Ok, this time I had to bug alpha because he would always target me with his ice spike as soon as I switch to longbow (he must love rangers, explains why spire always gets it instead of me when I melee). This time around I didn’t have to break my rotation trying to dodge the aoe’s (bugged alpha = punching bag) which eliminates any possible dps loss/gain due to bad rotations between tests. Also, I equipped battle & strength sigils for more sources of might.
- 5,070 dps – CM runes
- 5,430 dps – Krait runes
- 5,818 dps – CM runes + koi cakes
Just for fun, I also went ahead and tested a gs war under same conditions, both with and without WW in the rotation, and an axe/mace variant too.
- 6,184 dps – GS 125
- 6,793 dps – A/M 124
- 7,343 dps – GS 1235
I do have videos for all the tests above on record but uploading them is too much work so I’ll upload only if someone decides to be a kitten and demands them.
Aristocrat runes >>>>>>>>>>>> krait runes.
All they provide is might duration, which I had little to none and was obtaining only through fgj/rage. Krait runes allowed my bleeds to tick 4 more seconds than without, and provide bleed on getting hit and more condi on using elite which you usually use off cd. So no, those runes were not better. (I don’t use koi cakes)
(edited by frifox.5283)
Yes it’s very good. It’s only 2nd to scholar runes, and not by much either – no more than 2% under ideal conditions.
Yes, I didn’t use ww on purpose because on my HotM test I didn’t use it either. I was consistently seeing a dps loss if I used ww, even if u timed it with gs 4 or 5 to minimize dps downtime. It also simulated bosses that aren’t walled so I figured it was a justified choice.
Ok, did a sw/sw/longbow rotation + sigil of doom instead of force and got a faster killtime – 1 min 40.3 sec. The encounter dmg output came to be 4,803 dps. Just like a thought, the gain was very small.
Yes, I’m fully aware of the “proper” rotation. I felt that the bleed stacks I retain by avoiding swapping weaponsets will cover the burn ticks I lose from doing that. Even if it doesn’t, it will get me close enough for a good comparison.
However condi users don’t camp swords and burning damage of longbow is a huge DPS increase in a proper condi build rotation.
I didn’t do any burning in my PvP test either. I kept both PvP and PvE consistent. The different between PvP and PvE results should have been proportional.
Potions can be bugged into hotm (golem counts as inquest). For power test I did use the potion and didnt use food for PvE test (couldn’t bug food for hotm). The pve multiplier that weren’t in my pvp test are scholars 10% vs strength 7% and night 10% sigil vs battle. Doubt these multipliers would make THAT much difference.
Ok, did a PvE dungeon test.
- 4,723 dps – Sw Condi War
- 6,113 dps – GS Power War
The power build out-dps’d the condi build by 29% who’s dps was actually nearly the same as what I got in PvP against the golem (only 3% off than vs alpha). No idea why power build came out to be THAT much more powerful in PvE than PvP…
ps: skill rotations used in both cases are the exact same ones I used in my hotm tests.
Yes, I’m aware of what happens when golem resets. I accounted for all of it.
One thing I forgot to note is those numbers don’t reflect ramp up time. Power is definitely better at clearing trash mobs that die in few seconds.
(edited by frifox.5283)
Poor indestructible golem got quite a beating today.
Condi War (sword)
- 4,870 dps – war/condi (sw4/fgj/rage/strBanner on cd)
- 3,720 dps – war/condi (sword aa only)
Power War (axe)
- 4,200 dps – war/power (axe24/fgj/rage/dscBanner on cd)
- 3,120 dps – war/power (axe aa only)
Power War (gs)
- 3,810 dps – war/power (gs25/fgj/rage/dscBanner on cd)
- 2,300 dps – war/power (gs aa only)
condi war
– rabid
– 2/6/0/0/6 (V-III/VIII/XIII-III/VI/XI)
– strength/agony sigils
– krait runes
power war (axe)
– zerk
– 6/6/0/2/0 (V/X/XII-V/I/XIII-VI)
– strength/force sigils
– strength runes
power war (gs)
– zerk
– 6/6/0/0/2 (V/IX/XII-V/X/I-VI)
– strength/force sigils
– strength runes
ps: in dungeons where you can actually stack multiplier potion/sigils results may vary.
(edited by frifox.5283)
i love when it – my new meta threads never seem to fail in causing overreactions, just look at my phalanx warrior new meta thread from a little while ago.
When you’re suggesting something that is not already widely accepted you will be met with those who don’t agree. This is why before suggesting, always back it up with facts and examples. Whether you’re right or wrong doesn’t matter.
Could you guys suggest a best condi build and power build (traits, gear, runes, sigils) assuming there will be single mob and no wall. I got the dps meter back up working and even more accurate than before (also incl a solution to dps loss when indestructible golem resets hp). Tests will be conducted vs the golem in HotM.
Also, when suggesting a build please lay down an optimal skill rotation to get the best out of the respective builds. If needed I can also incorporate dodges once in a while to simulate real fights in a controlled environment.
1) Try harder. Nobody spoon fed us how to run dungeons when we started, so why are you feeling more special. Too entitled.
Guardians have better DPS than Mesmers and there aren’t many places where you absolutely require null field in dungeons.
The fact that they have better DPS would mean that you probably don’t even need to have as many condition cleansing because the encounters could last shorter.
Mesmers can potentially have a more reliable and better reflect uptime than Guardians, yes, but also bear in mind that the iWarden is very bugged at the moment.
If you absolutely require reflects, usually a Guardian is sufficient and if it’s sufficient, it’s already the better option.
That leaves the Mesmer with the Portal. The absolute reason to still run Mesmers in speedclears.
On top of that, Guardians can easily provide the team with aegis rotations and stability if needed.
I like mesmer and I play how I want with what I want. End of discussion.
I had quite a lot of fun interrupting lupi with Power Block right after a kick and then have him immediately follow up with another kick, making whole party rage wondering why lupi is constantly double kicking them (huehuehue). So yeah, I believe the kick skill CD is less than 3 or 4 seconds.
I’ve been playing with recording DPS and noticed that the longer I ran the DPS test vs the golem the lower my DPS results were. Apparently there is a reason for that. Golem will eat some of your DPS every time it resets back to 100%.
The golem has 78,870 HP. Lets say he’s at 1k HP and you land a 6k hit. Golem doesn’t go to 73,870 HP (1k to get it from 1,000 to 0 and then 5k to go from 78,870 to 73,870) but rather just stays at 78,870 after that hit. Effectively your 6k hit will be read as a 1k hit since golem does not carry over excess damage whatever may have driven it past 0%.
For example, during my last trial over the period of about 20 minutes golem ate about 5% of my dps. 
(edited by frifox.5283)
That’s my favorite, BF + Blink through a static field, nobody expects that… at least in my world 
I don’t understand why people stack and LOS at the left side of the door in CoE. It’s faster to just go in and pull the trash together into a wall and LOS them in the hallway than for them to wait and come to you.
If even a single person doesnt fully LoS them or even runs in late it quickly becomes a clusterkitten. Also, if you don’t reflect the ice spikes from elementals = wipe. Same goes if you don’t bait out the wolf leaps or don’t counter it with stabo.
It’s a simple matter of time vs effort and quite often the effort & coordination needed to pull that all-in-one clear is too kitten high to ask from a pug.
From my experience the only time condi build is viable is when you can’t kite and avoid damage even with a ranged weapon. I don’t think there are many of such fights in the game so every condi build should be evaluated on individual basis. Generally speaking power builds will be better 99% of the time, even more so on classes that can’t sustain high condi dmg.
Found a new Mesmer bug introduced in the last patch
, Mirror Blade does not give Might anymore, I don’t know if gives Vulnerability.
Tried it and it does still give both might and vulnerability.
Can’t be fixed with a simple tooltip change – don’t touch it. That seems to be ANet’s stance these days.
Quickly checked a few to see what they’ve done…
- Swordsman dmg now properly reflects the real coefficients (yay)
- Warden dmg is now only 1.7% off (unless they actually buffed his dmg)
- Duelist tooltip still completely off (sigh)
- Equipping Empowered Illusions still increases duelist tooltip dmg by 325% (I wish)
- Equipping both Empowered Illusions and Phantasmal Strength still doesn’t change tooltip as needed (broken same as the cd reduction traits)
(edited by frifox.5283)
The only way to avoid the spiky rocks apart from the obvious exploits such as dodging, evading, or ranging is to take advantage of surrounding terrain/geometry to bug the attack. That one I wouldn’t call legit even by my standards so even if I do it I won’t be proving anything XD
Just wondering, but roughly how many stacks of bloodlust are needed to make it equivalent to force (based on one of those metabuilds)?
Running 6/4/0/0/4 with full might/fury/vuln and both banners, about 10 bloodlust stacks. The Feedback dmg will still suffer a 5% loss.
With certain party comps I trait for restorative mantras for the Entities in Arah p1. Keeps the whole party alive up to 20 debuff stacks.
Subject Alpha from p2. Self imposed restrictions:
- no dodging
- no healing
- full glass cannon
- melee weapons (no fgs)
- asura chars only
Let’s say your build counts on phantasms for damage… is it possible that Sigil of Accuracy (+7% critical chance) is better than Sigil of Force?
- I’m assuming that because the +7% critical chance affects your basic stats, they pass through to your clones as well.. while:
- the +5% damage from Force doesn’t affect your basic stats and so doesn’t pass to your clones.
To be honest, I’m not sure either #1 or #2 are true.. .anyone know for sure?
Critical Chance is not a core stat, Precision is, so it does not affect phantasms. (haven’t checked post apr 15 patch)
Force will give you 2.2% more personal DPS than Accuracy sigil (and no virtually no change in reflect dmg) and if you have a few phantasms out that will then be only 1% more. With full assassins + ranger runes and assuming you have fury and disc banner provided you will be at exactly 100% crit with the Accuracy sigil, so if you get a ranger with Spotter in party that sigil will be going to waste.
Overall I’d say there is no reason to run Accuracy instead of Force.
I know I mentioned that before but haven’t shown proof of it happening. There are times where the circles to the left of F1-F4 are filled showing I have illusions out yet in reality they are not. It has happened many times before but now I finally have it on tape.
At 0:39 a clone gets destroyed – circle still filled.
At 1:56 two phantasms get destroyed – circles still filled again.
It seems random but happens more often at times where phantasms/clones get one-shot to oblivion such as Lupi kicks.
(edited by frifox.5283)
If the only difference was one berserker instead of the swordsman then the difference in dps would be negligible. The only point I was trying to get across was against those who prefer to camp the gs in dungeons, where fights are 99% stack-n-smack style.
I kept alpha in the corner simply so wardens would perma reflect his direcitonal attack without any problems. It is possible to camp range him with gs with wardens keeping him at bay in a similar fashion from the distance too. I’ll try that later on tonight.
I bet it was a lot easier too =P
Yes, VERY easy and got it done on the first try too. But that was actually a bad example though since I had to kite 90% of the time with sword but with gs I could kite and still deal damage.
We need a better comparison, an encounter where I can reliably attack with the sword without kiting. Luckily I had that covered too:
- [1 min 48 sec] Sw + 2 Wardens & 1 Swordsman
- [2 min 32 sec] GS + 2 Wardens & 1 Berserker
GS under same environment was about 30% slower than sword and even that was with ideal conditions. This is why everyone on here hates on the weapon – it’s just too dam slow.
I like using greatsword and I have no trouble killing things but then I don’t care about doing something 5 seconds faster.
I was all here ready to call your bluff and went ahead and solo’d Champing Icebrood Wolf using only the greatsword, just for fun. What do you know, my kill time compared to the sword/sword/focus attempt came out to be… only 3.7 seconds slower.
Guess I’ll let you have your way this time XD
Everything that comes after that is just beating the dead horse.
So, by that logic after having your first intercourse you should… stop? After that it’s just beating a dead horse, right?
ps: no offense here, just making a joke
I was thinking in context of Steal where a single 2 pt trait makes it go from 900 to 1,500 range. For me the trait increasing range by only 300 seemed underwhelming.
I do use gs in dungeons but for mostly for its utility and not dps. There is nothing wrong in doing someone else’s job.
Another bug I just found that probably was there for ages – my clone is missing his weapon!
Nah, [IX]. Fortunately the next path went much better and lupi was a cakewalk. But still…. lmao
3 guildies (incl me) and 2 pugs. We die on lupi, 2 pugs finish him off for us. I think I’ve lost all my dignity today….
(edited by frifox.5283)
I would prefer Blink be 1,200 base and 1,500 traited range. There, mesmer mobility fixed <3
Meh
Only saying you could use a duelist / swordman instead of the 3rd warden for a DPS increase
Did just that in my last video. Subject Alpha solo just for fun, 2 wardens and 1 swordsman. The fight became so trivial I didn’t even have to dodge once.
For some reason I feel is we publicize it enough ANet will want to patch it. That would be quite a blow.
For the reserved post we need to compile videos demonstrating specific examples where mesmers shine. Lupi suicide, portal botting, reflect uptime/dmg, boon strips, and clever timed mob control are a few that come to mind.
My most recent solo, Alphard… while using a quaggan tonic.
(edited by frifox.5283)
I pug a lot more than my guildies do, and I’m telling you now I never use greatsword besides to pull Tazza.
Mantra of Pain + sword/sword/pistol.
Only saying you could use a duelist / swordman instead of the 3rd warden for a DPS increase