Hey guys.
Based on this thread, and a very weird, vivid dream I had, I ended up making a very similar build that is both durable, supporty, and probably the highest damage any profession in an ideal group. Here is the full build on Guru
Its focused on using damage amplification, crit damage, self-healing over time, and lastly a little bit of toughness. Obviously if you went pure zerker on the jewelry it would pump out more damage, but I don’t feel like I’m missing much with Cavalier’s exotics with ex. Ruby jewels.
In an ideal scenario, you get either 55% or 60% bonus damage, and up to 80% once foe goes bellow <33% HP, while having around 70% or more crit chance with fury and food up.
I’d love some critiques of the build
So far its run amazingly in dungeons.
You should swap 10 earth for 25 water + 5air. More damage bonus, you’ll have more than 3 boons in a dungeon.
Also I think you’ll be happy to hear your “60% Damage increase at virtually all times” is 78% bonus. And 113% when everything is rocking. (i used 3 boons, with 25 water version – 6%, and assumed force working, havent tested.)
Damage bonuses are multiplied, not added.Interesting!
Will the boon damage increase more than make up for the 5% damage buff and toughness losses from earth along with losing the crit chance/damage from air?
Spec would be 25/20/0/25/0. So you would gain 5 points in air = dmg boost. And swap earth 5% boost for 6-10% from water. So all positive.
And someone was saying about the 20% dmg boost. Yeah only in water, but that’s the point, you stay in water attunument with conjured weapons.
Hey guys.
Based on this thread, and a very weird, vivid dream I had, I ended up making a very similar build that is both durable, supporty, and probably the highest damage any profession in an ideal group. Here is the full build on Guru
Its focused on using damage amplification, crit damage, self-healing over time, and lastly a little bit of toughness. Obviously if you went pure zerker on the jewelry it would pump out more damage, but I don’t feel like I’m missing much with Cavalier’s exotics with ex. Ruby jewels.
In an ideal scenario, you get either 55% or 60% bonus damage, and up to 80% once foe goes bellow <33% HP, while having around 70% or more crit chance with fury and food up.
I’d love some critiques of the build
So far its run amazingly in dungeons.
You should swap 10 earth for 25 water + 5air. More damage bonus, you’ll have more than 3 boons in a dungeon.
Also I think you’ll be happy to hear your “60% Damage increase at virtually all times” is 78% bonus. And 113% when everything is rocking. (i used 3 boons, with 25 water version – 6%, and assumed force working, havent tested.)
Damage bonuses are multiplied, not added.
with engi heal you gotto be right in there all time, doing constant healing but low burst.
While for example ele and warrior burst much more. Ele ~6k instant, warrior ~9k instant.
I would definetly run Elixir R instead of toolkit tho, to get that something extra special that 99% others won’t have, fast aoe revives. Not really too much reason using toolkit, elixir covers the survivability side and you’ll be spamming bombs for the healing. You don’t want all kits when you want to focus bombing.
(edited by Sabull.5670)
skill lag ofc.
But skill lag is more of a hardware problem as I know it. While culling is fixable via code.
hah x), watching some of these US GvGs I’m like “aww cute! kids trying to gvg”.
Dat 1000 range start in compact area, with both teams just bashing each other on the heads and competing who can banner ress more people. Followed by massive kittening.
Every US gvg I’ve seen there has always been confusion about the enemy numbers, lining up and counting enemies. Is there no trust and respect there.
what are you doing :P?
Cos that will change things up completely.
If you go spec like that I’d say zerkers. But if you go Sigil of earth and mayby 10-15 more points in firearms, to actually stack that 20 bleeds, then rampager.
You should see your average might stack size without might runes. And then calc how much the might duration would give you. 20% might duration is directly, 20% more average might.
So say for example you average 10stacks without runes. You gain 6 might with runes. That should be more stats than any other gives really.
hmm, rarely get so confused when watching a video. Balancing the fine line of, is this a joke or serious or wtf. Wierd music with wierd bad gameplay of clicking random skills in random order in random places. Oh well…
“a lot of guardians would actually take a swap with Line of warding for Unsteady Ground”
hahahahahahaha!xD
Line of warding is one of the main reasons why so many guardians run staff in organised wvw raids.
You get about 1 badge for every 5 kills if you keep looting actively.
So you’ll need to start looting more and 2500 kills.
Thats 2 days for HC raid bombing in action packed day.
Prolly about week of active play for normal raid.
Upto a month for soloer running around casually.
Well without kits, I guess one might call 4 elixirs with elixir condition removals and might with some boon/might runes as ok, or a possiblity for wvw raid play. But you’re always gonna have lack of aoe dmg without kits, and that’t what w3 is about
For 1v1-1v2 and small small scale you can do pistol/pistol condition build without kits. Nice video that I saw about this style was with P/P, healing kit and rocket boots (burning). Prolly elixir S for second. And then third you can go either control: Net turret/Oil slick boots/ram head, or elixir B.
Good amount of burning being the main source of steady dmg. Add rare veggie pizza for constant burn.
Why engi can be strong in 1v1 1v2 w3 roaming style is cos Supply Crate is quite a iwin button in those numbers.
But for large scale kits are quite mandatory.
Lacking warband frames, actual proper private commander squads, has had one huge consiquence to the metagame and culture of wvwv & guilds that people might not think about.
Think about, say, warhammer. You had guild warband, that is 4 groups of 6 people – 24 people. And every guild’s goal was to have one full warband, and work as a unit in that set-in-stone-size. Multiple guilds roaming in the RvR with most of them around the same standardised size. Blobbing multiple warbands together was despised and any people left out of the 24 were to organise their own unit.
Ofc sometimes this did not happen perfectly, but this was still the general metagame.
This does not exist in guildwars 2, with the lack of raid frames, lackluster squad and public “everyone come here”-tags. There is no guiding mechanism for creating more fair and enjoyable fights. And the standard fight size keeps going up and up, especially on servers who are driven by server wide system, public comm, because there the only limit is the zone cap.
Organised groups range from 5 man spvpers, under 15 man small scale guilds, 20-25 medium raids, 30-35 large raids, to 60+ combined blobs / server blob.
When you combine, say, large raid and a small-medium scale guild blobbing together with a hefty pug tail. Thats already 60+ people together, and the game&computers often cannot handle 100+ people fights smoothly.
I’m really of the opinion that GW2 w3 needed that guidance. A set number, by the squad size and proper private squad frames, lets say 25, that guilds would have started to work around as a goal. This would have resulted in much different wvw experience than it is atm.
(mayby slightly offtopic ramble )
I dunno what is this story that RG doesn’t cap stuff x).
We take in intrest in fighting with our characters, going deep into lions mouth, deep into enemy lines. What we rarely do tho is trebbing, setting up tens of siege weapons inside lord room to prepare for incomming fight. And open field siege thats a never.
This however doesn’t mean we’d never cap stuff :P because
going deep and finding the action 90% of time means pushing into keeps and towers. And half of the keep takes we do, would be impossible for average siege focused guilds. They just don’t have the pushing force to go through 6+ ACs, few ballistas, couple catapults, keep lord and same amount or more of players defending.
There is nothing much different, in actuality, in GvG and keep fights (unless it’s the skill lag type :P). Past 1.5 weeks we fully capped one or 2 zones everyday we played, sooner or later. My point is, “rg dont cap, they just open field fight” is abit wierd :P. Not like we wait south behind the windmill. Most of the times you have to cap stuff to get action in the first place, that’s how the game works.
For me personally few of the funniest moments are when you got 3 keeps in a zone and you constantly run between 3 of em defending, every outer wall down in garrison. Can’t have that without taking them first. And as a ranged nuker, personal favorite is RG wall bomb-TM, upclose and personal catapults :P.
Short on the topic:
Every RGs favorite guilds are ofc SiN and ZDs.
71 \o/
Message Body length must at least be 15.
DD ele aurashare and might stacking rotations with full berserker gear work exellent with melee heavy group. Alot of fury and might really pumps up the damage when you move organised. Fastet cof1 runs I have had was actually with two standard aura share eles. 25 might constant, + other boons to let everyone 100% focus on dmg, minimal in selfhealing/avoiding. Ofc many other setups, like extra war&mesmer can do it just as fast, but point was 2 dd eles didn’t slow it at all.
If you are alone in the melee, then you are gonna have to avoid too much and loose dmg.
Stack up and move organised in ur group, and you are gonna have great time as a ele.
is this with Evasive Arcana?
“I tried using Daggers but the lack of heavy AoE was an issue, Ring of Fire doesn’t deal enough damage to tag, Fire auto-attack hits 1~3 enemies only, and for Burning Speed I need to time when the mobs will get out of invul everytime.”
You are clearly not playing your DD right then. DD has exellent aoe, and cone attacks tag very well.
Get arcane wave, and don’t use F1. F2-5, E2 E4, W2 all great for tagging.
and suddenly one realises, WOAH I should have spent this time doing funnier things like, say,
organised guild combat, working teamplay skills and personal l33t skillz, engaging up-close offencive sieging, going all out into enemy territory. Instead of hiding in enemy keeps to portal my zone inside, escorting dolyaks to get keep maxed out with 5 ACs on every door, ninja catapulting bay watergate, continuously suiciding into supply camps just to hold for minute longer. Joining a guild with identity instead my “reqruiting everybody, and their granny”-guild. And so on.
Players decide how wvwvw is played. Based on their priorities. Guess my bias is quite clear.
I don’t know what you do with your rotation, if you spend conciderable time with E1, but judging you use scepter and condition gear. I don’t too much use for Water II and VI traits.
They do nothing for your condition damage, and thats what you are geared for.
Your current stats as it hits. Same with conditions.
If your party is not heavy in Bleed damage, I have to recommend trying out bleed stacking build with Sigil of Earth, nades and rampager gear. It’s very high dps and something abit different to pure direct dmg. You can stack 20+ bleeds alone + nade spam&usual vunreability.
If party is optimised to let you do the bleeds with this, I think it should be up high in the dps department.
Around
http://gw2skills.net/editor/?fcAQJAqel0pqbnuSiF1LJy4DfGoCAm4DV2nHvVbBhA;TQAg1CqMEZWB ,
just main thing to have 30/5/… and nades. Then what ever.
Also extreme fun in spvp.
hmmm I can’t see a way to say it much clearer than I did O.o.
Mods short for modifier, thats the thing this topic is about.
Followed by calculation example, followed by explanation for the calculation in brackets.
(edited by Sabull.5670)
78597
I’m eager to know how many peeps got around 100k. I know there is OSC guys with load of kills. Along with few of my guildies ofc.
Mods on attacker are multiplicative, 1.05*1.05*1.1 (burning, burning, fire attun)
Mods on target are additive 1-0.33-0.1+0.01*5 (prot, guardian signet, 5 vurne)
Multiplicative to each other (1-0.33-0.1+0.01*5)(1.051.05*1.1)
Katiechops.6807 I found those vids very entertaining so different feel to ours so nice to watch
. Like the tower fight, the tension and fear, and then reliefed happiness in chaos when pushing out
@ 15 min. Smile up my ears when watching these.
Such a warhammer funneling feel in these.
Unfortunately having them stack would result in huge OPness….
I can see SoA being quite useful for people who wanna run S/F, not much swiftness running about there.
But then, Glyph of Elemental Harmony Zephyr’s Boon Elemental Attunement don’t stack? Ofc they do, they give you swiftness stacking in duration, somethign that applies to every class and every swiftness buff in game… Drop 2 of those and you’ll have difficulties for constant swiftness. Something most people very much desires.
It shares auras casted. Not auras gained (combos, items, other people). Ice+blast is already AoE, so that is not shared.
It’s been like that always (?), or atleast long time.
Anet seems to use minimal amount of systems to operate things, so atm if they made leap+fire to share, it would prolly make all auras gained from other people share aswell :P + items. Wouldn’t be suprised.
It wouldn’t really result in big OPness if fire+leap shared, but I don’t see it neccessary either.
I’m not 100% satisfactory with the explanations yet so I’ll give mine aswell in slightly shorter blunty statements.
- Your friends are wrong Power is the superior stat in almost every case. This is true especially for standard D/D because of the constant fury uptime.
— Special cases for pro percission are Omnomberries, 25 might stacks and condition proc builds. And extreme glass cannons, where you have to take percission anyway, due to armor sets.
- Survivability and DPS wise you always want balanced stats. This is because the more stat x you have, the better it’s partner stat y becomes. This is why combination of T/V is strong. And heavy percission is not an option.
And lastly I can give full support for the setup Caffynated.5713 gives above for reasons:
- For survival part it uses Soldier (mix of stats with power as main)
- Gets high crit damage from stat efficient sources, jewels (ruby&divinity)
- When defencive stat are enough, uses Bersker over Rampager. Because condition damage is in most cases the less reliable option, especially in groups.
Well balanced setup tbh. The last bit of min maxing the power vs percission can be done very well in swapping between power or percission stack sigil and oil/stone consumable.
(edited by Sabull.5670)
Idd, swap signet of earth out for it. Single target immobilize for group spec? Over best finisher.
Can’t go wrong with Battle and bloodlust. And remember you can swap out bloodlust weapon for different when you have reached the 25 stacks.
Can’t say I have done calculations for it, but you prolly want closer to 40%+ crit (with fury) for reliable fire sigil. You’ll have that with auramancer 10air, crit damage runes and a few pieces with percission.
arcane wave is a basic tool for staff ele. Would say it’s a must include for a serious group/raid staff spec.
S/D lacks aoe. So for serious wvw it’s not an option. And D/D is tanky anyway, much useful as a pushing force in the front than a medium range tickle dps.
You have to run -20% firecooldowns if you want to have any aoe kitten as thats the only attunument for it.
all burning is calculated the same. Just some burning abilities are applied continusly in additional ticks, like drakes breath, fiery eruption. So the tooltip says 4x 3 seconds of burning, and gives the total damage for the whole 12x(0.25*Con+328).
You should aim for 250 stacks of Heavy Loot Bags and work you way up from that.
Full stack of Globs of ectoplasm is harder to come by but will bring you more profit.
Was doing some CoF path 1 farming couple days ago. First we had different group but then we took in douple eles, swapping a pure glass warrior out actually. And our melt definetly felt going up. Thing was we rocked full group wide 25 might constantly with the usual fury. And with the regular healing&protection minimal avoiding and using time to heal was required. Doing the good 6-7min runs.
Ofc I can’t say full causality, but 2 well played eles definetly did not slow it down. Note we all stacked together for max boons and heals. And ofc there would have been boons floating about without the 2 eles, but definetly not as much.
25 might stacks is over 35% direct damage boost and 70%-100% condition damage boost for most people in direct damage gear.
So definetly can’t say anything bad about good d/d ele in a group pve situation.
All our ellites are mayby not the strongest in game but they can serve very well, as long as you remember you don’t need to always, and fully use em.
Glyph of elementals is obviously very strong for soloing and PvE. Not necessarely dungeon tho. Nothing to complain there, great ellite.
Tornados problem is, you give up 20 skills to use tornado. Main thing to realise is, you don’t have to stay in it full duration, and you use it situationally, not something you always do.
Like in team/raid pvp you can use it just for few seconds on opening, or after some re-engage. Get 1 or 2 aoe knockbacks off. Or in smaller scale, interupt ressing/downing if for some reason running in staff.
Greatsword if you get behind of you group in wvw and need to catch up. Ofc this is stupid “pro” for GS, but it’s something. Or if runnign staff, you can gain some dps by using GS for a moment after you have blown your staff CDs/fields.
They not amazing but have their uses. Especially on tornado have to realise, you can always leave it early.
If we had ellite that reseted our attunument CDs, (like guardian one), I’d use that tho.
Sad to hear this. People do stupid things out of ignorance and jealosy.
As far as I know, WM is very organised guild and atleast keeps high focus on the tight movement. That ticks the “randoms” head to think foul when they can’t break it with unorganised fighting.
Spent some time last night in EBG and what great fights we had, I wanted to give a shout out to RG from JQ, we at KnT have never faced you until last night, and holy cow you guys are spot on. I really just wish that culling issues can be dealt with. It sucks to have such good fights and i cant see half of you until its too late. Please Arena Net fix it!
Seriously though it was a blast, you got the better of us a few times, but we learned your tactics and started watching you and eventually like the 7th time we engaged RG we were able to break your line. Super tough and very well cordinated though guys. I can see why other guilds have fits with you. Hell we outnumbered you too for the most part. Much respect guys and looking forward to fighting you again.
Dunno if you realise but we were 15 guys. Even mentioning word culling is kinda wierd :P…
Yesterday was great fun EB day, but today seems more boring turtle style so far, hope it changes.
I would suggest approach 20/0/0/20/20. It will better server Lightning Hammer skills with the power and condition duration, to make the burn last longer that you apply right before going hammer for example. Rather than the condition damage and toughness.
You can get the condition removal from water and keep attunument swapping while in lightning hammer for the extra boons from Elemental Attuning. Or decide to stick in fire with 10% extra dmg trait while with lightning hammer.
You should probably pick up Mist Form utility to survive hairy situations. And arcane wave for second to get familiar with using combo field use as much as possible.
But there are many ways to do it, quite near equally as potent for pve purposes.
Arcane Power is extra good with lightning hammer AoE, as you will get 5 swings with guaranteed crits. Aka 4×3 + 5 crits, instead of just 5 like with normal skills.
removing aoe limit would break the game entirely. It would make culling far more powerful, encourage random spreaded out pugs instead of coordinated movement, using combo fields and healing.
Wiping keep door sieges single handledly vs tens of players…
Most people talking in this thread have no idea how actually organised raid works. 15 people of actually organised people rolls over 30 from a average, decent guild.
Being in same TS does not make you actually coordinated. There is long way to go from that.
GET ORGANISED. 50 pugs in a server TS blobbing together aka using somekind of “tactic” no matter how lame it is. Hell yea it should require you to actually get organised aswell and realise how sitting ducks they are stacking like that. Instead of crying “why i dont kill them alone or with my 5 man when they sit in my red circles”.
Logic not the strongest side of this Beyonce dude x).
(" SoS is getting kitten soft due to . . ." “commanders tell the map that they are too scared to confront a few RG with a full SOS zerg . . .”)
-> (“Red Guard is a joke”.)
Nice reasoning! E – pe en is too strong to have clear thinking.
Many people being blue that for many late night US guilds our timezones won’t clash as we play max couple of hours during your early primetime.
BUT during weekend I’m sure we can find mutual quality time together. Hopefully for organised GvG fights! I know we are up for that. We already did some with HB this weekend.
I checked on a sample of couple thousand kills and I got badges on ratio 1 badge per 5 kills.
So thats 20%, had other people reporting quite the same. People above seem to have around 25-30%. Can be cause by JPs ofc.
But 20-30% should be accurate enough number.
Quite sure Thibash meant that boons and your stats do not change the stat tradeoffs on the gear. As in the main point of the reddit post → if you want crit damage, use exquisite ruby jewels or traits.
And for the formulas, nothing stops fury and might being in those “Power” and “Crit” already :|.. He could have wrote (P + m*35) instead of power, and (C+f*0.2) instead of crit. But it would not have served much purpose.
few things that are wrong/confusing/missing/could be improved in that table you can think about. Some of them might require quite abit of rewamping to get them implemented.
- Doesn’t have slots for jewellery stats unless you just put them in “external factors”. Foods, sigils and might stacks too. As those stats affect the value (how good) of the stats they can be key in optimizing.
- Don’t like word “base” in direct damage. As it implicates gw2 would use base damage system like many other mmos (defencemodifier*power + base damage), like gw2 has on the conditions. It’s “skill co-efficient”, k or c. And Average damage.
- Not quite sure about your direct damage formula in the actual calculations.
When I write it open I get
(($B$14+$C$14)$B$13$B33*( (1+$C$15+$B$15))/$B$20)
= (kP*W/A)((1 + C)CD)
While it should be (assuming you after the Average damage per ability, not some “base”, that’s what makes most sense to me). Or do you mean something different?
(k*P*W/A)(1+C(CD-1))
I did check it a few times so I’m pretty sure you have a mistake there.
- This brings me to the derivates. Prolly the most useful thing in tables like these would be the derivates of the direct formula. To help think about stat upgrades and stat optimizing. So the value and partial derivates of (k*P*W/A)(1+C(CD-1)) -> dP, dC, dCD of P*(1+C*(CD-1)).
- Think you missing the base crit chance of 4%. So you could write C_avrg = (Perc – 832)/2100 + FuryMod*0.2.
- Modifiers missing from the table, (this is what requires most work if wanted to implement because you would have to do trats). So on every direct damage attack there would be modifier sum(M_target)prod(M_attacker)DDFORMULA.
- If nothing else, I really recommend is doing a rotation. That gives actual instant information (with the derivates). And is simple to do. Just calculate the total damage of standard dagger&dagger rotation like for example F3+F4+F2+F5 -> E2 -> W2 -> A1 A1 A1. Or condition style with staying in earth after the fire. CE can be added.
Make sure to split condition damage and direct in the sum, so you can add a ConditionMod (so you can add say, conditions are 0.5 effective because cleanses or death or stacks …. Or have them full 1, for like solo pve purposes). This allows you to actually compare say rampager vs berserker.
Ofc the total numbers at the bottom gives some idea, on daggers. But would not help on staff.
kittenloads of work? Yea it is, that’s where my willpower ended when I was making full, calculate everything, think about everything table.
Only an engineer could do such huge mistakes in potion brewing that his elixir either makes him massive for everyone to focus down or invisible to actually escape.
Only an engineer breaks stuns by putting his epic motorcycle goggles on.
Only an engineer would realise to soften his fall with a barrage of grenades. F=ma.
Only an engineer would mock himself by throwing out bandages or elixir gun that may have been useful before he got downed.
<3 SiN, one of the top guild in EU! That video feels like army reqruitment video
.
Fear inducing massive norn melee train, CHOO CHOO MOTHERkittenERS!
hate to break it to you, but the players they fought had no idea how to play. All they needed was even just 5 people to dodge once though the first bomb line. And done.
Wtf is that even.
still light on numbers atm as server been full since yesterday night after reset
light?
you guys are a huge kill squad already!
We got 21 in the server, playing with 13-15 players now. In all honesty these all t1 servers are full in every time zone, not quite what we tought before hand. Were hoping for slightly smoother transfer but doesn’t look like it’s gonna happen.
Won’t stop us from having some ballsdeep fights tho. o/
link is to gw1 wiki