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Mikeskies.1536

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Posts posted by Mikeskies.1536

  1. > @Ahlen.7591 said:

    > > @Ferus.3165 said:

    > > Warrior doesn't need more damage on daggers. Even if it's not very high, that's not what this elite is for.

    > >

    > > But warrior does need something else and that is boonremoval on dagger autoattack chain. Right now Mesmers and Necro do a far better job at removing or even corrupting boons. For the warrior elite, which is mostly melee without any new means of gapclosing and not a high dmg output, it is sad that warrior is still outclassed in the very thing that defines this elite.

    >

    > I'll preface this by stating that I don't care at all about PVP or WvW. Yes, dagger needs more damage. Power warrior in general needs more damage. Condi does nearly TRIPLE the sustained DPS of power at the moment.

    >

    > This game doesn't need another scrapper - a spec that's basically worthless in more than half of the games modes. If that means a damage buff for PVE ONLY for daggers, then that is what needs to happen.

    >

    > I do agree though that for a spec designed for boon removal, spellbreaker is REALLY crappy at boon removal compared to other profs. Not to mention that boon removal is flat out less effective than boon corruption.

     

    Spellbreaker/Dagger auto damage scales with Ferocity, and perhaps is the Devs way to separate dagger damage between PvE and PvP. In a PvE setup, a power Spellbreaker can reach well over 300% critical damage vs 187% critical damage in a sPvP setup. The critical damage bonuses are more than likely multiplicative (see Thief trait "Twin Fangs"), which means, using for example 312% critical damage, 3.12 X 1.14 x 1.15 = 410% critical damage on auto-attacks, vs 1.87 x 1.14 x 1.15 = 245% critical damage on auto-attacks: a difference of 165% critical damage--> 67% more critical damage (and with 100% critical, just flat out 67% more base damage). The DPS capability of Dagger auto and Spellbreaker in general is a function of how much critical damage you have.

  2. > @Simeonus.9237 said:

    > SB was made with WvW/PvP in mind so I didn't think about any PvE build and will use [this one](http://gw2skills.net/editor/?vJAQNAR4enMdAVhglhAu6CM7ilqADvDPibxK9gYXOApA0ACAA-jFCFABppbohHAQhq/clSQGuAAEcEAA4gAg0+jyPSBo6YA-w "this one") for zerging/roaming. You can change runes if you lack survivability but I still think that the best defence is a good offence. Warrior itself and Spellbreaker especially have more than enough traits that provide survivability, so gear can be focused on increasing your damage.

     

    My Spellbreaker build has this in mind, and was validated when I brought someone from 100 to 0 using Arcing Slice, Full Counter, Arcing Slide in quick succession thanks to Burst Mastery adrenaline refund.

  3. Featherfoot Grace is my favourite new utility. It is a great GTFO skill when you are fighting a losing battle and combines excellently with Greatsword. I wish its cooldown was reduced by 5 seconds though.

     

    I can only guess what the other changes are going to be, but it will like be a Berserker's Power fix for Berserker and Spellbreaker, a buff to Burst Mastery, and maybe a couple of additional QoL changes (e.g. Stick and Move). It would be nice if they added a few additional damage modifiers to buff Power warrior in PvE (e.g. adding +5% damage to Rending Strikes and Bloodlust, Furious grants a stacking Condition Damage and Ferocity buff, etc.), but that is unlikely. I love the CondiWarrior rotation in PvE, but it would be nice for people who wanted to play Power warrior in PvE to be able to do so.

  4. > @Zsoak.5409 said:

    > > @Mikeskies.1536 said:

    > > > @Zsoak.5409 said:

    > > > > @TheSlothArmada.6709 said:

    > > > > > @Mikeskies.1536 said:

    > > > > > > @TheSlothArmada.6709 said:

    > > > > > > > @Mikeskies.1536 said:

    > > > > > > > > @Incubex.4967 said:

    > > > > > > > > > @SneakyTouchy.6043 said:

    > > > > > > > > > Unless anyone can post a video of a PPS build other than Disp/tact/arms that can produce more than 24k DPS on a golem, I call BS. I've been testing variations extensively since the last patch and this seems to be the top performer so far as a power focused build. The bonus that strength provides is not as strong as the bonus from axe mastery. The massive adrenaline bonus for each axe hit, weapon swap, and 6 second eviscerate allow this build to produce even more might for the team than the classical GS PS zerker.

    > > > > > > > > >

    > > > > > > > > > The first core axe/axe build from the OP has more damage, more might generation, and is significantly easier to handle.

    > > > > > > > >

    > > > > > > > > Would you mind posting a build for this? I also tried several build after the patch and even with a completely selfish setup (full berserker with scholar, sigils of force/air, truffle steak) I barely hit 20-21k. 24k is about on par with the old GS build and if works without Stick and Move shenanigans all the better xP

    > > > > > > > >

    > > > > > > > >

    > > > > > > > I'm skeptical that Discipline provides more DPS than Strength, which makes me want to test it tonight.

    > > > > > > >

    > > > > > >

    > > > > > > It doesn't, I already tested it. The ferocity bonus is 20% from discipline and the damage bonus from strength is usually around 24%, sometimes jumping to 31% for a few seconds.

    > > > > > > For axe/axe, the strongest combo is Strength, Discipline, and Berserker. There is zero reason to drop berserker since having that 17% damage increase plus reduced burst cooldown is way too big to just lose. I'm not sure why anybody is taking arms in any warrior DPS build.

    > > > > > >

    > > > > > > I'd test again if Guild Wars 64-bit mac client didn't take 5 min to load anything ._.

    > > > > > >

    > > > > > > (AXE/AXE) Berserker, Strength, and Discipline:

    > > > > > > Opening DPS was 26k then dropped to 22k (Unrealistic)

    > > > > > >

    > > > > > > (AXE/AXE) Discipline, Tactics, Arms

    > > > > > > Opening DPS was 21k, then dropped to19k (Unrealistic)

    > > > > >

    > > > > > Arms grants 500 Ferocity, adrenaline generation plus incidental condition damage. Discipline grants 300 Ferocity, adrenaline generation, plus 3% damage per enemy boon.

    > > > >

    > > > > Arms will only grant that much ferocity if you are running a signet only build.

    > > > >

    > > >

    > > > Well the 'built-in' mechanism in that trait (the lesser signet which automatically triggers at 50% enemy hp) counts as a 'real' signet and grants the stacking ferocity buff as well. So where mobs are dieing rapidly you can pretty much upkeep those stacks without a single actual signet in your build.

    > > > However regarding long boss fights without adds you are correct, it will indeed trigger only once - just throwing my 2 cents here :)

    > >

    > > A Power build is always going to run Signet of Might and Signet of Fury. What other utilities are there that increase Power DPS?

    >

    > I wasn't saying that - just marked that even without signets (or manually activating them) you can have stacks of ferocity from that trait.

    > But yeah as TheSlothArmada said Wild Blow is a good example.

     

    In that case, on the assumption that this is an Axe/Axe Power Berserker DPS build, you would run: Blood Reckoning, Signet of Might, Signet of Fury, Wild Blow and Signet of Rage. You would pre-stack Signet of Ferocity, then use Signet of Fury and Signet of Rage off-cooldown to maintain the buff. You would use Signet of Fury right when Berserk Mode goes on cooldown for an extra burst, granting you 3 stacks of Berserker's Power in the process.

  5. > @Zsoak.5409 said:

    > > @TheSlothArmada.6709 said:

    > > > @Mikeskies.1536 said:

    > > > > @TheSlothArmada.6709 said:

    > > > > > @Mikeskies.1536 said:

    > > > > > > @Incubex.4967 said:

    > > > > > > > @SneakyTouchy.6043 said:

    > > > > > > > Unless anyone can post a video of a PPS build other than Disp/tact/arms that can produce more than 24k DPS on a golem, I call BS. I've been testing variations extensively since the last patch and this seems to be the top performer so far as a power focused build. The bonus that strength provides is not as strong as the bonus from axe mastery. The massive adrenaline bonus for each axe hit, weapon swap, and 6 second eviscerate allow this build to produce even more might for the team than the classical GS PS zerker.

    > > > > > > >

    > > > > > > > The first core axe/axe build from the OP has more damage, more might generation, and is significantly easier to handle.

    > > > > > >

    > > > > > > Would you mind posting a build for this? I also tried several build after the patch and even with a completely selfish setup (full berserker with scholar, sigils of force/air, truffle steak) I barely hit 20-21k. 24k is about on par with the old GS build and if works without Stick and Move shenanigans all the better xP

    > > > > > >

    > > > > > >

    > > > > > I'm skeptical that Discipline provides more DPS than Strength, which makes me want to test it tonight.

    > > > > >

    > > > >

    > > > > It doesn't, I already tested it. The ferocity bonus is 20% from discipline and the damage bonus from strength is usually around 24%, sometimes jumping to 31% for a few seconds.

    > > > > For axe/axe, the strongest combo is Strength, Discipline, and Berserker. There is zero reason to drop berserker since having that 17% damage increase plus reduced burst cooldown is way too big to just lose. I'm not sure why anybody is taking arms in any warrior DPS build.

    > > > >

    > > > > I'd test again if Guild Wars 64-bit mac client didn't take 5 min to load anything ._.

    > > > >

    > > > > (AXE/AXE) Berserker, Strength, and Discipline:

    > > > > Opening DPS was 26k then dropped to 22k (Unrealistic)

    > > > >

    > > > > (AXE/AXE) Discipline, Tactics, Arms

    > > > > Opening DPS was 21k, then dropped to19k (Unrealistic)

    > > >

    > > > Arms grants 500 Ferocity, adrenaline generation plus incidental condition damage. Discipline grants 300 Ferocity, adrenaline generation, plus 3% damage per enemy boon.

    > >

    > > Arms will only grant that much ferocity if you are running a signet only build.

    > >

    >

    > Well the 'built-in' mechanism in that trait (the lesser signet which automatically triggers at 50% enemy hp) counts as a 'real' signet and grants the stacking ferocity buff as well. So where mobs are dieing rapidly you can pretty much upkeep those stacks without a single actual signet in your build.

    > However regarding long boss fights without adds you are correct, it will indeed trigger only once - just throwing my 2 cents here :)

     

    A Power build is always going to run Signet of Might and Signet of Fury. What other utilities are there that increase Power DPS?

  6. > @TheSlothArmada.6709 said:

    > > @Mikeskies.1536 said:

    > > > @Incubex.4967 said:

    > > > > @SneakyTouchy.6043 said:

    > > > > Unless anyone can post a video of a PPS build other than Disp/tact/arms that can produce more than 24k DPS on a golem, I call BS. I've been testing variations extensively since the last patch and this seems to be the top performer so far as a power focused build. The bonus that strength provides is not as strong as the bonus from axe mastery. The massive adrenaline bonus for each axe hit, weapon swap, and 6 second eviscerate allow this build to produce even more might for the team than the classical GS PS zerker.

    > > > >

    > > > > The first core axe/axe build from the OP has more damage, more might generation, and is significantly easier to handle.

    > > >

    > > > Would you mind posting a build for this? I also tried several build after the patch and even with a completely selfish setup (full berserker with scholar, sigils of force/air, truffle steak) I barely hit 20-21k. 24k is about on par with the old GS build and if works without Stick and Move shenanigans all the better xP

    > > >

    > > >

    > > I'm skeptical that Discipline provides more DPS than Strength, which makes me want to test it tonight.

    > >

    >

    > It doesn't, I already tested it. The ferocity bonus is 20% from discipline and the damage bonus from strength is usually around 24%, sometimes jumping to 31% for a few seconds.

    > For axe/axe, the strongest combo is Strength, Discipline, and Berserker. There is zero reason to drop berserker since having that 17% damage increase plus reduced burst cooldown is way too big to just lose. I'm not sure why anybody is taking arms in any warrior DPS build.

    >

    > I'd test again if Guild Wars 64-bit mac client didn't take 5 min to load anything ._.

    >

    > (AXE/AXE) Berserker, Strength, and Discipline:

    > Opening DPS was 26k then dropped to 22k (Unrealistic)

    >

    > (AXE/AXE) Discipline, Tactics, Arms

    > Opening DPS was 21k, then dropped to19k (Unrealistic)

     

    Arms grants 500 Ferocity, adrenaline generation plus incidental condition damage. Discipline grants 300 Ferocity, adrenaline generation, plus 3% damage per enemy boon.

  7. The build I had most success with during the Demo was this: http://gw2skills.net/editor/?vJAQNAoYRnk6Cldgt6CudAcigFiAT5LM92C4/4kcT2IAEB6ZA-jphIQBA4IAsvHAw8KDch9H83JAIgHCAA.

     

    You gain enough Adrenaline fromBurst skills to execute Burst--Full Counter--Burst in quick succession. Sustain from Might Makes Right and Sun and Moon Style. Condition control from Revenge Counter and Featherfoot Grace. Control and boon removal from Bull's Charge and Stomp.

     

    I'm sure it will be even better if the Devs make the appropriate tweaks. PoF launch will be fun to perfect and test out different combinations.

  8. > @Incubex.4967 said:

    > > @SneakyTouchy.6043 said:

    > > Unless anyone can post a video of a PPS build other than Disp/tact/arms that can produce more than 24k DPS on a golem, I call BS. I've been testing variations extensively since the last patch and this seems to be the top performer so far as a power focused build. The bonus that strength provides is not as strong as the bonus from axe mastery. The massive adrenaline bonus for each axe hit, weapon swap, and 6 second eviscerate allow this build to produce even more might for the team than the classical GS PS zerker.

    > >

    > > The first core axe/axe build from the OP has more damage, more might generation, and is significantly easier to handle.

    >

    > Would you mind posting a build for this? I also tried several build after the patch and even with a completely selfish setup (full berserker with scholar, sigils of force/air, truffle steak) I barely hit 20-21k. 24k is about on par with the old GS build and if works without Stick and Move shenanigans all the better xP

    >

    >

    I'm skeptical that Discipline provides more DPS than Strength, which makes me want to test it tonight.

     

  9. > @Jzaku.9765 said:

    > > @Mikeskies.1536 said:

    > > If you want to use Axes, then you should aim for a pure DPs build with Strength, Arms, Berserker. Axes do not generate might, which forces you into the same set up as Condi PS (For Great Justice!, Sigil of Strength, Golden Dumplings food). If you do want to do Axe PS though, drop Discipline for Strength, as Axe Mastery isn't worth losing a 10% modifier from Stick and Move and a 21% modifier from Berserker's Power (open fight with dodge roll --> Headbutt--> Arc Slice --> 100b, then switch to Axe and enter Berserk Mode).

    >

    > Both Eviscerate and Decapitate do actually generate might after one of the recent patches so you can drop some of those things, but not all.

     

    Oh yea, forgot about the 5 might per axe burst.

  10. If you want to use Axes, then you should aim for a pure DPs build with Strength, Arms, Berserker. Axes do not generate might, which forces you into the same set up as Condi PS (For Great Justice!, Sigil of Strength, Golden Dumplings food). If you do want to do Axe PS though, drop Discipline for Strength, as Axe Mastery isn't worth losing a 10% modifier from Stick and Move and a 21% modifier from Berserker's Power (open fight with dodge roll --> Headbutt--> Arc Slice --> 100b, then switch to Axe and enter Berserk Mode).

  11. I would recommend the following changes for Power Warrior in PvE:

     

    1. Stick and Move grants 10% increased damage for 10 seconds when enemies take damage from Reckless Dodge.

    2. Berserker's Power lasts for 15 seconds (like Adrenal Health and Attacker's Insight).

    3. Arms: (a) Deep Strikes also grants ferocity; (b) Rending Strikes also increases damage by 5% to vulnerable targets; © Bloodlust also increases damage by 5% to bleeding targets; and (d) Dual Wielding swaps places with Axe Mastery.

    4. Inspiring Battle Standard also increases damage by 5% per active Banner.

    5. The damage of Greatsword, Axes and Daggers are buffed by 20%.

    5. Targets under the effect of Magebane Tether take 5% more damage from all sources.

     

    This will give Power Warrior: (1) PS build with Strength, Tactics, and Spellbreaker (using Dagger/Dagger, Greatsword); (2) a DPS build with Strength, Arms, Berserker (using Axe/Axe, Greatsword).

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