It depends on a lot of factors. 20K should be the target for learning. 30K once you know what you're doing, have the rotations down, and some decent gear equipped and 400+ CP. 40K+ is possible once you master everything and have the best gear. That's just based on what I see in my trials guilds, and those are very "generic" numbers.
I recommend you join a Trials guild. They can help you out in most cases.
Thanks for the reply, what you listed is definitely the colloquial wisdom but I'm really hoping to see specific parses. I would join a trials guild except that I don't want to drop any PvP guilds and generally don't have a lasting interest in PvE. But I like to know that I can hang with the best of them whenever I decide to hop into a trial etc.
It depends on a lot of factors. 20K should be the target for learning. 30K once you know what you're doing, have the rotations down, and some decent gear equipped and 400+ CP. 40K+ is possible once you master everything and have the best gear. That's just based on what I see in my trials guilds, and those are very "generic" numbers.
I recommend you join a Trials guild. They can help you out in most cases.
My magicka warden keeps wiping on the Skeleton dummy. I'll let you know when I complete it.
Vercingetorix wrote: »A "skeleton test" is completely theoretical and unrepresentative of a build's performance in the field. A skeleton test does not take the following things into account:
- Boss movement/mechanics WILL disrupt rotation
- You cannot realistically stand still in one spot during the entire fight
- Incoming damage due to boss or adds (which must be mitigated/warded/healed/dodged and WILL disrupt rotation)
Because of this, a skeleton test does not actually represent an actual fight. It is only a demonstration of using abilities in an ideal world where you aren't attacked, there are no mechanics, and you can stand still in one spot for the entire fight without consequence. In other words, this "skeleton world" doesn't exist and the numbers you get from a skeleton don't actually tell you anything helpful as your performance isn't pressured like it will be in a real fight.
Ideally, a rotation should really be practiced in a real fight so you get used to the disruptions and learn to recover from them quickly as that is a far more valuable skill to develop than standing in front of an immobile, inert target.
Vercingetorix wrote: »A "skeleton test" is completely theoretical and unrepresentative of a build's performance in the field. A skeleton test does not take the following things into account:
- Boss movement/mechanics WILL disrupt rotation
- You cannot realistically stand still in one spot during the entire fight
- Incoming damage due to boss or adds (which must be mitigated/warded/healed/dodged and WILL disrupt rotation)
Because of this, a skeleton test does not actually represent an actual fight. It is only a demonstration of using abilities in an ideal world where you aren't attacked, there are no mechanics, and you can stand still in one spot for the entire fight without consequence. In other words, this "skeleton world" doesn't exist and the numbers you get from a skeleton don't actually tell you anything helpful as your performance isn't pressured like it will be in a real fight.
Ideally, a rotation should really be practiced in a real fight so you get used to the disruptions and learn to recover from them quickly as that is a far more valuable skill to develop than standing in front of an immobile, inert target.
Vercingetorix wrote: »A "skeleton test" is completely theoretical and unrepresentative of a build's performance in the field. A skeleton test does not take the following things into account:
- Boss movement/mechanics WILL disrupt rotation
- You cannot realistically stand still in one spot during the entire fight
- Incoming damage due to boss or adds (which must be mitigated/warded/healed/dodged and WILL disrupt rotation)
Because of this, a skeleton test does not actually represent an actual fight. It is only a demonstration of using abilities in an ideal world where you aren't attacked, there are no mechanics, and you can stand still in one spot for the entire fight without consequence. In other words, this "skeleton world" doesn't exist and the numbers you get from a skeleton don't actually tell you anything helpful as your performance isn't pressured like it will be in a real fight.
Ideally, a rotation should really be practiced in a real fight so you get used to the disruptions and learn to recover from them quickly as that is a far more valuable skill to develop than standing in front of an immobile, inert target.
Vercingetorix wrote: »A "skeleton test" is completely theoretical and unrepresentative of a build's performance in the field. A skeleton test does not take the following things into account:
- Boss movement/mechanics WILL disrupt rotation
- You cannot realistically stand still in one spot during the entire fight
- Incoming damage due to boss or adds (which must be mitigated/warded/healed/dodged and WILL disrupt rotation)
Because of this, a skeleton test does not actually represent an actual fight. It is only a demonstration of using abilities in an ideal world where you aren't attacked, there are no mechanics, and you can stand still in one spot for the entire fight without consequence. In other words, this "skeleton world" doesn't exist and the numbers you get from a skeleton don't actually tell you anything helpful as your performance isn't pressured like it will be in a real fight.
Ideally, a rotation should really be practiced in a real fight so you get used to the disruptions and learn to recover from them quickly as that is a far more valuable skill to develop than standing in front of an immobile, inert target.
My take on DPS..
Did the boss die? If yes, then DPS was high enough.