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Messages - Adotiln Urthadar

Pages: [1] 2
1
Events / Re: PSDH Happy Holiday Bonanza Icicle Edition
« on: December 22, 2016, 06:12:59 pm »
Big fan of the Gold Lotto, quiz was really well done.
The princesses were incredibly hard to hit and seemed to be regenerating health faster than people could take it off them once there were only 4 of us left. Awesome little arena though and a good idea that could maybe work with different tonics.
I didn't win anything in the Belcher's Bluff competition, so clearly it was rubbish. Ardi is a hustler.
Gift finding was very fun too, though it's a shame there doesn't seem to be a good way to get around map selection or people seeing everyone else on the world map.
All in all, felt very well paced - nothing dragged on and excited for whatever the next thing is!

2
Events / Re: Secret Santa 2016 ~ Sign up here!
« on: December 18, 2016, 01:34:44 pm »
Me too!

Adotiln Urthadar.1823, I could really use Christmas drinks, more Christmas drinks, all the Christmas drinks, really just so many Christmas drinks.

Failing that (my secret santa might need christmas drinks themselves!) perhaps one of the following for the treasure hunter achievement:
Pendant of Arah, Ulgoth's Tail, Symbol of the Inquest, Rotbeard's Treasure, Sam, All Seeing, Commisar's Manifesto or Rhendak's Signet.

Andy

3
Events / Re: [POLL] Guild Event Night
« on: April 01, 2016, 05:50:03 am »
Would there be any interest in adding Verdant Brink to the voted events? I know it can't exactly fail, but it would be nice to get it to a high tier with guildies  :)

4
Events / Re: Upcoming Events - Hide & Seek plus Lottery!
« on: March 02, 2016, 03:06:15 am »
Linseed gambled and hideyness volunteered!

5
Triple Trouble Wurm / Re: Condi roles, post-patch.
« on: February 25, 2016, 01:44:24 am »
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.

25/02 update: small nerfs to necro and ranger are focused on PvP. Ranger remains unchanged and Necro has suffered a tiny DPS loss. In addition, I failed to realise how good Decimate Defences is - switching to this actually led to a DPS increase overall.

6
Triple Trouble Wurm / Re: Condi roles, post-patch.
« on: February 16, 2016, 04:46:33 am »
Adding a little more Triple Trouble-specific detail as this is now in that subforum.

General notes:
  • Husks can't be properly controlled any more, which makes it a lot harder to force them to aggro on you. Having high toughness and getting immediately
    into melee range seems to help a bit with this, but it's generally best to cc them until they break and try to burn them down quickly before they can aggro on the stack
  • Breaking the husk seems to reset its aggro, so be ready to grab it again as soon as it recovers
  • By and large traits which add x% damage under certain conditions don't apply to condition damage, so avoid them
  • If you're going to be in melee range, bring stability as the husks have an annoying stomp-punch combo that will send you flying
  • Husks spawn roughly every 90s, so it's best if your elite has a recharge of 90s or less

Below are some class notes. They're deliberately loose but I've highlighted important weapons, trait lines and skills.

Reaper
Trait lines: Reaper, Curses.
Weapons: Scepter/Dagger.
Elite Skill: "Chilled to the Bone!" or possibly Plague. "Chilled..." recharges quickly enough to open with it every time a husk spawns and removes a third of the break
bar. Plague gives you an emergency skill which can keep you alive if you're in danger of going down while ticking a little bit of damage and cc every second. If you're
human then Reaper of Grenth is an option.
Key rotations: You can stack around 25 poison in 3 seconds if you use Soul Spiral in a poison field on the husk. Good sources of this are Corrosive Poison Cloud or Chilblains (staff 3).

Berserker
Trait lines: Berserker, Arms.
Weapons: Longbow, Sword/Torch.
Elite Skill: Signet of Rage, Head Butt, or Battle Standard. Signet of Rage will give you the most direct damage, but Head Butt offers a great cc if you need it. You may also need to bring Battle Standard if the stack is low on warriors.
Key rotations: Whenever berserk is available use it, switch to longbow and spam Scorched Earth, Pin Down and Fan of Fire for the duration, switching back to Sword/Torch afterwards.

Tempest
Trait lines: Fire, Arcane, Tempest.
Weapons: Scepter. All other offhands are decent.
Elite Skill: Glyph of Elementals. Save it for the second phase.
Key rotations: As long as you have Persisting Flames (fire grandmaster trait) the fire fields provided by your offhand weapon should last long enough to drop two Dragon's Tooths in. Stay close to keep blasting might on yourself and otherwise camp fire and pretty much use every skill off cooldown.

Mesmer
Trait lines: Duelling, Illusions.
Weapons: Scepter/Pistol.
Elite Skill: Time Warp or Gravity Well. Use gravity well to cc the abomination and use Time Warp on burn phases.
Key rotations: Use Signet of the Ether to create three pistol phantasms and try to maintain them. Use skills 3 and 5 off cooldown and autoattack the rest of the time. Do not use Shatters unless you're a Chronomancer with Chronophantasma (chronomancer grandmaster trait).

Ranger
Trait lines: Skirmishing, Wilderness Survival, Beastmastery.
Weapons: Axe/Torch.
Elite Skill: Entangle or Strength of the Pack.
Key rotations: Using Splitblades inside a fire field could in theory combo 5 times. If you have Quick Draw (skirmishing grandmaster trait) make sure your first skill after weapon swap is your best.

Engineer
Trait lines: Firearms.
Weapons: Pistol/Pistol, duh.
Elite Skill: Mortar Kit.
Key rotations: Standard condi damage kits are flamethrower, grenade and bomb. Making sure you use your best skills off cooldown is essential. These are: Napalm (flamethrower 4), Blowtorch (pistol 4), Fire Bomb (bomb kit 2) and Shrapnel grenade (grenade kit 2). Maintaining a perfect rotation is incredibly difficult, but the best tip is that all these cooldowns are a multiple of 5s, and Shrapnel grenade is on a 5s cooldown. So every 2 Shrapnel Grenades you can use a Fire Bomb, every 3 you can use Blowtorch, and every 6 you can use Napalm.

Thief
Trait lines: Shadow Arts.
Weapons: Dagger/Dagger.
Elite Skill: Basilisk Venom. Impact Strike could work for the cc if you're solo, and Dagger Storm is an option if another condi is providing a good combo field (ideally fire, but ethereal and poison are good too).
Key rotations: Make sure you're near other members of the condi team when you activate your venoms. Use Death Blossom as much as possible. If you have Lotus Training (daredevil grandmaster trait) then be sure to dodge through the husk a lot too. Otherwise just autoattack with your dagger.

7
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.

8
General Chat / Re: Secret Santa Sign Ups :)
« on: December 24, 2015, 10:30:07 pm »
Yayy!

9
General Chat / Re: Secret Santa Sign Ups :)
« on: December 20, 2015, 05:01:06 pm »
Pff, you don't know where my family live.

10
General Chat / Re: Secret Santa Sign Ups :)
« on: December 19, 2015, 03:25:35 am »
Character Name: Adotiln Urthadar

Desired Gift: Shal and Red to admit their love for each other. Should they remain in denial, some Vicious Fangs are always appreciated, though so are surprises!

11
General Chat / Re: Condi roles
« on: December 02, 2015, 04:27:48 pm »
Ah yes, well shambling horrors are unique because they were being abused so a timer was added. They still trigger death nova though!

The main issue is that higher dps on a condition is not the most important thing, as duration needs to be considered as well. This is where burning really falls down in necro builds - being only a 3 second application. This is also why you don't trait fear to do damage because you just don't have enough fear to make it worth taking over the amazing Master of Corruption.

12
General Chat / Re: Condi roles
« on: December 02, 2015, 01:07:15 am »
You don't WANT to stay in shroud for very long because almost all of your high-damage skills exist outside of it. Between this and the cooldown, taking the entire Soul Reaping line just for Dhuumfire would make it my least favourite option. It could be ok for hybrid builds, though?

P.s. Your minions dying of natural causes does indeed trigger Death Nova. Minions don't have a "duration" they just constantly lose health until they die. So if you can keep them alive, they last forever!

13
General Chat / Re: Condi roles
« on: December 01, 2015, 04:23:45 pm »
The Jagged horror build managed to get up to ~6100 dps under the same conditions as before. Of note is the fact that this build spends long periods without any might, and the high dps is dependent on the jagged horrors. With more allies around that could help keep them alive the damage would be obscene.

14
General Chat / Re: 'Tis the time for festivities (SOON™)
« on: November 30, 2015, 02:02:05 pm »
Hi All,

Anna was going to make a post about this soon, so I'll poke her when I get home so she can explain how it would work!

15
General Chat / Re: Condi roles
« on: November 27, 2015, 02:52:49 am »
Yea, damage against a golem isn't necessarily going to be representative, but I figured it was the most neutral way to compare classes. I actually would have thought the engineer would have it harder - both classes are ranged for the majority of their attacks, and both have a single large attack that requires melee (Soul Spiral and Fire Bomb). The engineer leans so heavily on the efficiency of his kit swaps I would think that time required to dodge/move to green would hurt him more. Additionally Fire Bomb needs to be used more frequently than soul spiral and the Napalm is very susceptible to the boss moving off it. That's just my speculation though, as I haven't tried engineer in raids.
It's important to stress again how ballpark these figures are - which class will do the most damage will vary massively upon situation. I'd consider all of them to be fine in raids (though personally I would keep a guardian as more of a hybrid).

Any class I've left out is due to not being able to find a source for a "standard" optimal condi build for that class and not being comfortable enough with the class to make my own build. I'm happy to test builds people recommend, and I might try making a few builds on those classes but I don't think I'd say what the DPS I achieved was.

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