Dude, you use one attunement! Don’t be surprised that your damage is small and you got no support options. You’re as well zerker-ele (which is WASTE).
You want options? Well, L2P and find them for your own.
Every weapon set has it’s place, there’s no ultimate magic weapon set being best everywhere.
How is zerker ele a waste? (in pve). Last time I played pve, your objective was simple, to kill enemy.
RtL should be affected by movement conditions but that would mean that it should be affected by swiftness as well, like other movement skills.
Blast finisher inside ice field will give 5 people frozen aura but only the person using that blast finisher will be granted boons if traited.
The majority of fractal bosses allow 100% melee, which translates to an encounter that favors melee. The ideal is that you would have encounters that benefit different setups, but so far the majority of bosses can be melee’d safely when you learn to dodge their attacks.
Just because ranged is easier for inexperienced people does not make it BETTER for range or that the fight is biased in their favor. They might beat the content, but do so inefficiently compared to an experienced group of melee builds. That’s the current trade-off.
Something that allows for melee doesn’t mean it’s favorable for them. You every post seems to indicate you think my opinion is that melee is too hard. That’s wrong, rather I’m expressing my concerns that ranged is too easy, even for inexperienced people. There’s just too much difference in difficulty between those two approaches while the reward (cleaving doesn’t matter against bosses) for taking more difficult one isn’t that much higher.
Oh, and warriors don’t do few times more damage with one ability than other classes. Take into account casting time and other important factors.
End of offtopic and congratulation again!
Nonsense, I’ve always wanted be a part of speed running groups but I lacked some important factor.
Great analogy! Now we understand each others. I’m gonna improve my lack of dodging so I can be a part of speed running.
Thank you for that thorough explanation, though it wasn’t the point. I’ve never said it’s hard for me or for anyone else. I’ve said they have severe anti-melee mechanics. If you range them it’s almost faceroll, if you melee them you have to step up your game. What we need are the bosses with anti-range mechanics.
Also, I want to see how you melee champ grawl shaman without spamming aegis.
They’re looking into elem for different reason than you seem to complain. They won’t balance wvw as much as tpvp because they said wvw is not supposed to be balanced.
Daphoenix guy didn’t make that build, he popularized that through well-documented guide.
You can’t say someone is best shatter mes without some sort of rankings, otherwise it’s just an opinion. EDIT: Okay, i just watched random vid from that mesmer (from march). I don’t see why would you call him “best shatter mes”. Wait, I realised I’d been trolled.
You can’t expect from someone to find a needle in a haystack.
If a small groups dies to a single bunker ele something is seriously wrong and you can’t blame me for saying that average level of wvw-ers is below any imagination. Like said by Arheundel and me before, two players should be able to either kill him or force to retreat.
(edited by haviz.1340)
He probably tells you something about a “necro in blue/green gear with 700 ach points”.
Just LOL!
Right, I remember this. We had two necros actually! LOL!
1. Shaman’s arrow – just press a and d in random order.
2. Captain’s agony – hits twice in melee, 0 times in range.
3. Dredge/elemental boss – can’t melee them without high degree of communication, at least permanently.
Never said perma retal is anti-melee.
You guys don’t even know how hard simin used to be. It basically required five full zerk players with impeccable timing and teamwork. Now it’s a cakewalk, huh? Shame. It devalues the Dungeon Master title enormously.
I seriously hope you’re trolling.
Sorry, but I haven’t met anyone decently skilled in wvw. Maybe you’re more lucky than I am.
WvW can’t be a judge at all with its pve balance – double confusion damage, food that reduces condition duration by 40% (conditions are quite strong in pvp), all consumables, pve version of skills (save yourselves), more stats to get (much more crit damage for instance), some sigils unavailable in pvp. Lets not mention everpresents zergs where balance has nothing to do. In gw1, most pvpers were calling game modes like AB, JQ and FA pve and they had pvp game balance.
What has mobility to do in wvw? You’re not playing to kill someone, you’re playing objectives last time I check. Why in those so called 1vX clips popular on youtube, 10 lads are standing in open field against thief with almost perma stealth? What do they want to achieve? A “proof” that thief stealth is OP?
Why everyone seems to complain about bunker eles in wvw? Do they defend anything? Does it bother you that you can’t get kill them?
Sorry, but wvw was made with those thoughts in mind and you can’t balance classes based on 100 scrubs spamming autoattacks against 99 scrubs using sometimes utility skills and asking for nerfs.
Either go 10/30/0/30/0 for pure of voice or just 20/30/0/20/0. If you’re not going to use 1h weapon drop 5 from radiance for something else like virtues 5 minor.
Does it really matter? You’re going to spend most of the time in zerg anyway.
Those very specific actions might be difficult for pve population, that doesn’t make eles OP, same with a thief. Only problem with eles are cantrips.
Try fighting ranger bm or even trapper and then compare what’s op and what requires facerolling.
Besides, it’s not like zvz was ever intended to be balanced, hint: it uses pve version of balance and allows food and other features.
Toughness is one of the many factor when it comes to calculating aggro, not a sole one. Full zerker guardian in melee might as well generate more aggro than an ele with a staff and a bit of toughness.
dude, you do not understand, let me write again:
i do not want any more nerfs to the pve thiefif you want wvw, please go to the wvw section, thank you.
tell a-net to forbid thieves from entering wvw, and all will be happy
D/P thieves are meta in pvp for a long time. This very fresh build adds shadow arts instead of burst because you shouldn’t spam stealth in pvp.
It will pull you back after using lightning reflexes if you wont get enough distance from him. It’s similiar when using teleportation skill when he’s activating it – if you teleport in his range before necrid trap is being casted it will still entrap you.
But this is a bit offtopic called "I wonder what’s going to solo him next”.
Frenzy nerf obviously!
I don’t really understand how anyone with his unbroken armour can ever die to bunker elementalist. Guess I overestimate general skill level in zvz.
Top tPvP players are complaining about cantrips ele and frankly, they are right. I don’t really see how dual arcane+mist form spec with 0/20/0/20/30 is so OP as people make it.
Dodge churning earth. You can’t dodge while being immobilized.
The difference between bunker guards and bunker eles is that bunker guards have a very visible and very interruptable cast time on their healing. Eles do not. They also have a lot more access to mobility to make that healing count.
Bunker eles uses one of the two healing. One heal is mostly used as passive (uninterruptable) and other is very prone to be interrupted. Bunker guards on the other hands uses shelter which is uninterruptable with most skills.
As a general rule of thumb, even bunker ele can’t survive against two average skilled people. And that’s in pvp where burst is much less threatening (100%+ crit dmg lol).
For GS/sword+x template build would be something like 10/30/0/0/0. Rest 30 points you can put freely but I would seriously consider at least 5 in honour for perma vigor. 10 more in zeal will give you 5% more damage as well as 100 more power (which should be about 5% damage increase as well). Another trait worthy considering is elusive power but with perma vigor it’s rather hard to keep the bonus up unless you dodge very often.
One thing you should remember is that guardian gets most of his dps not from valor but from traits that increases damage by percentage – they stack multiplicatively.
You don’t need to figure out how to deal with necrid trap, just stay in one spot and don’t move (which is basically what Zogyark did). He only had elite with 180s recharge and a wurm. Rangers have similiar elite plus evade with lightning reflexes which timed correctly will make you evade that skill. Let your pets die in phase 1 (kick or two from lupi should kill them). Problem starts when you start moving and he uses necrid trap 3-4 times in a succession. Not every proffesion is able to survive that kind of offense.
Yes, bosses with perma retaliation and heavy anti-melee skillsets are great examples of multifaceted bosses.
Only when i can steal your lightning hammers.
You should definitely reroll to a thief.
With 0/30/0/20/20 (only vital striking) solo damage achieved was like this. That’s without ember rage, ember might and piercing shards which combined increase damage by 32.3%
Nice work! That leaves only ranger and engy.
Do it on proffesion without teleports just with dodging.
Oh the other hand, Daphoenix deserve alot of praise for discovering this build. Making builds is difficult. Copying builds is easy
Discovering, right.
I could say you’re being tedious.
Can I have what you’re smoking?
Solo him if he’s easier.
LoL has colourblind mode, no reason gw2 can’t have.
Food could have helped when you were using fast attacking skills (sword for guardian for instance), especially if you weren’t using certain “trick” to recover all health during phase 3.
PS, I never said for what it is :
Strictly PvE …when you’re lvl 80 in lvl 1-17 Map
It is for pve which thread title explains rather well. If you think it’s for lvl 1-17 maps, I’d rather not comment that.
He wants to exchange 60 power for 126 precision.
Need some tokens so I’d like to join, hope you guys can carry me!
There’s signet passive plus HtL removes one condition.
If you can exchange 60 power for 6% crit chance (126 precision) why are you even asking? Power is better but not twice better unless you have very low crit dmg.
Calculating effectiveness of sigil of strength is a bit troublesome, I don’t see you mentioning what kind of weapon do you use. But let’s assume GS. With +90% might duration while autoattacking just one target you should achieve ~2.3 stacks of might on average. With 38% crit chance its ~2.7 stacks of might. Assuming your current power as 1800 the conclusion is that sigil of force will give you effectively 2.57 stacks of might but that’s under the assumption that you will have no stacks of migth ever (sigil of force effectiveness increases with adding more stacks of might). Effectiveness of sigil of strength will increase with fast attacking skills like Whirling Wrath (because you have low crit chance).
It depends on your additional boon duration and how many mobs/players are you attacking at the same time. But honestly, if you just want to use sigil of strength, sigil of force is often much better.
With such low crit chance it’s often better to equip different sigil.
if you have 2k power you need 100 more to increase dps with 5%
If you have 55% crit damage you need 99 precision to increase damage with 5%
If you have 80% crit damage you need 80 precision to increase damage with 5%
So precision can be better when:
1. You have high crit damage.
2. You have lots of power.
3. When you combine high power and crit damage.Or have i missed out on something?
You have. Your calculations are 100% correctly under assumption that you’re current crit chance is 0% (which is impossible).
Basically, what you seek is Jacobian which will point directions of increases. Magnitude of those directions are rates of increases. Partial derivatives with respects to power and precison could be simplified to:
∂f/∂Pwr = 1 + (Prec-828)/2100*CritDmg
∂f/∂Prec= Pwr/2100*CritDmg
As you can see, gradient of power is always equals or greater than 1, unlike gradient of precision.
Sadly…
/15chars
Ex: If you have 3k attack then 60 power corresponds to 2%. An increase of 5% crit chance will be better if you have 0% crit damage or higher. The more crit damage you have the better crits become as a dps increaser. In wvw I run with 3k attack, 95% crit damage, and 50% crit chance. At those levels a 1% increase in crit chance corresponds to almost 1,3% increase in dps. So for me 6% crit chance corresponds to about 240 power, so its 240 power versus 126 precision. If i done the math correct, drinking beer and watching ice hockey.
With 3k attack, 95% crit damage and 50% crit chance, 6% more critical chance (126 precision) equals to ~101 power, not 240. No idea how you ended up with that number.
6% crit chance equals to 126 precision. Why are you comparing 126 precision to 60 power?
About the red circles in his scatter AoE, it seems like they’re placed fine, but the attack seems to be a projectile. So that it hits you if you’re very close to a circle along the interior of his mass attack. Basically, the projectiles seem to have a slanting trajectory that your character can intercept if it stands too close.
I hope that makes sense.
That noob Wethospu showed its not the case.