Showing Posts For Wenrolio.8063:
Drinking* while pregnant is horrible for the baby.
You really shouldn’t drink* while pregnant.
*alcohol
Well, here is what I came up with. Pretty different approach. Just a hair less power though. It does get some bonuses from the sigil of force and 6th eagle rune though:
The rampager head and feet can be changed, but I left it where I got it to before I saw the actual build link.
Tell me why my pals and i have so much power, and yet averaged sized hands…
You know what they say about average sized hands, don’t you?
): This is why I broke up with you and I’m dating Kevin now.
Charrs have big hands…
Correct. True manliness is shown in the size of his beer.
But who needs hand for that anyways?
Bigger the hand the bigger the beer?
Looks like he ate a yoga ball. Impressive.
Little hands smell like cabbage?
Personally, DS #1 is more damage in my build because I went all Soldier’s gear with ruby orbs for wvw sustainability. Out of DS, my crit % is somewhere around 12%. With full bloodlust stacks and food I’m near 2700 power, 57-ish crit damage, 26k hp, and 2.4k armor. In DS, my crit % is a much more fun 60+%.
I’m running 30/0/0/10/30 with axe/focus + staff.
I’d rather use axe than dagger – personal preference for a little more range.
Degeneration would have to factor in when looking at skills like vital persistence. Essentially, of the degenerated DS hp, 25% would be freed up to go to damage reduction (assuming just sitting still taking damage).
Condition builds now are either 30/20/X/X/X or 0/30/20/0/20. The big traits in the first are dhuumfire and terror, the rest is depending on preference. I never have run the first build.
The second option looks something like this when I run it:
I actually picked up rabid weapons/accessories and carrion armor b/c I wanted more vitality, but the condi dmg is similar. Like Nessuno said, it really is all about having many many conditions constantly up and reapplied.
Since the damage reduction to terror in yesterday’s patch I’ve been trying out a power build. I’m sure that the 0/30/20/0/20 is still fine though.
Also, I am not a necromancer expert, so others may have much better opinions. I just use what works for how I play.
Fun couple of fights this morning in NSP bl against some XOXO and friends. At one point some FC joined in as well. Very good times. I just switched to a power necro to give it a try, and it was some good practice.
To the two ASTC that invited me to party, it was awesome playing with you guys.
I really hope we face you again NSP! I’ve met so many good players to fight woth from SPCA, tM, XOXO, and a few Fate. Don’t leave usssss
I’ll second the sentiment. It has been a fun week. Lots of good fights.
Wait, who’s Kevin?
I’m picturing the bird from UP.
PS. Kevin’s a girl.
To the DR thief with the [Bags] tag that I was dueling on my black and pink elementalist just a bit ago:
Good fights. Sorry I had to leave; it was time for work. Also, shame we kept getting interrupted.
I’ll keep my eyes open and princess wand at the ready next time I’m on.
Or you could randomly send a pm my way on the off chance that I am online- Wenrulon
does anyone enjoy using quaggan tonics as much as i do?
Believe me, you are not the only one who enjoys quaggan tonics.
I killed someone using a quaggan transformation potion in HoD garrison around 12:30 pm EST today. I felt bad about it, but he was hiding and we were doing a sweep.
RIP poor quaggan raider, 7/15/13 – 7/15/13.
Necromancer now is a heck of a lot better than it was before; however, I’m not so certain I’d say that every necromancer is overpowered. It is a specific build that was mentioned as being out of balance (fire+terror). I expect that the terror trait will be moved to grand master soon enough. Thus no more extended fear duration, damage, and burning from traits.
I’d like to see this match-up again. I’ve had a lot of fun. I also forgot (read: repressed memories of) how good XOXO, SPCA, Os, and company are. I don’t think I’ve died so many times in recent weeks.
The forums also got pretty interesting in the last 24 hours.
Judging from the shadow made by the flag, and the fact that your mark is at the next piece of wood which is slanted towards the front of Mendon’s, again beside the shadow, we can reasonably place your mark on Smit’s picture. Your mark is legit, however that is not where the AC was aimed. You can clearly see that there are no red AOE circles centered around your mark.
Other than that great fights all around, been having a blast. Cheers everyone.
But who shot first?
Tbh, i can’t see why necro got so much more OP now…? I am clearly missing something…
the only good thing that made us stronger with this patch is short CD on wells and torment…? What did i miss?
Not sure if serious.
The changes to SW created a lot of extra damage for terror builds. Also great for choke-point defense in wvw.
The changes to DS allow power builds to crit life blast near all the time while allowing spectral armor and spectral walk effects to be active for additonal LF generation in DS. Additionally the new 5.
Burn application. A burn at 300+ base dmg then .25% of your condi dmg is nothing to sneeze at.
It also looks like some of the master/adept swaps will open up more build flexibility.
We still don’t have a source of vigor (not counting wop) or some of the other handy mobility/escape mechanisms of the other classes, but anet seems to have decided that if we were going to have to stay in a fight to the end that we should at least have a better chance at winning it.
You guys are missing the point…
Necromancers were easy pray for such a long time, now that we are equal no one knows how to fight us.
At the same time… because we had to fight harder for every victory we obtained, every single one of you necromancers has a higher skill level then their “equal” adversary…
We had to be more skilled then our opponents just to be able to stand our ground… We had to use skill to not get killed by a heart seeking spamming thief… or a faceroll bunker elementalist, or a “i do my combo you die” shatter mesmer…
I just typed this sentiment, then deleted it figuring someone else would say it. +1
Personally, I have Ogden’s armor set (Carrion) with Rabid jewelry and weapons for WvW small-ish group roaming. I’ve got my overall armor stat at roughly 1/10th of my HP.
I did this because I run a support build using plague signet. I wanted the vitality so I could stack conditions on myself prior to sending them over to the bad guys. My build is heavy blood magic and leeching on minion hits, as well as my criticals, to try and keep me topped off. It works for the way that I play and support my teammates.
As far as runes go, I use 4xRata Sum and 2xKrait. I don’t think I’ve ever seen anyone else use this combo, but I like it.
Lastly, power vs. precision:
A flat % increase in power is a flat % increase in direct damage. For example, if you have 1k power and you add 100, you end up with (100/1000)=10% damage increase. As you have more power, the effectiveness of adding more diminishes.
At level 80, 21 precision is 1% crit chance. The formula for figuring out a DPS % increase from critical chance is roughly, ((DPS-DPS*CritChance) + DPS*CritChance*(1.5+CritDMG))/DPS. As you can see, you get a second variable, your crit damage.
All that said, the best way to figure out what you benefit from is to look at what you already have. It is all case by case. Further, once you stack power above a certain point, it becomes more effective to grab traits or sigils that add flat % dmg increases as opposed to putting points into spite for pure power (assuming you aren’t already 30 into spite).
(edited by Wenrolio.8063)
Ohh your a mesmer lol. That’s like a guard around here that thinks hes great cause he plays a good solo class. Come talk to me when you do it on a necro.
It takes a special kind of person to play a necro.
I enjoyed watching your video. It highlights that I am way over-aggressive when I’m on my necromancer. Also, holy team boon stacks.
With my schedule, I’ll take any time I have free to log on and polish off my already amazing skill-set. Granted there are definitely times that are less ideal than others.
I have been noticing that we’ve been collecting more and more randoms when the majority of us are online. It isn’t bad so much as it is just more difficult to split everyone up and accomplish multiple objectives at once quickly and subtly. This is my personal opinion, not necessarily that of the rest of Mend. I won’t speak for others.
Soon.
I also now understand all the posts saying 15 char.
It’s Wednesday.
To the Yarr and STNKY guardians that were in EB this morning (7:30-8 EST)- I salute your efforts. 2vX (10-ish?) into our pug defending your towers is a bum deal, but you tried anyways.
Mr. Yarr guardian, you are one tough dude. Respect.
I haven’t been able to be online much this week, but I did get some solid play in DR bl last night from 9-11:30 EST. It was a lot of fun battling it out in Bay on my necromancer.
I’d very much like to see DR in the future.
I was also very impressed with the KoM guys I was fighting alongside. Apologies if I added in on any small group fights you were trying to have.
Without derailing this thread I think it can work well for frontline tank-type engineers. If you have decent +healing and going heavy into Inventions line it works at that spot. The fast casting nature of the bombs and the AoE stacking possibilities simply add up. Bomb 1 spam is decent damage/heal when tactical options are out. Simply put, for some, it all adds up especially in a bunker situation.
I can see where it would be situational for some battles but it synergizes with some neat builds.
^^ This. I have run a full cleric’s bomb build in wvw and it worked quite nicely. I used healing turret as well. BoB, turret overcharge and explode, magnetic shield/inversion provides nice burst heal and area clearing on top of the normal bomb ticks.
You drop bombs every .5 sec. So it is 600 healing a second from healing bombs. Regen ticks every second. Maxed out healing bombs gets you around 1k hp/sec.
This video will probably finish uploading in 2ish hours after I post this but I figured you guys might wanna see it after I sleep
it basically explains Mend’s accusations
Well darn. Why you hack blast finishers like that bro?
Nice job you sneaky sneak. I wouldn’t have the patience to keep that up.
What’s up people? How are you? I like pie too. Isn’t that funny?
WvW is a format of PvP. PAXA and other small man groups kill people. That’s PvP. It is also WvW. What’s to say that the straggler they kill wasn’t on his way to solo flip a camp or do some other nefarious deed? BOOM, they get him. Camp defended. WvW and PvP accomplished.
The argument here seems to be about e-honor. There is none. It is impossible to play by a set of moral rules that you may have and expect others to do the same.
Does it suck? Maybe. Doesn’t make it less true though. To be honest. It is pretty hard to be snuck up on in this game unless you truly aren’t paying attention – the camera swivels 360 degrees.
I wonder would the new signet of earth have helped your build significantly? The extra toughness is pretty nice. Can’t go wrong with the clerics support though.
Getting back to the OP; I hope you find something that is comfortable for you. That is what I think matters most. Find a balance of survivability and damage that suits your play style and fits in with your team/guild/whatever.
Edit: I realize you asked for full glass, but what gave me my best results for damage was also somewhat survivable. I have hit bigcrits on fire auto with the build and think that if you change the jewels to zerkers you’ll get close to the max damage a staff would put out while being somewhat reliably alive.
(edited by Wenrolio.8063)
@ PinCushion: I can definitely say that in the heat of a fight I’m switching attunements as soon as they are up and wouldn’t be able to keep up with a full combo like that while predicting where the enemy will be. It also looks like you didn’t take credit for the at least 5% dmg you’d get for a burning foe with fire 25. I’m sure dropping that ice spike felt really good when it hit.
I did make my build to suit my style of play which typically revolves around keeping it simple. I tried to pick traits that would work with every attunement. Having 0 in arcana, I also find that I need to save my water swap for when I, or my group, really needs the geyser and healing rain.
Last thing, I put mist form in my second utility on that link, but I actually run with signet of air to get from place to place.
I posted this in the well balanced staff build topic. I am currently playing this build which I feel can be an alternate to yours. You can switch out the sigil fire trait for 10% more damage in fire to get juicier meteor showers. I don’t take blasting staff b/c I don’t find it to be that much more effective. You can also play with the jewels for more crit % dmg if you want (I looked at knights with beryl jewels). I think that I may get magi’s earrings/rings with sapphire jewels for more healing power/support.
Here’s a staff build that I theory crafted and have played with occasionally.
http://gw2skills.net/editor/?fEQQFAWhEmYbyx5gjEAkCoEZYwBTGhshogFA-jkyAYLAiAQ2TRN/BkDzYxrIasqaANEmGdR1eEGtahAUMBA-w
The premise is to always have burning up on your target. The traits/runes I picked allow:
10% dmg with full endurance
10% dmg with health above 90%
15% dmg to burning foes
20% dmg to foes with health under 33%.
That’s a 55% bonus to direct damage when your health is full and theirs is below 33%. The trick is to manage staying above 90% health.
Interested in anyone’s comments on this one.
Here’s a staff build that I theory crafted and have played with occasionally.
The premise is to always have burning up on your target. The traits/runes I picked allow:
10% dmg with full endurance
10% dmg with health above 90%
15% dmg to burning foes
20% dmg to foes with health under 33%.
That’s a 55% bonus to direct damage when your health is full and theirs is below 33%. The trick is to manage staying above 90% health.
Interested in anyone’s comments on this one.
just wondering how much a cleric ele really heals for when he has 1600 healing power…
Soothing mist:
80+0.05xhealing power/second
160 hp per second while attuned to water for more than 3 seconds, affects all allies within a range of 1200. (divided by 4 since we have 4 atunements).regeneration boon:
130+0.125xhealing power=330 hp/shealing ripple:
2900/20s=145 hp/soff-hand dagger cleansing wave + optional Evasiva arcana cleansing wave:
2900/40=72 hp/s (x2 if you have evasiva arcana)Cone of cold (with dagger in main hand):
(740+(0.32xhealing power))/10cd= 125,2 hp/sSo a maxed cleric bunker elementalist heals itself for approximately:
40+330+145+72+125= 712 hp/sec.We can however burst heal for up to 6000 hp without even touching our actual healing skills.
Add in our signet of restoration which heals for 362 hp per cast and 4750 when using it.
or
Glyph of elemental harmony which heals for 6094+regen for atleast 10 seconds. so a total of 9000+every 25 seconds (20% glyph recharge not included).
or
ether renewal which heals for close to 7000 on a 15 sec. cooldown (downside is the 4 seconds of casting time.)I did not touch the scepters trident skill which also heals around 3000 or the staff water skills which also heal considerable. Add in all the damage mitigation skills the elementalist has and you’ll see why healing power is far more important than vitality or toughness.
I was just looking at this in a build editor today:
Scepter/dagger, full clerics, food buffs, 0/0/30/30/10. For wvw, that is some serious group support and staying power. Switching for a staff, the auto attack heals for 500 + hp/cast (0.75 sec) as long as you are in the blast radius. I may start collecting some new gear soon…
Had a fun lunch hour everyone, my guardian is now on its way to level 8.
Last week was fun, this week was fun, next week will be fun. Does the rest even matter? Good fights to everyone. Running around on my engineer and elementalist has been a blast.
This week coming up look out! I’ve got a level 5 guardian and I don’t know how to use him.
HOD attendance is definitely lower than I’ve seen when I’m online. I am certainly still having fun going out and giving bags to you guys at ET and FC. Must be my giving personality.
Also, there was a warrior in FC bl about an hour ago, then HOD bl with the guild tag [SOM] (I think). Nice job to him, he was wrecking my stuff.
I do know that I used it with the medkit and just swapping to the kit would proc the might, so I would think activating the overcharge would work.
I am going with this build in wvw. It racks up the loot bags and applies nice pressure.
I went this way because I am not a good grenade thrower at all.
http://www.guildhead.com/skill-calc#mcMM9cz0oNhGMoNTrMa0xGaccVqzso8khf7khT7070c7kIQ70V7ow170m
This is what I’m currently using in WvW. PTV armor with zerker jewelery, haven’t decided on runes yet. Blast finishers are used for several things: Aoe Heals, AoE Might stacking, AoE cloaks. Thumper turret allows for 2 blast finishers with overcharge and the tool belt skill. If you are getting a lot of conditions in zerg fights switch out the turret for elixir C.
I am using this exact trait layout right now. I have protection injection and the protection on crit skills though, instead of metal plating and invigorating speed. I’m using a mix of PVT and knights armor with rampager accessories (they are what I had and I haven’t bought new yet). I did run it with a healing turret, thumper turret, elixir C, and bomb kit for the exact same reasons you stated. I’m trying out mines instead of the thumper at the moment for boon removal.
I love the toughness and regen capabilities so far, but it takes a little longer to kill stuff. Definitely a good group build for staying power.
On a side note, I really want to make more builds using the thumper for WvWvW. I feel like throwing one into a zerg and overcharging would be funny (also great bridge, ridge, and keep defense).
I gotcha. How are you defining viable? For instance, what do you want it to do?
If you challenge your viewpoint on the kit and what you want to get out of it you may find that you don’t want to really use the flamethrower in the first place. Maybe. I don’t think that Anet will ever drop all the kit traits into one tree. I think they want to foster build variety and a sense of risk/reward in our build choices.
The way I view it, the FT 1 skill hits many times in one round, each hit can crit, and we have a slew of traits that give on crit perks. That’s good. The weapon itself scales pretty well with power (2 ability), the on crit traits are mostly condition damage, with the exception of precise sights. That suggests that a FT build scales fairly evenly between power and condi dmg, with a bias to power. Might stacking in juggernaut is pretty awesome for that. The range of the FT is pretty short so the toughness is also pretty nice for that.
The deadly mixture trait only affects the direct damage portion of the FT at a cost of 20 trait points. I have found that I do more damage if I take those same 20 points and invest them in the explosives tree and get the enhanced performance trait for more might which affects both direct and condition damage. As an added bonus, the build can pick up burning on crits and condition duration for higher vulnerability stacks, and the extra power and vulnerability can work well with a rifle, or the might and extra condition duration can work well with pistols for quick swaps out of FT for bursting cooldowns from those weapons. The last part of the FT build I’d use would be speedy kits and vigor on swiftness to allow the juggernaut to close the distance on enemies quickly as well as the ability to evade enemy burst. I tend to pair the FT with the medkit, rocket boots for more burning (could also use goggles for more vulnerability), and the elixir gun.
For the way that I play, this approach to the FT is more viable than a grenade build. I can do more damage because I don’t miss grenade tosses and don’t have to manage my pointer location and screen movement at the same time. I also get more control and can offer a long combo field for other ranged classes to shoot through. When I swap to my main weapons, I have awesome might stacks and condition duration to help with even more dmg. To me, those are the strengths of the FT.
If I want to do max dmg in aoe at max range, I’d then look into grenades.
My point is, try to find out what you expect out of the kit and then try to determine if it is a realistic expectation. I’d love to instagib anyone with fiery death from maximum range, but I don’t see it fitting into the game mechanic.
I think those traits were OK the way they were. Your proposed changes to Juggernaut seem too overpowered for the master skill level. Calling something deadly and making it make you heal better seems a little backwards to me as well. The cooldown on KR is unpopular though because engineers want to be able to reliably get the effect they want from kit swapping. The way it is, Anet has redesigned the trait to be more like a RNG bonus if you equip multi-kits. Bottom line, if you take the trait you get a random free boon/effect that you wouldn’t otherwise have had.
What were you really trying to go for? Not wanting to spread trait points so much between the firearms and alchemy trees? I’m not clear on your rationale for suggesting the changes.
Some of this has already been covered, but here are my 2 cents:
If you want to trait for enhanced performance you get 3 stacks of might on heal as well. An interesting and fun build around a medkit would be to take enhanced performance, speedy kits, and the alchemy skill that gives you vigor on swiftness. Just by swapping to your medkit you get might, swiftness, and vigor. This can happen every 5-10 seconds. With a little boon duration you can get 6 stacks of might, perma-switfness, and perma-vigor just from popping in and out of your medkit. As already mentioned, the medkit has very high direct healing and some condition removal.
If you are into turrets and carry a healing turret and a thumper turret you can combine the toolbelt skills of each for an area heal plus regeneration. Turret F1 is a 1 second water field and the undeployed thumper turret toolkit is a blast finisher. There’s the blast combo of dropping a healing turret and then exploding it in the initial water field too; that’ll give a self heal, an area heal, and regeneration in an area.
There’s the elixir gun super elixir. That combined with the regeneration of the toolbelt skill and the trait for regen on kits offers a surprising amount of healing as well.
When looking at protection, protection injection and the protection on crit are pretty nice traits for 10 points that add a lot to survivability.
My opinion is that our healing skills are quite varied and offer a variety of playstyles. I will say though that the condition removal options we have are limited. 409 is nice, but it really does mean you need to build around elixirs. So alternatives would be dedicating a utility slot for Elixir C or the elixir gun.
Engineer is still one of the most fun class to play, in my opinion.
It may not be a preferred class if you are a min/maxer, but if you want to dabble in a bit of everything it is perfect.
It is also ridiculously cool to have the ability to alternately hit someone with a wrench or prybar, burn them with a flamethrower, tranquilize them with a dart gun, lob grenades at them, drop bombs on them, kick them with rocket shoes, launch them with a ram, launch them with a mine, or drop turrets on them to do some of the same.
Of my elementalist, mesmer, necromancer, and thief, I keep coming back to the engineer and enjoy the play-style best.
I run a similar build with the same trait point layout and I have been really liking it.
Explosives are the same, in firearms I took the vulnerability on crit and napalm specialist, and in Alchemy I took the vigor on swiftness.
For runes, I used 2 runes of holebrak (however you spell it), 2 runes of fire, and 2 of the other might duration runes.
I’m running pistol shield with sigils of fire and battle. For utilities, medkit, FT, rocket boots for my stun break, and EG.
I just have rare gear and major runes/sigils, but it still works nicely keeping me at 10-13 stacks of might.
I tend not to use the EG much, so that may get switched to an elixir or possibly slick shoes, pbr, or goggles.
Edit @ Rfreak: once the initial FT stacks are up, it is pretty easy to rotate through cooldowns and maintain the might. Grenade kit does offer a bit more in dmg and could take the place of one of the other utility slots.
(edited by Wenrolio.8063)
Cool!
I had a thought like this a little while back, but then I got distracted from leveling my elementalist to 80.
I have been theory crafting a 20/25/0/10/15 build using quick glyphs, inscription, the +20% to vulnerable enemies in water attunement, and the +10 conjured weapon charges. The arcane points could go into earth for the free earth armor at 50% hp or be used for arcane shield at 25% if you wanted to move them around.
My thought was to might stack with the scepter/fire field combo, summon a lightning hammer, then switch to water and get regen from inscription/elemental harmony, vulnerability from crits, chilled from glyph of elemental power, +20% dmg from the vulnerability (I’m not sure that it works for summoned weapons, but I hope so), and whack away at things. My elite is an elemental and I have the glyph of lesser elementals as well – 2 ice elementals help with healing and drop ice fields for the hammer’s 3rd chain blast finisher/blind to give you an aura.
The build so far at lvl 44 is pretty squishy though. It is totally balanced out for me with the fun of just smashing things with a hammer. The auto attack damage is pretty high all by itself. I would say it’s a pve only build.
I keep coming back to inscription at 20 in Air. Also, the boons on attunement at 10 in Arcana.
I have been toying with this might stacking build in pve. I have been having really good success with it.
http://gw2skills.net/editor/?fcQQJAqalspSXH5ShF17IxoHfW0bGUh8K6xjh8kB;ToAg1Coo8y0loLbQOvkBNqYKC
(Copy and paste link in browser)
You can switch a pistol for a shield, the toolkit for a bomb kit, put in speedy kits instead of the toolkit trait and get some blast might.
You can also switch the toolkit to the utility goggles, switch the toolkit trait to the gadget one and have perma fury and vulnerability application. The sigil of battle only works with the toolkit or bombkit and is useless if you plan on going with the goggles.
A typical fight for me in the cursed shore starts with drinking/throwing elixirs, static shot, throw wrench, poison darts, auto until close enough to blowtorch, switch to toolkit, prybar, auto if the mob isn’t dead already (it’s usually dead). Gear shield is a life saver and the caltrops are a good slow in addition to the traited toolkit auto. I seem to have nearly perma swiftness and regeneration as well.
I can maintain 12-14 stacks of might at any given time with the dual pistols, more with the shield and bomb kit.
The build can also work with a rifle, but it is just OK. Might be worthwhile if going elixir U in place of R.
I’d love to see each conjured weapon have attunement specific skills, just like our regular weapons. Charges are fine, but some defense would be nice.
I have been theory crafting a 20/25/0/10/15 build using quick glyphs, inscription, the +20% to vulnerable enemies in water attunement, and the +10 conjured weapon charges. The arcane points could go into earth for the free earth armor at 50% hp or be used for arcane shield at 25% if you wanted to move them around.
My thought was to might stack with the scepter/fire field combo, summon a lightning hammer, then switch to water and get regen from inscription/elemental harmony, vulnerability from crits, chilled from glyph of elemental power, +20% dmg from the vulnerability (I’m not sure that it works for summoned weapons, but I hope so), and whack away at things. My elite is an elemental and I have the glyph of lesser elementals as well – 2 ice elementals help with healing and drop ice fields for the hammer’s 3rd chain blast finisher/blind to give you an aura.
The build so far at lvl 44 is pretty squishy though. It is totally balanced out for me with the fun of just smashing things with a hammer. The auto attack damage is pretty high all by itself. I would say it’s a pve only build.

