Jump to content
  • Sign Up

Infusion.7149

Members
  • Posts

    6,067
  • Joined

Everything posted by Infusion.7149

  1. Yes but the assessment of T4 fractals is different due to exposed change and instabilities. Vengeance skews it heavily and so does NPNG ; to a lesser extent condition output from Afflicted and Toxic Trail also are influencing class decisions. Flux bomb , social awkwardness, we bleed fire, and frailty are far more punishing for fully melee classes as well. Before exposed changes people even ran banner berserker and power weaver (mainly for CMs). I've had random people join on FA hybrid weaver and then quit after one fractal to go play on their scourge so it really comes down to how rough playing T4 in PUGs (which by definition LFG is) is on weaver. Your boons might not be great and the instabilities compound difficulty. In the condi meta firebrand is the main offender honestly, since mantra of solace is taken without penalty , permeating wrath has no ICD, and tome of justice resets on every mob death. The damage profile is ~70-75% burning and burning is the highest damage condition without movement restrictions limiting it. Renegade in 5 man parties is more or less always alacrity ren and unless you play condi alac it does less damage than condition builds due to exposed. There's a tradeoff of running condi alac in that protection uptime is going to be near non-existent. Running condi renegade as RR means you are forced to have two renegades (~20% of the condi ren damage profile is power ; i.e. 80% is condi on condi renegade while ~75-80% of the damage on condi alac is condi-based depending on if it is invocation). Scourges have DPS uptime going for them , the damage profile being more or less condi heavy such that it's 90% condi DPS, as well as torment doing far more damage versus exposed after torment changes. If you account for DPS uptime, scourge should really be adjusted to only ~33K DPS similar to condi single shortbow soulbeast. High end groups that aren't PUGs will opt for condi soulbeast instead of necro, that's the fact. The records set post exposed changes are with soulbeast and daredevil because while scourge is far more survivable and has comparable sustained damage it doesn't have the burst. i.e. [GW2] HMM Tournament Finals - Stuck With Lars | Daredevil & Firebrand PoVs - YouTube Essentially you're seeing the symptom of the problem(s), which is 1. condition is favored far too much in the current iteration of exposed 2. torment was buffed heavily and the skills/traits did not receive enough of a reduction 3. quick+alac are requested boons regardless of comp but there is no strong condi quickness build for scrapper/chrono in fractals. Due to scourge having 90% condition based damage it benefits the most from this. In raids or strikes this disparity isn't as pronounced as people only ask for scourges to epidemic things (i.e. on Mursaat Overseer, Soulless Horror) or as a heal scourge for lesser experienced groups. LFG reflects what has higher winrate if you can't rely on someone to play something well, don't forget that. I see people ask for condi firebrand on keep construct which baffles me , but at the same time you get StM chronos with <40% quickness. That is primarily why people ask for druid instead of tempest that heals ten people even when you don't need entangle or push (see Matthias for example where bulk clears and more heals is stronger). The bar for plopping 4 spirits down is drastically lower than rotating through attunements to provide boons and heals.
  2. You're right that hammer doesn't have much defense but you have to keep in mind that water has the highest melee damage of all attunements if you're camping hammer on any given attunement. Earth doesn't have bleed on auto , fire has a slow attack rate and for some reason the tooltip has foes plural but it has no cleave / pierce / multi-target auto. Air basically has hurricane of pain and the damage split hurts that skill heavily in competitive modes even if it is ranged. That's actually something I mentioned I'd like catalyst to have before it was tested: a water attunement damage option. In that sense you wouldn't rotate into water just for sustain and cleanses. Really it should be that the earth attunement has bleed output on auto so that less emphasis is placed on the orb for damage, as once Grand Finale is used you are not going to apply much condi at all while camping earth in any fashion . Camping earth under pressure is a favorable decision if you're not going for DPS due to earth traitline's damage mitigation (more commonly used on a condi build). If spheres stacked instead of being replaced by the element you swapped to then maybe you can achieve that goal you have of healing in fire attunement or CC outside air for example. Power weaver only uses fire + air so using two attunements is possible in the PVE sense when support is already provided ; condi tempest uses every attunement but water; power tempest uses 4 attunements but generally uses air ; condi weaver uses 4 attunements. I have a suspicion that Earth attunement won't be used often on power builds for catalyst using hammer beyond the rocky loop (hammer 3).
  3. Like it or not , teapot has a valid point though. You can't just say "X class or spec is strong or weak" without playing all classes.There was a ridiculous amount of outrage regarding Feb 2020 splits when people didn't even read other classes patch notes. Since I help maintain the wiki for balance patches I read the patch notes down to every line and I help record every skill's split in WVW/PVP since it isn't exposed in the API. For example if you asked me in 2018 if staff ele needed damage in WvW I would say yes but after Feb 2020 splits I would not say it does not . Tonight some of the highest incoming damage I had was from staff weavers , Ice Spike was reduced in cooldown in 2020 , lava font retained far more damage than other skill splits in 2020, Eruption had damage increased in 2018, weaver dual attacks were untouched damage wise, and rev CoR was upped all the way to 10s from 4s cooldown while Drop the Hammer does 0.01 coefficient i.e. no damage. I mean look at the EoD beta feedback, people love mechanist even though mechanically it is garbage (even the commands are queued behind the mech's auto cast skills) and if the mech dies it means you are core engi without a traitline or toolbelt. Likewise PvE-only players like bladesworn although it is literally a one button gimmick spec. Similarly ele had been full celestial armor and still wasn't able to make a coherent boon support, no other class had that stat set in the beta; support spec like specter had apothecary for example. Catalyst definitely needs help. Scepter isn't 100% a damage weapon in that you can blast finishers with it and air and earth have blind , phoenix removes a condition, water has healing. It isn't much different than other weapons in that respect. You can use an offhand with it as well and on tempest warhorn is quite useful even if RNG on lightning orb leaves a lot to be desired. Eles weren't designed with kits in mind. It would not be positive for conjures to act as kits because cooldowns would likely be readjusted. Keep in mind Conjure Earth shield exists, not every one of them is offensive. Having them act as ammo skills means you use them the same way but people cannot hijack the second copy. Consuming endurance for overloads is a terrible suggestion since it would make it near 100% useless in PVP and WVW in the damage or hybrid role. An elementalist not in full tank build/gear needs dodges in competitive modes ; most elementalist builds run double or triple cantrips if not Twist of Fate which is also defensive. Tempest doesn't have the evades or barrier of weaver. You can play how you want, but balance decisions should not be based off people that don't have a concept of what is actually broken and what isn't. Certainly Arenanet should not listen to people that only play a class when it is strong and never at all when it is weak (i.e. I used to play condi scourge when it was 28k bench, I've played mesmer since launch). It's similar to someone showing up to a hospital and saying their elbow hurts and there's blood coming out and you give them a bandaid when they need an anti-inflammatory to stop swelling and possibly more than that due to a broken bone. You need to have at least a decent understanding to assess the situation and not merely treat minor symptoms. That's why there should be at least a developer glance at all meta builds from all major sites from every mode before any definitive balance decision along with performance metrics for the class (similar to gw2 wingman but with a far larger sample size). Right now at least on wingman, weaver only performs slightly better on average on a few encounters when really it should be definitively top DPS (especially since it doesn't burst as hard even in power variant); firebrand data is skewed lower because people run quickbrand / healbrand more often than not which is why it is important to bring that distinction to developer attention. It could be argued that tempest shouldn't be top DPS because it has support aspects on the other hand but running every damage traitline and utility should at least have more consistency.
  4. The best way to achieve what you're saying is the boon support traits (Spectacular Sphere or Sphere Specialist) make quickness a near 100% uptime jade sphere boon probably. Power catalyst reportedly does less damage than condi catalyst due to the hammer 3 circling orb applying burn/bleed meaning any diviner catalyst would be even worse (last I saw it was just over 26K on large hitbox or something). As it is now, it's worse than arcane once quickness is out of the picture. The rest of the boons aren't noteworthy, as in why would you run catalyst with the high variance over tempest : it would need to have role compression of heal + 5 man quickness in order to even compete with tempest (which heals 10) let alone other specs. From what I've seen air+water is the way to go for power , air + arcane may also work if boon support is the aim. Since quickness is applied on air attunement and the air attunement part of hammer is ranged , quickness catalyst really isn't a great idea in its current iterations. The way I see it is weaver is the attunement swapping spec, tempest is the spec you linger for overload, so catalyst shouldn't be another constant attunement swapping spec. I don't feel having catalyst putting out more DPS than weaver is healthy for the game. Instead weaver should do more damage since catalyst is designed to remain in the fight so sustained damage and higher cleave is the aim. The defensive side from the orb could be amped up and lengthened instead of doing upwards of 11K+ DPS depending on hammer 3 hitting.
  5. Moradorin is the only one with a reasonable suggestion so far from what I've seen.
  6. The quoted post is from the topic creator: The topic creator hasn't changed their stance , the first post in the thread asks for a 50% reduction in LI.
  7. During Halloween a +9 agony +5 stat infusion is cheaper than a +9 agony +5 stat infusion from fractal relics both gold and time-wise. So yes, it would make sense if you said there is an alternative (which requires a bulk of fractals on CM or normal mode either way) not that it is something you can buy all you want. That doesn't even count when you get accountbound infusions you might not want the effect of such as deldrimor or celestial.
  8. Yes he's quoting the topic creator (or more specifically a reply by the topic creator), when I linked the thread this was discussed in depth last time. Literally nobody thought a LI reduction was necessary.
  9. I think Moradorin's suggestion had 100% of the LI and the openworld currencies? Where was it stated otherwise?
  10. It's a PVE mount that may reach WvW in some fashion in the future per the article. The difference is siege turtle doesn't dismount when you use engage ; it is able to go underwater and also to leap like a springer (although likely not as high). Then there's the copilot aspect where the person can act as a gunner.
  11. You said you can buy "all you want" , that implies they are essentially free. Most people aren't going to use skirmish tickets on the WvW infusions so let's go with the other route: it's 5 laurels and 125 badges of honor. A set of 18 costs 90 laurels and 2250 badges. I'm not sure if that's affordable for everyone as my sense of badges of honor as WvW currency is inherently biased (I play WvW daily). Checking the sources of badges of honor, daily chests have 10 , camp/tower / keep lords drop 2, and the skirmish chests can provide 20 while achievement point chests offer 100-200. That's certainly an option for PvE raiding (not T4 fractals) and WvW. As far as PvE methods for fractals it still requires integrated fractal matrices in bulk either way to reach parity with cosmetic infusions and the only way around it is many fractal relics. (The raid vendor only offers +5 stats with +5 agony and requires timegated magnetite and 15g.) That's not going to be readily available to everyone. If you look on gw2efficiency it lists ~70g (and 300 relics) for +9 agony +5 might / condition damage and ~32g (and 150 relics) for +7 agony +5 might / condition damage. That means a set of 18 costs 1260g + 5400 relics for +9 agony and provided you have an account-wide AR buff you can use full +7 agony +5 stat at a cost of ~576g and 2700 relics. If you want to run power/condition/healing you can triple this. Mighty: https://gw2efficiency.com/crafting/calculator/a~0!b~1!c~0!d~1-37131;1-37127 Malign: https://gw2efficiency.com/crafting/calculator/a~0!b~1!c~0!d~1-37130;1-37129 "Buy all you want" implies it is something a substantial portion of the playerbase should be able to afford, i.e. <350g for a whole set (~$20 gems to gold , roughly one ascended weaponset and full ascended armor). Swim speed infusion +15 is 9g or so on par with normal nonstat +10 agony infusions and you would only use one of them ; it isn't until +20 swim infusion that it is quite pricey.
  12. Can you though? If you use WvW infusions maybe. If you need 150+AR it really isn't viable unless you do CM fractals.
  13. I guess it's convenient for you to call me dishonest instead of actually addressing what is wrong with elementalist in every mode. That's a politician's way of attacking an issue. You can complain all you want about boons being "perma" (hint: they're not since you upkeep them , look at any log and you will see people that are unable to upkeep them 100%) unless you afk on herald with facets up but it's been that way since HoT. If you look at an easy raid and use boon uptime table you would see even on normal mode MO it's ~95% alac , ~89% quick https://gw2wingman.nevermindcreations.de/raid/mo There's also the May 2021 patch that runs directly counter to what you claim, capping all boons at 30s. Re: elite spec. Why don't you do that and play it as a trait-less elite spec while every other player chooses their traits. If you have to go to such lengths to justify why something needs a buff it means you have no point. Weaver innately has dual attacks even if you don't run a single trait and tempest has overloads. You might have a point if it were about catalyst but it's way too early to be drawing final conclusions about it because changes were already indirectly previewed in the last stream by Arenanet. ---> In fact if you ran 3-3-3 in weaver in PvE as if you were in PvP it would be more or less trait-less other than what comes with weaver innately just by using the spec ; for tempest 2-1-2 achieves a similar result in PvE if you don't use shouts. Also MightyTeapot memed all the elementalist complainers by saying ele mains are bad at the game. If you don't want to be a meme you should actually address what is actually wrong instead of propagating the idea it is unplayable. https://clips.twitch.tv/TenaciousFragileArugulaOptimizePrime-HUC3J-ejstb8nvr3 Example of a suggestion from qT PvE player Fennec in his Catalyst benchmark: This suggestion implies that 1. staff is a damage weapon (currently it's support weapon in PvE , even if it is primarily damage in WVW when used on weaver) 2. conjure weapon changes into a kit , that would be a huge change as opposed to proposed ammo in this forum 3. Weaver grandmaster (EoR) back to 10% power bonus would help power variants --- would probably work 4. (This is catalyst specific so not relevant to this thread) 5. there isn't a concept on how overload air should be buffed, but reducing variance would be the best way (in my opinion) P.S. Without naming any names I can tell you there are people that more or less only play one class and have extreme bias. Those same people complain in their respective profession forums even when the class doesn't need help whatsoever.
  14. I don't know what you're on about. If you ever played at Qadim the Peerless you know there is a boon pylon and for a while when boon thief was 10 man people were just running that with alac rev and rest DPS + heal. Even in WVW for example where quickness is covered typically by heal scrappers now, you would need to consider the might/fury/swiftness output of herald as well as damage pressure and stability support from Inspiring Reinforcement. Stability remains primarily a firebrand role. The change to retaliation helped tempest compete more in a damage sense but also staff weaver since dual attacks allow it to have comparable cooldowns to phase smash + CoR post nerf on herald. If you want the perfect example of 10% personal quickness being inconsequential look at Time Warp post nerf : that is squad-wide ; likewise for Frenzy / Elixir U/ Quickening Zephyr/Haste on warrior , engineer , ranger, and thief respectively. If you require 2 traitlines for any given elite spec it forces a build choice. Right now you can run earth+fire for condi tempest/weaver/catalyst DPS builds but power has the flexibility of air + arcane when might is poor, air+water (typically on aurashare , also on power catalyst benchmark with hammer), or air + fire when might is stacked high. In PVP people are able to run fire + arcane weaver because they aren't forced into using 2 particular traitlines ; in the past mender's sword weaver ran water+arcane as well. I already linked high end content where experienced people play tempest instead of druid. Your average player is going to ask for druid in 10 man content because they don't trust the average tempest to perform on par with a druid plopping down spirits for boons. Yet if you group with random players often enough you will see druids actually fail to give 25 might or use entangle or push orb or other mechanics. In WVW however, nobody seriously runs druid whatsoever unless they are doing GvG or something and that is extremely niche as opposed to immob soulbeast which can fit into any comp. Aura tempest was a mainstay as auras / soothing mist can't be ripped or prevented ; it was used when scrapper wasn't buffed to the sky even if it wasn't requested as often as healbrand. If you mean tempest DPS, even ele main benchmarkers say if the benchmarks on small hitboxes are 37-38K it would be decent given its utility. If I'm trying to help out a group on Conjured Amalgamate , tempest is one of the best ways to carry in the game with "Rebound". The notion that any core class short of warrior and guardian is competitive with its elite specs in PVE is kind of odd. Even in those cases , core warrior usually isn't taken. It's solely guardian and only when you can abuse aegis with Unscathed Contender. Core engineer is obsolete for the most part even if the damage isn't. In that vein, warrior feels terrible to play without discipline ; core guardian plays terribly if you don't run zeal for power or radiance for condi. Where do you see core necro outside afk farmers and sometimes PvP? How about core mesmers (30k bench per Tipcat by the way) or core rangers which have become popular in PVP? With the loss of boon thief popularity it is rare to see core thief and even then many people would run boon daredevil. Your idea of tempest sharing a boon it has from someone else is rather pointless (as I explained many times to you) as people rarely run SOI on mesmer or moa stance on soulbeast anyway unless it's speedclears or very organized groups. It already has the heal support role in 10 man content even if people don't peruse it. Sand Squall already acts similar to SOI. When's the last time you saw someone look for SOI mesmer in a LFG or moa stance soulbeast? It's always quick/alac/BS/Druid or tempest unless there's specialized roles such as kiters or tanks ; BS isn't even necessarily a requested role for condi fights as seen in the current situation after exposed breakbar change in fractals. People are more likely to take tempest if damage consistency were higher, right now it is taken for 10 man healing and might. I vaguely remember people benchmark 30k on core ele (on par with cele weaver I believe) so it isn't the worst thing ever in PVE even if you use that as baseline. Last year in the raid league challenge people ran core ele so there's probably some numbers to been seen there in actual scenarios. https://gw2raidleague.com/july-2020/ Spamming ele forum with suggestions to buff ele not grounded in reality (like giving it all boons...) won't result in anything being done. There needs to be sensible suggestions that address real problems like the ammo change suggestions to conjures or addressing massive hitbox variance if there's only one thing to hit. We already know that catalyst will have quickness support as one way to play it, so if it doesn't work well the suggestions regarding quickness should be directed to that. It is a given currently cele tempest is a 11K DPS spec when run with water and 24K or so as full DPS in cele.
  15. Specter because it actually brings a massive change to the game's support paradigm , including its UI.
  16. I don't understand your logic. You think that giving a 10% quickness effect to weaver would help it, when it would not. All benchmarks are done with full offensive boons. Power weaver isn't that high a power benchmark at ~37K : it is merely average in most cases with far less burst than most power builds; hybrid weaver benchmarks just shy of 40K and scepter condi weaver hits 39K or so ; condi sword weaver does ~40K with lesser eles; condi dagger weaver is an anomaly in that it can do 42K on large hitboxes. A 10% cooldown reduction when using a dual attack would just mean you are forced to use dual attacks even more : every hybrid or condi weaver has to use 3+ attunements already so it would just make it even more timing dependent. Ask yourself: why do most high end PvE players consider reaper meme , despite it having high quickness uptime? There's four traitlines that interact with auras that are not in elite specs. Powerful Aura on water traitline which shares them, Smothering Auras usually used on cleanse tempest is in the fire traitline which has Sunspot to gain fire aura easily, Zephyr's Boon in the air traitline for group fury and swiftness (a 10% damage mod exists on warriors for swiftness as well as weavers) , as well as the lesser used Elemental Shielding in earth traitline that applies protection on auras. Could catalyst improve on auras' offensive capabilities (maybe might gain , a small power damage bonus, or whatnot) similar to how tempest can apply healing to auras? Sure. However, claiming auras have no interaction is patently false. If the point is about transmuting auras, there aren't enough methods to transmute them for that to be a major benefit anyway: transmuting with dagger + focus is by far the most aura transmutation you will achieve as transmute frost (<500 heal unless you spec for healing) isn't as high impact as transmute fire (5 might). Transmutation of auras was added specifically because aura skills are generally low impact (except shock aura and magnetic aura against projectiles). If Frost Aura skill was 5s cooldown it would still be low impact I think since Transmute Frost has a minimum 10s cooldown; whereas the focus' Fire Shield skill would be a decent source of might if it was not 25s cooldown when run with Fire traitline due to Sunspot : 5 stacks of might every 10s is actually noteworthy (see Mantra of Potence which pushes 5 stacks of might with 6s duration every 12s , Blood is Power which is 5 stacks , or For Great Justice which is 6 stacks of 25s duration every 25s). You can blast 3 stacks of 20s might quite easily on scepter with Dragon's Tooth and Phoenix (or even on staff with Eruption/Ice Spike after using lava font) so condi weaver using a scepter+focus is less might deficient in that respect. Nobody is running core engi for protection right now, it is exclusively heal scrapper that benefits from improved protection unless you mean in PVP where prot holo exists. Power quickness scrapper in PVE and DPS scrapper in WVW both don't use it as it requires running Inventions and a shield to make full use of the trait. Your analysis boils down to "give ele more boons" when running arcane for a ~5% DPS loss relative to running fire attunement (as outlined above) gives you might, protection, regen , swiftness on any given elementalist build in AoE not just to yourself. It gives more boons on weaver due to lower attunement swap cooldown ; any power ele gets fury from the air traitline. Running arcane is meta in PvP it just is not in PvE or WvW because might boons , fury, swiftness, protection, regen are provided by others (standardized 7 PvE boons are might, fury, alacrity , swiftness, quickness, regen, vigor). If your case was to improve might gain on fire traitline that would make sense since Power overwhelming causes high variance , which is the overarching problem , then you might have a point. Might is the only boon that benefits from stacking more of it in PvE: it is unlikely you will be chain CC-ed so stability stacks are not as important as uptime.
  17. Siege Turtles! I hope it won't be a tedious method to get it , don't really mind if it takes some questing or 250g. 250 of each map currency would be woefully uninspired if that is the route taken again. edit: article states it will be similar to "Season 4's Roller Beetle as a comparable quest".
  18. Re: fractal / non raid content ------------------------------------- The game is also balanced around fractals but everywhere outside CMs you can run any heal and do just fine because of no timers or hard CC and DPS checks (i.e. anomaly on CM99 , Siax split in 98CM , Sorrows on 100CM). Firebrand just happens to be more forgiving and loses far less damage running seraph or cele than other specs; scourge's barrier ignores the -70% healing from agony so you can buff heal tempest 100% in terms of healing to counteract that but it isn't remotely realistic since heal tempest already heals more than firebrand. A far more realistic balance approach (for fractals) would be to adjust the exposed frame such that burning and torment aren't doing absurdly more damage than average power performance. Adjusting the damage modifiers on burning (Amplified Wrath from 15% bonus to 10% for example would cut sustained DPS by ~2K since burning is 70% of the damage) and torment (Demonic Lore on scourge could easily be cut to 10% instead of 25% since it adds burning on top of torment , just this change already would lower sustained DPS to ~35K since torment makes up ~41% of the total damage) would help. So would adjusting the sustain of pure DPS firebrand and scourge by increasing cooldown of mantra of solace to 25s or making it only share aegis with Weighty Terms traited ; likewise scourge barrier could scale more so that base barrier isn't as large but you get slightly more barrier in PVE with full healing power. The condi renegade issue is more predominant outside fractals because you can run double condi RR ; before torment patch it wasn't a massive problem (33K condi RR / 37K full cDPS) but after torment changes it does 37K sustained DPS on RR and 40K on full cDPS which is overperforming. Since firebrand is overperforming also in raids when used as pure cDPS (tome resets , massively more burning when hitting more than one target due to Permeating Wrath not having a ICD, eight page variant pulling ~ 40K DPS) but by far more people run cQB than cDPS it likely has a skewed dataset for Arenanet analytics especially since solo both 5 page and 8 page benchmark around 34K. Some extremists say that scourge should be nerfed all the way to 25K full cDPS (which is lower than the 28K bench last year) but really that is illogical. In actuality I would say that a full cDPS should probably do around 33K since that is what a single shortbow condi soulbeast has been doing for quite some time. If the sustain is a problem the barrier scaling can be adjusted in PVE to scale more but have less base barrier on Desert Empowerment (which is more or less free due to punishment skills being unattractive for DPS) and Sand Cascade. Renegades weren't deemed ridiculous before the torment changes so the torment durations can just be further tweaked. I don't see a reason to penalize renegade further than that (for example condi berserker is 37K and condi banner BS is ~34K , these numbers are in line with condi RR before torment patch). It isn't as simple as firebrand or scourge and the boons output isn't amazing on RR : you only put out about half the alacrity and some might (at the cost of DPS) if you choose to. There's no prot , no staff CC , etc and without exposed bonuses a condi alac does power alac level DPS with more effort. Re: elementalist -------------------- Tempest doesn't need more boon support, it needs less variance. There was a time when DPS staff tempest was dominant in raids and provided the current iteration of tempest could do 38K with allies on every encounter that isn't Twin Largos (which the bosses move around) I'm rather certain more people would play it unlike weaver. In fact the prior iteration of power tempest was run with water traitline since most of the time you don't receive the +150 extra power from fire attunement , water+air + tempest is still the default power tempest build on snowcrows' gear optimizer resulting in a 12135 damage number: https://snowcrows.com/gear-optimiser If you use the attunement uptime from the July 2020 benchmark that has 12% fire attunement uptime and punch it in the optimizer it results in 12742 damage number which is not that far ahead (https://www.youtube.com/watch?v=7tF8y7bUoQU ). Proportionally it means the water variant would push 35-36K instead of 38K with allies. Keep in mind if you can do 38K with full berserker/offensive stats you can do roughly 85-90% of that with a mix of marauders. Running marauder armor for example nets you ~95% of the power tempest damage while having daredevil/firebrand level health and more or less eliminates reliance on spotter. Condi tempest has less of this variance issue since it's not reliant on overload air for a large portion of its damage. Hitbox reliance is still an issue and using 3 attunements to push out damage is not immensely attractive but not too far off from using two weapons and two legends on renegade or 2 weaponsets and a tome on firebrand. It's certainly more usable than condi holo : both benchmark roughly 37K. Power weaver needs more might access for consistency, ideally from Pyromancer's Puissance as power isn't heavily field reliant and EoR could probably use a revert to the power mod back to +10%. Pyromancer's Puissance removing 10 stacks of might is too steep a price to pay on anything but Overload Fire. Power Overwhelming is equivalent to 5 stacks of might. Going with arcane for a bit of might and self boons means 14% damage mod with the standard 7 boons , whereas fire has +300 power in fire attunement from Power overwhelming and +10% damage vs burning targets. A BttH power weaver has a 17753 damage number on snowcrows' optimizer whereas running arcane with 7 boons nets 16958 , meaning arcane probably does ~35K DPS. Since Glyph of Storms is hitbox reliant , once again that is a prevailing issue. Right now it isn't outright terrible if hitbox is favorable , but sustained damage leaves a bit to be desired after EoR power nerf since the builds outside fractals use Superior Elements which is contingent on weakness uptime. However, you only need to use fire and air attunement on sword variants so ultimately as long as it does reasonably decent damage it is attractive enough when incoming damage isn't immense (which is why it sees play on Conjured Amalgamate and Keep Construct , while falling out of favor on encounters such as Slothasor and Vale Guardian). In early 2020 many popular meta builds were benchmarked while autoattacking and power weaver BttH camping air (this has no EoR bonus) nearly came close to daredevil , it was 19.2K DPS. If it pushed a bit more damage you would be able to run marauder's gear pieces which would drop your damage ~10-15% and still do 34K+. For reference , running full marauder while you have spotter on the meta power weaver nets you 89.2% of the damage with full boons (so ~33K if it isn't hitbox dependent) while having ~18K health. Condi weaver has a dilemma in that it needs 4 attunements to do what other classes can do with 2 weaponsets. By far it should be top DPS when played well especially since fractal instabilities (flux bomb, frailty, boon overload, etc) are unfavorable to a fully melee spec that is boon reliant. The damage could be better in terms of helping it out with the aforementioned EoR revert to +10% for power damage. Minor improvements to glyph of elemental power not triggering on autoattacks or strikes but actual skills would be beneficial. The hybrid FA variant is more forgiving but at the same time has the hitbox issue if using Glyph of Storms , or an AI issue while running glyph of lesser elementals. Weave self in essence is a supercharged alacrity and the existence of it means that you have something that allows you to burst in a short time but the cooldown leaves a lot to be desired. If it reset every time you killed something similar to Firebrand tomes it would be a huge QoL change for example but not affect most raid scenarios. Because glyph of elemental power for some reason is a stunbreak and full condi weaver has damage reduction compared to power weaver from stone flesh and geomancer's training, it's less risky (but not less difficult) when you run a meta condi weaver rather than meta power weaver with meta gear. If your tank is running more than 180 toughness you could probably even run signet of earth instead of primordial stance for example. I would put more here but the forum wiped half my post twice and I'm not inclined to make a document just to post things without that happening.
  19. It's dragon magic imbued jade, not regular jade. The color has more bloom on it from post processing but isn't that far off from raw jade. See mineral data: https://www.mindat.org/min-10403.html https://www.gemdat.org/gem-10403.html https://www.masonkay.com/storage/app/media/mason-kay-color-chart-updated.pdf https://www.gemsociety.org/article/jadeite-jewelry-and-gemstone-information/
  20. The difference in hue is probably because it's imbued with dragon magic or whatnot.
  21. Context: This bug started after the drizzlewood coast chests were altered to require interaction. Reproducing the bug: It is easily reproducible in Drizzlewood Coast , any zone captured has a Keep Lord's chest that spawns afterwards and it will show as an opened chest. I also noticed it happened in Mad King's Labyrinth but as that is seasonal I don't think it is as large an issue (even if the issue still exists). Other details: Autoloot is on Potential Impact: Players may be unaware they need to loot the "opened chest" that actually has not been opened. Since it is a visual bug it probably is lower priority.
  22. Only two weeks until next beta. It's probable that the damage against single targets will be increased in PVE for increased viability in instanced content. I've seen other people also complain about the urn so thankfully it's not just my opinion , hopefully that gets redesigned. Cleaving 5 targets is a bonus on vindicator whether you like it or not. If it did 37-38K pDPS benchmark we would not have this thread. In particular if you have alacrity covered you would not run condi ren on fights where strong power damage is preferred (KC/VG for example, but to a lesser extent other places such as Adina).
×
×
  • Create New...