Hello! Sorry, i'd just copy the whole thread from steam. It was made by other person. ' ©Mindtroverted | Posted by Singrave on Sep 12, 2019, 1:11:08 AM |
I'm playing pestilent strike as main skill. The glaring issue is 6/7. Duration does not directly effect the 2nd portion of the skill. It does however boost the damage since the ability collapses all remaining damage into the 1sec debuff. This ability loves multistrike. High application rate, improves wave clear and single target all at once. With enough duration/aoe this skill explodes screens. Currently demolishing T8 maps in shit gear very casually w a 5L setup. The weirdest thing about bosses Isis the die faster when you attack the adds and the boss gets owned by the Debuff, very strange but bosses die instantly this way. If I can smooth out the build and grind to T16 and Uber shaper I'll probably make a full guide. Cheers | Posted by on Sep 16, 2019, 4:41:42 AM |
I'm the original poster from Steam forums. My approach was to have Viper strike as main skill bosskiller and Pestilent Strike for mapclear. I'm using Pestilent Strike + Ancestral Call + Melee Splash + Increased AoE in my 4-link Embalmer Gloves. I've read that Melee Splash also applies Pestilent Strike's debuff so the whole point of that 4-link setup is to get as many enemies hit with the debuff and proliferate the dmg on as big an area as possible. When mapping or delving or doing anything that requires clear, I just use Pestilent strike once and then use Viper Strike once or twice. Normal packs die before I even use Viper Strike. Magic and Rares usually take a couple of Viper Strike hits, but only if they are isolated. If the regular enemies spread the dmg debuff to the Magic and Rare monsters, they usually die all by themselves. Still haven't gotten to Shaper but I did finish a T16 without dying so I'm assuming it should be able to go the distance. | Posted by on Nov 9, 2019, 9:10:46 PM |
A few notes on your post: 4) (De)buffs don't stack with themselves unless it's specified that they do. Pestilent Strike says nothing about its debuff stacking, so I don't think you can assume you can do mass damage to a boss by killing multiple enemies near it. 6) Pestilent Strike doesn't 'transfer' Poison. The debuff it applies isn't Poison, it's just a Chaos Damage over Time debuff that's based on the expected outgoing Poison damage. Increased Skill Effect Duration will increase both the window to kill the monster and have Pestilent Strike do its thing, and the length the damaging debuff lasts (and thus the total damage it deals). This is how it should behave, anyway; if it doesn't, that's probably a bug. 7) This is a bit misleading. First of all, as stated above, Pestilent Strike doesn't transfer Poison. Second, modifiers to Poison damage (specifically, or by modifying Chaos Damage, Ailment Damage etc.) already apply to the 'expected' Poison damage. These modifiers don't apply directly to the debuff's damage to prevent them from applying a second time i.e. 'double dipping'. Modifiers to Damage Taken (e.g. Withered and Despair) do apply directly to the debuff damage, because they're not counted in expected damage. | Posted by on Nov 9, 2019, 11:49:12 PM |
4) No, the debuff definitely doesn't stack. That wasn't what I meant to say. I might have expressed myself inadequately. The thing is, if you hit several enemies with Pestilent Strike and kill them fast, 50% of the remaining poison dmg on those enemies will be inflicted on any enemies in radius. That's what I meant by stacking. For example, if a boss is surrounded by 20 enemies and I 1-hit the 20 enemies with PS, the boss would get 50% of 20 poisons, meaning the boss would get damaged for 10 PS attacks with only 1 PS attack. 6) Correct, PS doesn't transfer poison, it transfers 50% of the expected poison dmg, meaning it isn't poison. I don't know because I haven't tried, but I think the duration of the damaging debuff can't be changed. I might be wrong on this one, but it would make sense since if it was like that, skill effect duration and Temporal Chains would 'double dip' because they would increase the duration of the poison and then increase the duration of the damaging debuff. 7) Yes, chaos/poison/physical/ailment dmg modifiers will indirectly or directly affect the dmg of your poison, thus indirectly affecting the dmg of PS's damage debuff. P. S. What curse would you use on a PS Assassin? I've been using Despair but I don't know if maybe Temporal Chains would be better. Last edited by Mindtroverted on Nov 11, 2019, 3:00:04 PM | Posted by on Nov 11, 2019, 2:51:40 PM |
'I'm not sure I follow you. No hit can apply more than one poison, so if you kill an enemy in one hit, it can't possibly have more than one poison on it. If you kill 20 enemies this way near a boss, that boss will have 20 DoT debuffs on it, but only the strongest of those debuffs will deal damage at a time, and that one will deal only 50% of the expected damage of one poison. As for which curse is better, that's a complicated question and depends on your existing gear, passives, and skills; Path of Building could probably answer better than I could which works best for a given build. I'll note that all three of Despair's effects are on point for a Poison build, but Temporal Chains adds a defensive layer which a squishy melee Assassin would probably appreciate. Ideally, you'd take Whispers of Doom or whatever +1 curse source and use both. | Posted by on Nov 12, 2019, 2:51:51 AM |
I believe poison is a stacking debuff, so multiple applications apply, unlike something like ignite where only the strongest does damage. | Posted by GreyLensman on Nov 12, 2019, 2:35:55 PM |
'Yes, Poison stacks with itself, but the debuff Pestilent Strike applies on kill is not Poison and, unless I'm mistaken, does not stack with itself. And since it's not Poison, Pestilent Strike doesn't carry it over to the next monster on kill. PS applies a debuff based on the expected Poison damage of the killed monster, not (expected Poison damage + existing PS debuff). | Posted by on Nov 12, 2019, 8:46:31 PM |
Gotta love all the nuances. I'm sure the devs loves dreaming up this stuff! | Posted by GreyLensman on Nov 12, 2019, 8:54:54 PM |
I do not think that poison can spread to enemies that die from the same hit, but if you do not onehit a pack with Pestilent strike and have another method of spreading the poisons, then it is possible that the poisons being spread among the pack would ramp up in number and both spread to a rare mob / boss in the vicinity as well as applying the highest Pestilent Strike DoT based on the last one to die with 20 active poisons. So while I have not tested Pestilent Strike and do not know how feasible it is to apply poisons that way, it should theoretically be possible to achieve a similar effect to the one described, though not through the same mechanics. It is possible that poisons that have already spread to a target cannot spread to the same target from another source, which would mean that you actually need to hit and poison several targets at once to achieve a similar effect (one hit causing 1 stack on poison on each target that can all stack when proliferated rather than relying on only the proliferation of a single instance of poison from one target hit). I vaguely recall a statement that debuffs could not be proliferated several times, but I do not know whether that includes proliferating through different targets first. | Posted by on Nov 13, 2019, 1:08:34 PM |
Does Moira's Attack Ramp Up And Do More Dmg Video
Nov 16, 2017 First announced at BlizzCon 2017, new Support hero Moira is now live in Overwatch on both consoles and PC. Moira is an agent of Talon who plays somewhat akin to a Discipline Priest in WoW.This patch also includes the buff to Ana’s Biotic Rifle. Moira has to actively manage between dealing damage (sucking resource) from her opponents and healing. If she doesn't deal any damage, she won't be able to heal because she's going to use up all of her resource. The whole ball mechanic of hers is kinda tricky. Hidden Moira Heal-Over-Time (and how her damage beam targeting works) Discovered a couple interesting things about Moira: First and most importantly, her healing beam applies a Heal-Over-Time that persists for about 4 seconds after she stops directly healing. That should be more than enough to top up the majority of your flimsier friends though! Although many pros feel that the Biotic Orb is best used as a damage-dealing device, don't underestimate the power of throwing a healing orb into your team, then using Fade to zip in fast and start splashing some of your Biotic Grasp LMB healing around.
![More More](https://ddragon.leagueoflegends.com/cdn/4.21.4/img/champion/RekSai.png)
edited January 5, 2018 in Players Helping Players
But quite literally the lowest damaging primary attack in the entire game. Outclassed by most heroes' primary attacks. Fade: good mobility and evasion, but limited potential move distance makes her easy to pick off after fading back in. Outclassed by Tracer, Sombra. Discovered a couple interesting things about Moira: First and most importantly, her healing beam applies a Heal-Over-Time that persists for about 4 seconds after she stops directly healing. It seems about the same as Lucio's healing aura (without Amp It Up), 16.25 hps.
Played DoT specs since my very first EQ Necro back in 1999 and really loved my Spriet and Afflic Lock in WoW. I tried Necro here but ended up having to switch to Minions for more survivability. I made a Revenaant cause I really like the Mace/Axe animations and wanted to be more tanky. I read they have the worst ramp up time. Wouldnt this be true for everyone considering the 'over time' part of DoT? What would be considered fast ramp up for a Condi build? Just looking for something to faceroll my way through all the story stuff.
Comments
- I'm surprised you're struggling with necromancer, honestly. Even without minions they are generally among the best classes to use if you're finding other classes aren't resilient enough. But then again, it sounds like you're new so you probably just haven't figured it all out just yet.Mirage (mesmer PoF elite) feels pretty strong on condi burst and sustain, so I bet they'd come up somewhere near the top of a comparison between classes focusing on condi ramp-up time. But I can't say I've done extensive testing on the matter. Here's a quick video of Mirage taking down a Veteran Mordant Crescent arbiter:It's difficult to read the damage output in the youtube version, but the arbiter dies in about 9 seconds at which point damage peaks at nearly 10k DPS. That at least gives an impression of the sort of ramp-up time you'll be working with on mirage in a solo scenario.As far as survival goes, mirage is the polar opposite of necromancer despite also being a minion class (of sorts). Where necro has lots of health and an extra health bar so they can take a hit (or ten), mirage instead relies almost entirely on actively avoiding damage via the use of evasion, invulns, blocks, stealths, and teleports as well as running distraction with their illusions. Here's a video to give you an idea of how mirage is able to prevail alone against a difficult boss despite using a glass cannon build:I chose this one because it's probably the best video I have on my channel to showcase damage avoidance. Those little blue targeting circles that float after me throughout the video cause a sniper shot to fire, taking more than half of my health if it hits. That would be enough to deal with without having a champion trying to kill me! So, as you'll see in the video I have my hands full avoiding damage!Sorry I don't have anything more relevant to a player leveling up, but hey maybe it will give you some ideas on things to try along the way! If nothing else, mesmer is probably the most unique class I've seen an MMO!
- edited January 6, 2018Necromancer has a very strong DoT potential but does take a while to ramp-up (at least more time than some other classes I'll talk about in a bit) ! Often a condi necro (or scourge) will only manage to unleash full potential against bosses (champions and legendaries) in fractals and other high-level group pve content.
If you want a high ramp-up condi build, I think you can go check out condi druids and condi soulbeasts (both specializations of the ranger) ! The ramp-up is crazy and you just burn everything haha. Druid will do a bit less damage than soulbeast, but the survivability is much higher ! I guess the best would be for you to try them both ^^ The equipment stats should be the same for both builds so you dont have to worry about that.
The firebrand (PoF specialization of guardian) also has really big condi numbers that climb very fast, though their main source of damage comes from only one condition (burning) contrary to condi druid or soulbeasts (who work mostly with bleed/poison/burn).
Then the last one I can think of in fast ramp-up will be the Mirage (PoF mesmer specialization) which is just a monster especially in PvP. The main conditions are torment and confusion, which work better against players than monsters since they're based on movement and use of abilities to do more damage, but honestly you will still melt everything around you in pve !Hope this will help you find some fun in the game! - For a lot of PvE, the only condi you really need to care about is burning. So look at guardians and its elite specs, the warrior elite spec berserker, ranger, and engi. All of those can pretty effortlessly burn things to death in seconds.
- Engineer does intense burn damage. Very bursty good for pvp. Unfortantely anet haa had to nerf engineer burn conditions a few patches backBut its still strong.Use pistol blow torch followed by rocket boots tool belt kick and drop fire bomb field in bomb kit and switch to flame thrower to drop a fire field and fire attacks.Unlike necro engineer can rarely easily stack enough condis to do sustain damage but their burn burst is pretty good. So condi engineer is ok for pve and burn burst is good for spvp and wvw.
Sign In With Your GW2 Account or Register to comment.
Hey! You will be signed out in 60 seconds due to inactivity.Click here to continue using the site.