Showing Posts For Sabull.5670:

New celestial armor

in Engineer

Posted by: Sabull.5670

Sabull.5670

I did a quick try in spvp with spec possibility I mentioned above – for wvw roaming/small scale.
http://intothemists.com/calc/?build=-VRw;0B-cPku0L6sT;9;79T-J94;007B;106-5;8hoHAhJG40Jd
definetly had good potential. That gear pretty much fixes the Flamethrower because it has such a lackluster direct damage so it’s not worth as berserker weaponkit, but not great condition either. But having it do both decently really makes it shine.
Thing is, it constantly reapplies the Burning from 3 difference sources and Bleed procs from crits (Sigil of earth and Sharpshooter) so cleanses don’t destroy it. You want condition duration so that you get 2seconds of burning from the flamethrower autoattack.

Not really my cup of tea spec but still got quite exited how this kind of gear really fits perfectly for this setup.

[TA]

Plots for optimizing your gear

in Elementalist

Posted by: Sabull.5670

Sabull.5670

Enjoyed this very much. Great job!
Glad that you came to the same conclusion Soldier Ruby Ruby Bers Soldiers (combination not in your list but its juts minor difference) is what I have always advocated in wvw. I guess the second from left, in the plot4 is Sold Ruby Ruby Sold Bers?

[TA]

New celestial armor

in Engineer

Posted by: Sabull.5670

Sabull.5670

Spec that uses most of the healing abilities engi can bring, and good mix of condition and direct damage can work with that for small scale and solo roaming pvp purposes. Key here is that you need to bring the extra healing skills to fully take advantage of this set. And it does give decent precision so crit procs can still be used well on engineer, this makes fine the poorly balanced direct damage stats (low power compared to crit)

There was a post on ele forums that with all stat food and divinity you’ll be looking at stats
[spoiler]
Power – 1,457
Critical Chance – 29.76%
Critical damage – 75%
Condition damage – 541
Armor – 2377
Healing Power – 541
HP – 20492 (engineer)
[/spoiler]

So spec with Healing Turret, mayby Shield for blasting in that and Elixir Gun for another blast and Super Elixir healing ofc, the toolbelt regen adds up too.
Then you can think about getting Elixir infused bombs for even more healing but that will put you very much stuck in the support role and they don’t scale that great.
Instead you can think of heavier into Bomb damage or Elixir support, or to using Flamethrower with Sharpshooter and mayby sigil of earth to get some of that precision into use for stacking bleeds between healing skills, then you can also take the 20% reduced cooldowns without thinking twice. Juggernaut might also balances out the Power nicely.

Anyway, to make celestial work you will need to get kits and skills in your arsenal that takes use of the healing power it gives.
Solo/small scale pvp roaming purposes, I hope noone tought this gear was for dungeons?

[TA]

(edited by Sabull.5670)

Celestial weapons+ armor tomorrow's patch

in Elementalist

Posted by: Sabull.5670

Sabull.5670

bloodlust and spec with good might stacking abilities to balance out power better. Definetly will work out well for Evasive arcana, 15+ water tanky solo/small scale roaming spec. Let’s say 0/0/20/20/30 D/D or S/D for people who want some fresh air from the old standard DD ele, but don’t like the 30 air Scepter.

[TA]

Elementalist Skill Data

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Posted by: Sabull.5670

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Empirical yea, just one or two tries but I couldn’t find any mistakes or delays. So in practise the rotations take abit longer than the theoretical.
gw2 cast times abit iffy anyway. It’s quite common casting some spells like double speed once cos of lag/animation off or something.

[TA]

Celestial weapons+ armor tomorrow's patch

in Elementalist

Posted by: Sabull.5670

Sabull.5670

Yes Celestial items are extremely powerful for any content that has P on both sides of the v.
Currect celestial items have more total stats than standard items, and then trow in extra crit damage in there as a gift, and magic find just for the giggles.
Ascended accesory: 91+2x60 = 211
Celestial: 6×38 = 228 AND 5% critical damage and 4% magic find.

Ascended amulet: 296
Celestial: 6×54 = 324 AND 7% and 4% magic find.

Ascended ring: 239
Celestial: 6×43 =258 AND 6% critdmg and 4% magic find.

If these items had just the stats and magic find, one could think hmm im not sure about these, guess some specs. But when there is even crit damage, it should be no brainer how powerful these are for specs like 30water30arcane anyweapon, or 20earth version. Or support guardian. Or engineers with elixir gun& healing turret. And so on.

If the ratios for exotic pieces are anything similar, hell yea they are good.

[TA]

Elementalist Skill Data

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Posted by: Sabull.5670

Sabull.5670

Do we have any data on the size of targets?

Just for funsies, I took my necromancer to HotM and tried to figure out the hitbox size for some of the target golems. As far as I can tell, heavy golems have a radius of about 60, while light golems are closer to 30.

Nice, thanks!
Next step: same test on player ?

Looks like the player hitbox is about same as the circle on the players feet when targetted. You can test quite well with necromancer staff marks. It triggers about when the player circle line is fully inside the mark (or half of line is enough, the animations not that exact). And you can easily fit 2 player circles side by side on the radius of small Mark (radius 120). So player hitbox is about 40-50 radius. This gives 13-15% hit chance. Heavy golem clearly has larger hitbox, which explain higher higher hitrates on tests.

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Elementalist Skill Data

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hah yea brainfart should square the chance ofc… But actually thats not the whole story because the character has a hitbox aswell but I dont know how large it is.
So the true probability should be actually [player hit box radius + meteor radius]^2 / 360^2. Aka draw circle for player, draw a meteor circle that touches the player circle. Draw the larger circle with radius playerhitbox+meteoritehitbox, if meteor drops inside that circle, it hits the player.

Lets just say the player hit box is 90 range aswell, to show 6 hits on average is still plausible. area/area = pi*(90+90)^2 / pi*360^2 = (180/360)^2 = 0.25. This is actually true only if the target is inside the circle, so the 90+90 circle is fully inside the area, but that can be assumed for a single target boss dps situation. I’ll fix details on my post above later when I have time. But I think this seems the correct path, to the same answer :P.

[TA]

Elementalist Skill Data

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Sabull.5670

Updated.

The last patchnotes mentioned many reductions in aftercast times. It seems that for most skills 0.2 is the norm. Can we assume that 0.2 is a “universal” aftercast time ?

About the chance to hit per meteor, I calculate a 6% chance if the radius data is correct, can anyone confirm this? Also what is the duration of the shower?
I am thinking that it could be possible for a fireball + lava font + meteor shower rotation to have a coefficient/s on par with lightning whip.

Edit: meteor shower coefficient per offtime, assuming a 0.2 aftercast, is: 1.3×24/34=0.92, if the chance to hit of a meteor is 6% then the skills results in a 0.06 c/s, which is incredibly weak on a single target and actually results in a dps loss due to the cast time.

Don’t think you could say it’s universal just probably common.

EDIT: I GUESS without check/proof here that player hitbox is 90 range. Cos I did a calculation mistake but that assumption fixes it and fits the small bit of empirical data we got.
Chance for a single meteor to hit a single target inside the circle is 25%, assuming uniform fall, and 90 and 360 are correct and that the target is near the center. pi*(90+90)^2/(pi*360^2) = 0.25
Write “binomial distribution n=24, p=0.25” in wolframalpha. So 6 hits ofc is the most probable outcome, but its not sharp for just single Meteor Storm. Tested 10 storms averaging out 5.8 hits on a single target per storm.

Hmm, you don’t determine strength of a skill DPS wise with Damage/cooldown :P. What you are after is on average 6*1.3/4s = 1.95 1/s, number more than triple of Fireball. It ofc requires your target not to run out of the storm.

On the subject of fire rotations


3ball wait rotation:
-> duration fully dictated by lava font cd

lava font -> meteor
lava font
3x fireball
lava font
3x fireball
lava font
3x fireball
lava font
3x fireball

-> 28s actual, 25.75s theoretical so there is some extra time lost
inside the animations.
-> 5 lava fonts = 5*4*0.8 and 5*5*0.8 with Persistent Flames ,
1 meteorstorm = 6*1.3, 12 fireballs = 12*0.85
= 38/28 = 1.357 with Persistent Flames
= 34/28 = 1.214 without. 12% difference

4ball rotation:

lava font -> meteor -> fireball
lava font
4x fireball
lava font
4x fireball
lava font
4x fireball
lava font
4x fireball

-> 31s actual, theoretical 29.8s
-> 5 lava fonts = 25*0.8 and 20*0.8, 1 meteorstorm = 6*1.3, 17 fireballs = 17*0.85
= 42.25/31s = 1.363 with Persistent Flames
= 38.25/31s = 1.234 without. 10.5% difference

Pyromancer’s Puissance is 8 stacks of might with these rotations which is 280 power.
For 2500 base power that is 11% boost in DPS. So from there they are quite equal
traits. But Arcane wave Fury blast makes Persistent flames superior for full fire kitten kitten staff also.

Lightning Whip spam being 1.22, so dagger comes close by just spamming LW :/.

[TA]

(edited by Sabull.5670)

PVX staff, DPS, support or tank?

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Posted by: Sabull.5670

Sabull.5670

Best staff is support&damage. Important CC skills for WvW, and healing skills from traits (Healing Ripple, EA) and water blasts already have high value without gearing for HP, and very good conditional removal – againg doesn’t need gear. So support staff is free to gear for Damage!

[TA]

Elementalist Skill Data

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Posted by: Sabull.5670

Sabull.5670

I am not sure I understand what you mean by only having to list its coefficient to calculate the damage of a skill: the base has to be included in the calculation, doesn’t it?

As for the values themselves, I am not the one who calculated the vast majority of them, I just gathered them here and I take no credit for their calculations. I have rechecked a lot though, and I am confident that the authors calculated them accurately.

The damage formula is [Mod]x[SkillCo-efficient]x[Power]x[Weapondamage]/[Armor].
Where [Mod] = Sum([TargetModifiers])xProd([AttackerModifiers]).

As you can see there is nothing called “Base damage” in the formula. This “base damage” you are writing down the damage with base power of 916, average weapon damage and target with 2600 armor. Aka useless information. Co-efficient and cast time tells everything

Chain Lightning is 0.66 + 0.66 + 0.55.

Fiery Greatsword: Average Weapon Damage 969
Flame Wave: 0.62, 4 ticks | cast+aftercast=3.0s
(lightning whip 2*0.7/1.15 = 1.22 > 0.83 = 4*0.62/3 flamewave)

Fiery Rush without target: ~0.32 (can’t calculate this from tooltip so would need to do full data gather to make sure)
70 ticks with flash/wall trick (aka hardest hitting skill in the game)

Fire Storm: 0.62, 9 ticks to unlimited targets

I’ll leave cast times to you.

[TA]

Shrapnel vs. Incendiary Powder Analysis

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Posted by: Sabull.5670

Sabull.5670

Good work, thanks for sharing.

I’ll still stick to Inc. Powder for WvW because in zergs i dont run any risks and i can freely chuck grenades.
But i also roam or do group stuff in WvW. Then the Inc. Powder is much more usefull. And i dont feel like constantly changing traits. And consistently landing grenades (for shrapnel) in a small fight or 1on1 is much harder then hitting with anything to proc inc. ammo.

Inc. Powder is single target burn. Schrapnel is effectively AoE, unless there is a internal cd im not aware of. These charts are for single target, so for large scale battles Schrapnel is obvious winner by a mile.

But for small scale Inc. Powder much more reliable correct.

[TA]

Name 1 thing you want to add and remove

in WvW

Posted by: Sabull.5670

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  • Squad frames have been added! Squad frames can be enabled to show the healths of the squad members on the right side of the screen. Squad size is limited to 25 players and public squad commander tag now shows x/25 for the number of players in the squad on the map icon. Commander tag can be enabled as public or private. Squad commander can move people around in the squad parties. And enter map icons with shift+1+leftclick, shift+2+leftclick, and so on, to be used to coordinate parties.
  • Brace yourselves! The winter is coming! All borderland central lakes have frozen and a grab toss type open skirmish objective have been added to the middle of the frozen lake that triggers on a 3 hour timer. Team that holds the objective for longest during the event gains an orb that fills 500 supplies to chosen keep/tower. No siege can be used on the slippery ice. Holes have been drilled in the ice so heros can dive under to gain help of the Quaggan race or for stealthy movement.
  • Lowered arrow cart range and fixed bug that allowed them to be shot without line of sight.
[TA]

(edited by Sabull.5670)

stat values on gear

in Guardian

Posted by: Sabull.5670

Sabull.5670

Ascended bling bling items have the values between 8.5-9.5.
And Ruby orbs is 7. And trait tree is 10.

[TA]

World First 250k Kills Ultimate Dominator!

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Meh, if we all mega zerged 24/7 we’d all be close to the achievement as well. Many of us however defend towers, upgrade camps, escort yaks, flip camps, ninja towers, scout, etc etc.

A nice achievement and congrats, but it’s going to be a bit different for the rest of us who get it eventually and genuinely care about the mechanics of WvW and aim to win in our matchups.

RG, a guild who actively tell pugs of any quality to move to the zone commander and actively portals to keeps and warcamp to loose them. So a mega zerg doesn’t get created. Guild who always joins outmanned zones when possible for the same reason.
Everyone has their blob moments. But saying RG “mega zerg24/7”, you really have no idea what is a mega zerg or seen RG. Dam the kills could have been faceroll idd with a 60man zone blob 24/7.

Capping stuff -> action happens as a result usually. So I guess we do care about the “mechanics of wvw”, or atleast the result of it.

[TA]

Regen Necro

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Regen alone does not justify using healing power. It’s a overtime heal that stacks duration, not intensity. When I checked the build, Regen necro wasn’t the first description came to my mind.

You could argue for healing power on necro with Deathly Invigoration and Well of Blood on top of that regen. Note: Transfusion doesn’t scale with HP if I remember correctly. But even then it is not as good HPS as other classes, but it’s worth a try if you like the playstyle!

[TA]

comparing range 1200 skills:

in Elementalist

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I hope OP edits his post with a note that these numbers are not checked and has no idea if they reflect anything real in game.

First of all there is no such thing as base damage in guild wars 2. And no, calling naked vs naked with exotic weapon, or naked vs 2600 armor with exotic weapon as base damage is wrong and missleading. The wiki damage numbers might be with any random amount of power. And even if they are with 916 power, the tooltip cast times do not reflect reality as many animations take longer to fully complete than the tooltip activation time says.

So the list was made without any checking or calculating.

I checked these in an hour. Concider cast times +-0.1s. Skill coefficient in brackets, I think accurate, anet has em in 2 digits for most ive seen. In order of DPS.


Ranger longbow: 1000
Long range shot: (0.90) 1.0s
-> normalize to staff weapon damage and calculate dps coefficient
1000/1048*0.9/1.0=0.859 kitten per Second

Engineer rifle: 1095.5
Hipshot: (0.65) 0.9s
->
= 0.755

Mesmer greatsword: 1047.5
Spatial Surge: (0.95) 1.4-1.5s
->
= 0.655

Elementalist Staff 1048
Fireball: (0.85) 1.4s
-> 0.607

Warrior longbow 1000
Dual Shot: (0.66) 1.2-1.3s
->
= 0.504

Elementalist Staff 1048
Chain Lightning (using average): (0.623) 1.2-1.3s
-> 0.498

Noticed something new on this one. How this skill used to work was it did
x damage at the first hit, and then the 2 next chain hits did 20% bonus damage.
0.66 + 0.66*1.2 + 0.66*1.2 coefficients basicly.
Now it seems to work
0.66 + 0.66/1.2 + 0.66/1.2, and tooltip shows for the last chain.
Multiplication swapped to dividing. Quite odd. Further testing required. Not sure if that is intentional.
But using this, gives average (0.623).

Necromancer staff: 1048
Necrotic Grasp: (~0.67) 1.4s
= 0.479

(Mesmer Staff: 1048
Winds of chaos: (0.3) 1.3s
= 0.23 + conditions

left out others with conditions)

[TA]

What the F-Fresh Air ?

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Posted by: Sabull.5670

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Fresh Air is for Scepter Dagger glass cannon. And is extremely powerful in small scale pvp.
It is to be able to use Air15 and Air #2 burst as often as possible.

You can even chain it for pure Air rotation from range:
x. Blow all ur fire skills
1. Swap Air proc Air15, use Air #2&#3 and channel #1
2. Swap to Earth or Water during Air#1 channel → Crit
3. repeat from 1.
→ that gives your permanent fury and swiftness with arcane (that you should have) and the extra Air15 procs.

When you swap out of Fire with power scepter dagger. This is the only way to do damage. So thats the use.

[TA]

Ty Anet

in Elementalist

Posted by: Sabull.5670

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30 Air cooldown reset is pure genious. Altho from enemy pov can be abit annoying/imba that the scepter Air&arcane bursts can come without any warning from range.

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World First 250k Kills Ultimate Dominator!

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Grats grats. Respek shoutouts to old SiN and ZDs!

[TA]

6/21 Blackgate/Sanctum of Rall/Jade Quarry

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Anyone has the new tw vs rg vid?

We will have some special videos coming out this week probably, including some fights from that gvg too for sure. Don’t think we will post any before we publish those in a bunch.
As a small celebration for hopefully soon to come Ultimate Dominator achi.

Vod can be seen from /chemsorly on twitch. But I do recommend saving it up for the proper vids cos atleast some releases will be extra bit special..

[TA]

How will the patch notes change the meta?

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Agree on all above. As a side note: arcane skills provide a realiable way to use Fresh air with abit lower crit chance, like valkyrie. As arcane skills always crit.

[TA]

Leaked Notes: No improvements for non-bunkers

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obviously overall a great patch for ele.
Addresses the staff problems pretty good with much faster overall spell juggling.

It’s massive actually. If I got my sums right that is 3.85 seconds cut off from full blow everything that got more speedy.
Casting all those currently takes about 19 seconds, so thats 20% cut off from big part of the rotation. And reduced after casts on Shockwave and Static Field are some of the key ones to help staff hit stuff.

30 fire scepter dagger glass will rock the PvE and 30 air will revolutionize scepter dagger glass PvP.

[TA]

6/14 Blackgate/ Jade Quarry/ Sanctum of Rall

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Hello ’Murica!!

Just wanted to drop this as a thank you gift for your warm welcome. NA-T1 is a blast so far, but in all fairness I wasnt expecting such a thick clunge and stronk resolve. EUs blobs got nothing on your Throngs™… the sheer guts and toughness! All backed up by SCIENCE (power up, give ground, i mean its all in the book!!) keep it up brahs o/

Welcome to the North American “Tier 1”!

We were actually recently chatting a page before about how it would be great to see Red Guard & Tempest Wolves GvG each other. I know a lot of us are wanting to see whether or not the best of EU can beat the best of NA (according to http://gw2gvg.com/leaderboard.php?r=merged)

In that case there shouldn’t be 200 people watching at the sides. Those kind of numbers really hurt the quality of fighting, especially when there is already 200-300 ping for EU.

Hopefully we can find time to play alot of GvGs. They just need to be planned properly cos of the timezone difference.

[TA]

Anti-Stealth Food

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lol . . . .

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Autotarget

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I hate that there is no priorisation between targetting enemies and friendlies. It’s sometimes real pain targetting correct enemies inside friendly melee stack without constantly getting friendly targets. And then have my fireballs fall to the ground 1 meter infront of me, or some random tab target somewhere I don’t want.

Sometimes you want to check friendly health or debuffs, but if I could toggle the ability to do that off. I would, if it ment I could always reliably target the correct enemy in big fights.

[TA]

Is there a place for D/D in GvG?

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Heya, we in Red Guard been prolly one of the biggest users and abusers of elementalists in higher level organised combat for long time. Think one time we had 8 elementalists in 20v20 GvG once.
Unfortunately the wvw meta is constantly moving towards less skilled guardian&warrior retaliation stacks. This puts DD eles in a hard place, but DD still works as a poke and prod burst dps (and burst support), which has always been its true role. Hitting those key abilities and bursts, from the flanks (which you can see exellent showcaseing from /IntigoGW2, like linked above)

However 20v20+ you want to have that minimum 2-3 staff eles ( unless it’s a facerolling guardian blob). So if there is extra eles outside of the mandatory staffies, they might aswell be daggers. Aslong as they know their kitten, fully!

[TA]

Help me with Healing Math

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well in that case if you just care about the math. You are failing on some simple algebra, or concept of something increasing in general :P. y = A*x + b
(also the post above me is just some random false info)

Blood Red Arachnid.2493 covered it, but with some confusing word choises imo.
So I’ll give a try aswell. Kinda a summary tbh.

The Healing bomb formula is 145 + (0.1*Healing Power)

So currently unbuffed I have 1303 healing power. This is with 0 stacks from Sigil of life. 0 Food and 0 Healing runes.

I could add Healing runes which would give me + 165 healing power. Or 1468 Healing power.

I could also add Healing food which would be somewhere around 70 + healing power. Which would put me at 1538 Healing power.

With 25 stacks I would sit at 1788 Healing power. So lets see what that would yield

1303 =130.3 +145 = 275
1468 =146.8 +145 =291
1538 =153.8 +145 = 298
1788 =178.8 +145 = 323

Looks good so far! Heal = Base + 0.1*HealingPower

I’m definitely not great at math, but I’m thinking 275/1303 should get me a heal per healing power number, at level 80. Which I’m getting as 4.8.

275/1303 is Heal per Healing Power and is 0.21105. But this does not reflect anything real! Because it forgets the base heal of 145. You don’t need any Healing Power for the base heal. This number keeps decreasing to 0.1 while the BaseHeal contribution gets smaller and smaller, (irrelevant).
It has the right units, H/HP. But that doesn’t mean it’s the number you are looking for^^.

1303/275 = 4.74 Healing Power per Heal. Againg this doesn’t reflect anything real because it forgets the Base heal! It keeps increasing for the same reason as its inverse decreases. The real (and the limit) number is 10 Healing Power per Heal, and that never changes.

But and here is where I can use some help 1788/323 =5.5. Now super sure why that number went up. I get the feeling I am doing some thing wrong. So any help would be appreciated.

So the number changes because the contribution of the base heal changes.

Base heal is free, so “cost increases” (numbers like 4.74 … 5 …10 here)relatively, when the amount of base heal becomes less relevant.
Base heal is free, thus the “gain decreases” relatively ( numbers like 0 … 0.21105 … 0.2…. 0.1 here) when the amount of base heal becomes less relevant. The base heal is free!

I guess what I was looking for was, a way to determine something like this.

I have 1300 Heal power and I Heal for 294
How much more would I heal for with certain buffs, which I think I might have done correctly…and how much less I would heal for without my current set up.

The first calculations you did were correct! 145 + 1300*0.1 = 275. If that is not what happens, then the formula is wrong.
You will always heal 1 more for every 10 Healing power, that never changes (without Poison^^).

However as we talk about linear scaleing, as with every stat in GW2. The relative gain always gets smaller and smaller.
(just like finding 100 € won’t do much for a millionare but will for a homeless. Same way Precision isn’t the best stat to gain more of if you already have all your pieces full Knight, instead you want to convert some of that to Power and Crit damage! Same thing with Toughness and vitality, and healing power – get a mix! – but there it gets really complicated on fight to fight basis)

As for not running healing bombs, or not stacking healing gear. Neither of these two is an option. I love the build, and I’m very happy with the gear. I’m simply trying to understand it all a bit better. Some of the answers above i’ll have to read again when i’m fully awake to understand.

I really appreciate everyone taking the time to answer, and try to help me with the math.

Good luck have fun! If you wanna have lot of healing power you should add more healing skills like Elixir gun and Healing turret to your healing arsenal!

[TA]

(edited by Sabull.5670)

Help me with Healing Math

in Engineer

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In any case. Only use healing power if you use elixir gun and healing turret in addition to the healing bombs. Bombs alone don’t justify the stat.
Even with those it’s quite hard to justify.

[TA]

Sheva Alamarr D/D Ele [VeT] FA [VIDEOS]

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Checked topic: D/D video, “bleh, not another tank DD…”
Checked first comment: “not sure who is better than you”. Alright mayby I’ll give it a watch, with a critical mindset.

Watching the last vid on the list, and it’s full of random, very much questionable utility usage, bad aiming, clicking.
Then newest vid is with absurd zoom to hide some clicks and just running around surviving with healing power D/D. Cmon… Atleast for me the last time I enjoyed watching someone running and surviving fights without killing anything was last year. Especially a bunker D/D..

[TA]

Organised WvW guide, tips and guild video.

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You guys were all D/D eles few weeks back, like 4 of ya sometimes roaming daggers^ tough nut to crack, when I ran around the low tiers with my engineer. Had some duels @ windmill.

I enjoyed the written guide, seems to hit on the main things that is wanted from a staffie. In its own way though, but it’s there.
Staff is support first, you have to make those water fields count and drop fight changeing static fields, those are in your own hands. Damage depends alot on your raids ability to tank and control people into stationary/downed so you can do good damage. There is like 1:10 difference between damage on moving targets and controlled targets for staffie, which isn’t the case for most other professions.

That heal chain feels very situational. Standard burst chain should be more common:
E2 -> W2 -> F2 + Arcane Wave. All 4 hit pretty much the same time.
And tornado power trick.
Meteor Storm -> Tornado.

I’ll some of those blinks to my arsenal now x), could of stopped some caps with bridge blinks prolly.

[TA]

Badges in WvWvW

in Engineer

Posted by: Sabull.5670

Sabull.5670

You get badges about 20% of the kills. So 1000 kills should give you about 200 badges.
This was from sample size of few thousand, few months ago.

If they have changed that, its been increased not decreased. So if you get much less than 1:5 ratio on badge:kill you are not looting properly.

Huntch feelings from people won’t tell much of the actual truth. You should rather check the numbers in this case.

[TA]

Diminishing returns on CC?

in WvW

Posted by: Sabull.5670

Sabull.5670

Diminishing returns on CC destroyes games. DRs are needed when the controls are like 8 second long hard CC, like polymorph and randomly breaking fears, that kitten is just stupid obviously. But gw2 control is short 1-2 seconds most of the time. Asking for DRs to that is instanity, with lack of words.

You have to know when your CC works and when it doesn’t, you can’t have that on a hidden diminishing return. Other people screwing up CC with doing them useless times and so on.
That guardian wall HAS to work on the keep door when they push and countless other examples. All tactical play would be gone and destroyed if suddenly no CC works.There are so many ways of getting out of crowd control anyway.

[TA]

Is there a Condition Damage cap?

in Ranger

Posted by: Sabull.5670

Sabull.5670

Wtf. There is no absolute diminishing returns – which you are talking about – in gw2. No stat has absolute diminishing returns. 20 condition is always 1 more damage of bleed, forever and always.

[TA]

Introducing: Guild vs Guild leaderboards

in WvW

Posted by: Sabull.5670

Sabull.5670

If only you did this like start of this year, there would be nice amount of entries by now. Like 10 alone from RG vs X.
Couple months ago there was plenty of GvGs played between a few guilds in the piken-SFR- … axis. And lately in the piken-baruch-augury.
But I guess old gvg won’t be added there. So the rankings evolve very slowly to show anything.

This is why I would like more of the focus to be showcaseing the individual matchups instead of rankings. As the rankings will take so huge amount of time to showcase something real.
But I would rather be very interested to see a summary of GvGs scores so I could see
3.6.2013 FURY [8 – 0] MoU 30v30, and think
“nice ok FURY just won 8-0 versus Masters of the Universe. But looks like they have lost all gvgs before that. Guess they improved. Altho they did 30v30 which is kinda too much meat for skilled and fair match”. The ranking simply won’t give me such information due to tier restrictions and simply because of the lack of gvgs played.

This is what I would like to see: comments having links to VoDs, mayby recap how it went, better match up info with class composition

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[TA]

(edited by Sabull.5670)

NERF B.O.B

in Engineer

Posted by: Sabull.5670

Sabull.5670

Thats the meteor storm into tornado trick. Done 11k+ meteor drops in wvw with that. Didn’t think using it on engi tho. Psst, don’t tell anyone!

[TA]

Where should I go from here? (Staff build)

in Elementalist

Posted by: Sabull.5670

Sabull.5670

I’m not a big fan of knight, especially many ele builds that have high fury uptime. Making power and crit damage more effective. And Carrion is a definite no go.

Thats why using mix, with base of PVT and Berserker in some of the (depending on how much survivability u need) the stat effective pieces (ruby orb ~ ascended back > rings ~ earrings > amulet > ruby jewel > shoulders/boots/gloves > dont bother with other ) is probably the best way to go about things.

Those all stat ascended are super good aswell. Especially for pvp, pretty much a D/D dream. But I dunno how they fit to fractal meta.

Unless you are actively using Signet of Air for blinds, there is no need for it. Lacking swiftness should not be a problem.

[TA]

dps - healing - tank. Why the hate A-net?

in Elementalist

Posted by: Sabull.5670

Sabull.5670

oh no, not this hero againg… I tought we locked up this guy in the lowest pits of forum hell but seems he has escaped.

[TA]

Bring back the siege bug!

in WvW

Posted by: Sabull.5670

Sabull.5670

It’s wierd because there seems to be big disparity between what people express to want in forums and what happens ingame.
9/10 posts&comments support openfield, hate on ACs, hate the blob, hates the lag.
But the opposite is shown ingame. People saying one, doing other.
Or it’s just a vocal minority.

[TA]

Ele: "Show Your Best Damage Competition"

in Elementalist

Posted by: Sabull.5670

Sabull.5670

managed 16k vs. a lvl 80 ele.

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[TA]

Staff Elementalist State

in PvP

Posted by: Sabull.5670

Sabull.5670

Agreed on most, but not fully on the reasoning part.

15 second cooldown to burning retreat (20s atm) for better avoidance. (mesmer version is 10s CD, and being the sole reason for the incredible survivability off staff/- mesmer).
Much more reliable Gust – faster and/or wider.
This should already be massive boost for surviving. Even just the BR alone would be massive.

Then 1/4 seconds off from the cast time of eruption or ability to blow it up for half damage (still blast). And Lava Font ticking right away. For more reliable damage.

These alone would get me solo roaming with staff in wvwvw.

Add couple boosts to that, like 3s cripple or add a blind (fix the trigger area) for Unsteady Ground, mobile Healing Rain … And there would be no doubt.

However if I had to choose between
- Burning Retreat CD reduce + Eruption&Ice Spike cast&explode time reduced + lava font insta tick
vs
- Burning Retreat CD reduce + all the CC boosts you can think of.
I would go for the DPS reliability boost without a question.

[TA]

Ultima Glue Bomb

in Engineer

Posted by: Sabull.5670

Sabull.5670

make sure to use Sitting Duck trait to take everything out of this. It’s very fast 25 stack vurn on 5 targets. Also the bomb CD reduce and condition duration food.

[TA]

these people scare me.

in Engineer

Posted by: Sabull.5670

Sabull.5670

engis scare me who think engi is the worst class

[TA]

Warrior Camp Solo Help

in WvW

Posted by: Sabull.5670

Sabull.5670

It’s quite simple actually. Firstly You want to open up behind a rock and let them all run to you.
As a opener you use Combustive shot with Longbow and swap into Sword Axe and using Savage Leap in the fire field for a Fire Aura Combo and Whirlwind Axe for fiery whirl combo. Remember to turn 72 degrees while spinning to maximise the hits. You do this all inside Balanced Stance to avoid initial stuns from the guards.

Your health is dropping to 53% at this point. Then you use Flurry but interupt it right after the immobilize hits and you pick up Banner of Discipline you dropped behind you prefight. You use Sprint to rush past all the mobs to gain distance, midway the Sprint you use Fear Me! to interupt the healing skills from the thief NPCs that they should be casting if you did the rotation correct so far.

Once you Sprinted through, you will keep the distance for few more seconds, use Inspire and Furios Rally, and heal yourself to full with Healing Surge. The Furios Rally is important as you must burst the mobs down right with the next rotation or you cannot sustain any longer.

You dodge through the mobs to avoid the guard immobilize and then swap to greatsword for Whirlwind Attack to avoid the stun that usually followes right after the net throw. Unfrtunately you will have to watch the animation for this, the guards left eyebrow rises slightly before the stun comes, prepare your Whirlwind Attack to evade it. When that is done, the NPCs are out of their cooldowns and you go in for the finish, and you must finish them now. You should have 3 seconds left of the Fury from the banner , just enough to time to use Hundred Blades to burst the soldier NPCs dead before they can use heal. Pop Frenzy and Endure Pain for this.

Now there is only the Supervisor left, and you can swap to Hammer and interupt his heal with Staggering Blow and then using Rifle Kill Shot to finish the supervisor in the distance. If the killshot doesn’t crit you will have to swap for Mace/x and use Counter Blow to avoid the supervisor stun that comes as the second attack from the supervisor after any hard CC on him. But then you should be able to finish the job with simple 1 spam.

Im not sure what to do if there is 2 dolliaks in the camp aswell tho.

[TA]

Can we get an up-to-date WvW Staff guide?

in Elementalist

Posted by: Sabull.5670

Sabull.5670

If I could get the timing right Ice Spike and Eruption would hit at the exact same time, I’d still be in both Fire and Water attune, and Arcane Power would effect them both. Then it’d just be a matter of mopping up with a Static Field, and Fiery Greatsword dropped on their face.

That’s a lot of uninterrupted chain-casting, though. Not sure how realistic it is. And it’d depend on getting enough Condi-Duration to land that Ice Spike + Eruption before the immob wore off.

There is no such thing as two attunuments at the same time for % bonuses. Guess you are referring to Lingering Elements, that’s not how it works.
Also you would need I think 150%+ condition duration for shockwave to immobilize target for full Eruption → Ice Spike → Lava Font combo. Which is the standard high burst opener.

Also standard -/-/-/30/30 is FAR more useful for wvwvw than any other spec, unless you absolute need to go 100% dps. Then there is no question about the gear and spec, it’s berserker 30/30/…

You just simply use the standard build with berserker gear. It’s just silly using worse traits from fire, air or earth and then gearing for defence. No trait comes close to EA. Cleansing Wave synergy with 10 target regen Elemental Attunument and Healing Rain. And ofc attunument cooldown for more frequent burst combos and support.
Properly played staffie drives the fight who 100% DPS for three 4ths of the fight and every 10 seconds goes full on support mindset to get everything out of the water attunument. And ofc drops that juicy Static field just at the right time, winning the fight with one move, just like guardians can with a juicy Ring of warding.
Meteor Storm + Tornado combo when it’s guaranteed to land for those 10k+ crits, think 13k was my best so far.

Strongest build, gear for playstyle.

[TA]

[PVE BUILD]Firestorm Engineer

in Engineer

Posted by: Sabull.5670

Sabull.5670

About the rune choises. How to compare between say Ruby Orbs an might duration runes. It works out that Might, boon, condition duration x% increases the average stack sizes by the same x%.
So you want to go to simple combat (in the mists for example) and check without might runes or boon duration traits, how many might stacks you get with juggernaught and say Battle.
Which should be 5+6 with good swapping (you can get that to something like 5+7.5 with perfect optimisation, but lets be honest, it is going to be closer to 5+5 in actual game play) (btw got the same 11 stacks average with Strength sigil (50% crit, constant aoe), with zero hassle, so I won’t blame anyone going for it with FT)

You can get 3x 25 power + 3x 20% Might duration (with the base of 11 stacks).
That is average gain of 6.6 stacks from runes. Averaging total of 19.8 stacks.
( Go test in mists, berserker amulet, sigil of strength, and trait setup posted above, aoe dummies -> 19/20 stacks swapping)
- 306 Power and 231 Condition damage from runes

Then Ruby Orbs is 120 Power, 84 Precision, 12% crit damage. What this is depends on your base stats ofc but using sPvP berserker setup and adding some hypothetical food and extra stats. I’m getting it to be equal of about 290 Power.

So might duration runes seems to win out with a small margin for error here.
I’ve always had a rule that if you go above 10stacks unduration boosted solo, then concider % runes. Add some fire+shield/turret blasts in there and it’s definetly worth it in a group, aslong as u remember there is no 26. Drop the sigil for fire in that case.

[TA]

(edited by Sabull.5670)

FT v. P/S

in Engineer

Posted by: Sabull.5670

Sabull.5670

I don’t think they exclude each other in all honesty. One knockback or blind doesn’t mean you shouldn’t have a second one, try rotating around and using the best skills at each moment and avoid spamming. Altho I much prefer using Rifle and a power setup so I can atleast do a decent burst and damage with rotating through let’ say FT2, R3&R5 and EG4.

[TA]

Turret trait idea: Perimeter Defense

in Engineer

Posted by: Sabull.5670

Sabull.5670

between every turret you drop they get a electrical link (animation and effect line static field). Like a fence with turrets as the link towers.

Drop one turret, nuffin. Drop a second turret and anyone running through the electric will get a small daze, recharges in 10-20s per link.
Altho, turrets already quite heavy on the control side.

[TA]

Engineer down state is pathetic.

in Engineer

Posted by: Sabull.5670

Sabull.5670

Obviously you cannot blind a teleport or mistform… But interupts you can…
And I’m not talking about nuking each other downed1v1. I’m talking about how good are the downed interupts and skills.

I repeat, I do not talk about downed nuking another downed 1v1.

Wtf are people talking about. EVERY classes downed cooldowns are timed so that you can interupt once, and then if the enemy spends a few extra seconds before the second stomp you can use #3 for extra interupt (if you have it). Thats the kitten design for it.

All downed interupts can be blinded, just as they are supposed to, not only engineers.
And in condition builds engi actually pushes out very good damage in downed vs downed.

And in burst builds 3 crits quite kitten loads, just like all classes when they spec glass.
Engi downed skills are great.

I think you are playing a different game, check the browser because im sure you’re lost. You make a bunch of different statement and each and everyone of them is wrong. Blatantly, undisputeably, imperically proven, wrong.

Just making up a random statement where you declare how wrong you think I am doesn’t tell anything.
What I’m saying is that “engineer down state is pathetic” is quite a understatement (overstatement?). The disparity between downed skills is not that massive as this topic implies when you actually look at the cooldowns and what they do. Elementalist obviously has big advantage getting inside keeps in wvw or to a safe spot in spvp. But they lack the second interupt, only having immobilise on 3 (does great damage with condition setup).

So based on your post YOU say (that all my statements are untrue)
1. All, or there are classes that can chain #2 and #3 for double interupt even when enemy goes for the stomp right away.
Which we know is untrue.
All 8/8 classes can be finished on the second stomp following inside couple seconds of first interupt, 3/8 have one “guaranteed” escape (without blink stomp or " lucky delayed – restarted stomp"). 5/8 can be stomped with stability or timed blind – engi in the same boat with the majority here ;((.

2. #3 doesn’t crit kittenloads with glass builds.
But darn, it actually does. I can recall a 5.5k with SD setup in wuhwuh, quick try in the mists gave 4.4k. Mesmer #3 has slightly higher skill co-efficient, but it’s not aoe and not a interupt.
Me pulling numbers here doesn’t mean much, but all I said, #3 crits loads in power builds, and it does.

3. #1 does bad damage in condition builds.
This is totally RNG dependant unfortunately, but if you have high condition duration you can get more than 10 stacks of bleeds with good luck. Which is quite abit of DPS for a downed. Once againg, all I said, with condition builds 1 spam can do very good dps. Which it can. It can also do no stacks with no dps. Many classes have very low dps on their #1 spam,

So seems like what I said is atleast quite reasonable.
If I said something like:
Engi downed is the best downed, I always chill the enemy in downed followed by double interupted stomp while stacking 10+ bleeds with #3 and 4k+ #3 crits. I also blind eles so they cannot mistform. I win all 1v1 downed nukes versus rangers.

If I said that, I could accept “Blatantly, undisputeably, imperically proven, wrong.” but not to what I said.

Cry if you want but don’t try to BS. thx. I really cannot say engi downed state is alarmingly underpowered like people like to cry.

[TA]

(edited by Sabull.5670)

Engineer down state is pathetic.

in Engineer

Posted by: Sabull.5670

Sabull.5670

Wtf are people talking about. EVERY classes downed cooldowns are timed so that you can interupt once, and then if the enemy spends a few extra seconds before the second stomp you can use #3 for extra interupt (if you have it). Thats the kitten design for it.

All downed interupts can be blinded, just as they are supposed to, not only engineers.
And in condition builds engi actually pushes out very good damage in downed vs downed.

And in burst builds 3 crits quite kitten loads, just like all classes when they spec glass.
Engi downed skills are great.

[TA]