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  1. #1

    Zon’s Guide on Survivability and DPS

    Zon’s Guide on Survivability and DPS

    Welcome to my survivability guide where you will learn how to turn your Guardian into one that can survive challenging content with or without a healer while still being able to dish out very respectable dps.
    This build is capable of soloing fellowship and raid instances, and soon so shall you too. While my current gear is essence gear, there’s no reason why you couldn't find the best of the teal gear to create a similar build. For me it was just easier to tweak my build by swapping essences in and out.

    My build draws its inspiration from Wardens, Champions and Burglars. Wardens have always been known for their avoidance builds and self-healing, Champions for their AoE dps and Burglars for their fellowship maneuvers. I drew upon this inspiration while striving to maintain true to my Guardian heritage of being a mitigation build.

    -= Avoidances =-

    There are four factors that make a successful avoidance build; high BPE, partial mitigations, critical defence and physical/tactical mitigation.

    Legendary Item relics can be slotted to increase your partial block mitigation by 40% and your partial parry/evade mitigations by 20%. On a BPE that fails a dice roll for a full avoid you still have a chance to partially mitigate the damage, this is called a partial avoid with damage mitigated before it gets further mitigated by your physical/tactical mitigation. When I get a partial avoid a block will reduce the damage by 55% and a parry/evade will reduce the damage by 35%. When you apply partial mitigation with your critical defence and physical/tactical mitigation the incoming damage becomes more of a scratch or glancing blow.

    Through your trait tree [Defensive Expertise] and [Skilled Deflection] you can increase your Block and Parry chance by five raw percentage points without diminishing returns.

    For Critical Defence it is easy to get this above 50% with 3-4 essences. If you are big into PvMP you can also do a 2+2+2 combo using 4 pieces from the Moors (2 of each set) to gain the 3.5k Critical Defence set bonus twice, leaving your last 2 pieces to be either teal or essence gear. When doing your calculations ensure that you are above 50% without wearing a shield.

    For Physical and Tactical mitigation I actually opted to not cap these when wielding my 2H, leaving the rest to be made up by scrolls If I really need the extra mitigations. This freed up 2 essences. When I equip my shield my Physical Mitigation increases to 60% and my Tactical Mitigation to 58.2%. For a Guardian it should be easy to get your Physical Mitigation between 55-60% or even well over cap. If you are still working on your Tactical Mitigation and don’t yet have essences you can farm a [Sarchol] cloak and [Haul-tagur] necklace, both from the Pits of Isengard. If you are going out into the Moors you may wish to consider over-capping your Physical Mitigation to increase your Orc-craft Mitigation.

    By having high BPE, partial mitigations, critical defence and physical/tactical mitigations you have now created an avoidance build. And this right here is the foundation to a solid tank build as well, I just happen to be using this for dps as well.

    -= AoE DPS =-

    First and foremost you must realize that we are not a huge crit/dev number class. We can achieve high AoE dps, but it is a sustained dps. When done correctly your tier 10 bleed damage will comprise the majority of your AoE damage. Having a high critical hit chance (20-25%) and getting rank 3 in Radiate is key to your dps.

    When I am either engaging a difficult mob (such as a Tarlang’s Crown mob) or gathering up a large mob I choose to start off by wearing my tanking belt, shield and tanking sword. This gives me my block events (very important), extra critical defence and partial mitigations via relics in my tanking legendary items. With my Charge stun prepped, once I have clumped the mob into a ball I let loose either a Sweeping Wing or Whirling Retaliation which will hit 10 targets stunning all of them. I immediately run through behind them, camera flip and use a Stagger to get a guaranteed crit from positional behind which applies the -15% attack duration debuff. I follow this with a War-Chant for -5% damage and then let loose my AoE attacks to spread debuffs to the entire mob. Usually 3-4 AoE attacks should be sufficient to not only debuff the entire mob but also tier up the bleeds to tier 10 on the entire mob as well.

    Now that we have the entire mob debuffed and with tier 10 bleeds we are ready to switch to our dps belt and dps 2H. Even though we probably haven’t killed anything yet their outgoing dps combined with the heals you will be getting are not much to worry about. If you really need to you can pop Guardian’s Pledge and Warrior’s Heart, or even switch back to your shield for a while longer.

    Since we have a high crit chance each of our big AoE attacks will be healing us for 10k to over 20k morale per swing. Yes, per swing... that is until their numbers start to dwindle a bit, even then this build can still hold up against a hard hitting single target. From my experience Sweeping Wind always yields the largest burst healing, followed by Whirling Retaliation. With an Incoming Healing rating of 15-25% you should be able to expect each heal to be in the range of 1500-2500 or higher. When you combine each [Thrill of Battle] crit heal from your AoE with your bleed refresh heals from [Radiate] suddenly all of those little heals in your single AoE attack combine to give you what appears to be a huge heal but is just a bunch of small heals.

    For every time that we receive one of those huge burst heals we are also dishing out huge amounts of damage to the enemies since we are both crit’ing on them and refreshing our bleeds on them.

    While attacking the enemy and waiting for your AoE cooldowns (Sweeping, Whirling, Vexing) take the moment to get off either an Overwhelm bleed cashout or an Honourable Combat for a big heal followed by To the King to give yourself -20% attack duration and +10% damage, the difference is immediately noticeable. Try to keep the TtK buff active by using it every 10-15 seconds.

    For single-target dps such as boss fights you may find yourself burning through Power too quickly wielding a 2H, or simply am taking too much damage and cannot heal yourself fast enough. Swap back to your shield. Try to keep Guardian’s Ward active and also try to keep the Stagger and War-chant debuffs active as well. When wearing a shield the most efficient attack rotation for heals will be
    Shield-swipe > Retaliation > Thrust > Bash > To the King
    Each of these will heal you as well as provide you with 2 possible free interrupts. Also, it may just be my imagination but I find it easier to crit on TtK after I have stunned the enemy with Bash. Do not hesitate on using a [Shield-blow] or [Force Opening] to open up your block and parry chains, the longer you wait the lower your morale may get. Hopefully Guardian’s Ward will provide enough parry/block chances to not rely too much on these two Power expensive skills.

    If you find yourself in a predicament where you have rounded up too many enemies you can still survive by doing a technique that I call Circular Kiting. It involves kiting around the enemy in a large circle using your strafe keys so that you are always facing the enemy and also not reducing your movement speed by say moving backwards. You always want to keep a sizeable gap between yourself and the enemy mob, probably the length of about 3 Uruks. This length should be just barely around 5.2 metres in length which will allow you to attack the enemy mob with your AoE attacks, while also keeping in mind that War-Chant has a 10 metre range in case you need more practice Circular Kiting and prefer to keep your distance from the enemy mob; War-chant will still trigger Radiate which will in-turn give you some heals.

    -= Getting Stunned while wielding a Two-hander =-

    If you get stunned while wielding a 2H you may notice that you take a lot of damage. To help mitigate a portion of the damage you can quickly swap on your Shield 'n Sword. Once you break free from the stun you can swap back to your 2H and shing shing away.

    -= Trait Trees =-

    Red with Guardian's Pledge and Bring on the Pain
    http://i61.tinypic.com/24yo5g9.jpg

    Red AoE DPS


    Red Shield 'n Sword


    Blue Tank


    Blue Tank with Pledge, Pain, Smash and War-chant Targets

    http://www.lotrottp.lotrostatus.com/l.php?c=2zt
    * This build gives you [Guardian's Pledge], [Bring on the Pain], [Shield-smash] and [War-chant Targets]. I think this build may be the go-to build for Update 16, where you might switch to the more standard tanking build with Juggernaught if you are tanking a hard-hitting boss.

    Ettenmoors

    In my opinion the two strongest builds for a Guardian in the Ettenmoors is;

    Primary Red but most points in Yellow and Blue;
    http://www.lotrottp.lotrostatus.com/l.php?c=2zs
    * This build provides the Guardian with both [Guardian's Pledge] and [Bring on the Pain] giving the Guardian nigh invincibility. It also has some optional single-target skills such as Thrust and Brutal Assault but unlike a deep Red build this build will lack some of the finishing killing power that it's counterpart has. In the case of this build it will be extremely difficult if not impossible to kill a Guardian using this build even if you are kiting them.

    Deep Red with Pledge
    http://www.lotrottp.lotrostatus.com/l.php?c=2c4
    * This build is for Guardian's that want to focus more heavily on their damage and finishing combo potential (such as Overwhelm > To the King > Hammer-down), maximizing their bleed damage and bleed cashout damage. The Guardian may also not necessarily want to rely on the handicap of Bring on the Pain, where Pledge will still offer an emergency skill if the Guardian gets ganked, but it's not EZ-Mode like the build I listed above that has both Pledge and Pain.

    -= Virtues =-

    The virtues that I run are;

    Discipline - essentially a free greater essence of physical mastery with the bonus of resistance and physical mitigation
    Fidelity - huge tactical mitigation with a little bit of vitality of morale
    Honour - huge resistance with a good amount of tactical mitigation and vitality
    Innocence - a nice trinity of phyiscal and tactical mitigation with resistance
    Tolerence - huge tactical mitigation

    Using these virtues I am able to use my essences on other stats.

    -= Stats to Aim for as a Starting Goal =-

    Morale: 25,000
    Block: 25% (around 15k [Deflected Blows])
    Parry: 25% (around 13k with [Skilled Deflection])
    Evade: 5% (not important for now, you can improve this later)
    Critical Hit Chance: 20% (around 12k)
    Finesse: 20% (around 12k)
    Critical Defence 45% (around 9k)
    Incoming Healing: 15% (around 4k)
    Resistance: 25% (around 13k)
    Physical Mitigation: 55% (14k)
    Tactical Mitigation: 45% (maybe around 10k)

    * The percent value can be found by hovering over the raw number in the tool-tip.

    These stats will leave plenty of room for growth and in my opinion are attainable without having to rely on essences.

    -= My Stats =-

    In my builds there is still lots of room for improvement such as Supreme Essences and gold Hammerhand jewellery.

    * The percent value can be found by hovering over the raw number in the tool-tip.

    AoE 2H



    Shield 'n Sword



    Blue Tank

    Morale: 27,984
    Power: 5,697
    Block: 24.9%
    Parry: 23.8%
    Evade: 16.4%
    Critical Hit Chance: 23.2%
    Finesse: 25.6%
    Physical Mastery: 40,781
    Critical Defence 61.6% (+10%)
    Incoming Healing: 26.4%
    Resistance: 27%
    Physical Mitigation: 60%
    Tactical Mitigation: 58.9%

    -= Gear and Jewellery =-

    Legendaries

    DPS Belt:
    http://i59.tinypic.com/n5iqhh.jpg | Tank Belt: http://i61.tinypic.com/2eltdlf.jpg
    AOE 2H: http://i57.tinypic.com/21e6iqp.jpg | Tank 1H: http://i58.tinypic.com/snif5u.jpg

    Gear

    Cloak: http://i61.tinypic.com/33emp2o.jpg
    DPS Gloves: http://i61.tinypic.com/1zlcew9.jpg | Tank Gloves: http://i62.tinypic.com/ivle6v.jpg
    Shoulders: http://i62.tinypic.com/303gxoj.jpg
    Helm: http://i60.tinypic.com/351g2dc.jpg
    Leggings: http://i57.tinypic.com/10oe108.jpg
    Boots: http://i59.tinypic.com/blnkp.jpg
    Chest: http://i59.tinypic.com/5f0z03.jpg
    Bow: http://i62.tinypic.com/n5pnyr.jpg
    Shield: http://i61.tinypic.com/ao5mvk.jpg

    Jewellery

    Earring: http://i62.tinypic.com/2qvytrq.jpg
    Earring: http://i61.tinypic.com/2lksm5v.jpg
    Necklace: http://i59.tinypic.com/2i9t3sw.jpg
    Pocket: http://i58.tinypic.com/314rzo4.jpg
    Bracelet: http://i58.tinypic.com/2nqbcd3.jpg
    Bracelet: http://i59.tinypic.com/2i9l9ph.jpg
    Ring: http://i61.tinypic.com/2ci92l2.jpg
    Ring: http://i59.tinypic.com/2dani2t.jpg

    -= Guardian Video Guide =-

    Playlist
    http://www.youtube.com/playlist?list...v2N3Azvq_Oqvve

    Table of Contents



    -= Contributions =-

    • Arathaert
    • mattspencer
    • dwarfThar
    Last edited by thatabguy; May 09 2015 at 12:35 AM.

  2. #2
    Very very nice. Can you add what the specific number is to get to the % rating on your "Stats to Aim for as a Goal" i.e. 25% block = xxxxx block rating, 20% Crit = xxxxx crit rating?

    While I enjoy doing some solo 3 man challenges (and look forward to doing even harder and larger instance challenges solo with this build) a huge benefit of this build is being able to do fellowship and raid content in a group as a DPS char that the healers don't have to heal (as much anyway) while still doing great DPS along with being able to swap between 2h DPS to S&B DPS to S&B Tank with minimal gear change.

  3. #3
    Quote Originally Posted by mattspencer View Post
    Very very nice. Can you add what the specific number is to get to the % rating on your "Stats to Aim for as a Goal" i.e. 25% block = xxxxx block rating, 20% Crit = xxxxx crit rating?
    I added some numbers, but I don't know how to do the calculation to do all of them. Also Block, Parry and Incoming Healing can have their percentage higher than what the raw number reads as increasing them from your trait trees will not increase the raw number.

    If you mouse-over the raw number in your stats panel it will show both the raw number as well as a percentage.

    I found a website that explains the conversions (http://lotro-wiki.com/index.php/Rati...of_a_rating.3F) but it hurts my head.

  4. #4
    Hurts my head as well, that is why I was hoping you or someone else would post them. Knowing the raw rating numbers helps a lot when planning essences.

  5. #5
    Just wanted to add what I have noticed regarding Essences and Legendary Item Relics. Essences have set a value on certain stats (One Greater Crit Rating or Phys Mastery Essence is worth 1229 rating, but one Greater Crit D Essence is worth 3088 rating). So with keeping all the rating values in mind, when you look at what relics to get for your weapon, you can value the relics as "essence value" if you will. For instance, I have been using the "True Gem of the Rising Moon" for a relic and it has the following ratings....35 Vitality, 35 Fate, 646 Phys and 646 Tact Mastery. If you look at that as raw essence numbers, that is 35*5 = 175 Morale (0.2 essence value) 35*2 = 70 Crit (0.0569 essence value) and 646 phys mastery = 0.53 essence value (ignoring tact mastery, that gives you 0.78 essence value. Compare that to the Emerald Gem of Endurance which gives 28 Vitality and 1244 Crit. 28*5 = 140 morale (0.16 essence value) 1244 Crit = 1.01 essence value for a total of 1.17 essence value. Maybe all of you got this before, but I am realizing this for the first time and this seems like a very important thing to keep in mind to me. So look at the stats you want, figure out which relics give you the best "essence value" as I am calling it, slot those, and get essences to get the ratings the rest of the way up to what you want them. Relics do widely range in "essence value" and you only have 6 (8 with crafted ones) equipped at a time.

    Hope I didn't hijack this thread, but again I am realizing this new way to look at relics and I think this is too valuable of a way to look at them not to mention.

  6. #6
    Some stats are also more difficult to improve such as;
    • +% Devastate Magnitude
    • -% Attack Duration

    In fact, every time a relic shows a +/- percent value instead of a raw number it is bypassing the diminishing returns that you would otherwise get when adding to the raw number.

    For instance, outside of relics the only way to increase Devastate Magnitude is by over-capping your Critical Rating but this is largely wasteful.

    The relics that I have chosen I did so because those stats were both desired by myself and difficult to improve. Later this week I will add a Relics section to my guide with explanations towards my choices.

  7. #7
    Join Date
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    Nice read, very well done!

    One thing I'm wondering: why don't you trait Insult to Injury 5/5 in your DPS builds? It's such an amazing trait and improves bleed damage a lot. I remember testing this a while back and the constant bleed refreshing resulted in more than double the bleed damage I got without that trait.
    Dobb - Hobbit Burglar
    Thar - Dwarf Guardian
    ...
    [DE-RP]Belegaer
    R.I.P [DE]Anduin
    Visit my YouTube-Channel!

  8. #8
    Quote Originally Posted by dwarfThar View Post
    Nice read, very well done!

    One thing I'm wondering: why don't you trait Insult to Injury 5/5 in your DPS builds? It's such an amazing trait and improves bleed damage a lot. I remember testing this a while back and the constant bleed refreshing resulted in more than double the bleed damage I got without that trait.
    Thanks.

    Does a bleed count as a debuff though? [Insult to Injury] says that it will refresh debuffs but does not say anything about bleeds, whereas [Radiate] specifically says in the description about bleeds. I don't even know how someone is to validate this due to RNG.

  9. #9
    Join Date
    Jun 2011
    Location
    Hoarhallow
    Posts
    1,023
    Quote Originally Posted by thatabguy View Post
    Does a bleed count as a debuff though? [Insult to Injury] says that it will refresh debuffs but does not say anything about bleeds, whereas [Radiate] specifically says in the description about bleeds. I don't even know how someone is to validate this due to RNG.
    Yes, it does. Did a short test in Filikul: without Insult to Injury Bleed 10 triggered 88 times in a 2min fight - with Insult to Injury traited (5/5) it triggered 142 times.
    Dobb - Hobbit Burglar
    Thar - Dwarf Guardian
    ...
    [DE-RP]Belegaer
    R.I.P [DE]Anduin
    Visit my YouTube-Channel!

  10. #10
    Quote Originally Posted by dwarfThar View Post
    Yes, it does. Did a short test in Filikul: without Insult to Injury Bleed 10 triggered 88 times in a 2min fight - with Insult to Injury traited (5/5) it triggered 142 times.
    There's a giant mountain lion from the Monsters or Madness quest that I will run some tests on. I will try with and without Insult to Injury and once I have tier 10 bleeds I'll make my only attack Guardian's Ward. I'll run enough tests to make the tests valid enough. When traited red critical hits will apply a bleed, so we have to rule out crit chance by running enough tests to normalize it.

  11. #11

  12. #12
    Absolutely yes... Insult to Injury does refresh your bleed tick. I actually touched on it a tad in the guide I wrote up a while ago: https://www.lotro.com/forums/showthr...63#post7253463

    Well done overall! I will add that in your red aoe dps trait line, you might want to consider moving the points from blue into yellow to get that Insult to Injury fully traited, and into Incoming Healing for more survivability. I've found that traiting deep enough into yellow to get Thrill of Danger is more fun than Pledge :P Also, you'd be traiting the targets on War-chant all the way up to 8, which is quite nice.
    lvl 105 Guardian | 105 Mini | 64 Hunter | 48 Warden | Lukiluk - r10 Warg | r6 Defiler | r6 WL

    Twitch.tv/Arathaert | Youtube.com/ArathaertTV | Guardian Guide

  13. #13
    Quote Originally Posted by Arathaert View Post
    Absolutely yes... Insult to Injury does refresh your bleed tick. I actually touched on it a tad in the guide I wrote up a while ago: https://www.lotro.com/forums/showthr...63#post7253463

    Well done overall! I will add that in your red aoe dps trait line, you might want to consider moving the points from blue into yellow to get that Insult to Injury fully traited, and into Incoming Healing for more survivability. I've found that traiting deep enough into yellow to get Thrill of Danger is more fun than Pledge :P Also, you'd be traiting the targets on War-chant all the way up to 8, which is quite nice.
    Alright, seems like most people have already done their homework so I shifted points into [Insult to Injury] and updated the images. I took them from [High-spirited] and I realize not everyone will agree with this since I am further taking away from Incoming Healing but the healing is still really good in this build, plus people are welcome and encouraged to tailor my builds to their own play style.

    When you say [Thrill of Danger] I think you mean [Bring on the Pain], which would not only mean completely taking away from Blue but also from Red. It would end up being kind of a 50/50 split of Red and Yellow. Being healed 2.5% maximum morale on any hit for 10 seconds is nice and I have experienced how powerful it can be when traiting Yellow, but to be honest this build doesn't need the extra healing and I feel as though to invest that deep into Yellow I would be sacrificing far more than I would be gaining.

    I definitely see your point on War-chant targets but at the same time 3-4 AoE should be sufficient to spread the 3 target War-chant to most or all of the enemies in the mob. I also realize that my build is weakest in the beginning of battles since there are no debuffs and no tier 10 bleeds yet. However, for the more difficult encounters such as that where you feel you cannot take the initial punishment there is always Guardian's Pledge. If the encounter is difficult to warrant using Pledge then by the time you encounter the next mob the cooldown should be close to reset.
    Last edited by thatabguy; Nov 20 2014 at 12:23 AM.

  14. #14
    I added a bunch of links to my gear, jewellery and legendaries.

  15. #15
    I'm working on copying this build. It looks like 16.8k Crit Rating is 25.0% Crit chance, anything over that just contributes to Devastate magnitude.

  16. #16
    Thought this may be a better set of legacies to go with for the 1h weapon on this setup. This is my 2H DPS weapon, making a 1H version of it soon. Probably changing AOE to 5 targets, and dropping either Vexing/Whirling/Sweeping/TTK for a Fate legacy .

  17. #17
    You can still proof your survivability by a better Skill tree...

    For enough/high DPS you don't need any mastery or many points in the red tree.

    Just skill your Selfheal and the swiping cut. All other points should be in the yellow line or maybe a bit in blue too.

    BPE is not useful any more, because you need too much for a little Improvement. Morale over 30k/35k brings ~200Morale per selfheal.

  18. #18
    Quote Originally Posted by CalienX View Post
    You can still proof your survivability by a better Skill tree...

    For enough/high DPS you don't need any mastery or many points in the red tree.

    Just skill your Selfheal and the swiping cut. All other points should be in the yellow line or maybe a bit in blue too.

    BPE is not useful any more, because you need too much for a little Improvement. Morale over 30k/35k brings ~200Morale per selfheal.
    That is awesome that you are running a better build in your opinion, I am excited to see how it compares against my build.

    However, I have done my research, tested out various builds, and ran with many Guardians that use many of the existing builds... all that I see above is a simple morale stacking build with likely capped physical / tactical mitigation and probably high critical defence...

    Also, you're wrong about there not being a need for Physical Mastery. Guardian bleeds benefit from increased Physical Mastery, though you are probably getting this confused with the flat damage of Prey on the Weak. The more Physical Mastery you have the larger the chunk of total majority damage your Tier 10 bleeds will take up. If however your Physical Mastery is very low then Prey on the Weak could very well sadly be your top total damage output.

    That said I always give everyone the benefit of the doubt, and as such the best way to prove yourself is in the heat of battle.

    Here is a checklist for you, where each item that you mark as completed also needs to have an accompanying gameplay recording to prove that it was done. They must be run as of Update 15 and while Update 15 is still active. The instances must be run with the LUA Combat Analysis plugin to monitor Damage/Taken/Healing throughout the entire instance, where at the end of the instance you will show each tab of TOTALS in the CombatAnalysis plugin. The instances must be done solo, set to level 100 and without any buffs (no food, hope token, nothing). If you are unable to take the challenge then find someone who is willing to that uses your build. Please do accept the challenge as I am sure that our readers would love to compare builds and hey, if this build is completely off then at least you can point them to a better build. :P

    Notes of consideration will be;

    * Total real time elapsed for completion (not just active combat log time).
    * DPS
    * Damage Dealt
    * Damage Taken
    * Avoidances
    * Total Heals
    * Did you die?
    * If Challenge mode available did you; Attempt the challenge? Did you complete the challenge?

    List of Instances with solo difficulty level (in my opinion):
    * order will start from easiest to most difficult

    1. Great Barrow - Sambrog - Challenge (difficulty = very easy)
    2. Fornost - Wraith of Fire - T1 (difficulty = easy)
    3. Annuminas - Ost Elendil - Challenge (difficulty = normal)
    4. In Their Absence - Sari-Surma - T1 (difficulty = hard)
    5. Helegrod - Giant Wing - Challenge (difficulty = very hard)
    6. Helegrod - Spider Wing - Challenge (difficulty = very hard)

    I too will follow through with the list to be fair and will start off the list by posting the videos below as I record them and then edit this post to include them below.

    1. Sambrog - Challenge
    - challenge completed
    - 0 deaths
    - real time elapsed: 7m7s
    - Total Damage: 3.881M @ 10,444 DPS
    - Tier 10 bleeds: 1.594M, PotW: 316.5K
    - Damage Taken: 233.2K @ 627.5 TPS
    - Avoidance:Hits: 77.7%, Resists: 5.6%, Physical Avoids (BPE): 22.8%, Partial Avoids: 7.1%
    - Total Heals: 295.6K @ 795.4 HPS
    - http://www.youtube.com/watch?v=J6Jk_sElnqk

    2. Wraith of Fire - T1
    - real time elapsed: 24m12s
    - 0 deaths
    - Total Damage: 9.225M @ 9,261.5 DPS
    - Tier 10 bleeds: 3.558M, PotW: 851.3K
    - Damage Taken: 690.1K @ 692.8 TPS
    - Avoidance:Hits: 66.3%, Resists: 1.8%, Physical Avoids (BPE): 40.7%, Partial Avoids: 9.3%
    - Total Heals: 867.3K @ 870.8 HPS
    - http://www.youtube.com/watch?v=FfDYMwrUjVM

    3. Ost Elendil - Challenge
    - challenge
    - real time elapsed: ms
    - deaths
    - Total Damage: @ DPS
    - Tier 10 bleeds: , PotW:
    - Damage Taken: @ TPS
    - Avoidance:Hits: %, Resists: %, Physical Avoids (BPE): %, Partial Avoids: %
    - Total Heals: @ HPS
    -

    4. Sari-Surma - T1
    - real time elapsed: ms
    - deaths
    - Total Damage: @ DPS
    - Tier 10 bleeds: , PotW:
    - Damage Taken: @ TPS
    - Avoidance:Hits: %, Resists: %, Physical Avoids (BPE): %, Partial Avoids: %
    - Total Heals: @ HPS
    -

    5. Helegrod - Giant Wing - Challenge
    - challenge completed
    - deaths 3
    - https://www.youtube.com/watch?v=HcLRm-Vqseo

    6. Helegrod - Spider Wing - Challenge
    - challenge completed
    - deaths 0
    - http://www.youtube.com/watch?v=lt5iz_x7um4

    *PotW = Prey on the Weak
    Last edited by thatabguy; Nov 28 2014 at 10:47 AM.

  19. #19
    Quote Originally Posted by mattspencer View Post
    Thought this may be a better set of legacies to go with for the 1h weapon on this setup. This is my 2H DPS weapon, making a 1H version of it soon. Probably changing AOE to 5 targets, and dropping either Vexing/Whirling/Sweeping/TTK for a Fate legacy .
    I would drop TtK over an AoE legacy. Since you have invested in AoE Targets this is clearly an AoE 2H. I would treat TtK simply as a skill to activate the damage/speed buff and not so much as a damage skill, at least when it comes to this particular 2H.
    Last edited by thatabguy; Nov 26 2014 at 08:49 AM.

  20. #20
    first of all, nice job and thanks for such a detailed answer

    1. Mitigations:

    Yes, both are capped and critical is a bit higher than 50%, because more would be not useful. The normal critmultiplier is 1.5, so 50% negates all normals crits. Also i don't care about devastated hits. There are just about 3-5% in a battle, so it's insignificant.
    BPE is quite high, just because of your might, Pushing these values will not make a significant change. in my opinion 10k-12k are fine.

    2. Mastery:

    Yes mastery will increase your damage-output, but not so much.
    With maximum survivability i have about 35k Mastery and can thus generate up to 20k dps with 2h or 13k with shield and sword.
    More Mastery and my DPS will also increase, yes, but just a bit, because the bleed is already very high. For this i also have 2 pieces of the Hytboldset (+25% bleeddmg)

    So i have many essences with Morale/Vita, just for Morale and so increasing my selfheal.

    Skilling Tree:

    69 Points for my structure, 5 different for special:

    Red:

    5 0 0
    2 0
    0

    Yellow:

    3 3 5
    1 2
    0 1 0
    5 1
    0 4
    0 5
    0 1

    I prefer a skilled thrill of danger, you can use it every minute and the selfheal ist just insane. 2% for every hit.

    Pledge has a cd for 2 minutes and doesn't heal.

    Also the reflect is nice to have. Incoming dmg will be less and you also make dmg so.


    Also i tried to skill more in the red tree, but i don't feel so much difference in dmg. Without it stays by 20k+ dps (with enough targets it can be nearly 40k, too)

    All of it, just my opinion.






    Challenges:


    Some of them i also solved, but a few i didn't try so far. ( Thanks a lot for these great ideas! )

    But i can add:


    Flight to the lonely Mountain t1

    Bells of thal (name correct?) t1

    http://i1370.photobucket.com/albums/...psc9e77844.jpg

    http://i1370.photobucket.com/albums/...ps56d8f612.jpg

  21. #21
    Quote Originally Posted by CalienX View Post
    Skilling Tree:

    69 Points for my structure, 5 different for special:

    Red:

    5 0 0
    2 0
    0

    Yellow:

    3 3 5
    1 2
    0 1 0
    5 1
    0 4
    0 5
    0 1
    I am trying out your build in a run I have already done up above for comparison.. I will update this post shortly with the results.. this includes doing the same large pulls.. unbiasly.. so far so good, will update post in 20 minutes.

    ...

    Alright, so I held nothing back when re-attempting the same instance, Wraith of Fire. The Total DPS for the instance was 8276.1 versus 9261.5 with my build. The lower dps I believe was largely due to this build having terrible single-target dps. If I had the choice to swap trait trees in advance I would not use this build for single-target encounters. Less survivability and power issues were way more evident.

    Now the AoE DPS is a different story. I will actually vouch for CalienX by saying that his build has good AoE DPS, in fact in certain encounters I was even getting higher dps than my build by 1-2K dps. When I thought about it I believe that this was largely due to the number of War-chant targets, which in turn would proc Radiate and our yummy Tier 10 bleeds.

    The Bring on the Pain is viable as a replacement for Guardian's Pledge, however after rounding up a very large mob you may need to use BotP early on, and depending on the encounter you may regret having to wait 1 minute for your AoE Power Restore. After playing around with this though I think the rotation that he uses is;
    Warrior Heart if morale is needed, AoE Charge Stun, Stagger, War-chant, Whirling, Redirect... then if stun immunity is off Cataclysmic Shout for another AoE stun.

    The Heals Per Second (HPS) was 1099 this build and 871 with my build, where Bring on the Pain would be to thank for the higher HPS.

    Time elapsed was around 27 minutes versus 24 minutes with mine, and again I believe this was largely due to the terrible single-target dps of this build.

    Overall I will personally vouch for this build as a good AoE build, though I have to admit I did find it more stressful, and again you would not want to use this build for single-target dps.

    If I was using this build I think that I would invest in Thrust, Overwhelm and To the King just to have some single-target skill options, otherwise this build is in my opinion only viable as an AoE build.
    Last edited by thatabguy; Nov 26 2014 at 02:37 PM.

  22. #22
    Quote Originally Posted by CalienX View Post
    Also i tried to skill more in the red tree, but i don't feel so much difference in dmg. Without it stays by 20k+ dps (with enough targets it can be nearly 40k, too)
    Where are you getting 40K DPS solo? In a group sure, but doubtful solo, but I never say my DPS is this or that based on what I parse when grouped with other people. The highest dps that I have ever posted solo with my build is 27K and that was without resetting CombatAnalysis prior to the first swing, ie; the dps time included rounding up all of the monsters too.

    With your build the highest encounter dps I hit was 16K and I am actually confident that if I got lucky with the critical hits that I could see that number over 20K no problem, but not 40K. I would like to know the circumstances of how this was possible?

  23. #23
    Quote Originally Posted by thatabguy View Post
    Where are you getting 40K DPS solo? In a group sure, but doubtful solo, but I never say my DPS is this or that based on what I parse when grouped with other people. The highest dps that I have ever posted solo with my build is 27K and that was without resetting CombatAnalysis prior to the first swing, ie; the dps time included rounding up all of the monsters too.

    With your build the highest encounter dps I hit was 16K and I am actually confident that if I got lucky with the critical hits that I could see that number over 20K no problem, but not 40K. I would like to know the circumstances of how this was possible?
    Helegrod Spider wing

  24. #24
    Quote Originally Posted by Giliodor View Post
    Helegrod Spider wing
    Solo or with group?

  25. #25
    Quote Originally Posted by thatabguy View Post
    Solo or with group?
    Solo, but 40k seems an exaggeration to me. I've been getting 25k's in the middle of the fight, but these numbers drop as mobs go down.
    I did have a mere 30k mastery at the time, though. 4 PvP pieces + 2 mitigation pieces + lvl 95 crafted jewellery. No AoE damage legacies either, just targets.

 

 
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