Endgame Raw DPS ele
#1
Posted 07 November 2012 - 08:26 AM
Now survival isn’t the issue - I can glass cannon survive quite nicely in PvE. Question I have is raw DPS – what is the ‘best’ way of going about it?
I’m leaning Scepter/Dagger for weapon, unless someone can convince me Scepter/focus is better DPS. Dagger/Dagger seems like a death sentence, and staff is more ‘buffing, healing’ oriented.
So flat gear wise, stack all Power/Precision/Crit boost, or Power/Precision/Condition? Or is it wise to go for X condition, or X crit boost, then gear for the later? Right now my spike dmg is through the roof, but I wander if I’m gimping my self out considering 5 of my main attacks bleed or set on fire.
I'm open to ideas or debates - simply want the best numbers.
#2
Posted 07 November 2012 - 08:50 AM
I dont find really helpful getting a mix because you need a lot of stat stacking to make 'em effective.
I personally prefer to stay direct dmg/crit oriented and i'm equipping full knight armor + berzerk trinkets & weapons (i use D/D or Staff)
Ofc S/D is naturally oriented to condition dmg so it's really up to ur preferred playstyle to choose which stats are better imho
Hope i've helped u out a bit
#3
Posted 07 November 2012 - 09:05 AM
Either is fine, but the larger numbers come from direct damage with power/precision/crit damage, if that is what you are after. I haven't looked into the data with condition damage as much, but I'd assume that it would become less and less valuable with more and more people focusing on it (burn only stacking duration, bleed limited to 25 stacks).
Interestingly enough, I don't see any real reason to go full DPS in the endgame for PvE. This game, from my experience, doesn't seem to be structured in the same way that games in the past have. Each class brings something useful to the group, and those things can not possibly be measured by metrics such as DPS meters, etc.
For instance, I am currently wearing a mix of gear (that's right) and using a staff, switching through attunements as necessary. Am I not leet? Who cares, because the instances seem to be doable regardless, and until they add raids (doubtful), I see no need to min/max. I also seem to do adequate damage while adding to the group's overall survivability.
#4
Posted 07 November 2012 - 11:01 AM
#5
Posted 07 November 2012 - 11:50 AM
unless you go full condition damage, don't bother getting that stat.
and 1 shotted? where would that be? I never get 1 shotted by anything, except in dungeons. but even with a bit of survivability I would still get 1 shotted there (or 90% of my HP taken, which is, quite frankly, the same)
#6
Posted 07 November 2012 - 12:10 PM
#7
Posted 07 November 2012 - 05:55 PM
#8
Posted 07 November 2012 - 06:12 PM
Edited by Featherman, 07 November 2012 - 06:22 PM.
#9
Posted 07 November 2012 - 06:35 PM
Aetou, on 07 November 2012 - 11:01 AM, said:
Aetou,
As a follow up to this, and your previous advice to me -
Regarding S/D, the earth and fire attacks seem to generally be a combination of direct damage with conditional damage (burning or bleeding). How is one supposed to know whether it is best to supplement the direct damage or the condition damage? You have convinced me to choose one or the other. Unfortunately it is not clear to me which is preferable. I am at work so I cannot check now, but AFAIK, outside of dragon's tooth, all of your fire and earth spells will be doing direct and condition damage.
As a very (and not realistic) basic example, lets say you just sit and cast earth #1 over and over. What would make that more powerful, a condition damage or a direct damage build?
Edited by The Great Al, 07 November 2012 - 06:37 PM.
#10
Posted 07 November 2012 - 07:20 PM
either way works and is completely viable, just dont mix them.
#11
Posted 07 November 2012 - 07:22 PM
With Scepter Fire it is more complicated, and also depends on if you are running solo of in a group. The reason for that is how Burning stacks duration, which means that generally in a group you'll probably actually not be adding anything with the Burning element (Guardians with Renewing Justice can pretty much keep Burning up on a target by giving everyone in the group a 5s Burn every time something dies.) In theory it is really a Condition attack, its just Burning doesn't work well in group situations.
All in all, I still consider S/D to be best as a Condition weapon (build might and burning duration in fire, then swap to earth and stack bleeds, with Air and Water primarily useful for Control and Utility.) In contrast, D/D is definitely a Direct Damage setup while Staff can work as either (Direct if focused on damage, Condition if focused on Support/Control/Eruption.) Obviously you can make arguments for using weapons differently, but I think that S/D as Condition, D/D as direct, Staff as either and X/F as fail probably is a good guide for those who don't understand the class inside out yet (at which point you can try breaking all the rules and find what really works for your playstyle.)
#12
Posted 11 November 2012 - 04:12 AM
#13
Posted 22 January 2013 - 10:29 PM
20,30,0,20,0
D/D and its pretty effective if you use the synergy correctly :-)
This is mainly Single Target, has mild AOE capability but opens like this
RTL>SoF>AB>AP>LT>LWx4, the Mob should be dead in most cases, if not then Switch to Fire and Either breath or Claw to finish your target off, then switch back to Air.
rinse and repeat.
Its very effective. I can take down 5-6 Normal Mobs together with this build, or a Vet and 2 Normal Mobs and not have to pop my Elemental. You have Mild AoE with Fire, you have CC with Air(updraft), with the Conditions you can apply(Vulnerability/Burning) you increase your damage by 30% in most cases. Mind you I run low Base Crit, thats why I use Acrane power to give me 5 Free Crit hits which also Apply's Vulrnerability, but all in all this is my current favorite D/D Build ive played with.
#14
Posted 23 January 2013 - 12:10 AM
Thanks.
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