Jump to content
  • Sign Up

Sigfodr.9576

Members
  • Posts

    94
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Sigfodr.9576's Achievements

  1. Firebrigade do have higher dps then chrono/druid, but at the loss of alot of the healing (+ spirits). That is unless the FB go heal and then the damage is the same. I understand that you really want to test out banner/might war, and thats cool. But why in the world do you even consider diviner? Your only boon really is might so just swap your runes to strength and replace some berserker gear with assassin and you are done. Fury? np, you will have either a QFB or a HFB anf then fury is 100% taken care off or a chrono and then you just barely need to help with fury and just taking for great justise will be more then enought. And then you dont loose 80% of your damage.
  2. About war, banners are by far the only reason (or in many cases even the main reason) to bring a war. The huge CC capability and the very competible damage output are often more then enough reason. That is also why you often will see people join as dps war (same build as banner war, just without banners). About meta, meta carry different meaning depending on who you ask. But for many it is the "best" settup for clearing a fight as fast as possible. And by this diffenition there will naturally only by 1 settup pr. fight. And genrally only a few classes will be in that "best" settup for any given fight. That said, atm there are alot of builds/classes that are NEAR meta, so they might preform 99.9999% as good as the meta settup and even more builds/classes will preform better then the meta for a specific player or specific group. This is why Cyninja mention that many groups will do better with a heal temp/scourge etc and why 2 war's in a group for many fights will be stronger then 1 war + 1 other dps (just do sama with 2 wars and get carryed during cc). All that said, this do not make the meta a lie or an illusion. It just mean that when a raider/player have a good enough understanding of a given fight and of the different builds that different classes can use then that player will often be able to ajust the groups classes/builds/tactics to preform better for a given group. The big thing you need to understand is that the meta group is made in a specific way for a reason. And if you change 1 class (or build) then it will often mean that you need to change other things as well. So when you mention wanting to join a group as a might/banner war then you need to understand that this also mean that the group need to think, ok. What other changes do we need to make this work. It might including dropping the druid and bringing a might/heal giving tempest or FB or Ren or something. But its rarely just 1x joined, so now we dont need 1y and to make this kind of changes from the meta (or near meta settups) require that the commander (or group) have a really good understanding of ALL the classes/builds + mechanics of the fight. And this is why pugs often just fall back to 1 of the meta/near meta settups so they dont need to think to hard about it.
  3. To be honest I think the only class that any raid kinda NEED to have atm is banner warrior. Any other class can be replaced with a minor efficientcy drop.Chrono <>FB+renDruid<>FB+ren+SB or temp+chrono+SB or temp+FB+ren+SB or DH stacking+ren+SB War or the other hand is hard to replace, and the banners are by no means the only reason to this. Think of it this way, its a dps spec that do insane cc and bring support in banners. I can understand why you feel like creating a banner/might giving war build after the last patch. And you can, and it might even be pretty ok. The main problem is not that is "DONT work", it will. The main problem is that it ½ way require the rest of the squad to be build around it. Atm groups are mainly build around either 2*chrono+druid+second healer or chrono+ren+FB+druid. If you want to make a might war and have a group that are cool with changing/building around it. Super. But you might have a hard time in a pug. A group comp with might war could be something like: might/fury/banner war (dont forget to bring cc)heal FB (quickness+ might and fury for other group)AlaRenchrono (or DpsFB)SB (dps but with spirits)5*DPS Not quite a speed clear squad, but for kills you by no means need a speed clear group and if your group enjoy this settup, go for it
  4. I personally often look at raids difficulty in 2 ways, first: how hard is the raid boss to a skilled player (group). And second: how easy/hard is it to carry on said boss. Carry potential (CP from here on) is for me often more importent then how hard the boss is for a full group of skilled players. 1 is easy to carry on and 10 is not. W1B1: 3, CP: 6 (cant stop peopple from getting ported)W1B2: 2, CP: 3W1B3: 4, CP: 2 (1 kiter that take all green bombs and 2 jumpers and the rest can more or less be blind monkeys)W2B1: 5, CP: 6 (heal necro or heal temp is prob the only classes that really can carry HARD here)W2B2: 1, CP: 2W2B3: 4, CP: 2 (boon thief, heal necro, heal temp can all carry hard here)W3B1: 1, CP: 2W3B2: 2, CP: 3W3B3: 4, CP: 5 (that gliding part at 50% is hard to carry)W4B1: 3, CP: 1 (Actually a super easy boss, but for some reason, not sure why but I see both skilled and less skilled groups wipe here, but so easy to carry)W4B2: 1, CP: 2W4B3: 2, CP: 3W4B4: 4, CP: 2 (just need 3, none monkeys and easy/boring kill)W5B1: 6, CP: 5 (the wall rng can f you up)W5B2: 2, CP: 1W5B3: 2, CP: 3W5B4: 5, CP: 7W6B1: 2, CP: 2W6B2: 5, CP: 8 (kinda need atleast 6 people that dont fail mechanics left and right)W6B3: 4, CP: 8-9 (prob that hardest boss to carry for 1-3 people)W7BEarth: 2, CP: 3/6 (3 is everyone stay alive, 6 if people die left and right)W7BAir: 2, CP: 3/8 (about the same as earth, but easyer for people to die then at earth. Heal necro is big carry at Air)W7B3: 3, CP: 2/9 (1 tank, 1 healer and 1 war can carry super hard here. the 9 is untill people learn to place fires correctly. After that it becomes easy to carry) This is naturally just in my experience and will vary from person to person.
  5. Generally agree with your points, but broken king is in my opinion actually a pretty cool fight (way to easy but besides that). If your group have to high dps, np just overheal. When you take the 4'th green and "die" you can actually outheal it. This is likely the reason why the groups in the ERP used heal temp on this fight. As "Rebound" is amasing for this. Not only can you outheal it, but when you do all stacks disapeer and the person can safely take another 3 stacks again.
  6. When I do this with people new to the fight. We normally run 2 healers. 1 Druid on the stack for buffs/heal. And second healer can be a second druid, a tempest, scourge or a FB. We then have the second healer pick up the orbs for the pillar people. So they dont need to think about orbs for their first kill. For the first orb, the pillar people just need to move abit out or the green circle and after that thy can just afk dps on pillar. This have the extra benefit that the extra healer also can help heal the pillars abit if needed and for the last 20% where things get abit more hectic the extra heals can often help alot. What to run for second healer? well they all 4 have benefits Druid: staff 3 is a nice movement skill making getting orbs easy and more spirits/"search and rescue"Tempest: Lightning flash for easy orbs and rebound, do I need to say moreScourge: Sand swell for easy orbs and Transfusion + good boon rip.FB: Extra quickness (so you chrono can take elite well for cc), 10 man stability for the stupid people that dont dodge knockbackand merciful intervention for either easy orbs or for that ohh f ress. Main thing to pay attention to imo: 1) Firefields (at 80% and 60% boss HP) they need to places correctly to the left/right of the pillars. If 1 get placed wrong it can easy become a wipe.2) Add's need to cc them (preff in a firefield as it close to insta kill them), a power warrior normally do this, but anyone with cc can do it (or help with it) and its the main reason I'd reccoment any scourge to take elite golem GL on the fight
  7. It depends on your class and the skill and the bossBut generally, if the skill needs to be triggered (like necro staff marks) then it will NOT work. But if it simply is a field/well etc on the ground then it DO work.
  8. DAY 1: https://www.twitch.tv/videos/471675815 If tomorrow is as good as today then HYPE! So well made, many thanks to Mightyteapot
  9. This is only correct for WvW. For any kind of PvP or PvE server dont matter. So even if you started on different servers, it is not a problem. There is several ways to find each other, assuming you know your sons account name you can add him as a friend by pressing the "Looking for group" (LFG) botton in the top left part of your screen. And then in the "Friend" tap, type in the account name (ex. XXXXX.1234). He will then be able to either do the same with your account name. If you just know the character name of one of his characters, then in your chat (bottom left) you can type "/w NameOfHisCharacter" message" then you can right click on his name in the chat and press "add to friendlist" or "invite to party". If you invite him to a party and he accept, then you be a blue dot on his map, and he will be a blue dot on your map. If he is on your friend list, then by pressing on LFG (top left of your screen) you will see his name and next to it what map he is in. You can also join the same guild (or make your own guild, I'd recommend joining an already existing one). This way you can look in the guild tab to see where each other are (what map). Last thing, if you are in the same party, and in the same map. But the party picture of him is black (in the top left corner where you can see your party members pictures), then its due to the 2 of you being in different overflows (different copy's of the same map) then simply right click on his black picture and pick "join in xxx-map" option, then you will join his overflow of the map (this is generally refered to as taxi'ing). Hope this helped :)
  10. Just wanted to let people know about the 100 stacks eye done by Mighty Teapot only took them 5 hours to get there ^^ and sadly not titel for it :/
  11. Best place to learn how to easy farm this kind of stuff:
  12. A good site to know:https://snowcrows.com/raids/builds/elementalist/tempest/power/ also on the same site:https://snowcrows.com/raids/training/
  13. https://snowcrows.com/raids/training/ the page also have builds
  14. Some groups only run 1 healer and in those cases druid is the best pick, as you need the buffing (a few exceptions, but generally). But for ANY group where a group run 2 healers, heal FB, heal renegate, heal scourge, heal tempest or heal scrapper is ALWAYS the better option (TL only exception as the group split up). The main reason alot of LFG groups still ask for 2*druids and even some training groups do so is that they are stuck in the old meta from ages ago, thats sad but its life. Will it help to make FB 10 man, sure. But tbh FB heal is already insanely strong and making many bosses free kills. Not to mention that it is insanely OP in WvW (and prob will get nerfed there at some point). So no real reason to make anything on FB 10 man imo.
  15. Alot of it is "just getting use" to the game as a whole and necro more specificly. It takes time and some learn faster then others. But some of it is also learning that some skills work best in combo with other skills. Assuming you play condi necro (core/reaper or scourge) you will prob be using the skill BiP (Blood is Power) and you will prob have is traited with Master of Corruption this mean that when you use BiP you self-apli 2 stacks of bleeding and 2 stacks of torment, and since this is something you now will happen, you will always want to instently use a skill to transfer these conditions asap, something like Deathly Swarm is a classic to use for it. This is naturally just one combo and when you read your skills/traits you will find other and then its just getting use to them and then use them ^^
×
×
  • Create New...