Showing Posts For yuclement.9273:
Condi S/W might stacking build in exotic sinister gets 19k with full buffs, 9k with no buffs.
For comparison:
Power D/W fresh air in ascended zerker gets 36k with full buffs, 10k with no buffs.
with respect, scepter is still the worst dps weapon compare to dagger or staff, I have tested myself, I have 15k dps with staff, 14k with D/wH, but only 10k dps with S/WH
I tested with exotic celestial gears
(edited by yuclement.9273)
hi all, i just read a post from reddit about the dps test of all classes
https://www.reddit.com/r/Guildwars2/comments/4ft01q/qt_dps_benchmarkstests_for_all_classes/
Thanks to the tester he gave us some reference, however, the tester only tested the Power based dps between staff and D/WH.
If anyone had tested your condition DPS with the raid golem, can you please share your result with us please ?
P.S According to the reddit post, power tempest can reach to about 30k DPS, I hope condition tempest do not fall too behind……
thank you for the opinions guys, after reading you guys opinions, i decided to mix settlers and shaman
Armor: 3 pieces of Settlers and 3 pieces of Shaman
Accessories: Apothecary
Staff: Dire
Rune: Superior Rune of the Undead
With this set up, I can have:
1k Healing power
15k HP
3k Armor
and 1.5k condition dmg from the earth trait Strength of Stone and Undead runes
It looks good to me, this is the link of my build:
http://gw2skills.net/editor/?vFAQFAGWEAM3WbsN3OEE2B3wgAQB4AA-ThRTwASVTxnOgoqWIUJIg9H0o8DA-e
I am specialize in Earth/Fire/Tempest to be more offensive, I can also be defensive by swapping Water to Fire whenever necessary, and I will not be killed easily thanks to my extremely high toughness and healing power, I think this build will suit my play style perfectly.
hi all
i am trying to make a bunker / condition tempest, i searched a lot on the internet to see which stats, toughness or vitality is more important to help you survive in the current meta, but all the posts i found were seriously outdated (most of them were 3 years ago)
I know i will use either shaman or settler armors and apothecary accessory , I just cannot decide which one i should use
Full shaman armor will give me 18k hp
Full settlers armor will give me 3k armor
Either shaman or settler + apothecary accessory will give me 1k healing power
Here is another question, what is the optimal healing power for HoT raid? will 1k healing power too much ? because i dont want to overheal
I will be grateful if anyone can give me some opinion, thanks
Hi all,
I am a returned player after a year of leaving this game. I am a dedicated staff user and I like using conditions (mainly bleeding from eruption+glyph of storm – Earth + Ice bow skill 4) as my main aoe dps.
Recently I have a thought about changing my whole gears to celestial, but I cant decide if I should really go for it because celestial gears are expensive to make, so I want some opinions before i make the decision.
My traits are 0/0/6/6/2. Yes, I like my bunker support build a lot, and my current gears are apothecary (+healing/toughness/condition damage).
The reason why I want to change my gears because I think I can have better dps when I attune to fire, air or water, I may lose some healing power and toughness, but i also have more power, precision and vitality to offset the loss of condition damage……….but I am not sure if those gains are worth it.
P.S I like pve more than pvp
I am just curious if there are any successful mesmer builds that work without putting any trait points in Dueling.
So far I have seen many builds, mostly Shatter build, Condition build, Phantasmal build, etc, all of these builds rely heavily on Dueling traits, especially DE, of course……
If a class do not function effectively without one specific trait, then I would say the class design is flawed…..
I have a new guardian recently and like the 2-handed hammer a lot, but I always have a weird feeling when I see my sheathed hammer on my back.
Shouldn’t the heavier part, which the head of hammer pointing downward to the ground instead of pointing upward ?
I know it is just a minor thing, but I can’t ‘Shake it off’ this weird feeling.
I am a lvl 80 staff elementalist since I got my first staff at very low lvl, and trust me, you can begin to do some AOE farming if you have glyph of storm.
With my lvl 80 gears, I can kill at least 6-7 mobs at the same time without a sweat, but when I was low lvl like around 20, I could also kill at least 3 mobs at the same time without any problem.
Glyph of storm (In Earth) and Frozen ground is your key to survive, using this 2 skills should give you enough time to AOE the mobs to death.
If you like AOE damage, then I would suggest elementalist. I can handle a group of mobs safely and easily using all the AOE spells.
Glyph of storm in earth attunment will be your friend when farming with AOE, its blindness effect is your key for survival.
My best AOE combos when against at least 6-7 mobs at the same time:
Glyph of storm (Earth) > Eruption > Frost bow Ice Storm > Eruption again > Meteor Shower > Lava Font > Frozen Ground to slow mobs attack > Ice Strike > Second Frost bow Ice Storm again and repeat the cycle…..if mobs are still alive, but it is quite unlikely.
I am 30 earth/ 20 water/20 arcane, so I am quite tanky
(edited by yuclement.9273)
In fact, I think this problem can be solved if they fix the trait “Deployable Turrets”, so I don’t have to cluster all my turrets in a small area and safely drop them in strategic positions.
And I suggest adding another 20% CD reduction into this trait, which triggers only when we “Pick up” or “Detonate” the turret. I know we already have 20% CD reduction when we “Pick Up” the turret, but we all know that is not enough when doing events like escort which requires us to move constantly.
Imagine a scenario:
A room full of mobs and I safely drop my thumper turret in the middle of them, while I drop a fragile rocket turret behind me and drop another healing turret on the other side of the room to heal my allies.
When the combat ends:
My thumper turret is destroyed by mobs, so it does not benefit from the CD reduction in the trait.
The healing turret is at the other side of the room, since it is too far away to pick up, so I simply detonate it and its CD is 20% reduced thanks to the trait.
And the rocket turret is just behind me, so I “Pick up” the turret and its CD is 40% reduced because of 20% bonus from the trait and another 20% innate bonus when using the “Pick up” interaction.