LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »as far as im aware the charged trait increases chance to apply any status effect, doesnt matter which status effect it is
status effect chance differs quite a lot depending if its coming from:
aoe vs single target
dot vs direct
or weapon enchant (which i think has the highest base chance)
So does this mean that if I'm using a Warden bleed build, it's best to use a charged flame staff because of the destruction staff passives.
Ancient knowledge: Inferno Staves increases your damage done with damage over time and Status Effects by 12%.
And..
Elemental Force: Increases your chance to apply status effects by 100%.
Fyi it's a PvP build.
it makes sense if thats the direction your going for
charged increases chance of all status effects, and the destro passive would boost burning and bleeding, of which you could do both (one with ele sus and one with the warden skills)
This is a highly experimental build.
Im basically making a stamina mage with blood drinkers set so cutting dive hits harder. Subterranean assault is poison damage.
Can't decide if I want to use the bleed version of fetcher flies which is a DoT, or magic soul with warden class mastery and major Defile.
yeah i get that ive had experimental builds like that lol
i dont really like the stam version of fetcher because it can only be applied to 1 target at a time, this is not great for large scale pvp, it might be OK in BGs due to smaller scale encounters, but theres too many targets in cyro
magical soul is more of a spammable than a dot, so i dont know if i would compare it to fetcher, but it could offer some more utility (you could also get the anchorite cruelty if you want a dot, the oblivion dot on it is pretty decent pressure)
Ive got the warden class signature script on magical soul because it charms and Warden doesnt have a stun.
Sometimes it doesn't work though. Maybe that's because of CC immunity. But at least I get resources back if it doesn't charm. Doesn't magic damage also have a status effect? I know the major Defile affix script is a status effect. Wondering if I can hit somebody with every status effect under the sun.
But I'm finding it very hard to to hit people with sub assault. I'm not a fan of delayed damage.
Necrotech_Master wrote: »as far as im aware the charged trait increases chance to apply any status effect, doesnt matter which status effect it is
status effect chance differs quite a lot depending if its coming from:
aoe vs single target
dot vs direct
or weapon enchant (which i think has the highest base chance)
LittlePinkDot wrote: »Necrotech_Master wrote: »as far as im aware the charged trait increases chance to apply any status effect, doesnt matter which status effect it is
status effect chance differs quite a lot depending if its coming from:
aoe vs single target
dot vs direct
or weapon enchant (which i think has the highest base chance)
So does this mean that if I'm using a Warden bleed build, it's best to use a charged flame staff because of the destruction staff passives.
Ancient knowledge: Inferno Staves increases your damage done with damage over time and Status Effects by 12%.
And..
Elemental Force: Increases your chance to apply status effects by 100%.
Fyi it's a PvP build.
Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »as far as im aware the charged trait increases chance to apply any status effect, doesnt matter which status effect it is
status effect chance differs quite a lot depending if its coming from:
aoe vs single target
dot vs direct
or weapon enchant (which i think has the highest base chance)
So does this mean that if I'm using a Warden bleed build, it's best to use a charged flame staff because of the destruction staff passives.
Ancient knowledge: Inferno Staves increases your damage done with damage over time and Status Effects by 12%.
And..
Elemental Force: Increases your chance to apply status effects by 100%.
Fyi it's a PvP build.
it makes sense if thats the direction your going for
charged increases chance of all status effects, and the destro passive would boost burning and bleeding, of which you could do both (one with ele sus and one with the warden skills)
LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »as far as im aware the charged trait increases chance to apply any status effect, doesnt matter which status effect it is
status effect chance differs quite a lot depending if its coming from:
aoe vs single target
dot vs direct
or weapon enchant (which i think has the highest base chance)
So does this mean that if I'm using a Warden bleed build, it's best to use a charged flame staff because of the destruction staff passives.
Ancient knowledge: Inferno Staves increases your damage done with damage over time and Status Effects by 12%.
And..
Elemental Force: Increases your chance to apply status effects by 100%.
Fyi it's a PvP build.
it makes sense if thats the direction your going for
charged increases chance of all status effects, and the destro passive would boost burning and bleeding, of which you could do both (one with ele sus and one with the warden skills)
This is a highly experimental build.
Im basically making a stamina mage with blood drinkers set so cutting dive hits harder. Subterranean assault is poison damage.
Can't decide if I want to use the bleed version of fetcher flies which is a DoT, or magic soul with warden class mastery and major Defile.
Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »as far as im aware the charged trait increases chance to apply any status effect, doesnt matter which status effect it is
status effect chance differs quite a lot depending if its coming from:
aoe vs single target
dot vs direct
or weapon enchant (which i think has the highest base chance)
So does this mean that if I'm using a Warden bleed build, it's best to use a charged flame staff because of the destruction staff passives.
Ancient knowledge: Inferno Staves increases your damage done with damage over time and Status Effects by 12%.
And..
Elemental Force: Increases your chance to apply status effects by 100%.
Fyi it's a PvP build.
it makes sense if thats the direction your going for
charged increases chance of all status effects, and the destro passive would boost burning and bleeding, of which you could do both (one with ele sus and one with the warden skills)
This is a highly experimental build.
Im basically making a stamina mage with blood drinkers set so cutting dive hits harder. Subterranean assault is poison damage.
Can't decide if I want to use the bleed version of fetcher flies which is a DoT, or magic soul with warden class mastery and major Defile.
yeah i get that ive had experimental builds like that lol
i dont really like the stam version of fetcher because it can only be applied to 1 target at a time, this is not great for large scale pvp, it might be OK in BGs due to smaller scale encounters, but theres too many targets in cyro
magical soul is more of a spammable than a dot, so i dont know if i would compare it to fetcher, but it could offer some more utility (you could also get the anchorite cruelty if you want a dot, the oblivion dot on it is pretty decent pressure)
Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »as far as im aware the charged trait increases chance to apply any status effect, doesnt matter which status effect it is
status effect chance differs quite a lot depending if its coming from:
aoe vs single target
dot vs direct
or weapon enchant (which i think has the highest base chance)
So does this mean that if I'm using a Warden bleed build, it's best to use a charged flame staff because of the destruction staff passives.
Ancient knowledge: Inferno Staves increases your damage done with damage over time and Status Effects by 12%.
And..
Elemental Force: Increases your chance to apply status effects by 100%.
Fyi it's a PvP build.
it makes sense if thats the direction your going for
charged increases chance of all status effects, and the destro passive would boost burning and bleeding, of which you could do both (one with ele sus and one with the warden skills)
This is a highly experimental build.
Im basically making a stamina mage with blood drinkers set so cutting dive hits harder. Subterranean assault is poison damage.
Can't decide if I want to use the bleed version of fetcher flies which is a DoT, or magic soul with warden class mastery and major Defile.
yeah i get that ive had experimental builds like that lol
i dont really like the stam version of fetcher because it can only be applied to 1 target at a time, this is not great for large scale pvp, it might be OK in BGs due to smaller scale encounters, but theres too many targets in cyro
magical soul is more of a spammable than a dot, so i dont know if i would compare it to fetcher, but it could offer some more utility (you could also get the anchorite cruelty if you want a dot, the oblivion dot on it is pretty decent pressure)
Ive got the warden class signature script on magical soul because it charms and Warden doesnt have a stun.
Sometimes it doesn't work though. Maybe that's because of CC immunity. But at least I get resources back if it doesn't charm. Doesn't magic damage also have a status effect? I know the major Defile affix script is a status effect. Wondering if I can hit somebody with every status effect under the sun.
But I'm finding it very hard to to hit people with sub assault. I'm not a fan of delayed damage.
im not a huge fan of the shalks either honestly
yes there is a status effect for every dmg type
magic dmg = overcharged (burst dmg + minor magickasteal)
fire dmg = burning (dot only)
shock dmg = concussed (burst dmg + minor vulnerability)
ice dmg = chilled (burst dmg + minor maim)
bleed dmg = hemorrhaging (dot only, stacks up to 3 times)
poison dmg = poisoned (dot only, has execute scaling)
disease dmg = diseased (single target dot + light dmg aoe dot + minor defile)
physical dmg = sundered (burst dmg + minor breach + 100 weapon/spell dmg for short duration)
its really easy to stack status effects when you are using serpents disdain set which does +16 sec duration for status effects (effectively making all status effects last 20 seconds)
i use a similar idea on my one necromancer character for archive, i use an ice staff sort of tank build, and i can guarantee apply: burning, chilled, consussed (from ele sus), hemorrhaging (ruinous scythe), diseased (pestilent colossus), and have chance to apply other status effects such as overcharged from weapon enchant
LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »as far as im aware the charged trait increases chance to apply any status effect, doesnt matter which status effect it is
status effect chance differs quite a lot depending if its coming from:
aoe vs single target
dot vs direct
or weapon enchant (which i think has the highest base chance)
So does this mean that if I'm using a Warden bleed build, it's best to use a charged flame staff because of the destruction staff passives.
Ancient knowledge: Inferno Staves increases your damage done with damage over time and Status Effects by 12%.
And..
Elemental Force: Increases your chance to apply status effects by 100%.
Fyi it's a PvP build.
it makes sense if thats the direction your going for
charged increases chance of all status effects, and the destro passive would boost burning and bleeding, of which you could do both (one with ele sus and one with the warden skills)
This is a highly experimental build.
Im basically making a stamina mage with blood drinkers set so cutting dive hits harder. Subterranean assault is poison damage.
Can't decide if I want to use the bleed version of fetcher flies which is a DoT, or magic soul with warden class mastery and major Defile.
yeah i get that ive had experimental builds like that lol
i dont really like the stam version of fetcher because it can only be applied to 1 target at a time, this is not great for large scale pvp, it might be OK in BGs due to smaller scale encounters, but theres too many targets in cyro
magical soul is more of a spammable than a dot, so i dont know if i would compare it to fetcher, but it could offer some more utility (you could also get the anchorite cruelty if you want a dot, the oblivion dot on it is pretty decent pressure)
Ive got the warden class signature script on magical soul because it charms and Warden doesnt have a stun.
Sometimes it doesn't work though. Maybe that's because of CC immunity. But at least I get resources back if it doesn't charm. Doesn't magic damage also have a status effect? I know the major Defile affix script is a status effect. Wondering if I can hit somebody with every status effect under the sun.
But I'm finding it very hard to to hit people with sub assault. I'm not a fan of delayed damage.
im not a huge fan of the shalks either honestly
yes there is a status effect for every dmg type
magic dmg = overcharged (burst dmg + minor magickasteal)
fire dmg = burning (dot only)
shock dmg = concussed (burst dmg + minor vulnerability)
ice dmg = chilled (burst dmg + minor maim)
bleed dmg = hemorrhaging (dot only, stacks up to 3 times)
poison dmg = poisoned (dot only, has execute scaling)
disease dmg = diseased (single target dot + light dmg aoe dot + minor defile)
physical dmg = sundered (burst dmg + minor breach + 100 weapon/spell dmg for short duration)
its really easy to stack status effects when you are using serpents disdain set which does +16 sec duration for status effects (effectively making all status effects last 20 seconds)
i use a similar idea on my one necromancer character for archive, i use an ice staff sort of tank build, and i can guarantee apply: burning, chilled, consussed (from ele sus), hemorrhaging (ruinous scythe), diseased (pestilent colossus), and have chance to apply other status effects such as overcharged from weapon enchant
Hmmm looked at serpents disdain. 16 seconds is alot but the 2,3 and 4 piece bonus's are just mag, Stam and health.
How do I quantify the damage 16 seconds makes compared to orders wrath and Crit and WEP/spell damage? Or any other straight DPS stat boosting set... Or heck, even a proc set like tarnished nightmare.
Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »as far as im aware the charged trait increases chance to apply any status effect, doesnt matter which status effect it is
status effect chance differs quite a lot depending if its coming from:
aoe vs single target
dot vs direct
or weapon enchant (which i think has the highest base chance)
So does this mean that if I'm using a Warden bleed build, it's best to use a charged flame staff because of the destruction staff passives.
Ancient knowledge: Inferno Staves increases your damage done with damage over time and Status Effects by 12%.
And..
Elemental Force: Increases your chance to apply status effects by 100%.
Fyi it's a PvP build.
it makes sense if thats the direction your going for
charged increases chance of all status effects, and the destro passive would boost burning and bleeding, of which you could do both (one with ele sus and one with the warden skills)
This is a highly experimental build.
Im basically making a stamina mage with blood drinkers set so cutting dive hits harder. Subterranean assault is poison damage.
Can't decide if I want to use the bleed version of fetcher flies which is a DoT, or magic soul with warden class mastery and major Defile.
yeah i get that ive had experimental builds like that lol
i dont really like the stam version of fetcher because it can only be applied to 1 target at a time, this is not great for large scale pvp, it might be OK in BGs due to smaller scale encounters, but theres too many targets in cyro
magical soul is more of a spammable than a dot, so i dont know if i would compare it to fetcher, but it could offer some more utility (you could also get the anchorite cruelty if you want a dot, the oblivion dot on it is pretty decent pressure)
Ive got the warden class signature script on magical soul because it charms and Warden doesnt have a stun.
Sometimes it doesn't work though. Maybe that's because of CC immunity. But at least I get resources back if it doesn't charm. Doesn't magic damage also have a status effect? I know the major Defile affix script is a status effect. Wondering if I can hit somebody with every status effect under the sun.
But I'm finding it very hard to to hit people with sub assault. I'm not a fan of delayed damage.
im not a huge fan of the shalks either honestly
yes there is a status effect for every dmg type
magic dmg = overcharged (burst dmg + minor magickasteal)
fire dmg = burning (dot only)
shock dmg = concussed (burst dmg + minor vulnerability)
ice dmg = chilled (burst dmg + minor maim)
bleed dmg = hemorrhaging (dot only, stacks up to 3 times)
poison dmg = poisoned (dot only, has execute scaling)
disease dmg = diseased (single target dot + light dmg aoe dot + minor defile)
physical dmg = sundered (burst dmg + minor breach + 100 weapon/spell dmg for short duration)
its really easy to stack status effects when you are using serpents disdain set which does +16 sec duration for status effects (effectively making all status effects last 20 seconds)
i use a similar idea on my one necromancer character for archive, i use an ice staff sort of tank build, and i can guarantee apply: burning, chilled, consussed (from ele sus), hemorrhaging (ruinous scythe), diseased (pestilent colossus), and have chance to apply other status effects such as overcharged from weapon enchant
Hmmm looked at serpents disdain. 16 seconds is alot but the 2,3 and 4 piece bonus's are just mag, Stam and health.
How do I quantify the damage 16 seconds makes compared to orders wrath and Crit and WEP/spell damage? Or any other straight DPS stat boosting set... Or heck, even a proc set like tarnished nightmare.
its a lot easier to maintain 3 stacks of hemorrhaging with the set, without it, you have to basically reapply hemorrhaging every 3 sec to maintain uptime on the status effect
it would basically mean the opponent would need a purge or the status effects would last a really long time, which includes all the debuffs associated with them
ele sus for example lasts for 30 sec, with status effect reapplication every 7.5 sec
this would mean that overall the uptime is ~30 seconds, it has slight downtime during its duration and it procs the effects 1 more time when ele sus expires
if you used serpents then it would maintain 100% uptime on the status effects for the full 30 seconds, + 20 additional seconds after ele sus expires
if they have no purge they would be stuck with burning dot + a few burst procs of concussed/chilled, and minor maim and minor vuln for 50 seconds
i use this more for archive due to focused efforts, but this character oddly does OK in BGs with team support
mentioned the set mainly if you were trying to focus on status effects, in terms of overall power, i think its weaker than other sets such as tarnished, though there is nothing saying you couldnt use both this set and tarnished, and get the sundered status effect from tarnished to last for 20 seconds, you would basically have 100% uptime on the 100 dmg buff and minor breach then
LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »LittlePinkDot wrote: »Necrotech_Master wrote: »as far as im aware the charged trait increases chance to apply any status effect, doesnt matter which status effect it is
status effect chance differs quite a lot depending if its coming from:
aoe vs single target
dot vs direct
or weapon enchant (which i think has the highest base chance)
So does this mean that if I'm using a Warden bleed build, it's best to use a charged flame staff because of the destruction staff passives.
Ancient knowledge: Inferno Staves increases your damage done with damage over time and Status Effects by 12%.
And..
Elemental Force: Increases your chance to apply status effects by 100%.
Fyi it's a PvP build.
it makes sense if thats the direction your going for
charged increases chance of all status effects, and the destro passive would boost burning and bleeding, of which you could do both (one with ele sus and one with the warden skills)
This is a highly experimental build.
Im basically making a stamina mage with blood drinkers set so cutting dive hits harder. Subterranean assault is poison damage.
Can't decide if I want to use the bleed version of fetcher flies which is a DoT, or magic soul with warden class mastery and major Defile.
yeah i get that ive had experimental builds like that lol
i dont really like the stam version of fetcher because it can only be applied to 1 target at a time, this is not great for large scale pvp, it might be OK in BGs due to smaller scale encounters, but theres too many targets in cyro
magical soul is more of a spammable than a dot, so i dont know if i would compare it to fetcher, but it could offer some more utility (you could also get the anchorite cruelty if you want a dot, the oblivion dot on it is pretty decent pressure)
Ive got the warden class signature script on magical soul because it charms and Warden doesnt have a stun.
Sometimes it doesn't work though. Maybe that's because of CC immunity. But at least I get resources back if it doesn't charm. Doesn't magic damage also have a status effect? I know the major Defile affix script is a status effect. Wondering if I can hit somebody with every status effect under the sun.
But I'm finding it very hard to to hit people with sub assault. I'm not a fan of delayed damage.
im not a huge fan of the shalks either honestly
yes there is a status effect for every dmg type
magic dmg = overcharged (burst dmg + minor magickasteal)
fire dmg = burning (dot only)
shock dmg = concussed (burst dmg + minor vulnerability)
ice dmg = chilled (burst dmg + minor maim)
bleed dmg = hemorrhaging (dot only, stacks up to 3 times)
poison dmg = poisoned (dot only, has execute scaling)
disease dmg = diseased (single target dot + light dmg aoe dot + minor defile)
physical dmg = sundered (burst dmg + minor breach + 100 weapon/spell dmg for short duration)
its really easy to stack status effects when you are using serpents disdain set which does +16 sec duration for status effects (effectively making all status effects last 20 seconds)
i use a similar idea on my one necromancer character for archive, i use an ice staff sort of tank build, and i can guarantee apply: burning, chilled, consussed (from ele sus), hemorrhaging (ruinous scythe), diseased (pestilent colossus), and have chance to apply other status effects such as overcharged from weapon enchant
Hmmm looked at serpents disdain. 16 seconds is alot but the 2,3 and 4 piece bonus's are just mag, Stam and health.
How do I quantify the damage 16 seconds makes compared to orders wrath and Crit and WEP/spell damage? Or any other straight DPS stat boosting set... Or heck, even a proc set like tarnished nightmare.
its a lot easier to maintain 3 stacks of hemorrhaging with the set, without it, you have to basically reapply hemorrhaging every 3 sec to maintain uptime on the status effect
it would basically mean the opponent would need a purge or the status effects would last a really long time, which includes all the debuffs associated with them
ele sus for example lasts for 30 sec, with status effect reapplication every 7.5 sec
this would mean that overall the uptime is ~30 seconds, it has slight downtime during its duration and it procs the effects 1 more time when ele sus expires
if you used serpents then it would maintain 100% uptime on the status effects for the full 30 seconds, + 20 additional seconds after ele sus expires
if they have no purge they would be stuck with burning dot + a few burst procs of concussed/chilled, and minor maim and minor vuln for 50 seconds
i use this more for archive due to focused efforts, but this character oddly does OK in BGs with team support
mentioned the set mainly if you were trying to focus on status effects, in terms of overall power, i think its weaker than other sets such as tarnished, though there is nothing saying you couldnt use both this set and tarnished, and get the sundered status effect from tarnished to last for 20 seconds, you would basically have 100% uptime on the 100 dmg buff and minor breach then
I'm using blood drinkers set to increase the damage of cutting dive, it's the set I have the destruction staff for golded.
Serpents disdain would make it easier for sure to have 3 stacks of hemorrhage. But question..does blood drinkers set increase the damage of the hemorrhage status effect? or just the initial hit of the bleed damage.
LittlePinkDot wrote: »I'm using blood drinkers set to increase the damage of cutting dive, it's the set I have the destruction staff for golded.
Serpents disdain would make it easier for sure to have 3 stacks of hemorrhage. But question..does blood drinkers set increase the damage of the hemorrhage status effect? or just the initial hit of the bleed damage.