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oxylus

Member Since 20 Aug 2009
Offline Last Active Apr 29 2014 04:23 AM

#2316604 Why Healing Power Sucks, By WoodenPotato's (also bad mob design)

Posted Miragee on 14 April 2014 - 09:21 PM

I like how you call WvW PvD but in the same breath talk people down who say that it's a joke... But let's adress your points. Let's start with WvW because that's where I personally have the most experience.

1. WvW: You can roughly split it in unorginised and orginised WvW. Unorginised is with a big random zerg. It doesn't matter what a single person will wear because the composition of the other 60 people is completly random. I could jump with Healing Power, Zerker or PVT in a Zerg and you couldn't feel a difference besides that Zerker might be more difficult to survive but shows cooler numbers on your screen. In orginised WvW Healing Power has it's place because it can make some builds a lot more sustainable than just PVT. And there might be 1-3 persons in a group of 20-30 that take more Healing Power to take a more supportive role in the team build (e.g. a Guardian with Mace/Shield/Staff and Healing Tome). But compared to other healing and support abilities in the group, healing power gets greatly outperformed. Water Fields, Cleansing and Protection for example are much much more important to surviving than a guy that takes some healing power. He is just a cherry on the cake. TL;DR: Healing Power has it's place here but it's importance is rather small.

PvP: I have next to no experience here. I played until rank 20 but found it to be complete shit and it was also lacking competition (as in the niveau was incredibly low) so I stopped after that. What I was reading from the forums and saw when I was jumping in from time to time rather suggests that Healing Power is next to non-existent in PvP. It's like WvW in terms of hybrid builds being more effecient often times but nobody seems to integrate healing power. It was more about Conditions and Boons and balancing related Stats (like Condition Dmg/Duration) with Power, Toughness and Vitality. The only thing that comes to my mind is bunker builds. Does it use Healing Power as a major stat on gear? I don't know but even if it does it's just a negative example for Healing Power because bunker builds are really bad and boring for the flow of a PvP mode. TL;DR: I don't know a damn thing.

PvE: Ok, we get the facts here. The most efficient thing to do is Zerker. End of story. I played my Guardian with full Clerics like you with people I knew. I really liked the way of the support build. I played with Heal on Dodge Roll + Sigil of Stamina for example. It was fun because we knew we could roll whatever we wanted and complete a lot of the content no problem, so I played what was most fun and also made it more enjoyable for the others. Especially in the beginning before the Zerkers raised their arms. But that doesn't mean my Healing Power safed a lot of death's. There were a few occasions where I saved someones life but most of the times everyone dodged and healed by himself just fine. I made some areas like Dredge Fractals more enjoyable but it wasn't needed at all and slowed down as well. There also were dungeons that just placed dps races somewhere. Like CoF 1 or Arah 4. And in this cases Healing Power was sooo bad and in case of Arah 4 it made the fight nearly impossible to get done. Even more often Healing Power worked antagonistic in drawing fights out and thus making them more difficult. TL;DR: Healing Power is there just for fun, makes a lot of content harder and reduces the cleaning speed greatly.

The reason why Healing Power sucks are mutiple ones imho. In PvE it's clear. The KI is so damn stupid so you can dodge it all day resulting in no dmg regardless of the static defenses resulting in full dmg builds being the best. But generally there are things that also make it very weak in PvP. First is Dodge Roll making you 100% invulnerable. Second is, as mentioned in the video, each person has it's own powerful healing skill that is really powerful without healing power as well as scaling bad with it. Thirdly, the nice idea of healing in this game was that it is more positional. You shouldn't have to click bars but move in the right position to heal/protect your allies. But in action everyone is just jumping around like ping/pong and you can't aim your healings at all. Fourth is that most Healing Skills don't heal much, are on a long cool down and don't scale well with healing power. You can use them to support in certain areas but Healing Power would be a wasted stat most of the times because you could use them without it nearly as well. Furthermore the use is very situational and you can't keep your party up at all because of low effeciency and long cool downs. There are even more effiecient ways to heal that don't scale with Healing Power like Water Fields mentioned in point 1.

I really love to play supporters in games but in gw2, while there are some cool moments where a support builds feels really good, there is always the bitter thought that you would be a better "supporter" if you would play something else. I very much prefer games with a wide variety of viable and important supporters like gw1. GW2 feels more like Healing Paladin in Diablo 2.

//On a side note: LoL/DotA 2 are not good balanced. It just works because of the way picks/bans work.


#2213938 Axe/Mace DPS Build for Dungeons and Fractals - 04/15/14

Posted Nikephoros on 25 June 2013 - 05:40 PM

Hey all. I’m Nike from [DnT] and this is my guide for the updated warrior build for dungeon speed runs with organized groups.

Video Guide:



Build Calc:

http://gw2skills.net...AgS1fMTJogAGF-e

Spreadsheet:

https://docs.google....dit?usp=sharing


Overview:

The September Feature Patch brought a fairly significant nerf to the warrior in PvE and PvP; however, the role the of the warrior is unchanged and undiminished. In short: Banner of Discipline and Banner of Strength are indispensable buffs for your party and as a result having at least one Warrior in the party will continue to be part of the speed clear meta.

The biggest change for Warrior, ironically, was the nerfing of Fiery Greatsword. Fiery Greatsword made Empower Allies tremendously good. Power is a damage multiplier, and Fiery Greatsword provided damage in enormously large chunks, so when your team plan is to use 4 greatswords at every encounter Empower Allies becomes a gigantic DPS boost. Without FGS Empower Allies becomes marginal. The DPS you sacrifice from the DPS build to gain Empower Allies is generally a wash at best. Therefore, in light of this nerf, I cannot recommend an EA build for speed clear parties.

A minor change is the modification to Arcing Slice. When fighting a target below 50% health, it hits equally hard to a Rush. The advantage is that it doesn't need full adrenaline to output this damage, so it can be spammed on cool-down and will out-DPS Eviscerate if spammed on cool-down. That said, spamming Arcing Slice on cool-down is not necessarily advantageous. Losing Berserker's Power is not a great idea. With a benefit that small and the risk of poor timing of inefficient rotations so high, I can only recommend using Arcing Slice as a finisher as a warrior currently uses Eviscerate.

Speaking of finishers, with the change to adrenaline (being immediately degenerative when outside of combat) you should ALWAYS end every fight with either Arcing Slice or Eviscerate, unless you know for a fact the next fight will occur quickly enough to maintain your adrenaline.

The Main Warrior build is a DPS build focusing on providing maximal personal DPS while also contributing excellent amounts of Vulnerability stacks. This is a versatile build that operates well in organized groups and pugs. The theoretical max DPS is below the Pure Greatsword build, but it provides significantly more Vulnerability so for almost any group it will provide the overall highest team DPS.

Phalanx Strength, is an outlier. It sacrifices significant personal DPS for the ability to stack significant Might for the entire party. Previous iterations of this build use the Pure Greatsword DPS rotation, but the extremely weak Vulnerability stacking resulted in even worse DPS. The only reasonable way to play a non-detrimental PS build is to use Fast Hands with an Axe/Mace swap. This will sacrifice a small amount of Might stacking in order to provide reasonable Vulnerability production. This build is only truly acceptable for pick up groups with little coordination, and within that genre it is only acceptable for team comps that have severe Might deficiencies. Such a team comp would include no Elementalists, no Engineers, no other Warriors. The presence of any other Might generator makes the marginal value of a Phalanx Strength Warrior reduced significantly.

Equipment:

The gear I recommend is Berserker with Scholar runes for group play. Additionally, for many (if not all) builds there is some amount of Assassins gear that results in an absolutely optimal DPS production. However, what is optimal depends on which Food you use and whether or not you have a Ranger in your party. Since it is easier to change Food, and since Rangers are a dying breed (RIP Frost Spirit), I find it best to recommend Helm, Chest and Leggins Assassins and the remainder of your gear to be Berserker. The difference from most optimal Assassins mix to full Berserker is rarely ever greater than 1% and in many cases is less than one one-hundreth of a percent. Therefore do not sweat it if you already have Berserker gear. You can make up the difference with the proper food selection.

As far as Fine Infusions go, in almost every case Precision infusions are superior. However, this can change depending on which food you use and whether or not a Ranger is in your party. My recommendation is to use Precise infusions; however, the difference between Precise and Mighty is relatively small and I would not recommend overwriting any existing Mighty infusions.

At a minimum you will need the following gear to be considered a well-equipped Warrior:

Greatsword with 10% sigil and 5% sigil
Axe with a 10% sigil
Mace with a Sigil of Battle
Sword with a Sigil of Battle
Longbow with a 10% sigil and a 5% sigil
Spear with a 10% sigil and a 5% sigil

True min/maxers may want the following gear as well:

Sword with an Energy sigil
Warhorn with irrelevant sigil, though Energy makes the most sense
Backup Greatsword and Axe with Sigil of Frailty for daytime dungeons where the Night sigil does not function.
Backup Greatsword and Axe with Undead slaying sigil for Arah

Traits:

Main Warrior: 6/5/0/0/3 Greatsword and Axe+Mace

In Strength, we select Dual Wielding, Slashing Power and Berserker's Power.  In Arms we select Rending Strikes and Forceful Greatsword.  In Discipline we take Signet Mastery.  In areas where you prefer Battle Standard, replace Signet Mastery with Warrior's Sprint.

The goal of this build is to maximize personal DPS by utilizing the Greatsword burst skills on cool down, while using Fast Hands to swap to Axe/Mace and gain access to the superior Vulnerability stacking capabilities of that set.  While this build has slightly lower maximum potential than Pure Greatsword and slightly lower Vulnerability stacking abilities to Pure Axe, it is good enough at each to be more optimal in the most situations to make it optimal.

Optimal Food: Curry Butternut Squash Soup.

Phalanx Strength Warrior: 0/5/0/6/3 Greatsword and Axe+Mace

In Arms, we take Rending Strikes and Forceful Greatsword. In Tactics, we select Empowered, Empower Allies, and Phalanx Strength. In Discipline we use Signet Mastery.

This trait selection produces slightly less personal DPS than the 0/6/0/6/2 variation, but it produces approximately 4 additional stacks of Vulnerability which make it the superior build in almost every conceivable context. As a full support build, sacrificing many Vulnerability stacks to slightly buff Might makes less sense than slightly reducing Might to significantly buffing Vulnerability.

When you are the only warrior in the party, I highly recommend using Inspired Banners in lieu of Empowered. Since you will be carrying both DPS banners (and ideally Battle Standard) this trait will be a significant benefit to your party especially in Fractals where some fights can be rather lengthy.


Gear and Consumables:

For casual dungeons or fractals, I still recommend Omnomberry Pies/Ghosts/Candied Dragon Rolls. These are very good against bosses with conditions or Retaliation, and especially when you use Scholar Runes and preserving your hit points is of importance. I also find these very useful in Fractals where the splash damage from trash mobs make taking some damage inevitable and it is highly beneficial to utilize the extra healing.

For times where there is no dungeon potion worth bringing, you can use Skale Venom. Weakness is useful in Fractals for minimizing some of the difficult to avoid damage from the trash mobs in various fractal shards.

As always, have the full compliment of Slayer Potions in order to always have the maximum damage boosts and damage reduction.

Mechanics:  

Please refer to the video for example DPS rotations.

Thanks for reading.


#2215107 Axe/Mace DPS Build for Dungeons and Fractals - 04/15/14

Posted Nikephoros on 28 June 2013 - 05:36 PM

I live streamed, recorded, and published the dps tests and the results were conclusive that the dps was basically equal in long fights or when bosses aren't against the wall.  The math says they are more or less equal and the real world testing backs it up.  I don't see what more I can do prove it than I already have.  What's even more funny is I am currently running GS+axe so we are arguing a pretty weird thing as it seems we agree in practice lol.

Thats said,  I updated the original post to include GS+axe and updated the video and added a build calculator link.  Super serving you guys!


#2129086 Screenshot Your Elementalist

Posted HurricaneMP on 27 December 2012 - 11:25 AM

View PostRickter, on 27 December 2012 - 06:14 AM, said:

what boots are those?
They are Vigil Order boots, available from an npc inside Vigil Keep.


#2200071 What is each classes "Job" in a dungeon?

Posted Strife025 on 08 May 2013 - 10:36 PM

View PostKichwas, on 08 May 2013 - 10:06 PM, said:

The zerker-DPS as the perfect efficient method mantra starts to break down when you look at the larger game.

You will notice these people tend to stick to a very narrow scope of the game: a single path of CoF, and that's about it.
- One dungeon is "broken" in such a way that you can glitch, fly past, or speed skill its content and not have to worry about surviving.

This does not mean that this is the best way to run the game, it means this crowd has found the best way to do one repetative task. Like the person on an assembly line conveyor belt who turns a wrench on a car part 700 times per day exactly 3 cranks clockwise...
- That person cannot reasonably speak for how the whole factory runs.

These streamlined DPS only zerker builds start to break down when out of their comfort zone. Its one thing to have one zerker in a group, but when you get more, it gets pretty painful for the group. And when you get a whole pack of them, that is when you start seeing things like silly forum posts complaining Cursed Shore is too hard or lowbie event veterans and champions are impossible...
- Because these folks fail to realize their one-trick-pony is not ideal when faced with challenging a second trick.

That mantra breaks down if you're a bad player.

Since personally run dungeons/fractals every day in organized groups, and have been since November, with 4/5 and sometimes 5/5 berserker dps specced classes, I can say that everything you said is false.

See I don't throw out baseless assumptions, I prove and educate people on how to do things. Since I have proved and continue to prove/improve on strategies, tactics, and general speed run times I 100% know that you are incorrect.


#1932518 The Endgame Reimagined

Posted TheHanzou on 14 September 2012 - 09:55 PM

Yeah its actually worrying me that they call these dungeon modes, but most importantly the world bosses endgame content for PvE Players.

The dungeons are not really challenging or interesting, bosses are lame, the normal mobs are way harder. The problem is with this 'no trinity' philosophy you gotta wonder what do u do then?

Well as youd expect it comes down to kiting kiting kiting, and DYING a lot. Pair that with the rez mechanic and you got a bad PvE mechanic system right there, making it basically impossible to implement challenging raid or even group content.

Basically, without healer or tank, theres only kiting and running and pressing dodge, and rezzing. It completely removes the teamplay cooperation aspect in that sense, couple that with the non progression rewards and the non existing raid content and no PvE player could play this for more than a week.

In WoW, when u talk about Endgame and you started say Cata, you knew that even at the start there were 3 big Raid Dungeons that all are challenging and will take not days, but Months, to 'finish'. Guild Wars doesnt really have something like that. SWTOR didnt have that either, and guess what, Players left because there was no incencitive to keep playing/paying.

The Dragons and such are even worse, they dont even FACE the group, they are completely scripted events that you can go AFK at most of the time. If you script a Dragon to have 5 Front abilities that are aimed at killing the group why do you not force the group to stay in the front and 'work for their loot'. Not saying that they are hard even if you did expose yourself to actually fighting his abilities, i mean the only mechanic you can construct to kill a raid with this kind of rezzing mechanics is massive AOE damage and overwhelming Adds, nothing else is even possible. And that doesnt make for a lot of challenge. On top of that since you should be able to play with 'any class' according to Anet, they cant even introduce mechanics that require specific abilites, like AoE condition removal etc.

The game is simply not designed for challenging group PvE content in any way shape or form. As such id hope that they really focus on PvP, but with current state even that gets old fast since there is no ELO system, no matchmaking system, and pretty bad balance issues in the classes and maps, and very little varity.

Others have said if this game had a subscription fee it would have lost 90% of subscribers and its simply true. Not that im saying that the game is bad, its not. Its 'ok' for a release state game, just not 'pay monthly' ok, which for most players no game was after the free month of all MMOs in the last couple years (compared to WOW), thats why all these games lose so many subscribers so fast.

And lets be honest the 'dynamic event' system is not new, or special, or even cool. Its just like rift basically and after you have completed 1 or 2 zones you realize its always the same. 3 Stages defend kill small kill big, or escort. The hearth system is also just a quest system nothing more, but in that sense its actually worse than WoW PvE quests since those tell a better story.

Of course it has its good parts as well, like jumping puzzles and vistas etc, its not that bad. Of all the MMOs released in the last couple of years it probably has the best release state. But MMO Players, at least PvE, dont really care about the flashy stuff and when it gets down to the core of PvE most games failed so far, GW2 is no exeption.

PvP on the other hand, even if it gets constantly getting improved, for an MMO i expect lasting consequences, huge feuds, intrigues, basically consistent stuff that has a lasting impact. If i wanted to play 5vs5 in a controlled environment i could just play LoL, Dota, CS or whatever. For me MMOs PVP needs to be different to be interesting, like the WvW, but i would have expected more of an lasting impact of that. Especially with Guild vs Guilds, Guilds Castles and real incencitives for players to emerge into the game world, like EVE Online.


#1895514 What do GW1 players think of GW2?

Posted LIVESTRONGG on 07 September 2012 - 04:12 AM

I have an attachment to GW1 that no game will ever surpass. I really like GW2 though.