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Revenant's tagging weapon

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Posted by: Varezenem.2813

Varezenem.2813

Well another vote for hammer then.

Senbu Ren[Wind]
Herald of Ventari

Hero points for first build

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Posted by: Varezenem.2813

Varezenem.2813

It takes 400 HP to obtain everything (including skins/runes) it seems that the adept minor costs 60HP (not sure but that was what it looked like). All HP necessary will be available in the HoT maps. And you have to have everything unlocked to be able to train into the herald line.

Senbu Ren[Wind]
Herald of Ventari

Turning off Facets? Herald

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Posted by: Varezenem.2813

Varezenem.2813

Facets deactivate by running out of energy, using the active skill or invoking a new legend. Switching legends does not cancel facet of nature though, since it is not tied to legendary dragon stance.

https://forum-en.gw2archive.eu/forum/professions/revenant/Is-there-any-way-to-deactivate-the-facets/first#post5386476

Senbu Ren[Wind]
Herald of Ventari

How long will the HOT download take?

in Guild Wars 2: Heart of Thorns

Posted by: Varezenem.2813

Varezenem.2813

I am pretty sure we have everything except the new maps/items given what was datamined.

Senbu Ren[Wind]
Herald of Ventari

Revenant Feedback (Massive)

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Posted by: Varezenem.2813

Varezenem.2813

I disagree with most of your feedback on ventari it’s mostly l2p. Also you shouldn’t disregard SPvP balance when requesting changes like the one to IO since It’s SPvP that need the strictest balance.

Senbu Ren[Wind]
Herald of Ventari

The big upcoming Problem with Elite Tiers

in Guild Wars 2: Heart of Thorns

Posted by: Varezenem.2813

Varezenem.2813

Berserker will be a very decent buff to S/S & LB warrior, going S/T & LB will be a very,VERY decent boost to DPS! (or in this case DOT)

I’m thinking something like this:
http://gw2skills.net/editor/?vJAQNAsfTnMdAdfgtkCugAcigFoA7oJEASZKHhbwO491Wb3tA-TxxCABO8EAaUJIAnCAmV/xZlf6t/Ay6DIFwiKrA-e

should be 2000 power & 2000 condition dmg with maximum of around 3000/3000 with perma regen from banners and +20% boon duration for fury and might and regen (discipline would be not so worthwhile as this isn’t a power build to begin with)

The ability to selfstack might is enhanced by fire aura leap in own firefield ,
4 blast finishers for own firefields (2 banners, banner #5 and skill #3 on LB),
FGJ and Signet of Rage,
Fury is needed for an added 150 condition dmg,
The Torch will provide 150 condition dmg,
Conditions applied will stack condition dmg
There could be discussion if sigil of bursting/ smoldering or corruption would be best
and crits will spread burning…

PBAOE fire fest…
Though only 2 cleanses will reset the stacks and it’s squishy.. with no self cleans….

This will get CCd or kited to death.

A regular GS/Hammer warrior with just signet and berserker stance can completely rip through this build most likely.

It has no stances, it has no stability.

It’s clearly a PvE build so complaining about a SPvP weakness is…

Senbu Ren[Wind]
Herald of Ventari

Guild bank access - multiple guilds

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Posted by: Varezenem.2813

Varezenem.2813

Simple question. If I am in two guilds can I access the guild bank/vault of the one I am not rep’ing or do I need to switch the rep across?

You can only access the bank from the guild you are repping.

Senbu Ren[Wind]
Herald of Ventari

Does mobs have "memory" in their AI?

in Guild Wars 2 Discussion

Posted by: Varezenem.2813

Varezenem.2813

Does such technology exist in GW2? For example, in longer fights we move in a certain fashion and tend to use some skills so that we can take down an enemy pretty quick. Can the mobs “learn and adapt” based on our actions, so that they can broaden their skillset and become a real-time challenging creature? I think more towards bosses, and it would be something very interesting, though I’m not sure how much impact that would have in data storage/transfer/sync as GW2 is very action-based.

As far as I’m aware given the presentation the answer is no . Also for game AI this is also usually the answer.

Senbu Ren[Wind]
Herald of Ventari

One thing to expect at launch...

in Guild Wars 2: Heart of Thorns

Posted by: Varezenem.2813

Varezenem.2813

some will insist on climbing all over the new scenery and getting stuck in the tiniest of cracks.

Ya called me?

Senbu Ren[Wind]
Herald of Ventari

Seeing a weird group dynamic

in Guild Wars 2 Discussion

Posted by: Varezenem.2813

Varezenem.2813

Might be that some group miss merged with you.

Senbu Ren[Wind]
Herald of Ventari

[PvP] Devastation vs Invocation (Solved)

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Posted by: Varezenem.2813

Varezenem.2813

What else is there to Glint, outside of ele blast which i use off cd and burst of str? Chaotic release has too long cd to use it and cut myself from protection. Thats a fact. Its nice to bait dodges tho with wep stow.

Why perma protection? Just use it to take in hits you can’t evade/block.

Senbu Ren[Wind]
Herald of Ventari

Elite spec unlock stuff

in Guild Wars 2: Heart of Thorns

Posted by: Varezenem.2813

Varezenem.2813

In SPvP they will be unlocked as long as you own HoT.

Senbu Ren[Wind]
Herald of Ventari

Maguuma Hero Points ?

in Guild Wars 2: Heart of Thorns

Posted by: Varezenem.2813

Varezenem.2813

The answer is probably yes. We still don’t know how many but if we go by the amount that was datamined for the e-specs there should be at least 37.

Senbu Ren[Wind]
Herald of Ventari

Out of curiosity, how viable is it?

in Guild Wars 2 Discussion

Posted by: Varezenem.2813

Varezenem.2813

It might work on shiro/mallyx for SPvP but that is as far as you can expect.

Senbu Ren[Wind]
Herald of Ventari

Revanant and prebalancing concerns

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Posted by: Varezenem.2813

Varezenem.2813

I think you just want to whine at this point.

That’s pretty much all he has done in his threads.

Senbu Ren[Wind]
Herald of Ventari

Revanant and prebalancing concerns

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

All classes come pre made. They just give the illusion of choice.

If you want to run full support/healer for example you’d go

Revenant – glint/ventari

Elementalisit- wants to run a support he runs…staff*. The utilities really won’t matter (except for personal defense.) The other weapon sets kind of work but don’t have water fields so… his build is even more locked in stone (water/arcane/x)

The only REAL choice they give to other classes is the choice for new players to make bad worthless builds.

*I suppose after HoT you will actually have the choice of tempest or standard staff ele for full support/healer. But one could argue rev has about the same amount of choices (vanilla revenant vs herald, staff ventari vs hammer ventari, etc in some ways revs have more choices)

edit: ON TRAITS depends on class. Ele mesmer thief don’t change much with traits but traits can certainly customize some classes. Playing a condi traps shortbow ranger is a heck of a lot different than a beastmaster power longbow ranger for instance. Getting an entirely new ability (pet taunt) is certainly a customization.

For WvW an alternative is shiro/ventari with staff/hammer for backline support+decent damage.

Senbu Ren[Wind]
Herald of Ventari

Revanant and prebalancing concerns

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Posted by: Varezenem.2813

Varezenem.2813

i have no idea what you trying to say.

He’s basically saying that you can’t change your utilities and he doesn’t like that.

or any of the skills. like if they wanted to lock out customization on the utility skills then they should have made it have slotable weapons skills or something. this is literally the only class in the game that can’t be modified by the user. I think it sets a dangerous precedent of character classes that are prebalanced.

Are you the incarnation of the veterans that have stopped playing this game? It looks like it given your topics.
@topic even though utilities can’t be customized being able to select 2 sets and having quite a few traitlines with synergy beyond their chosen legend revs have a decent amount of customization.

this is not customization. this is an ele shifting elements. if you can’t slot what skills that legend counts as then you are just shifting between premade builds. it’s like the entire class has training wheels on it. I want to take off the training wheels strap some rockets and brass wheel coverings add a paintjob, install a nuclear power source and ride the bike that way. I don’t want to ride a 5 speed factory bike, shift to a factory 21 speed,shift to a factory dirt bike.

Like I said look at traits for customization. I have seen more build diversity on core revenant than most core professions.

Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

Revanant and prebalancing concerns

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

i have no idea what you trying to say.

He’s basically saying that you can’t change your utilities and he doesn’t like that.

or any of the skills. like if they wanted to lock out customization on the utility skills then they should have made it have slotable weapons skills or something. this is literally the only class in the game that can’t be modified by the user. I think it sets a dangerous precedent of character classes that are prebalanced.

Are you the incarnation of the veterans that have stopped playing this game? It looks like it given your topics.
@topic even though utilities can’t be customized being able to select 2 sets and having quite a few traitlines with synergy beyond their chosen legend revs have a decent amount of customization.

Senbu Ren[Wind]
Herald of Ventari

% outgoing healing gear

in Guild Wars 2: Heart of Thorns

Posted by: Varezenem.2813

Varezenem.2813

You can boost outgoing healing on some proffesions already by a SIGNIFCANT boost:

- Runes of the monk (175 healing, +10% healing to allies (15% boon duration))
- Sigil of benevolence (
12.5% healing to allies
- Delicous riceballs (+100 healing +10% healing to allies)

- Guardian has Force of Will each 100 vitality you’ll have will give 1% allied healing (you have 1000 base and you’ll get 300 vitality from this trait for a +13% base allied healing…)
- Aquatic Benevolence o eledoes a flat +15% healing to allies
- Druid has natural healing get stacks (6s) for eacht heal on ally, max 10 stacks (max 20%)
- Revenant: Invoking harmony (
20% when switching legends), and serene rejuvination (+15%) ad tranquil balance when above 75% health +20%

Say most are around 15% the allied healing would be
1.1×1.125×1.1x1.15 = 1.6125? for around 61% added healing permanently on ALLIES

ALLIES =/= SELF!!

I’d still like boon duration to scale on healing 2% for each 100 healing. We’ll see.

Unfortunaly outgoing healing stacks additively so 1.375.

Senbu Ren[Wind]
Herald of Ventari

What will you miss most when you switch?

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Posted by: Varezenem.2813

Varezenem.2813

Having a pet and range.

Senbu Ren[Wind]
Herald of Ventari

Indestructible Herald (4 fun build)

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Posted by: Varezenem.2813

Varezenem.2813

I don’t understand why you’re using the hammer. The staff gives far superior survivability. The condition cleanse + heal, healing orbs, weakness application, daze and the block really distinguish it as THE weapon for surviving.

I don’t understand the Eye for an Eye trait. Sure it gives some nice protection and a lovely taunt but on a 45 second cooldown, it does do THAT much for you. I prefer the weakness trait. The pretty consistent weakness should do a lot more for you.

I ‘m not sure about Jalis. It has a good heal, the hammers are decent and the elite is useful occasionally but ultimately I think ventari might be a better choice. A case could certainly be made for Jalis but forced engagement and the stability road are pretty mediocre. We’d have to test out both of the combinations to be sure.

I also don’t understand the armour. If the number one priority objective is just to not die then the power, precision and ferocity stats don’t make sense. It looks like you’re trying to compromise between being relevant in a fight and not dying. The berserker weapons are especially confusing. Given that revenant has a weakness to conditions, your lack of vitality is also very disturbing.

I do not understand your choice of sigils at all. None of them give you any more potential for tanking or healing or anything. All of them are completely damaged focused apart from the sigil of ice which is just not as appropriate as lots of other sigils.

The following would be my take on a revenant mega-tank:

http://gw2skills.net/editor/?vlAQNAsemnnN2gSyJvQRRlbospyPUYT5IKIs8EllZlhNmb+RNgEewe6r/G-ThyHABK/IAYV9nT2fYVNBuq8LVzf1eCAUVPAvKBB4IAAA-e

Obviously with this build, you’ll barely be able to kill a mere skritt in under an hour (maybe a slight exaggeration) but this is a much more tanky build which retains many elements of your original build. Other options include using the salvation traits, Jalis and even Shiro for the dodging, stun and impossible odds disengage (nobody can catch you if you have enough energy).

I like yours too! It’s honestly way better for being a pure tank. To be honest I’m actually planning on using my build on one of my Revenants so I wanted it do be able to do worthwhile damage. I like the idea of using staff over hammer and I see why it’s better for tanking, It’s just that I’m already going for a Ventari/Shiro half support, half damage build on my base Revenant so I wanted this to have a different purpose. That’s why I used Jalis and hammer instead of Ventari and staff. Having some damage from range and the projectile block is nice too.

I like eye for an eye a bit better than battle training. With the amount of toughness I have I think it’s important that I take the blows over more squishy allies, and the taunt and protection should help with that. The weakness is nice on battle training, but it’s only on one target every ten seconds. Other players can probably be able to keep weakness up better. Taunt, however is quite uncommon. Yeah, I really don’t have much vitality or condi removal. In PvE that shouldn’t be too troubling though with the runes and Jalis’s hammers making condis pretty limp and the build’s sustained mini heals adding effective health.

I really like your build and if the situation ever called for someone truly unkillable, yours would be the way to go. I just wanted to be a very hardy character that’ll be useful to any team I’m in. Thanks for the feedback!

For this ventari/shiro build I would go for hammer as a weapon. It’s perfect since you don’t need to meele making it easier to manage the tablet. =p

Senbu Ren[Wind]
Herald of Ventari

Steadfast Rejuvenation

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

Nope.
/15 charr

Senbu Ren[Wind]
Herald of Ventari

Indestructible Herald (4 fun build)

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

This build lacks condi cleanse going ventari/glint with retribution/devastation/herald on nomads would make you tankier and hit like a wet noodle.
For current PvE though you have enough cleanse but look into devastation for life siphon =p.
http://gw2skills.net/editor/?vlAQNAsemnnN2gSyJvQRRlbospyPUYT5IKIs8ElFNFSdG7IItDIARwugLMiA-ThyHABK/IAYV9nT2fYVNB7q8LVTQ1eCAUVPAvKBB4IAAA-e

BTW nomad trinkets are easy to get.

Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

Revenant gearing

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

This is all my opinion though, and hoelbrak no doubt stays a strong choice here. Strong enough to make a second set of gear for though? Not sure. If I have a full ascended set with rage already slotted, I feel like it is so debateable that I just wouldn’t bother.

And that’s the reason that my wvw build is suboptimal. I try to make the best possible build that still uses my pve gear and it usually works (not for roaming though).

Senbu Ren[Wind]
Herald of Ventari

Revenant gearing

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

While comparing Rage vs the other options, I think it should be noted that it makes it easier to take cleansing channel instead of fierce infusion while still being able to solo 100% fury uptime without strain.

That said, I am still heavily debating what runes to take myself. I recall seeing runes of the revenant being data mined in the past, and I imagine more runes could release too that may be better.

Rage is appealing for me because I feel like it is a good middle ground rune that still stays relevant for all content, whereas the other choices are more often wasted when switching between different types of activities. Strength is great for solo, but quickly becomes wasted whenever enough allies are around, especially with how many glint revs will be around. Scholar is great for premades/static groups, but becomes less appealing outside of that. Both aren’t great choices for WvW. Rage is “good enough” in all of these situations for the reasons mentioned above.

Speaking of WvW, normally I’d go hoelbrak, and while it is still solid I feel like using a sigil of cleansing with cleansing channel is good enough.

Hoelbrak is no doubt better in that setting given glint/shiro lack of condi cleanse =p. I would go with hammer too for zerg-backlining.

Senbu Ren[Wind]
Herald of Ventari

Revenant gearing

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

Actually you don’t.

You seem to have miscalculated the ferocity.

I’m assuming by: “Warrior banner” you meant banner of strength and discipline.

Weapons amount to 180.
Armour amounts to 315.
Trinkets amount to 466.
Food amounts to 70.
Traits amount to 300.
Discipline banner amounts to 170.

Total is 1501.

The new calculation is:

https://gyazo.com/fe39201103e21332d70bc0f7562eaf58

Runes of Strength seem to come out on top for this build too.

If you remove banner of discipline, effective power gain is still higher because of the precision loss. If you add power infusions effective power gain is still higher.

Might check it later but the values without banners I took from the build editor specifically assassin’s presence seems to be bugged. And of course by banner I mean discipline and strength

Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

Revenant gearing

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

Average_Damage= weapon_strength* Power*((1-crit)+crit*critmodifier)*skill_coefficient/armor

That’s what I wanted. Thanks.

Now we can actually apply this to figure out if we should use strength or rage.

So if we’re using full berserker: …

http://gw2skills.net/editor/?vlAQRAsX8nnbbkonEJrk5qEqqEYsEA-TBBXgAAK/C1P0r+zjSQA-e

We get this:

https://gyazo.com/29655f1644a8baf18867203b10f96f5a

I put the extra precision in there to make his crit 90% since that’s what we’d have with permanent fury. So adding 1 point of power will increase effective power by 2.02. Adding 1 point of ferocity will increase effective power by 1.87.

It should be noted that even with 100%, power is still more effective. It should also be noted that if we add in the ferocity traits (150+150+961 = 1261), strength becomes even more effective.

https://gyazo.com/4c4fe418c7bbaede5dd194b78f7de047

If we add food and infusions we get:

http://gw2skills.net/editor/?vlAQRAsX8nnbbkonEJrk5qEqqEYsEA-TBBXgAAK/C1P0r+zjSwAAHA/23+23gzP/8zP/8+93f/93fLFwFTtA-e

https://gyazo.com/126bbbf629b9ec881fc13e27089acf39

So with all berserker/valkyrie, power food and power infusions, ferocity is in the lead with 2.03 to 2.02. An extremely tiny advantage. So tiny in fact that after only 1 rune of rage (25 ferocity), power and ferocity will be on equal footing.

If we then remember the 300 ferocity we get from devastation (if we decide to use it), power shoots in to the lead once again.

https://gyazo.com/a653697b21c10a95884c60ce33404a20

So it seems that even when we have a permanent 25 stacks of might, we should use strength runes if we’re using berserker, valkyrie, soldiers, cavaliers and most other gear.

Rage seems like a solid choice for zealot’s gear though. If healing power becomes useful, I might actually use zealots and rage runes.

I’ll still be going with Hoelbrak for the time being.

Assuming this build and warrior banner +empower allies

You get this

Attachments:

Senbu Ren[Wind]
Herald of Ventari

Revenant gearing

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

If you want the long explanation here it is….
Direct damage is calculated by

Average_Damage= weapon_strength* Power*((1-crit)+crit*critmodifier)*skill_coefficient/armor

Weapon_strength, armor and armor are constants from our point of view so we can replace them with C.
The formula now is

Average_Damage= C* Power*((1-crit)+ crit*critmodifier)
or
Average_Damage/C= Power*((1-crit)+crit*critmodifier)

That Power*((1-crit)+crit*critmodifier) has another name that you might have heard Effective Power .
When people refer to a damage increase they usually refer to an percentage increase of effective power like in my previous examples

At 1000 power with a crit chance of 100% and 150% critmodifier we have
EP= 1000*(1-1+1*1.5) EP=1500
If you add 100 power to that you obtain
EP= (1000+100) * (1.5) = 1650
in a percentage increase of effective power 1650/1500=110% so a 10% increase in effective power.
At 2000 power we have

EP= 2000*(1-1+1 * 1.5)=3000

Now with the extra 100 power

EP=(2000+100) * (1-1+1*1.5)=3150
3150/3000=105% therefore a 5% increase in EP

The reason percentual increases of EP are used is because an percentual increase in EP represents that same increase in your overall all damage.

Edit: found this EP calculator it’s a bit incomplete but the results seem accurate. This one looks more complete but I haven’t checked its accuracy.

Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

Revenant gearing

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

I don’t understand where you got your numbers from.

With strength runes and glint spec: Sigil of strength has a 60% to give 1 stack of might every second on crit for 16 seconds (10 seconds x (1+0.15+0.45)). so 16 × 0.6 = 9.6. You’ll get an average of 9.6 might stacks from it. Shared empowerment gives base 8 seconds of might. 8 × 1.6 = 12.8. So 12.8 might stacks if you get exactly one stack per second. Let’s say the strength runes give you exactly 1 stack of might permenently. That’s 12.8+9.6+1 = 23.4 stacks of might on average. Let’s not start thinking about things like empowering vengeance and nefarious momentum because they are just inferior choices.

Without strength runes: Sigil of strength gives 10 × 1.15 × 0.6 = 6.9 stacks of might. Shared empowerment gives 8 × 1.15 = 9.2. 9.2 + 6.9 = 16.1 stacks of might on average.

Power: Strength runes give 175 power which is equal to a 17.5% (0.1% damage per power point) base damage increase.
Ferocity: Rage runes give 175 ferocity which is equal to a 11.67% (1% damage per 15 ferocity points) damage increase but ONLY at 100% crit chance.

Let’s pretend both boons are up 100% of the time (though really, might is a lot more reliable). Both runes have an extra 5% damage increase.

So Strength runes end up at 23.4 (23.4 × 3% damage per stack = 70.2% extra damage) stacks of might, 22.5% damage.

Rage runes end up at 16.1 (16.1 × 3% damage per stack = 48.3% extra damage) stacks of might, 16.67% damage at 100% crit chance ONLY.

I do not include the increase in fury duration in to my calculations because it does not actually give you any more damage unless you can’t maintain your fury. Also in the sigil of strength calculations I just assume crit is 100% because it actually doesn’t make a difference since we’re assuming that sigil is used for both strength and rage runes in this scenario.

I definitely don’t claim to be any sort of expert on the gw2 mechanics but these numbers make a lot more sense to me.

I also will be using rage runes for some of my armour sets. I just don’t have enough money to get strength/hoelbrak for all of them and rage runes are a very good substitute.

0.1% damage increase per power only applies when you go from 1000 to 1001 power
At 3k it’s a 0.0333%. At low power and precision power gives a bigger % increase while ferocity gives always the same ( assuming same crit chance) that’s why at high power and precision ferocity is preferable.
Do not ignore facet of strength and UA when calculating the might contribution.
Of course assuming you want to maximize your DPS when soloing strength is better while if you have spotter, banners or empower allies rage is better.

Can you give me your source for the power thing? I’ve been using the wiki which says power scaling is linear.

Unfortunately you can’t reliably calculate the contribution of UA or Facet of strength. Facet of nature might be possible if you resolved to absolutely keep it on, no matter what in every possible scenario, making sure you never run out of energy, in which case just add 0.5 to all the duration multipliers.
It’d be nice but there are so many different playstyles and so many different possible scenarios that it’s really impossible to average them out and predict what’ll happen in any given fight – when you’ll use those abilities and when you’ll ignore them. I personally just double tap Facet of strength most of the time. Most of the sigils, runes and traits work independent of anything else including your personal playstyle (as long as you’re in combat) so it’s very easy to assign lots of numbers to them.

Power scaling is linear and the wiki is right however, the damage percentage increase isn’t Example:
100 power at 1000 goes to 1100 1100/1000=110% therefore a 10% increase
100 power at 2000 goes to 2100 2100/2000=105% therefore a 5% increase.

Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

Revenant gearing

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

I don’t understand where you got your numbers from.

With strength runes and glint spec: Sigil of strength has a 60% to give 1 stack of might every second on crit for 16 seconds (10 seconds x (1+0.15+0.45)). so 16 × 0.6 = 9.6. You’ll get an average of 9.6 might stacks from it. Shared empowerment gives base 8 seconds of might. 8 × 1.6 = 12.8. So 12.8 might stacks if you get exactly one stack per second. Let’s say the strength runes give you exactly 1 stack of might permenently. That’s 12.8+9.6+1 = 23.4 stacks of might on average. Let’s not start thinking about things like empowering vengeance and nefarious momentum because they are just inferior choices.

Without strength runes: Sigil of strength gives 10 × 1.15 × 0.6 = 6.9 stacks of might. Shared empowerment gives 8 × 1.15 = 9.2. 9.2 + 6.9 = 16.1 stacks of might on average.

Power: Strength runes give 175 power which is equal to a 17.5% (0.1% damage per power point) base damage increase.
Ferocity: Rage runes give 175 ferocity which is equal to a 11.67% (1% damage per 15 ferocity points) damage increase but ONLY at 100% crit chance.

Let’s pretend both boons are up 100% of the time (though really, might is a lot more reliable). Both runes have an extra 5% damage increase.

So Strength runes end up at 23.4 (23.4 × 3% damage per stack = 70.2% extra damage) stacks of might, 22.5% damage.

Rage runes end up at 16.1 (16.1 × 3% damage per stack = 48.3% extra damage) stacks of might, 16.67% damage at 100% crit chance ONLY.

I do not include the increase in fury duration in to my calculations because it does not actually give you any more damage unless you can’t maintain your fury. Also in the sigil of strength calculations I just assume crit is 100% because it actually doesn’t make a difference since we’re assuming that sigil is used for both strength and rage runes in this scenario.

I definitely don’t claim to be any sort of expert on the gw2 mechanics but these numbers make a lot more sense to me.

I also will be using rage runes for some of my armour sets. I just don’t have enough money to get strength/hoelbrak for all of them and rage runes are a very good substitute.

0.1% damage increase per power only applies at 1000 power, At 3k it’s a 0.0333%.
At low power and precision power gives a bigger % increase while ferocity gives always the same ( assuming same crit chance) that’s why at high power and precision ferocity is preferable.
Do not ignore facet of strength and UA when calculating the might contribution.
Of course assuming you want to maximize your DPS when soloing strength is better while if you have spotter, banners or empower allies rage is better.

Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

Revenant gearing

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

On shiro/glint rage is better than strength if you have a PS warrior around.

Strength is pretty much always better than rage. Power is better than Ferocity. Extra might duration is more useful than extra fury duration. With Shared Empowerment, you’re pretty much guaranteed to have permanent might as long as you get one of ANY boon every 7 or 8 seconds. Fury is very reliable with the revenant but not quite as much as might even with the 30% duration. Unless you know for a fact that you’re going to have 25 might 100% of the time, strength is better. Runes of rage are very cheap though and a great choice if you can’t afford strength.

Strength and Hoelbrak runes are the best choices in my opinion.

Sigil of strength is excellent if you go Roiling Mists + Strength runes. You might also want to go with Sigils of cleansing/generosity/purity for the condition cleansing. Sigils of energy, frailty, force, fire and air are also good choices.

I’m personally going for Sword/Shield (Strength + Fire), Hammer (Strength + Energy) with Hoelbrak runes.

With sigil of strength and shared empowerment we can easily keep 25 stacks of might and we have perma fury anyways. Both give 5% damage with our boons reliably.
However, with the amount of power we have access to ferocity increases damage far more if I remember it right strength increased our damage in 8% and rage in 13%. If you can maintain 90%+ health around 40% of the time scholar is better.

Edit: Did the maths again.
As long as you have 25 might ascended zerker and no external source of power rage and strenght are tied with an 10% almost 11% increase.
Scholar crushes them both…. with a 20% increase.
Rage and strenght are only better if you keep at less than 90% health 83% of the time.

Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

Revenant gearing

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

On shiro/glint rage is better than strength if you have a PS warrior around.

Senbu Ren[Wind]
Herald of Ventari

Roy, I'm going through withdrawal!!!

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

I hope I won’t be overloaded with college stuff when it’s launched so I can do world completion on my rev.

Senbu Ren[Wind]
Herald of Ventari

Celestial Trinkets enough?

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

Not really you would be better off mixing in some Valkyrie stuff.

Senbu Ren[Wind]
Herald of Ventari

Shrouding mists question

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

Does anyone know what the trait actually does? Assuming you have more than 50 energy the tooltip says “Healing Increase per Target: 25%” does that mean that you get 25% outgoing healing per target affected or 25% outgoing healing per possible target or simply 25% outgoing healing?

Senbu Ren[Wind]
Herald of Ventari

[BWE3] Revenant Feedback Thread

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

Glint/Ventari feedback
Traits
Herald

  • Infuse light
    In its current form it’s not worth taking it. Giving increased revival speed like all other revival traits would make it as useful as the other two.
  • Soothing Bastion
    The passive effect is good however the active effect kills you more often than it saves you. Removing the crystal hibernation on 25% and putting something else would be great.

Salvation

  • Hardened Foundations
    This trait has no real effect if you had maximum healing power and no toughness it would result in a 5% damage reduction on a more realistic gear (clerics/shaman) it would be the equivalent of a 3.9% damage reduction.

Legends
Glint
Everything felt great here.

Ventari
These need to be changed to be anything beyond a off-healer because even if the druid and ventari healed the same as other healers ventaris heals would still be harder to hit making other specs more desirable.

  • Natural Harmony
    Needs a 33% better scaling with Healing Power.
  • Purifying Essence
    Mostly good but it still needs a better scaling a 20%-30% better scaling.
  • Protective Solace
    Energy cost is too high to be sustained and cooldown is too high to be flashed.
    Energy cost could go to -7 -6 or cooldown could go to 1.5 secs.
    These changes should occur even if it has to have its field removed.
  • Energy expulsion
    It’s perfect :p
  • Ventari’s Will
    These changes are important for it to be useful in anything but raids.
    Range needs to be increased to 1200-1500 and leash to 1800 and movement speed needs a 33% increase alternatively remove the cast time.
    Increase radius by 40.
  • Project Tranquility
    Tablet needs a auto-sumon when you swap into ventari or being able to position it.
Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

Glint/shiro What Amulet to use for PvP ?

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

Your condi output is low so I would go for zerk/marauder.

Senbu Ren[Wind]
Herald of Ventari

Roy, I'm going through withdrawal!!!

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

Have been fine tuning the looks, build and name for my rev for a while now and it’s pretty much defined.
I want to play it soon.
I can barely play anything else.

Senbu Ren[Wind]
Herald of Ventari

Druid Hands On Impressions | Ten Ton Hammer

in Ranger

Posted by: Varezenem.2813

Varezenem.2813

You can influence who gets healed by being placed in the same sub-squad as your priority target.

Sadly, even in a squad it still failed multiple times to acknowledge the one person who needed healing.

Please read my comment again I said sub-squad you guys probab!ly were in a single sub-squad with all squad members.

And I’m referring to being in a sub-squad. We split our raid party in 3 squads, with me in squad 1 with our “tank”. It still didn’t register.

Then it’s a bug =p.

Senbu Ren[Wind]
Herald of Ventari

Druid Hands On Impressions | Ten Ton Hammer

in Ranger

Posted by: Varezenem.2813

Varezenem.2813

You can influence who gets healed by being placed in the same sub-squad as your priority target.

Sadly, even in a squad it still failed multiple times to acknowledge the one person who needed healing.

Please read my comment again I said sub-squad you guys probab!ly were in a single sub-squad with all squad members.

Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

Frogs allied with Mordremoth?

in Guild Wars 2: Heart of Thorns

Posted by: Varezenem.2813

Varezenem.2813

It’s a bug.
/115 charrs

Senbu Ren[Wind]
Herald of Ventari

Druid Hands On Impressions | Ten Ton Hammer

in Ranger

Posted by: Varezenem.2813

Varezenem.2813

You can influence who gets healed by being placed in the same sub-squad as your priority target.

Senbu Ren[Wind]
Herald of Ventari

So healing power...

in Guild Wars 2: Heart of Thorns

Posted by: Varezenem.2813

Varezenem.2813

I would go for self targeted heals scale badly and team targeted heals scale well.

Senbu Ren[Wind]
Herald of Ventari

Glint/Shiro - dealing with condi's and CC

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

You can’t really deal with condi on shiro/glint and that’s on purpose. CC you have dome access to stun break and you can always dodge.

Senbu Ren[Wind]
Herald of Ventari

Daredevil updates, post BWE 3 (launch)

in Thief

Posted by: Varezenem.2813

Varezenem.2813

The reduced damage against weakened foes sounds perfect.
Great changes overall.

Senbu Ren[Wind]
Herald of Ventari

Shared Empowerment & Facet Synergy - broken

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

isn’t it just easier to change the trait for a 3 sec cooldown and giving 3 stacks?

Senbu Ren[Wind]
Herald of Ventari

Ventari just isn't fun to play (still)

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

  • It needs to follow you in combat unless the following conditions are met:
    —you command the tablet to move with Ventari’s will, in which case it will stay there for a few seconds.
    —you cast Protective Solace, it will stay there (if you even moved it) as long as you have energy or you cancel the skill, in which case it will stay there for a few seconds and then come back to (follow) you.
    —Same thing applies to Natural Harmony, Purifying Essence and Energy Expulsion, the tablet will stay there for a few seconds after such effects expired or took effect.

I strongly disagree with this part if it worked that way you would be unable to heal in 2 different places at the same time which is an important functionality that keeps getting underestimated.
And about ventari’s will it’s mostly l2p increasing the movespeed and having 180 radius could help though.

Senbu Ren[Wind]
Herald of Ventari

(edited by Varezenem.2813)

Sikari's BWE3: Feedback & Suggestions. (Long)

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

All projectile base attacks can hit further away than the description and for a good reason. Of course I can’t say it for certain but I’m fairly sure that projectiles range is determined by its speed and duration. Since projectiles are affected by gravity their range increases the higher you’re in relation to your target. The range in the the tooltip is the range the projectile should have if you are in the same plane as your target.

Having projectiles do that is good since smart positioning can increase your range or decrease your opponents range.

It isn’t quite the terrain argument I’ve seen around. A person shows it in a video, they are on a fairly flat surface and the projectiles glide pretty far past the 1200 range. I realize it has to do with terrain consideration and it’s a bit of a complex issue, but at the end of the day, it still makes projectiles go further than intended, while there is no consideration for ground target ranged attacks or ground-impact skills (like CoR).

Did a comparison with LB/SB and rifle on warrior and ranger LB on warrior has the exact same effective range on that position (about 1380) rifle has a short her reach (1200) and all that I’m the end was found out is that arcing projectiles have a further range. =p

Senbu Ren[Wind]
Herald of Ventari

Ventari just isn't fun to play (still)

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

Ventari is mostly great it needs a slightly better scaling with HP a lot more range (1200-1500 with a 1800 leash) , instant cast for moving and being able to position it while deploying would help too.

Senbu Ren[Wind]
Herald of Ventari

Sikari's BWE3: Feedback & Suggestions. (Long)

in Revenant

Posted by: Varezenem.2813

Varezenem.2813

All projectile base attacks can hit further away than the description and for a good reason. Of course I can’t say it for certain but I’m fairly sure that projectiles range is determined by its speed and duration. Since projectiles are affected by gravity their range increases the higher you’re in relation to your target. The range in the the tooltip is the range the projectile should have if you are in the same plane as your target.

Having projectiles do that is good since smart positioning can increase your range or decrease your opponents range.

Senbu Ren[Wind]
Herald of Ventari