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Topics - Adotiln Urthadar

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1
Triple Trouble Wurm / Condi roles, post-patch.
« on: February 06, 2016, 02:46:15 PM »
Much like Adam Jensen, you didn’t ask for this, but here it is anyway - an updated analysis of condi roles as-of the latest patch. I finally managed to get together condi builds for every class, and the new calculations have been made using sinister stats, to give an idea of the raw dps output of classes alongside their pure condi damage.
Here are the classes roughly ranked according to their condi dps and total dps:

Reaper ~ 5000 (5500)
Berserker ~ 4700 (5100)
Elementalist ~ 4200 (5800)
Mesmer ~ 4100 (5700)
Ranger ~ 4000 (5800)
Engineer ~ 3700 (5100)
Guardian ~ 3000 (4600)
Daredevil ~ 2700 (4000)
Herald ~ 2600 (3800)

Class notes:

Reaper - some minor changes to the cooldown on some chill activations were all that happened to the Reaper. The reaper boasts very high condi damage, though has very weak direct damage. If there are exploitable targets to trigger minion creation, the damaged can be pushed ridiculously high. Lacking a fire field, the reaper would also benefit from an ally providing one to combo with.
Berserker - outside the nerf to Scorched Earth, it seems the change to King of Fires has led to a drop in single target condi damage. Combined with very low direct damage, berserker finds itself sitting behind the Reaper.
Tempest - overload is overpowered. Able to stack a ridiculous amount of might mid-fight, and with the second simplest rotation of any condi class the Tempest offers great amounts of both direct and condi damage.
Mesmer - a real surprise here, the mesmer was almost able to match the elementalist for damage, and in reality could probably reach a bit higher. This is thanks to the autoattack change on scepter allowing for decent stacking of torment (making it worth noting that a moving target would take much more damage). With buffs to Duelist’s Discipline and Malicious Sorcery, the mesmer’s best move now is to summon 3 pistol phantasms and autoattack with the scepter forever. This allows the mesmer to maintain around 30 stacks of bleed all by themself. Unfortunately I suspect that mesmers will struggle to maintain all 3 phantasms outside of golem tests, and without Chronomancy it takes a long time to set all 3 up. They also require 2 of their utility slots to be condition damage/duration signets, meaning they bring the least party utility.
Ranger  - with improvements to Expertise Training, Honed Axes and Hidden Barbs, rangers have found themselves with a lot more bleeds, and as a consequence they are one of the highest damage condi classes, though a lot of the damage is direct.
Engineer - a real surprise to me. While most other classes except the Berserker have had some buffs, the Engineer barely changed, and now sits in a middling position. While I believe more can be squeezed out of the engineer with skilled rotations, it is easily the most difficult class to play, and in the heat of battle is more susceptible to big drops in dps coming from mistakes.
Guardian - poor Guardian. While bringing a handful of small party utilities, most of a guardian’s skill bar needs to be taken up with selfish damage skills. It sits long way below the rest of the pack and simply can’t justify itself taking a condi role.
Daredevil - while the daredevil’s numbers are low, it is worth remembering that a Daredevil’s real power comes from its venom share. I haven’t been able to test how good this is, but Brazil seemed enthusiastic.
Herald - pretty much DoA, Herald condi has never worked, and the need to spam skills to maintain its awful dps means that the uptime of its facets is very low too. I’m sorry to anyone who tried to play a condi Herald.

As a general note, the numbers do not take into account self-buffing. This means that two classes in particular (Reaper and Tempest) have numbers slightly inflated due to their ability to stack might. Where possible I tried to minimise this (avoiding traits that stack might, and standing away from fire fields), but it’s worth bearing in mind.
My personal feeling is that currently 7 classes are able to justify their inclusion in condi roles for raids.

2
General Chat / Condi roles
« on: November 26, 2015, 07:32:38 PM »
There's been a bit of discussion recently regarding the viability of certain classes' condi damage. I thought it would be useful to have a look at a few of the more optimal builds and compare them.

Methodology
These tests were performed in the Heart of the Mists against an invincible golem. All classes were geared with a Rabid amulet in order to minimise power damage while still providing the  crit chance that many condis rely on. The builds are taken from metabattle, Death and Taxes' site or occasionally a video build guide. A DPS meter was used, and the standard rotation  performed for ~90s or 5 'kills' of the golem, whichever was longer. This is long enough for the average dps to level out. The numbers obtained are therefore 'real' and were double checked  against the time to kill a golem 5 times to ensure accuracy. Several variants of each build were run, and I chose the highest result for each class.
Only "useless" sigils have been used, as many builds use sigils that are not available in PvP.

DPS results
Reaper ~5000
Engineer ~4800
Ranger ~4400
Berserker ~3800
Guardian ~3200

Aside from the Engineer, the reaper was easily the highest DPS class, largely thanks to its ability to quickly combo a field 12 times. I believe the engineer will beat the reaper if they are playing perfectly, but unfortunately I am not good enough to manage this myself. I relied on a simplified rotation by Nike that provides a good way to use the best skills off cooldown, which is still very good. Of note is that during the test my ping jumped a bit and resulted in the dps dropping to around 4400 due to delay in proper kit switching. This lends some credence to my belief that between individual skill and the more chaotic nature of raids only very good engineers will be able to out-damage an average-skill reaper
(up for debate, of course).
Guardians seem particularly poor here. Their condi relies almost entirely upon whirling wrath, and they are poorly equipped - to get the most out of their burns, they have to use every utility slot for damage, they have a number of traits where two good options compete, and a lot of their damage relies on symbols, which could provide unwanted light fields at the target (though they can time their whirls around this). They also lack cc on condi weapons, and their best option (binding blades) is prone to latching on to seekers.

Combo fields merit a bit of discussion here. Fire is pretty much the best field to have, allowing you to blast it for might and whirl in it for burning. This actually means if another player can provide a field, the Reaper's DPS will be even higher than here, as they lack their own fire field. A single ranger or berserker is able to provide near-constant fire field uptime if set up appropriately.
The reaper's own combo field does high enough damage on its own to merit it being dropped into a fire field, even if it means losing the burning bolts.
The best fields to whirl in or fire through are: Fire > Ethereal > Poison

Flaws
The stats provided by a PvP amulet are obviously lower than will be obtained through ascended gear, food, etc. so these numbers will all be on the low end. Viper's gear is also not
available in PvP, but this deficiency should effect most of the classes in a similar way. This is supposed to provide a rough idea of how classes sit in comparison to each other, the numbers themselves shouldn't matter.
As each class has been taken on its own, this doesn't look at the abilities of other classes to boost one another. For example by stacking might or providing auras. There are so many different ways these could manifest I thought it better for my sanity to just leave it be.

The point of this is not to definitively say which the best condi class to use is, but rather that I believe any class has something to offer in the condition damage role.

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