Really wished people timed their dungeons properly from the moment the popup to enter the dungeon occurs until the reward popup arrives. Way too many times do I see people claiming <7min runs and then realize that they decide its convenient to time it from path vote or when magg blows up the door as if time has stopped from the end of the run until that event occurs again. There’s a good 1.5-2min that gets overlooked. Otherwise, I’d really love to see these <7min runs that doesnt neglect those factors.
That’s not actually correctly timing it either, you have to do a full circle, we usually start from when Magg opens the door and end when Magg opens the door on the next run.
Gate to gate (full trip even through dialogue) 1 GS-S/Focus mesmer 2 GS warriors 1 D/D thief 1 beastmaster SB (crit) hunter
6 minutes 59 seconds was our fastest
This was of course a magically perfect run where everyone managed to dodge and the Mesmer got the perfect feedback off on the final boss.
(edited by Scootabuser.4915)
Currently Common Knowledge I bet there are several faster ways to make money that people aren’t talking about, for example until recently you could get almost 20g/hr running TA a certain way and making tortured roots, then the new karma amulets had to come out and ruin that :<
(edited by Scootabuser.4915)
Bump, how are gold farmers able to copy past 12+ messages in a row and not get hit by the system, when i cant even talk to random people in /say without getting a 2 hour supress
I don’t see the point.
An “optimal” group can do it in 10 minutes. A regular pug group can do it in 12 minutes.
There’s nothing really to brag about because there’s easier and more convenient ways to get gold without having to grind the same dungeon for hours on end.
I mean, on my Guardian it took me a weekend to get enough gold to buy a full exotic set once I hit 80. On my Thief I had full exotics once I hit 80 and my Mesmer is already lined up with a planned gear set.
If you think you need 4 Warriors and 1 Mesmer to make gold in this game, you’re doing it wrong.
Also, to the Warriors who say Thiefs can’t outdps them and don’t have AOE damage — lol.
You’ll never know until you try!
Warriors are easy to build and easy to play damage, they have easy abilities and their survival is based on stats, not skill.
A Thief greatly outperforms a Warrior DPS wise with a proper might stacking group; it’s just a lot harder and you have to be smarter.
A remake of the video is coming soon that will include all the updated information
I do believe they reflect your stats so it depends on how you’re built.
They do not actually, the 4th and 5th trials I was naked.
So I decided to waste some time and do some tests on just how good Ambush Trap actually is. The practical application of this will be in PvE against some bosses.
What I discovered is that for a .5 second cast time your getting an additional 3700-3800 (Pistol) or 14200-14500 damage (Dagger).
All the boring numbers are listed below but to clarify a few things.
That means for a .5 second cast time spell, you get an additional 105 or 410 DPS. And that’s not even traited for cool-down reduction.
To put that in comparison a GS Guardian does 2600 DPS, GS Warrior does 2900, and a D/D Thief does 3000 DPS. Source
(edited by Scootabuser.4915)
What kills me is, as a highly talented engineer, 5 engineers could work stupidly well. All it takes is grenade kits and rifles. Everyone net shots him for permaroot (2.5s duration, 8s cooldown – permarooted). Grenade spam ensures 25 vuln, barrages hitting stupidly hard, even add in some skills like prybar and acid bomb, and bosses will positively crumble. But nah, 4 war / 1 mes gogogo.
Edit: I’d also like to say that thieves don’t do more sustained than warriors. I’ve done a grand deal of testing – the only time a thief can is sub-25%, at that point they’ll start to pick up in a dagger/X set. And the thing is, that’s not sustained if they’re having to wait every few seconds to heartseeker or pistol whip, while the in-between damage is laughable. The warrior’s autos (axe or GS) hit far harder than the thief’s autos, either in a 20/30/0/10/10 or 20/30/0/0/20 setup (the former being for banner users). In fact, I’ve proven twice now that engineers can outdamage thief sustain in melee, and if a warrior can still out-DPS me when they know their class, I know for certain a thief can’t (it’s not really sustain when you do joke damage while waiting for pistol whip, is it? Especially with whip’s cast time).
Why argue, WHY PARTICIPATE, in these discussions if you are hopelessly biased.
This is the best you can do basically? Did you test other professions and in particular other profession combinations? Because all I see is the basic 4warrior 1 mesmer-way of doing it.
If that’s all you can see, then go for it.
Nothing wrong with third best.
(edited by Scootabuser.4915)
When I see a video oh you doing 4 runs in 28 minutes uneditted ill buy Thieves being optimal or on par with warriors.
You gonna pay me if I’m right?
D/D condition thief is one of those PvE builds that only exist because of easy dungeons.
It’s like a condition guardian with a bleed on crit sigil.
Toughness and vitality wont help you last longer in CoE, may as well just run straight damage and play smart.
Learn the bosses and encounters, know when to dodge, know what spells are most useful (ie. reflect, stability, boon removal all have their place).
Death Blossom is TERRIBLE DPS, it is a PvP ability.
If you want to roll condition in PvE go Necromancer and you will cry over all the time you wasted thinking 3 bleeds was good.
Please teach me how 2 warriors + 1 mesmer can spread 25 stacks of might to a party. Cause the max itll give your thieves is 12 stacks. They’ll have to build up their own 13 stacks from either sigils/traits/skills. I don’t doubt thieves can reach high DPS comparable or higher than warriors, but your facts are overly exaggerated. Im not saying ~10g/hr is impossible, I’m saying making it the average is exaggerated.
Edit: I just realized you linked to one of gw2 guru’s biggest jokers…
http://wiki.guildwars2.com/wiki/Signet_of_Inspiration
You clearly didn’t read my original post so this is the last time I will humor your trolling <3For great justice = 3 stacks of might
2 warriors = 6 stacks of might
Signet of inspiration (doubles stacks) = 12 stacks of mightAgain, maybe you might want to read MY post, on how 2 warriors + 1 mesmer gives the party 25 stacks. Thieves arent going to hit 25 stacks unless they are using might stacking sigils or using signets/traits.
Plant Standard + Fire Elemental Powder or
Combustive Shot
Each Plant gives you 3 stacks for 20 seconds, with 2 banners up you can easily get all your might rolling before the boss even goes red.
Also, I think your vastly underestimating how much more DPS Thieves do then Warriors with even stacks of Might.
PIC related, your face right now
(edited by Scootabuser.4915)
Please teach me how 2 warriors + 1 mesmer can spread 25 stacks of might to a party. Cause the max itll give your thieves is 12 stacks. They’ll have to build up their own 13 stacks from either sigils/traits/skills. I don’t doubt thieves can reach high DPS comparable or higher than warriors, but your facts are overly exaggerated. Im not saying ~10g/hr is impossible, I’m saying making it the average is exaggerated.
Edit: I just realized you linked to one of gw2 guru’s biggest jokers…
http://wiki.guildwars2.com/wiki/Signet_of_Inspiration
You clearly didn’t read my original post so this is the last time I will humor your trolling <3
Thieves are not ideal for this speed run. 4 warriors and 1 mesmer is the fastest. Warriors are by the far the best regular dungeon class overall (fotm higher levels are different).
A Warrior who self buffs himself to 10 stacks of might and 10 stacks of vulnerability, has MAX DPS (that’s landing every whirlwind and every 100B hit) of 2877.
A Thief with NO might and NO vulnerability, has a MAX DPS of 3019 (averaged as it jumps up to 3863DPS below 25%) This is also not including Mug and the 2 extra seconds of Quickness Thieves have, both of which are useful in speed-runs.
Therefore, a group consisting of 2 warriors and a Mesmer to spread 25 stacks of might to everyone, and 2 Thieves with the highest DPS, is the most optimal.
Source: http://www.guildwars2guru.com/topic/70080-guardian-effective-dps-tests/
But as I said in my original post, I don’t expect people like you to believe me.
Its a average, dosnt mather if you dont get them everytime, some runs you get non, some runs you get 5g worth of items etc.
Average = Total Amount / # of trials. He would have to have instances where he gets >10g to make an average of 10g. Merely stating how is that possible (without being super lucky) if reaching 10g alone is being incredibly lucky.
You don’t have to be lucky to get 3-5 rares, 2-3 cores, and a lodestone: in an hour of running.
I too am curious as to how you have gold infusions already.
It’s possible for someone to have one at least,if they had the triforge already as that has a utility slot on it!
Aye, but that would be infusion (singular). Poster said he had infusionS on his ringS. Either it was a misstatement or there is some knowledge we’re missing.
I was trolling, everyone I know thinks that it’s a joke because I used 10g/hr as a LOWBALL xD and everyone is still freaking out. I do have a Tri with 1 gold utility, getting my 2nd one soon.
Also thanks for the Mesmer info I am embarrassed to say I know nothing about them other then they push the mobs and cheat at frogger.
On my Guardian in PvE I always choose two utility skills and I adjust them accordingly to the encounter because I have like 6 to choose from.
On my Thief I have only one “support utility” (Shadow Refuge) and I always have it because it’s useful as an aggro drop or for getting an extra back stab in.
You can’t force my Thief to take support skills they don’t have. LOL
Blind Powder, Smoke Screen, Venoms, traps.
Calitropes
Scorpion Wire
Tanking ranged mobs with OP daggerstorm…
I have 2 gold infusions in my RINGS. (Troll)
As for “end game content.”
That would be level 40 fractals, not exp dungeons…
(edited by Scootabuser.4915)
Please show me the math of how this is ~10g an hour not including exotics/yellows/lodestones.
(assuming bar)First boss = 14s
Acolytes Chest = 10s
Final boss = 22s
Completion reward = 26s + 13s + 6.5s + 6.5s(continuous thereafter) (assumes you did your daily batch already)Lets say on average you get 12-15 blues/greens from drops (~1s each) = 12-15s
A speed run takes 7min (from zone, door open, Path vote to final boss). People tend to forget to include zoning + path voting time as part of their run time. The only way to get a time faster than 6min is to abuse a bug with skipping but lets say that you’re not doing that bug.
60min / 7min = 8.57 runs an hour.
1st run = 14s+10s+22s+12-15s+26s = 84-87s
2nd run = 14s+10s+22s+12-15s+13s = 71-74s
3rd run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
4th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
5th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
6th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
7th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
8th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5sTotal = 5.42g – 5.66g (for first hour, less for consecutive hours until you reset DR)
Include your tokens for ectos, you get
1st run = 26-29 tokens
2nd run = 16-29 tokens
3rd run = 11-14 tokens
4th run = 11-14 tokens
5th run = 11-14 tokens
6th run = 11-14 tokens
7th run = 11-14 tokens
8th run = 11-14 tokensTotal = 108 – 132 tokens.
Which comes out to ~4 yellows ~ 4 globs ~ 4×37s = 1.48gSo in 1hr you have 1.48g + 5.42-5.66 = 6.9g – 7.14g.
7.14g/hr assuming you can maintain 7min run indefinitely. Most groups average 7.5-9min run from very start till the next startup. No rares/exotics/lodestones included. This number will also drop after the first hour since you no longer get full silver and max tokens. Please enlighten me where this is ~10g.
tl;dr: nothing else better to do at work.
You forgot omnomnomberrybars, gold infusions, loadstones, yellows, cores, and runs that take less then 7 minutes…
You do hit 10g/hr
I just base it off, 100b hits a bunch of times and the last hit is like 18-30k damage. On my thief, unload hits less times and end burst is 6k damage. I know unload is spammable, while 100b isnt as much, but still. I dont see how thiefs can outdamage.
The AoE is useful but i guess not “needed” as you described.
100b may hit 30k, but it’s cast time is quite long compared to a thief’s combos, that’s where the misconception comes from. A Thief’s S/P does plenty of AoE damage.
Ok he was counting omno bars, he said NOT including lodestones, yellow, cores. Gold infusions? You’re getting ahead of yourself here man.
You can’t claim a total with drops that might be different for people.
*Oops missed that umnoomnam were in there.
*Just noticed he seriously low-balled the token count.
*You can’t just NOT count loadestones, yellows, and cores, they drop frequently enough when your doing multiple runs.
*What’s wrong with gold infusions?
you just don’t count them man, they do drop but sometimes you go runs without them not equaling 10g. Gold infusions players don’t have them yet so how can you factor that in -_- unless you mean the 1hr boosts for laurels, either way these are limited too so no point in counting them either.
Farming gold without the standard gold farming gear, and not including the drops that are worth the most, of course your going to get less then the projected amount.
Please show me the math of how this is ~10g an hour not including exotics/yellows/lodestones.
(assuming bar)First boss = 14s
Acolytes Chest = 10s
Final boss = 22s
Completion reward = 26s + 13s + 6.5s + 6.5s(continuous thereafter) (assumes you did your daily batch already)Lets say on average you get 12-15 blues/greens from drops (~1s each) = 12-15s
A speed run takes 7min (from zone, door open, Path vote to final boss). People tend to forget to include zoning + path voting time as part of their run time. The only way to get a time faster than 6min is to abuse a bug with skipping but lets say that you’re not doing that bug.
60min / 7min = 8.57 runs an hour.
1st run = 14s+10s+22s+12-15s+26s = 84-87s
2nd run = 14s+10s+22s+12-15s+13s = 71-74s
3rd run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
4th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
5th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
6th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
7th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
8th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5sTotal = 5.42g – 5.66g (for first hour, less for consecutive hours until you reset DR)
Include your tokens for ectos, you get
1st run = 26-29 tokens
2nd run = 16-29 tokens
3rd run = 11-14 tokens
4th run = 11-14 tokens
5th run = 11-14 tokens
6th run = 11-14 tokens
7th run = 11-14 tokens
8th run = 11-14 tokensTotal = 108 – 132 tokens.
Which comes out to ~4 yellows ~ 4 globs ~ 4×37s = 1.48gSo in 1hr you have 1.48g + 5.42-5.66 = 6.9g – 7.14g.
7.14g/hr assuming you can maintain 7min run indefinitely. Most groups average 7.5-9min run from very start till the next startup. No rares/exotics/lodestones included. This number will also drop after the first hour since you no longer get full silver and max tokens. Please enlighten me where this is ~10g.
tl;dr: nothing else better to do at work.
You forgot omnomnomberrybars, gold infusions, loadstones, yellows, cores, and runs that take less then 7 minutes…
You do hit 10g/hr
I just base it off, 100b hits a bunch of times and the last hit is like 18-30k damage. On my thief, unload hits less times and end burst is 6k damage. I know unload is spammable, while 100b isnt as much, but still. I dont see how thiefs can outdamage.
The AoE is useful but i guess not “needed” as you described.
100b may hit 30k, but it’s cast time is quite long compared to a thief’s combos, that’s where the misconception comes from. A Thief’s S/P does plenty of AoE damage.
Ok he was counting omno bars, he said NOT including lodestones, yellow, cores. Gold infusions? You’re getting ahead of yourself here man.
You can’t claim a total with drops that might be different for people.
Missed that umnoomnam were in there…
BUT
*He seriously low-balled the token count.
*He forgot the Fire Brazier chest.
*You can’t just NOT count loadestones, yellows, and cores, they drop frequently enough when your doing multiple runs.
*What’s wrong with gold infusions?
Other then that, great calculating I’m impressed
(edited by Scootabuser.4915)
Please show me the math of how this is ~10g an hour not including exotics/yellows/lodestones.
(assuming bar)First boss = 14s
Acolytes Chest = 10s
Final boss = 22s
Completion reward = 26s + 13s + 6.5s + 6.5s(continuous thereafter) (assumes you did your daily batch already)Lets say on average you get 12-15 blues/greens from drops (~1s each) = 12-15s
A speed run takes 7min (from zone, door open, Path vote to final boss). People tend to forget to include zoning + path voting time as part of their run time. The only way to get a time faster than 6min is to abuse a bug with skipping but lets say that you’re not doing that bug.
60min / 7min = 8.57 runs an hour.
1st run = 14s+10s+22s+12-15s+26s = 84-87s
2nd run = 14s+10s+22s+12-15s+13s = 71-74s
3rd run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
4th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
5th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
6th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
7th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5s
8th run = 14s+10s+22s+12-15s+6.5s = 64.5-67.5sTotal = 5.42g – 5.66g (for first hour, less for consecutive hours until you reset DR)
Include your tokens for ectos, you get
1st run = 26-29 tokens
2nd run = 16-29 tokens
3rd run = 11-14 tokens
4th run = 11-14 tokens
5th run = 11-14 tokens
6th run = 11-14 tokens
7th run = 11-14 tokens
8th run = 11-14 tokensTotal = 108 – 132 tokens.
Which comes out to ~4 yellows ~ 4 globs ~ 4×37s = 1.48gSo in 1hr you have 1.48g + 5.42-5.66 = 6.9g – 7.14g.
7.14g/hr assuming you can maintain 7min run indefinitely. Most groups average 7.5-9min run from very start till the next startup. No rares/exotics/lodestones included. This number will also drop after the first hour since you no longer get full silver and max tokens. Please enlighten me where this is ~10g.
tl;dr: nothing else better to do at work.
You forgot omnomnomberrybars, gold infusions, loadstones, yellows, cores, and runs that take less then 7 minutes…
You do hit 10g/hr
I just base it off, 100b hits a bunch of times and the last hit is like 18-30k damage. On my thief, unload hits less times and end burst is 6k damage. I know unload is spammable, while 100b isnt as much, but still. I dont see how thiefs can outdamage.
The AoE is useful but i guess not “needed” as you described.
100b may hit 30k, but it’s cast time is quite long compared to a thief’s combos, that’s where the misconception comes from. A Thief’s S/P does plenty of AoE damage.
(edited by Scootabuser.4915)
NEW VIDEO is in the original post now
Duelist Armor
Named level 80 Exotics
Colors are Midnight Ice and I THINK Daffodil? I could be wrong on the yellow though.
Continuing with [Hope]’s ideals of wasting lots of time. We decided to explore the popular “north lost shore” opening and see just how high we could climb!
Both characters use the SB a lot. But the thief generally uses it as a secondary weapon for utility or to fight Warriors in PvP.
The current highest DPS Ranger build is a beastmaster pow/perc/crit build with the shortbow.
So if you enjoy PvE and dungeons more, go with the ranger, cause P/P and S/P both outperform shortbow in dungeons.
http://wiki.guildwars2.com/wiki/Virtue_of_Courage
*Have your guardian pop Virtue of Courage a bit after he stealths.
*Use your own Aegis skills.
*Stealth yourself.
*Run away with dash utility skills.
*Judge his distance and movement speed and mash dodge, if he doesn’t appear he’s not headed to you.
Updated the guide with more fun tricks to improve speed!
I think most of us have experienced this problem without knowing it. The 4 signet Thief that dies every second, the scepter Elementalist that never leaves fire stance, and who could forget signet Warrior that 100 Blades thin air.
Dungeons primarily consists of 3 kinds of encounters: Boss fights, Trash, and Minigames.
Boss fights tend to focus on single target DPS, Trash usually focuses on AoE, and Minigames focus on intelligence.
Arena-net made utility skills instantly swap-able for a reason.
Picture related > me trying to convince a fellow thief to use Smoke Screen instead of Assasin’s Sginet in CM
When groups start dictating which professions are allowed to participate in a dungeon path, then it becomes more like a “Meta” than a Guide or Tutorial. In my opinion, Metas are bad and can lead the mob-like mentality of PUGs to think in a near 1-dimensional type of way to complete content. It brings back times when Domain of Anguish was new and PUGs only allowed Warriors, Monks, Necromancers, and Elementalists. If you were something else (like me who was a Ritualist at the time), then no one wanted you unless there was someone out there that wanted to look outside the box, which was quite rare. I guess I should be lucky that I managed to beat Mallyx as a Ritualist at the time since there was one person out there willing to expand the Meta and experiment with different builds. Honestly, I just find it quite annoying when I listen to people on my Mumble server talking about how they’re so freakin’ B-A just because they can run path 1 so many times on one hour— it makes me sick.
The point really is that one shouldn’t feel forced (as in, not actually forced) to level up a profession that they don’t want to play just to run certain content. If I’m not mistaken, GW2 was designed to be run without requiring a certain dedicated profession to complete the content. Meaning, I don’t have to wait on a dedicated healer, dedicated tank, dedicated ranged DPS, dedicated melee DPS, dedicated buff-bot, dedicated this and that. The roles amongst members should dynamically change based on the content in question.
Besides that— seeing that this is a “farming guide”, I could probably see CoF Path 1 getting nerfed at some point due to the path being ridiculously simple to run for the level of player it is designed for. It would definitely need to be overhauled just to make it at least moderately challenging, even for zerker groups.
I agree with everything your saying. This is my way of exacerbating the situation so action is taken sooner. I’m making a lot of gold while doing it too
And that doesn’t even factor in Thieves guild and ambush trap.
Warrior GS (10/30/0/0/30) – Berserker’s Power, Forceful Greatsword, Heightened Focus, Rending Strikes
Auto = 564, 564, 726 = 745/s
HB = 3544 total, 592 net, 168/s
Bladetrail = 1210 total, 465 net, 36/s
Rush = 1371 total, 626 net, 37/s
DPS = 968 base, 2877 overall
Note: Forceful Greatsword maintains 10 stacks of might pretty easily, and Rending Strikes usually maintains 8-10. I’ve just assumed 10 stacks of might and 10 stacks of vulnerability in this case.
Note 2: Warrior maintains 100% fury uptime really easily. I’ve factored this in as well.
Note 3: Whirlwind Attack has been given a very high number because that is its maximum potential damage output (which if your Mesmer pushes mobs against walls you get)
Thief dagger: (25/30/0/0/15) – Dagger Training, Exposed Weakness, First Strikes, Executioner, Side Strike, Flanking Strikes, Signet Use
Estimated initiative gain: Base = .75/sec, Opportunist = .24/sec, Signet Use = .17/sec, Infiltrator’s Signet = .1/sec, Kleptomaniac = .8/sec, total = 2.06/sec
Auto = 442, 670, 670 = 912/s
HS = 788, 1182, 1576
C&D = 1182 (PvE version)
BS = 946, 1892
Backstab spam:
Initiative use: 6i/4s = maintainable
Rotation = Auto chain x1, C&D, Backstab = 1824 + 1182 + 1892 = 4898
1225 base, 2879 > 50%, 3455 < 50%
Heartseeker spam:
Initiative Use: 3i/s = usable 69% of the time
Heartseeker = [788, 1182, 1576] x .69 = 543, 815, 1087
1370 base, 3863 < 25%
Overall: Backstab spam > 50% = 2879, Backstab spam between 25% and 50% = 3455, Heartseeker spam < 25% = 3863 —> Average = 3019/sec
Source http://www.guildwars2guru.com/topic/70080-guardian-effective-dps-tests/
As you can see 4 thieves would not be that great because you would lack the might and fury uptime. But with about 2 warriors and a smart Mesmer you can easily turn your Thieves into the highest DPS and burst class.
(edited by Scootabuser.4915)
CoF path 1 is super easy, that’s why it’s farmed. And yes a lot of people got all their exotics and experience from P1 CoF and couldn’t do another dungeon to save their life.
There a niche in gaming incorrectly known as min/maxing. It’s the goal to try to make something as efficient as possible for no other reason then the challenge. Being able to cut 5 seconds off a run time for 20 silver using Embers ect… It’s not done for profit or because it’s logical, it’s just done for fun.
As for the party composition, the whole reason 4 warriors got so popular was because of the 25 stacks of might. Most people are incapable of hitting 25 stacks of might without 4 warriors because they don’t know about certain abilities such as the Signet of Inspiration from the Mesmer. 4 Warriors is a newbie way of doing it for people who aren’t aware of other abilities. Thieves consistently get I believe it was 500 more dps then warriors (that stat was taken with warriors have 10 stacks of might and 10 stacks of vulnerability and the thief having none though so in reality a 25 might high vuln group, the thief will be doing MUCH more)
(edited by Scootabuser.4915)
Heres my CoF p1 guide.
First turrets, just burst down everything you can touch
First boss burst him down, hilariously easy
Bridge part, skip it
Actoyles part, burst and run
Molten rocks part, learn how to play that cross the street video game
Braizer: you really don’t need a tutorial for this >.>
Last boss, learn how to dodge.Congratulation you are now a expert on CoF p1
To those who know how to do it, it’s easy.
warrior hits harder
Then you suck with your thief…
Nice one
Now you’re thinking with portals.
i c wut u did thar
Poor Elementalists, Necromancers , Rangers, Engineers, and Guardians who came here based on the thread’s title.
We actually timed ourselves and the difference between running Mesmer/Warrior/Warrior/Thief, and M/W/W/T/T; was about 45 seconds longer.
The 5th person makes very little difference unless your going for time trials. ;D
Right, thieves… Leme guess-OP is a thief.
Funny how thieves and guardians are saying that they are just as good as wars, yet they are not looking for more thieves/guards, but wars to fill the rest of the group. Two words: hypocritical justification.
I accept thieves I know. Thieves out DPS warriors they just die all the time, so only invite thieves you know ;D
Also… I made the guide? I’m a thief in the video?
(edited by Scootabuser.4915)
I’m still holding out for the 5x Rangers version. That would make for interesting reading. Or maybe 5x Engineers. That would be cool too.
If only I knew 5 rangers
Scootabuser.4915I don’t play hunters
I can tell you don’t play Rangers. I can also make the presumption that you don’t understand how the class works, beyond the argument that it is inferior to your Thief because you can kite something as well, or better, than a Ranger. That’s your opinion, and that’s fine. But I know my Ranger can take a punch, my Thief can’t. In this not-so-perfect world with lag, distractions, and interruptions, the inevitable conclusion is that you’re going to get hit. People will go down. Decisions have to be made. Risks are taken.
As for your DPS remarks, Rangers are a sustained, attrition-based class. We have no burst capability beyond Rapid Fire.
Our true power lies in conditions, I don’t know any other class that can maintain burning, poison and over 15 stacks bleeding on foes.
Let’s do the math here, using gear and traits that stack condition damage, a superior sigil to push it above 1500 condition damage, and using condition duration boosts. Weapons are Shortbow, Axe & Torch.
- 84 + (1500*0.1) = 234 dps from poison
- 328 + (1500*.25) = 703 dps from burning
- 42.5 + (1500*.04) = 117.5 dps per stack of bleeding, or 1762.5 at 15 stacks
Grand total: 2699.5 dps*
Total with 25 stacks of Might: 3662 dps***this does not include damage from attack skills, pets, traits or utility skills or benefit of Might.
**Might calculated at level 80Since Throw Torch can only hit one foe and Bonfire unreliable to maintain it, the use of Split Axe and Poison Volley, Crossfire and the trait Piercing Arrows causes the loss of constant burning. Using Quickshot and Crippling Shot with Flame Trap can give you some aoe burning, but not reliably, reducing your area damage. Besides your main target, you are only likely to maintain 10-12 stacks of bleeding. This is due to a number of factors, mostly because your pet does not attack multiple foes and the bonus effect from Crippling Shot will only apply three stacks to one target.
Therefor, this reduces your, for a lack of better term, cleave condition damage to between 1700-2200 dps before might, depending on combo finishers.
Keep in mind these stats do not include your base weapon damage and ignore armor.
MaRko.3165To conclude, we are not universally hated or useless. If you feel that way play another class.
You have concluded that over a long fight a condition based hunter with no condition overlap does slightly less dps then a berserker guardian. Bravo
glad that it will probably get a complete revamp. CoF is the easiest dungeon out there and attracts the most noobs in berserker.
Because spending 20 minutes in Arah for the same reward is just THRILLING >:3
Also what do you mean by noobs in berserkers?
Talk to any 40+ fractal group, you’ll find 1 Guardian in Clerics, 1 Necro in Carrion, and 3 people in Berserkers.You have to be REALLY skilled to run in Berserker. Most in CoF that run Berserker are not skilled even the least and yet they think of themselves as the best around and would boot anyone in any kind of different gear (they boot non warriors too), even though a guardian could deliver more damage with a hammer than a warrior, a condi type warrior can do the same amount of damage as a regular or more and a toughness based dude can make sure that others don’t sit on their kitten for too long.
This is prob the funniest thing I have read or watched all day hands down.
Like I was LITERALLY laughing at my desk hysterically with tears rolling down my face. My roomate came to check on me cause she thought I was having a breakdown.
This doesn’t sound like a beginner’s guide. Just a tutorial. And I feel like most of these are a given for people who do them. It’s not that hard to get down, a better guide would be how other non-dps dependent classes approach it imo.
It’s a beginners guide to CoF P1 Farming.
Not CoF Path 1If you want this guide to include other classes the petition AN to buff their damage.
Ah…right. I guess what I’m trying to say really is that you are actually really neat in writing a dungeon guide, very comprehensive and clear, but I am just flustered at why out of all the dungeons you choose to write one for, you choose cof path1 because it covers such a small percentage of players. I mean, are there really that many zerk warriors out there that do not know how this works? I feel like (“just follow me and dps!”) is pretty sufficient for this path in particular. Given your technique in explaining, your write-up abilities would be far better useful for something like Arah Seer Path (p4).
Honestly this took me about 2 hours to make, and yes CoF path 1 makes you INSANE amounts of money right now it is INSANELY broken. There are A LOT of players who farm CoF path 1 for this reason. Learning the tips and tricks to turning your 10 minute group into a 5 minute group requires you to either learn it yourself or run in a group that teaches you the techniques. Many players are excluded from CoF farm groups because of inexperience and they never learn how to at least PRETEND to be experience long enough to GET experienced.
Also, if there weren’t already 100 guides for every dungeon path out there on youtube, I’d consider it.
Ah ok, I see your point then. Alright I guess I’ll take some tips while I’m here. what utilities do you suggest the zerk warrior to carry given that someone already has banners covered?
The only banner you really need is discipline and strength, every warrior takes Battle Standard though. For Great Justice, Endure Pain, Frenzy, Shake it Off are all good choices. For heals you can go Healing Surge or Mending depending if you want a bigger or or to clean the burning.
Gotta agree with MaRko here, Rangers can solo standard PvE content more easily than other classes thanks to the pet mechanic. Outside of dungeons and PvP, they function very well and will tank mobs for you while you range, trap, and AoE.
Were not talking about solo PvE content, were talking about them getting excluded from group PvE content.
I didn’t think this was so hard to understand? Were not talking about mapping or soloing veteran karkas….
Don’t feed the trolls.
(edited by Scootabuser.4915)
I was out ‘farming’ the Straits of Devastation for mats (and map completion) yesterday and came across a ‘Champion Risen’ with an enormous HP and a decent chest.
The resulting battle likely took longer than a full ‘zerg’ that normally happens at these things but my Ranger with the help of an Engineer took it down with barely a scratch.
If I lay down my Bonfire or Healing Spring in front of the Ranged players, they get the benefit of adding Fire to their attacks and the front line gets regeneration. My pets can add boons or remove conditions for the entire group. Not as well as others some may argue but very useful.
I’ve never been excluded because I was a Ranger.
My Theif can kite around champions ALL day long without getting hit ONCE. Your story has nothing to do with class mechanics.
Sure it does. The whole idea that we are to ‘squishy’ or can’t provide enough DPS is silly. Almost all the lower level content (outside of dungeons) I can solo while I run across other professions that are downed by the encounters.
While we may only have 1 ‘blast’ finisher (via our Drakes), we have 9 Major and 5 Minor projectile finishers to work with (while less than a Thief(16) and Warrior(11) it still can’t be discounted).
The people excluding thieves are the same noobs excluding thieves from CoF Path 1 farming. They get a few thieves that don’t know how to survive and they get biased.
END GAME 40+ FRACTAL GROUPS ALL HAVE THIEVES. They dps like a warrior and provide boss uitilities.
99% of 50+ fractal groups are Guardian (Cleric Support) /Necro (Carrion DPS) /Engineer (Berserker DPS Vuln Stacking) /Warrior (Berserker DPS Vuln and Warbanners) / Thief (Berserker DPS boss countering)
Thieves have so many abilities that just DESTROY certain boss fights. Along with having the highest ranged DPS, highest melee dps, and 2nd highest melee burst, of any group member, you have a verity of support skills such as smoke screen.
tl;dr bad Thieves die a lot and make people biased, Theives rock