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Member Since 27 Aug 2010
Offline Last Active Dec 05 2014 05:25 AM

Posts I've Made

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.

In Topic: Chunx's Minion Mastery Guide

22 April 2014 - 03:48 AM

View PostThorfinnr, on 21 April 2014 - 03:07 PM, said:

So a place to start...pair Sigil of Water with Sigil of Life on Staff.(this hold true for your MM setup, or just a suggestion for the individual post to which you were replying?)

Death Nova > Greater Marks post update. (I had gone the Death Nova route, but wasn't sure if that was really best choice. It seems to be pretty nasty.)

Looking forward to the update once the skill calcs get updated, to see if I am thinking along the same lines.

In general too. I have exams and stuff the next few days so unfortunately, it probably won't be updated til the end of this week.

In Topic: Chunx's Minion Mastery Guide

21 April 2014 - 02:55 PM

View Postkulikovsky34, on 21 April 2014 - 02:16 AM, said:

I used to run a toughness/vitality oriented Minon Master but with a look at this, I have updated. Any CONSTRUCTIVE (this is the internet after all) feedback would be apprieciated.

Don't forget to put a second sigil on your staff, maybe like superior sigil of water or something. I would also definitely take Death Nova over Greater Marks now that Reanimator is fused into that because more minions is just better.

Having scepter as a secondary choice seems questionable since it mainly deals condition damage and your cleric's set provides only power.

Superior rune of the dolyak is just too much defense for yourself. Either put in some healing power rune for the minions, or some zerker rune like scholar or ranger.

My main concern (for my build as well) is that the damage is just way too small and I can't reasonably think of a value to stop stacking healing power at for the minions.