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Undertow.2389

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  1. Yep, that's how I got most of mine, just rotate and hit all 3 right after the map reset. Immediately get on roller beetle, bond of vigor, head south to melandru, then grenth, then north to balth. Turn in only 1 piece at each event, you'll get credit when the events finish anywhere on the map. Only 1 piece so other people get a chance to participate as well. If they were going to change anything, they shouldn't change the events, just lower the quantity needed for the achievement.
  2. Assuming open world and solo stuff, I use basically the same setup as with sword, whichever I feel like playing. I don't like being 100% glass nor do I like having half of attunements feel worthless, so I go with a more hybrid damage setup and include half celestial. It's not a raid/fractal top dps build, so look elsewhere for that. http://gw2skills.net/editor/?vFAQJAoYnUMA94iF5CONA0RgFBAT4SWCSB3r6Z9tOIAUAeAA-jxhAQBHZ/BQcCAgkSQpqHAAPAAuq+DaU+BA-e
  3. You are repeating the same mistake I tried to explain. You can't add/subtract percentages like that. You have to multiply/divide. Going from is not a 14.1% damage reduction. Look at the actual amount of damage you take, relative to each other. Reducing a hit for 934 to 619 is a 33.7% damage reduction. Exactly the same as with no modifiers. No, here's the damage formula right here: https://wiki.guildwars2.com/wiki/Damage. It is very simple, Damage done = (Weapon strength) Power (skill-specific coefficient) / (target's Armor). There are no breakpoints or limitations. It is simply "divided by target's Armor". Like I said, you can make plenty of arguments against toughness (and I'm not claiming it is great) such as it doesn't help against condition damage or that doing more damage and killing faster is a superior strategy, but you can't claim that toughness is bad because it simply doesn't stack.
  4. That's not how percentages work really, they always need to be used in the relative sense. If a hypothetical hit would have done 4000 damage with 75.8% damage reduction, then it would have done 3041 with 81.6% damage reduction. 3041 is a 24% reduction relative to 4000, not 5.8%. This is the same percentage reduction no matter the size of hit. Also, there are no "diminishing returns" on armor/toughness, in the literal, proper sense. All points of toughness increase your time to live vs power damage by the same amount of time. Hypothetically if a certain amount of toughness increases your time to live vs a certain dps source from 10 seconds to 15 seconds, then another equal amount of toughness on top of that will increase it from 15 seconds to 20 seconds. Now relatively, the first is a 50% increase in TTL, while the second is a 33% increase, but that is not the same as diminishing returns and the same effect holds true for power: if a certain amount of power would make one of your attacks do 1500 instead of 1000 (50% increase), then an additional equal amount of power would make it do 2000 instead of 1500 (33% increase). Actual diminishing returns would be something like the first 1000 toughness increases your TTL by 5 seconds, but the next 1000 increases it by only 2 seconds. Now you can make plenty of cases that toughness isn't good because it doesn't affect condition damage, or it's better to kill faster and you'll live long enough anyway, but I'd say that comes down to a judgement call based on the personal experience of the player and the types of situations/groups/encounters they find themselves in, not any mathematical inferiority of the stat.
  5. No, complete free flight was one of the worst features WoW ever implemented. While I do miss pre mount GW2 in some ways, Anet's implementation of mounts at least tries to ADD to mobility gameplay, not completely negate it (though it still does fairly often in older maps). Skyscale should just be a bit less touchy about doing it's wall grasp when you're clearly trying to land on a small ledge, and be given a hp buff (from 6k to like 9k like the springer) due to deficiency of evades and slow movement. The engage skill could be better as well; it has no cc and the damage is only good if the mobs stand in the fire for the whole duration (when they usually run towards you and out of it as soon as you dismount).
  6. Actually, I think this one is even worse than the d/f ele:http://gw2skills.net/editor/?vZAQRAoY6Yl8Mh6mYzTwvJw+ELDF22Wq0cf4CATgMA/ocVGLB-jJRCQBvc/BM+EA2ZZAAcSAAA d/d p/d deadeye, using harrier amulet for uber quickness uptime. Be that thief everyone complains about.
  7. This is about the worst build I can come up with without resorting to completely 100% useless picks (like a confusion duration sigil on an elementalist):http://gw2skills.net/editor/?vFAQJAodnMICVNglOAuNAsSghBAb6BBhaYlJXidyIA8JLAA-jJxSABAs/A4nAghfAA6XGAAEverything is technically beneficial, just horribly minimally beneficial ;D dagger/focus core ele, marshal amulet - feed the enemy 5 points
  8. 2, because I didn't want to wait around doing nothing for who knows when the vabbi chest champ or augury rock events will happen. Goemm's lab was the only complex jumping puzzle of the bunch.
  9. Maybe, maybe not. I would say the trait would be pretty weak if it didn't stack when the legend that comes with the spec gives perma swiftness (non glint heralds are an extreme rarity). It's also not a "free", constant on thing. You have to "pay" for it by using upkeep skills, which means you aren't using energy for other abilities. The meta herald builds almost never have upkeep active for more than a few seconds for example.
  10. Rising Momentum is an exception. For others yes they don't stack.
  11. And I'm saying this is wrong (at least in respect to rising momentum, things like swiftness and superspeed don't stack). You can easily test it yourself: Enter combat with something.Give yourself swiftness from a non upkeep source (like rapid flow)Run around and note your speedActivate a 6 pt upkeep skill like vengeful hammers (this would be 30%)Notice the clear, large movement speed increase. If they didn't stack there would be no change.This is true both with and without runes of speed, in combat. There is a hard movement speed cap which swiftness alone (even without runes of speed) almost reaches out of combat, so the stacking is very hard to notice. You need a far larger boost in combat to come close to the cap. The wiki isn't gospel in everything.
  12. Ok, the mount1 and mount2 abilities I missed (as they are unmentioned anywhere, and vary with what they do from mount to mount. Sometimes mount1 ability is the same as jump eg. the raptor or jackal). The skyscale barrel roll is an evade that uses the dodge meter. It's still extremely inferior to either the griffon or springer when it comes to evades, and those are the mounts it would be competing with. I'd say just give it a hp buff to keep it different but a bit more tanky. It's a dragon after all.
  13. The biggest problem I have with it after flying around on the unlocked version for a night is: few evades. This pretty much kills its usefulness in real world usage as it gets shot down by ranged mobs incredibly quickly, unlike the griffon which has god mod evade ~75% of the time.
  14. Out of combat the most it can do is take you from 133% to 140% so yes, it's barely noticeable. And with Runes of Speed no difference out of combat as you're already capped.
  15. I believe the wiki is wrong about rising momentum, it definitely stacks with swiftness and is easily tested and verified. The thing is out of combat movement speed cap is reached with only a 40% boost so only a little higher than swiftness alone. But in combat you need a 100% boost to reach the cap, so RM + runes of speed is nuts. For the build in context RM is indeed weak due to low upkeep usage, but it's still worth considering just due to the other two traits being so minor.
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