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OChunx

Member Since 27 Aug 2010
Offline Last Active Mar 04 2015 02:15 AM

Posts I've Made

In Topic: "Ultra Guardian" Support Guide - PvE & WvWvW

03 March 2015 - 10:11 PM

View PostAge, on 03 March 2015 - 09:45 PM, said:

What is wrong with them tho. and already got fiery wrath in first slot?

Revenge of the Fallen creates a moral hazard problem. You never want to be downed, so why make it better for you to be downed and create that mindset that it's less bad? In essence, it's a wasted trait that isn't utilized most of the time for skilled players that don't get downed, creates bad incentives to be downed, and has a negligible effect even when you are downed.  

As for Radiant Retaliation, retaliation does very little damage overall and given the sources of damage for guardians, you would presumably have very little condition damage as well. I'm assuming the entire point of you taking this trait is to increase your damage, but let the math stand that Right Hand Strength provides magnitudes more damage than the poor scaling of retaliation's already poor base damage.

Finally, it should be stated that condition damage simply doesn't scale well on guardian because guardian has very little outlets to apply condition damage (no bleeds, no poison, no torment, no confusion). Because burning doesn't stack in intensity, the damage that burning can apply is extremely limited. Trading off going power for condition damage has no upsides because you aren't any safer either, you simply do less damage. So I would recommend changing both traits in the Virtues line as well.

In Topic: Chunx's Minion Mastery Guide

03 March 2015 - 08:17 PM

Just wanna say for those of you who have followed my thread, it's been a good several years playing with necros and their minions. Unfortunately, it just seems that the entire concept of defensive stats in PvE has been outdated for a while. As such, I wouldn't really advocate this build or any minion build for that matter as a build as any kind of optimal setup, but only optimal if your sole goal is to run a minion build for the sake of maintaining minions. Anyway, I've sort of updated this thought process in the philosophy section to reflect my current thoughts.

OChunx said:

Guild Wars 2 has changed a lot, or at least the theory behind everything has. No matter what profession you run or what weapon you use, the common story is that berserker gear with max DPS traits is the best thing to use in PvE. As such, I feel as if my iteration of the build has sort of been eclipsed in practical usage, not just because it is defensive, but because minions in general are largely eclipsed and inadequate in PvE.

That being said, I still stand by what I said before: play to the strengths of the build. If you're running 6/6/0/0/2, slapping in minions on all your utilities will simply make you a less effective version of the same build. To run minions, it has to be a dedicated build for more or less fun purposes, and in that way I would still advocate running healing to keeping your minions up. Is that the most effective way to run minions? Perhaps not, perhaps it is just to run a zerker 6/6/0/0/2 or 6/2/0/0/6 build and put minions on bar, but although they might be better builds that use minions, they are just worse versions of the build they are originally derived from.

So in a way, this build is guided more by ideas and novelty than effectiveness now, but if you still want to feel like a mobile and tanky army, you might yet still find some usefulness here.

It's been a hard two and a half years for necromancers, but hopefully there are still those who enjoy them.

In Topic: [Build][Guide] Vampiric Well-Bomber

05 December 2014 - 05:29 AM

View PostRexus Bloodfiend, on 27 November 2014 - 04:55 AM, said:

So I had a question; if I wanted to add a bit more tankiness to this build, without losing much dps, what would be the best way to do so? Throw in a few pieces of Knight gear? If so, which pieces are the best to swap out?

Yea, knights would be the next best choice for trading offensive stats for defensive. Which piece depends entirely on your preference for how much extra defense you want. If you want just a little bit more toughness, then you swap for the pieces that have lower stats (eg. boots or gloves). If you want more toughness, then swap for the higher stat pieces (eg. chest). Most people I've seen seem to swap their head, chest, and legs when they attempt to mix offensive and defensive stats, but that choice is pretty much arbitrarily based rather than on any math or anything. "Berserker armor with Knight's jewelry" also seems to be a popular (albeit arbitrary) choice.

However, I would highly reconsider even wanting more "tankiness." As it is, this build and its traits are already on the tanky side and the end result is almost inevitably longer kill times with no difference in times downed, which is probably 1 or close to 0 already. Is there any specific reason why you want more tankiness? If it's because you just want to "feel" more tanky or get downed less, you probably won't notice much difference throwing in a few pieces of gear, and like I said there may not be any quantitative improvements in survivability either. Mathematically though, you will be quantitatively doing less damage.

In Topic: Chunx's Minion Mastery Guide

27 April 2014 - 09:51 PM

I would maybe even recommend rune of the flock. I'm not sure how much damage the birdstrike does though, but it's just that your regen duration is long enough for you to maintain it even without any rune duration increases.

In Topic: Chunx's Minion Mastery Guide

25 April 2014 - 04:25 AM

Hey all, so this is what I've been testing recently: http://gw2skills.net...CPAgAOCAyoDAA-e

You'll notice that major changes include dropping Deathly Invigoration for Death Nova and using a full set of Runes of the Monk.

The Jagged Horrors were just too essential of a trait to lose out on, as they were just too important for their added toughness, bleeds, and most of all use as a disposable meat shield. Their damage also scales very well with Vampiric Master, as the flat fixed boost affects the damage of Jagged Horrors more than any other minion. Death Nova poison explosion was just an added perk.

Mathematically, there's just no way around the fact that minion master damage was nerfed this patch, so there's not much to say on that. Minion AI is still as bad as ever and in the while that I was playing, I felt that it had in fact gotten worse (though there's no substantial evidence other than my own limited anecdotal experience). Healing-wise, it's probably a bit stronger now although a little harder to take advantage of. Having to go into the Death Magic line and losing a reliable 1000+ AoE heal (that also worked out of combat) every 10 seconds was pretty bad, but the second sigil on the staff with the Superior Sigil of Water partially makes up for that. The big changer is the 6 set bonus for monk runes, which increases all healing (including regen) by 10%.

Because minion damage was nerfed so heavily, I feel like Bloodthirst is now a more viable alternative over Transfusion than ever. It boosts the added damage of Vampiric Master from about 76 to 91 at the expense of the survivability of the Jagged Horrors and bone minions. The rest of the minions survived just fine for the most part without Transfusion. So that's a point of debate anyway. Note also that Bloodthirst synergizes with Vampiric, though Vampiric is pretty much just a sad, useless trait. Still, Transfusion's pretty amazing so still main build for now.

Any thoughts about using zealot's gear? Full clerics has 12% more healing power, but zealots does 28% more damage NOT counting minions and NOT counting conditions (both of which lower the overall damage increase).

Overall, minions seem like they would be sick in PvP and to a lesser extent, WvW. In PvE though, zerker builds are just so much faster in open world roaming and definitely the no-brainer go-to build for skilled party dungeon clears. For the lower-skilled party, I could actually see this build being pretty useful and good at keeping people alive in say TA, the Spider Queen in AC, or the first boss in HotW P1 to name a few. Leveling-wise, minions still seem good though; strong and safe. The patch just made the build less offensive and more defensive, which is basically the exact opposite of what was needed. At least I feel it's still pretty fun and unique, so it's got that going for it.

Always cool to have 13 minions following you. That 387 is one tick of regeneration.
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EDIT: meant to say cleric's heals for 12.6% more with regen, not just that it's healing power is 12% more.