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Dennis.6952

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  1. Thanks for the explanation. I hadn't even looked at confusion as a damage dealer since so many of the others do not do direct damage, but rather impair opponents.
  2. Rate the most deadly conditions based on damage over time (most to least). I know Ppison doesn't rate very high and bleeding isn't considered to be a top tier damage dealer either. I always found when facing PvE foes, burning is pretty nasty, wondering where torment fits into the list. I think torment took a hit a while back...what say you? 1. burning 2. torment 3. bleeding 4. poison
  3. Yeah, I misspoke on the because..............Leader of the pack does increase the duration's and not recharge times. I knew there was a reason for me taking it, my issue is not recalling exactly why I did. So my bad. I was originally running 3-2-2 on my soul beast line. As I mentioned previously I usually run un-merged, so choosing #2 (live fast seemed to make more sense, as when I click F2 un-merged, I pick up the bonus that works with my build. Im thinking of dropping one wolf pack (skill) for "strength of the pack". Both have the same cool downs and strength of the pack seems to offer a lot more bonuses. I'll try the changes you recommended. Thank you.......
  4. Thanks for the info guys. Gives me plenty to consider. What I am unclear on is the Crit chance percentage. I'm not at 100% even with buffs and pet. I always thought getting to 100% was the goal. To me, 100% crit chance means every hit is a critical., no? I did swap pets to a Tiger and red moa for the + to vigor as my build is focused on strike damage with the assassin items and the higher precision for more critical hitting.. My thinking being if my weapon hits for more crits (bigger damage numbers) a lot more often than a weapon that has a higher power rating with less precision (hits for less crits so lower damage) - even with a bit more power than the assassin's gear provides, it should be a "wash" in the end.......providing I hit for a lot more crits with the axes and SB.. I did swap out my soul beast traits from 3-2-2 to 2-2--2. I run mostly stance skills with "sic em" as my only command. so # 2 in the number 3 slot of sol beast gives me my Vulture's Doylak and One Wolf recharge quicker in addition to my "bear stance" heal on a reduced timer. I didn't realize the accuracy sigil wasn't providing any benefit and the generosity was only taking care of any condi's that I pick up during a fight.. I can try a sigil of force, but wondering if the extra + to strike damage is going to off-set the bleeding and poison duration I inflict along with my direct attacks. I certainly could see a high damage difference when I ditched the Accuracy sigil for the agony and venom sigils. I'll throw one on my axe and another on the SB and see how I do.
  5. Running assassin's everything, Pack runes, Skirmishing 1-1-3, Beastmaster 3-3-3 and soulbeast 3-2-2. My boon up time for might, vigor, fury, ferocity, swiftness is off the charts, Once I start combat, all these boons are active for the entire fight and some of them for a long time afterward, SB Sigils Agony and venom, Axe sigil agony warhorn sigil cleanse. Bristleback as pet which I rarely merge with. With the above w/o food (no food or utility buffs) Power 2100 precision 2500+, 1176 Ferocity, 75.8% Crit chance and 228% crit damage 15% boon duration from the runes. Food is the butternut squash +100 precision and +70 to fury when I eat it. ha! I swapped out the condi duration sigils for accuracy on SB and axe, and on the bow added generosity for a cleanse on each crit hit. I left the cleanse on the warhorn. This combo really sucked....LOL Kill time lengthened on all fights and I took way more damage overall. Switched back and things are good again. That was the reason I asked about my high crit chance and crit damage increasing the sigil duration damage thus causing more damage overall. I couldn't believe just losing a flat 20% condi duration would have such an impact. I really dislike the LB for it's slow attacks. I prefer faster hits for more damage and to keep moving
  6. I have a ranger that is spec'ed for high boon duration and precision, crit chance and crit damage. My question is, does the condition damage my weapons do increase with critical hits and critical damage modifiers?. I had sigils that increase their weapon's associated condition duration (bleeds/poison/burning)/ The character played well and PvE mobs died rather quickly. I thought maybe if I swapped out the condi duration's sigils for accuracy to further boost critical hits (and do more damage overall) the play would improve. The opposite actually happened, I wasn't killing as efficiently and subsequently "ME" taking more damage in the process. So with high precision, crit chance and crit damage, do the condi's I apply benefit from the critical hits I impart?
  7. Thanks Zex, what I cannot reconcile is the torment on me on one of my necro's and not on the other necro. Both have master of corruption traited. To be clear, I have two necromancer Harbingers, running the same weapon sets and sigils, armor and runes differ, but traits are virtually the same (both have master of corruption as their trait). Both have BiP as a skill. when hovering over one of the harbinger's BiP icon it shows bleeds and torment, doing the same on the second harbinger it only shows bleeds. Cannot figure out why there is a difference between the two harbinger's using BiP. Obviously, I would prefer to have the torment appear on both as I transfer them with a dagger #4 or popping into shroud and hitting one attack. Stuff like this drives me nuts.
  8. I know how it works, but am confused on what the icon shows when I hover mouse over it. On one harbinger it shows the bleeds on enemies and also bleeds on me, it also shows torment on me (not on enemies). Not a huge deal, because I transfer all to my target. (This runs a curses trait line) Afflicted runes Viper's armor On another necro (harbinger), BiP shows just bleeds and no torment. (this runs a Blood Magic trait line) Tormenting runes Plaguedoctor armor Any answers? Both use pistol/dagger and scepter /focus Thanks for any answers
  9. Thanks so much for the link, I think just reading the existing posts should provide some valuable information. I'm fairly confident that my builds do stack lots of bleeds and torment quickly (Harbinger and scourge), but would be interested in getting options on what are the best condi's to apply. I know Fire ranks very high as does torment, I always thought bleeds was right up there too. In general practice my harbinger pistol (demons)/dagger (agony) equipped kills a lot quicker than with the scepter (demons)/focus (cleanse). Having blood is power activated and then transferring my condition to the target w/ dagger 4 or popping into shroud for a shot or two really does well. I can see that this action alone stack lots of bleeding and torment to the foe. I looked at incorporating some burning into my attacks with a sigil that procs on crits or swaps (and there isn't any). Pistol /dagger has a demon's and agoiny sigil, so won't change those....and nothing to add burning to my focus except a sigil of fire (which I think is more strike damage than a condi). I may just swap the cleansing on the focus to a torment and hope to stack more of that condi on the off chance of a crit hit. Thanks again for the advice and link. Cheers!
  10. Thanks for the info guys. I suspected I was on the right path here and I do know about the 100% cap. Friends were getting wrapped up around the percentages shown in the Condi duration stat on the hero screen.rather than the weapon they were putting sigils on. Just one last question as it relates to prep'ing a staff for the best return on condi damage inflicted. Since the staff does bleeds and chill organically, (and if running "afflicted" runes on armor with increased bleed and poison +10% overall condi duration), would it be better to add another condi sigil (on crit hit or on weapon swap) - like venom=poison or chill with a straight up +20% to chill) other than an earth sigil stacking bleeds if only to add additional conditions on the foe? That white rabbit keeps me chasing.....ha!
  11. I've been down this rabbit hole for a while and want to verify something. Using a necromancer as an example, condi damage specifically and a staff. The staff attacks do the following damage organically -#2 bleeds, #3 chills and #5 fears. For the time being lets keep the armor out of the discussion. If you add an "agony" sigil it increases the bleed duration of the staff #2, Chilling sigil increases the chill duration of the staff #3. If you were to add a Torment sigil to the staff, that sigil will not do anything to add or increase torment duration (even if you have a scepter equipped as a secondary with the #3 scepter attack being torment), Yes?. Using the above example where you have armor with Runes of tormenting (increase torment duration). If the staff still has the sigils of agony and chilling, the tormenting runes will not add any torment to the staff attacks, however, if you were to remove the chill or agony sigil and replace it with a sigil of torment, then on a critical hit the tormenting inflicted would be lengthened by the armor runes, Yes? The rabbit hole gets deeper if you factor in a sigil or earth on that staff. Crits stack bleeds along with the #2 attack and duration's increase if you keep the agony sigil as the other sigil and not the chill. If all the above is true, then looking at strictly condi damage the weapon sigil should be one that enhances the condi damage done by that weapon. I do understand that sigils of strength, bursting, force, accuracy, etc., have other functions, but for condi damage enhancement is my conclusion correct? Or am I missing something here?
  12. Can more than one haunted weapon be gotten during the Halloween event? It's my understanding that if a person completes 5 of the Halloween Dailies they will be award a Mad King's gift containing a choice of haunted weapons which can then be upgraded to a "demon" weapon. I got one of the weapons and then ran the dailies for the next 5 days and didn't get the King's gift. Am I missing something? Thanks to all who respond
  13. One last question on guild selection for WvW going forward. My friend and I have been in two guilds since playing the game. For WvW purposes, can he and I select one of those two guilds prior to the deadline and be sure we will be matched on the same team or will we be only be allowed to join a guild the has an "invite" open to us in the WvW menu? Reason I ask, is our two normal guild are shown at the top of the Beta menu with selection boxes and below that is another guild I had not seen before with an "invited" annotation. This all being new, I'm curious how the actual selection process will go? I would assume if we both select one our two regular guilds prior to the deadline, we should have that guild picked up with us in and assigned to the same team. Sorry if this question sounds dumb, but, I would never have expected to have my normal guild that I did had selected prior and play in always be deselected for this WvW server matching. So now, I assume nothing!
  14. Never saw (likely not paying attention) to the select a guild before 2 Dec notice (as did my playing buddy for the last 8 years). Found ourselves on different teams and no way of joining in WvW. Since this is a BETA, things will go back to normal when BETA is done (thankfully). Here's my question. When this server matching (or whatever they call it) goes live (for real), will we have to select our guild by a certain date or be randomly thrown into whatever group needs people, or will we have the option to select our guild at anytime after this matching business goes live prior to entering WvW Eternal Battlegrounds? I noticed when the servers got rematched and I went to my normal guild choice, none were selected. My buddy noticed the same thing. So I assume the guild we normally run with were reset to "none" prior to the BETA and we had to select prior to 2 Dec to ensure we were on the same team in WvW.. Sorry for not catching this notification prior, but never expected to have guild choice deselected.
  15. Did you guys have to reenter your passwords to login?
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