mikeotwell, on 23 November 2012 - 08:24 PM, said:
Would this do well in the Arah dungeon? I've been dying to grind for the heavy set, but I'm discouraged because everyone has been telling me to run a Guardian. I've already done so much on my warrior I really don't feel like making an alt. 100% world completion, T3 Cultural armor, etc.
But on that note, if someone could point out a build that would get the job done, that would be greatly appreciated. I'm a huge fan of the GS. Thanks.
In my experience, i find it's the people who do not really understand the capabilities of a Warrior fully that merely suggest Guardian. Warriors have much
stronger Healing capabilities than Guardians do, this is fact, and the numbers back it up too. Guardians tend to provide their support from Boons among the party. In other words, these are two methods of team support that you cannot quantitatively compare. By all means stick with your Warrior, between Sonic Boon and some other support builds, you can do a lot of pretty amazing things as a Warrior.
As per Arah, you'll manage there just fine, as long as you follow the usual dungeon rules in that place (dodge more, etc etc).
Brand, on 24 November 2012 - 06:47 AM, said:
The difference here is pretty close. When you factor in longer bleeds, slightly higher bleed damage, and might proc chance it's in Arms favor, especially since the 10% dmg applies to all weapons and not just greatsword.
Edited for clarity. Hope this helps you!
(Also you should be using a totally different build with an Axe, as the X trait in arms becomes useless)
I have a habit of sometimes thinking too
mathematically in some areas, for example it is easy to see the numbers and treat them as absolute. However, while it can be assumed an enemy target is always bleeding, is that really true? There are plenty of bosses to whom you apply bleed, and within, quite literally a fraction of a second it has already disappeared. As such, I don't think this is necessarily an accurate assumption to make. Given you have a 33% chance to apply bleeds, and then what, a 60% crit chance? The laws of probability tell us that:
Probability of Bleed = 0.33 (Precise Strikes) * 0.8 (crit chance + fury) = 0.264, aka 26.4% to apply a bleed.
If you add a Sup Sigil of Earth, it's own probability to apply bleed = 0.6*0.8 = 0.48
So if you have Precise Strikes AND an Earth Sigil your probability to apply a bleed, P(bleed) = P(Precise Strikes) + P(Sigil) - P(Sigil AND Precise Strikes) = 0.264 + 0.48 - (0.264*0.48) = 0.61728 = ~62% to apply a bleed to an enemy on each strike.
Given that last I checked for this build, the recommended Sigil was Frailty, I can assume the chance to apply a bleed to your enemy is 26.4%, which is far from overwhelming in a solo effort.
This shows that as a solo effort, 26.4% is fairly underwhelming, but nevertheless in a solo effort you will probably keep a non-boss enemy bleeding, as such receiving your 10% bonus damage. However as I mentioned, some bosses shake off conditions very quickly, which means that you can all but say farewell to that bonus 10% damage. Since you cannot hope to consistently bleed a boss mob long enough to maintain that 10% bonus damage, you are hence relying on allies to bleed for you. I regularly play with a Necro and a Ranger, both of which supply heavy bleeds, leaving no room for anyone else to Bleed. As such, your own condition damage is quite negligible
, since your bleeds will not last, and/or your allies are doing all the bleeding.
Nevertheless, reliance on allies who bleed still means you get your 10%
. However, what if you don't have allies who bleed? What i'm trying to point out is that an enemy is not always
bleeding, they are definitely not always bleeding from your own attacks, that's for sure. There are situations where bleeding not be applied consistently, and when this happens, your damage begins to fluctuate.
I think it is necessary to understand that there is an element of Fluctuating Damage if you spec fully into Arms. Fluctuating Might Stacks was the reason I began thinking of this build idea originally, because Boon/Might duration acts as a way to "level out" that fluctuation and move it more from "Rise and Fall" to "mostly Rise", and I think that the Strength trait is another method to "level out" fluctuating damage. It feels as if Grandmaster in Arms is gratuitous at best, since most traits other than Rending Strikes and Forceful Greatsword are fairly underwhelming.
It's definitely worth considering if RecentlyTaken is right taking the Strength trait, plus Spear Damage is nice, especially since there are a few underwater encounters, and there are sure to be more in the future (remember also Underwater skills are different so you cannot rely on your own bleeds to increase damage there). This is one of those situations where we need to start thinking beyond the maths, it's a little too theoretical right now, keep an eye on enemy conditions, see if you notice extended periods without bleeds.
Edited by Sithicus Dias, 24 November 2012 - 11:35 AM.