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Jmvars.4501

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Everything posted by Jmvars.4501

  1. I've been trying out Heal Specter and one thing that bothers me is the "target nearest ally" keeps targetting pets and mesmer clones. This isn't that much of a problem in instanced content where you can set personal target and always lock on to that, but in open world it becomes challenging. It should work by first of all only targetting player characters, but preferably always prioritize people in the same sub-group.
  2. Yeah weird part is I was inside and playing, could hop between maps and characters without issue but couldn't enter Boneskinner.
  3. I tried to enter Boneskinner and I got stuck on permanent loading. I then Alt+F4'd to try and restart to not keep my squad waiting (I was commander), but then my game refused to start and is now stuck on "Downloading 0KB (0KB/sec)". I tried: Restarting my PC Flushing DNS Adding "-repair" in Properties. I would really prefer not to download the entire game again.
  4. I also have a full AMD system. I did some tweaking of various things suggested in this thread and it got much better in non-SotO maps. After my CPU upgrade even SotO maps improved although I was expecting the opposite.
  5. After I did the tweaking suggested here it no longer stutters anywhere except the new SotO maps for some reason, but it's much better there as well. All instanced content runs like butter now.
  6. No. Apparently newer AMD GPU's don't play well with DX11.
  7. I'm capping AA like crazy, I've bought everything that I want so now I have to keep buying the 30 AA gold bags just to not overcap. The limit is fine, otherwise I'd carry all my unspent AA to the next season, buy everything and have nothing to farm for.
  8. I'll try this later, I already have UOAOM installed. Thanks for your help.
  9. Right now I'm limiting frames in driver by forcing VSync, this works fine for 98.7% of the game so I'm happy enough, at least the instanced content is stutter free now. Annoyingly FRTC doesn't allow limiting frames on a per game basis so I don't want to use that as I want certain games to push as many frames as they can. Thanks for your help.
  10. This did help reduce it by a meaningful amount but it still stutters. I can't enable "frame rate target control" per game unless I use Radeon Chill but that disables Anti-Lag. Anti-Lag seems to work better than Chill so I'll keep Anti-Lag on and Chill off and leave the fps uncapped. It's the latest version of Adrenalin. EDIT: So it turns out by lowering graphics settings slightly it almost completely stops stuttering in non-SOTO maps, it still stutters in SOTO maps but not nearly as much. Thanks for the help.
  11. I have a brand new 7900 XT but I'm experiencing stutters in GW2, especially when moving my camera. I tried to enable V-Sync both in-game and in driver but this did not help, I tried limiting FPS to 60 which also did nothing. I previously had a 2070 Super that had no noticeable stutters on the exact same graphics settings. Any advice on what I can do?
  12. So with Celestial + Nightmare runes + Bursting and Torment sigils I was able to hit 17k on the golem. Sigil of Earth seems to be a marginal DPS increase by 200-500 but with our crit chance not being 100% there's likely high variance. I also changed out the back piece for Seraph and added a +5 Expertise infusion since it gives us exactly 80% condition duration with a shade up, capping our Bleeding duration and giving 95% Torment duration with Meaty Asparagus Skewer.This seems to be okay damage for an off-healer of Blood Scourge's strength, or as the alac provider for "healerless" runs. If we run Desiccate we can actually maintain 99% Fury uptime as well as 18 Might at all times, with frequent peaks up to 25 Might. If we have a quickness DPS that spits out some residual Might and Fury we'll have that covered already, if not, we can use a Holographic Super Apple to gain some bonus concentration and we should maintain 100% Fury. Not applicable to fractals as it gives us free Concentration anyways. Protection uptime is disappointingly at 70%, but regen should be at 100% if we cast Mark of Blood three times before switching back to scepter. One alternative is to use Well of Blood for some strong healing/revive power at the cost of barrier.
  13. True for raids, I don't believe there is toughness tanking in strikes. I personally don't mind tanking and I'm positive Scourge is an excellent tank. Or pray that someone else has legendary gear that can surpass this gears 1611 toughness.
  14. OK so major breakthrough! Celestial! Look: With full Celestial we can get the same boon duration, but we gain 602 Expertise! With Nightmare runes and a shade up this will give us 81.73% condition duration, eat a Meaty Asparagus Skewer and our Torment duration is sitting at 96.73%! With Barbed Precision this will give us 100% Bleeding! Healing power is also the same so we lose no barrier output, plus we also get a whole bunch of Vitality making our Life Force pool quite a bit larger! Yes we lose 451 condition damage but we gain 639 Power, Precision and Ferocity! Specifically the Precision is nice because it synergises with Barbed Precision and Target the Weak! We'll be sitting at 69% critical strike chance with Fury! With the help of Target the Weak we should be critting quite a lot, and with the added condition duration we can not take condition duration sigils and instead take a Tormenting sigil making our crits do even more! This is exciting!
  15. OK so revision 2. Swapped out Plaguedoctor's for Seraph. With Target the Weak this should crit cap us. It re-enables the usefulness of Curses. Swapped out Tormenting runes for Nightmare runes. Swapped out Sigil of Demons with Sigil of Malice. Put Sigil of Geomancy on staff. Swapped out Signet of Undeath for Blood is Power. Swapped out Insidious Disruption with Plague Sending, and Path of Corruption with Master of Corruption. Swapped out the entire Blood Magic traitline for Soul Reaping, with Unyielding Blast, Soul Barbs and Eternal Life. Swapped out Abrasive Grit with Fell Beacon. Swapped out Ghastly Breach with Plaguelands. Now we should be doing more damage, in exchange for our healing and revive power. We trust our healers to heal and give most of the boons, but we will still be giving a bunch of barrier and permanent Alacrity. We also give permanent Fury, a decent amount of Might and 87% Protection but that is usually covered by any quickness healer I can think of. At this point we may as well go full DPS Scourge and swap Demonic Lore for Desert Empowerment and just give permanent Alacrity while the healer takes care of everything else. With the state of quickness healers in current year there is no place for this build. As you said, if we want to support we just take Blood Magic as DPS Scourge and at least have the revive power. Shame, I really liked the idea of a heavy support DPS Scourge.
  16. Now that Scourge has access to so many boons: Gear: Full Plaguedoctor's with Sigil of Bursting and Demons, Tormenting runes and Meaty Asparagus Skewer for exactly 100% Torment duration with a shade up. You still run scepter/torch, but for second set you have staff literally only for the Regeneration via Mark of Blood. If you're an off-healer and your main healer provides Regeneration you can swap staff out for something else. Warhorn off hand for defiance break via Wail of Doom, Dagger main hand for Life Force via auto attacks and Bleeding from Dark Pact (which also corrupts three boons), or Focus off hand for Life Force via Soul Grasp and up to three boons removed via Spinal Shivers. Alternative: Full Seraph which will give you 94% critical strike chance for overall extra damage from all your skills, but also more condition damage from Target the Weak and more often triggers Barbed Precision. In exchange you'll be squishier and your life force pool will be reduced by ~37% from ~23799 to ~15306, or by ~23% to ~18367 with Soul Reaping (if you're not running Blood Magic, the only other good choice is Soul Reaping which has Soul Battery that gives 20% extra.) Utilities: Sand Flare, Desiccate, Serpent Siphon, Signet of Undeath, Ghastly Breach. This is the base, full support utility bar. This gives you access to a lot of might plus extra from Sand Flare and Serpent Siphon via Abrasive Grit. Alternatively if you'll be needing Aegis at some point you can save Serpent Siphon for the Aegis because I believe Mark of Blood provides 100% uptime on its own if you use it three times before swapping back to scepter, definitely 100% with Serpent Siphon on top. This also means if you don't need the Aegis you can swap this out. You can swap out Sand Flare for Well of Blood for extra healing and revive power. You can swap out Serpent Siphon if you don't need the Aegis. Signet of Undeath should only ever be swapped out if you don't need long range revives and you are certain you can maintain life force without it. Ghastly Breach can be swapped out if you're the off-healer and don't need Might. Either Summon Flesh Golem for defiance break or Plaguelands for pure damage when defiance break is not needed. One thing to note is you can swap one out for Blood is Power with the Plague Sending and Master of Corruption traits in Curses for the reasons above. Notable replacements: Trail of Anguish for Stability/stunbreak. Sand Swell for mobility. Corrosive Poison Cloud for projectile destruction. Epidemic for cleave damage. Corrupt Boon for a low cooldown 3-boon corrupt. Spectral Grasp for pulls. Well of Corruption for 5 target AoE boon corrupt. Well of Power for 5 target AoE condition cleanse that also gives Might and breaks stun. Traits: Curses, Blood Magic, Scourge. These are the base, full support traitlines. Curses: Insidious Disruption, Terror, Lingering Curse. As mentioned above, we only take Plague Sending if we are using Blood is Power, and Master of Corruption if we have any corruption skills in our bar (Corrosive Poison Cloud, Epidemic, Corrupt Boon, and especially Blood is Power). Terror is there simply for some miniscule extra damage from Reaper's Mark and Wail of Doom should you use warhorn. If you're fighting something that frequently gains a single boon you may want Path of Corruption to corrupt the boons on a low cooldown via Nefarious Favor, but there are better boon corrupts available to Scourge. Lingering Curse is the obvious choice for the Grandmaster slot, but Parasitic Contagion is an option if you struggle to stay alive, or if playing in open world. Blood Magic: Ritual of Life, Vampiric Presence, Transfusion. Ritual of Life is the obvious choice. Vampiric Presence is there because it heals, yes, but it also makes you and your allies deal extra damage. The other option is Life from Death which simply makes you heal more and heal while exiting shroud, take if extra burst healing is needed. Transfusion is the god tier trait (although currently not working correctly). It revives, it heals, it pulls downed players to you. Unholy Martyr is an extremely niche trait that could be useful in very specific encounters (Slothasor comes to mind), but if you need this you have some bigger problems. Scourge: Abrasive Grit, Herald of Sorrow, Desert Empoverment. Abrasive Grit is a source of Might and also cleanses a lot. Herald of Sorrow changes your Desert Shroud (F5) into Sandstorm Shroud. It gives barrier and pulses Protection, and via Abrasive Grit gives Might, and via Desert Empoverment gives Alacrity. Desert Empoverment is the only choice in the Grandmaster slot, as it makes barrier give Alacrity. Alternatives: Soul Reaping over Blood Magic: Unyielding Blast, Soul Barbs, Dhuumfire. Sacrifices healing and revive power for personal damage. Soul Marks to make staff skills generate life force if needed. Soul Barbs is the obvious choice. Death Perception is not worth it since it doesn't affect Target the Weak and Barbed Precision's bleed chance if way too low for this to have any effect. I have not benched or tested this in any way but it should provide permanent 25 Might stacks, Fury, Regeneneration and Alacrity. It can do 74% Protection uptime, 87% with Soul Reaping. This is assuming you can maintain one shade up at all times. I have also not crunched the Might numbers so I just went with all the Might. This is mainly intended as an off-healer or heavy support alacrity dps, or to run "healerless" runs. I'd love to hear your thoughts, opinions, potential changes.
  17. +1 Decouple the heal and pull and it's well balanced in my opinion, then you can still reliably pull downstates but you don't do so every pulse.
  18. Anyone thinking healalac Scourge is viable is huffing mad copium. It always was a niche off-healer that you bring to very specific encounters, but now it doesn't even do that very well. Heal scourge in its current state is ironically dying.
  19. I noticed on Boneskinner the teleport does not happen on initial activation as was claimed, but rather some time later, likely once everyone in your sub is healed. I've got to be super fast to instantly press F4 the moment I see downstate or he will die to puddles before he gets teleported. Old Transfusion used to teleport all downed allies regardless of players health and regardless of subgroup them the moment I press F4.
  20. I see your point but it's still better than being a single big alacrity drop. There's also the added benefit of being able to instantly begin sharing alacrity, whether at start of combat or when you were off doing mechanics.
  21. On Heal Tempest, you can easily upkeep permanent Protection with no related traits or skills with just overloads and attuning to Earth + Sand Squall, even with Air and Water traitlines. If you go Earth or Arcane instead of Air you now overcap like crazy. DPS Tempest gives three seconds of Protection to allies when they heal, but if DPS Tempest desperately needs Protection they can just take Aftershock which does so much more while also giving two seconds longer Protection in double the radius, or even Armor of Earth for personal Protection for SIX seconds. Personally I was enjoying Gale Song after the Eye of the Storm change because it then gave automatic stunbreak to my group while also giving stability to allies. Slotting in Eye of the Storm as well suddenly gave me quite decent CC mitigation. This recent change doesn't make sense to me since there are better ways to give Protection.
  22. https://youtu.be/BWLCclJY-0A Only land based mounts were affected, flying mounts were not affected and also reset the bug. When unmounted there was also no effect. Technically it's a bug but it seems so tame I don't know if it's even worth a post, but here I am anyways.
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