UI play and less emphasis on lock targetted spells.

You really feel incontrol because you can control active defences, trusting CC, playing defencive with positioning and movement. Fuken hell have you tried any traditional mmo styles after this, feels absolute shait if I’m honest.

[TA]

Elementalist Meteor Shower out of control!!

in Guild Wars 2 Discussion

Posted by: Sabull.5670

Sabull.5670

Well ye MS normally isn’t overpowered. But it is kittenen ridicilious when you apply some glass and tornado in it.
Can’t think of any skill coming anywhere near it’s aoe damage with tornado combo. As not many skills can be combined with near double power boosting ellites.
13k crit is my max.

24 meteors dropping, with full glass each 70% crit chance, 110% crit dmg. And Tornado → 4.3k+ power with some might (POWER, not Attack). So yeah it can be way over the top with that combo. Gotto love it.

[TA]

psa: turrets deal only half damage

in Engineer

Posted by: Sabull.5670

Sabull.5670

…okay, yeah, something’s kitteny here. And in a weird way, too. All tests were performed without Rifled Turret Barrels trait.

How I mean ‘weird’:
Rifle Turret, tooltip damage 126, is dealing 137 or so on the first shot to Jungle Spider in Metrica, and 39 on each shot thereafter, for what I’d guess to be about a 60% difference.
Against Mosquitoes, tooltip damage 128, it’s dealing 143 on the first shot, and 43 on all shots after.
Marsh Drake Hatchlings take 128 from the first shot, and 38 on all shots after.
Similar findings have occurred for enemies in Caledon Forest, Queensdale, Wayfarer Foothills, and the Plains of Ascalon.

It doesn’t even consistently deal the higher damage on the first shot, occasionally (I think after a particular time delay, perhaps?) dealing the lesser damage from shots 1 to infinity.

So obviously there’s something wrong here. I decided to go see how it would affect high-level characters, using Frostgorge Sound and Orr.

Rifle Turret, tooltip damage 476, is dealing 539 on every attack to Icebrood Hunter in Frostgorge Sound. 488 to Young Arctodus.

Against a Risen Farmer, at tooltip damage 457, it’s dealing 462 on Shot #1, and 443 thereafter. Same against a Risen Chicken.

I’m not even sure what the hell is going on with this, at this point. The best I can figure is that it’s an issue with the character scaling, as it seems to be a problem in areas where I’m severely downleveled.

I got abit confused about this, do you think you should always do the tooltip dmg or? Cos that was just 2 different situations.
1. As downleveled – always/sometimes, tooltip saying [bignumber] which happens on the first hit but all hits after that are less damage. This is extreme one third of the damage in a lowest lvl zone, but small on higher level.
2. As lvl 80 everything working as intented.

If you check, let’s say Pistol #1 tooltip and against mob at down leveled lvl4 (metrica). You notice tooltip around 108+ (thats with my condi gear) but mobs take less than fourth of that damage.
So looks like tooltips being wrong and rifle turret starting to do the correct damage only after 1st hit.

[TA]

Top Tier Ele PvP Guide

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Posted by: Sabull.5670

Sabull.5670

Liked part about the Amulet choise. I never played D/D too much in pvp but I’ve been wondering about what Amulet is actually best choise. And you put it really well, Soldier allows you to be in the action much more, sharing those important boons, tanking damage and condition removals.

[TA]

GvG Showdown Episode 1

in WvW

Posted by: Sabull.5670

Sabull.5670

Great job keep it up. I loved that you had the showcase from some "abit less known " guilds. Really showed great variety. I guess what Ogro needs is a info package from the USA t2 t3 if there is something nice going on there to cover.

[TA]

Stunbreaks leaving you FROZEN after a CC

in PvP

Posted by: Sabull.5670

Sabull.5670

I hate when immobilizes interupts animations and prevents abit too. Cos you little bit in the air or something.

[TA]

Plots for optimizing your gear

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Posted by: Sabull.5670

Sabull.5670

This is awesome and a lot of work I’m sure!
I’m not sure if there is one, but it needs a TL:DR. I’m at work, so it’s definitely TLDR, but perhaps I’ll ahve time when I get home
Also, would it be possible to add the new celestial gear in? In either these plots or the buildcalculator? I really want to try the new celestial gear.

I think they already in there, but even if they are not, they are closer to the bottom left ( aka bad) corner. Because they have Healing power and condition damage. 2 stats that are totally ignored in direct damage calculations.

[TA]

eles will be the new war for CoF-

in Elementalist

Posted by: Sabull.5670

Sabull.5670

Necro pet rush can do the same thing… or any of that sort of movement ability can if aimed at a wall.

Unfortunately no such skill comes anywhere near doing similar amount of damage, nor with such low cooldown and accuracy (+ possibility to do it without a wall with blink).

[TA]

eles will be the new war for CoF-

in Elementalist

Posted by: Sabull.5670

Sabull.5670

It’s more of a cultural thing, and having 7.5k extra health while taking 15% less dmg does make a MASSIVE difference in reliability (dodge, healing is loss of dps… and fastest times are done without them).

In any case, 3 ele, 1 war, 1 mesmer prolly could make the top time for CoF1 altho waiting takes most of the time in that dungeon, more dps doesn’t push it too much faster. Blink+fiery rush at the start of last boss, quickness popped for second fiery rush and then all fire S&D.

If anyone wondering, that should be 70 or so ticks from fieryrush. With the video damage, lets say 70% crit chance with fury. Thats around 49×2600 + 21×1000 = 148k dmg (just guessing around +110% crit dmg). That should be 4 times more than full hundred blades on same mob with same stats as video.

[TA]

(edited by Sabull.5670)