@xDocHollidayz
Akaviri Dragonguard is an overland set from Eastmarch. So you can get that without having to do trials.
Bladerunner1 wrote: »Isn't the whole point of Torug's to just shave off 5 seconds from a dungeon run time? If one boss can die in 50 seconds, it shaves off a second per boss.
Unless I guess if it takes an hour's worth of cumulative fighting to kill all the bosses, then it would save a minute.
Oreyn_Bearclaw wrote: »Bladerunner1 wrote: »Isn't the whole point of Torug's to just shave off 5 seconds from a dungeon run time? If one boss can die in 50 seconds, it shaves off a second per boss.
Unless I guess if it takes an hour's worth of cumulative fighting to kill all the bosses, then it would save a minute.
@Bladerunner1
I dont know where you get the 5 seconds from, but the point of torugs pact on a tank is to buff your crusher enchantment on your weapon. When you combine torugs pact with infused weapons, it makes your crusher glyph way more powerful and gives it really high uptime. This of course boosts DPS for your group, which as you indicated, decreases the time to run content (again, no idea where you got those time frames from). As time to complete is one of two factors (the other being deaths) that contribute to score in this game (assuming you kill everything), it makes it very important.
Torugs has emerged as a substitute to tanks running Alkosh. Both essentially do the same thing, give a penetration buff to your group which equates to a DPS boost. In a perfect world, Alkosh is stronger because its a bigger Debuff. In practice, a lot of people prefer torugs pact. Even though its a bit smaller, the buff is more consistent, and doesnt depend on synergies. Even in great groups, synergy use is buggy in this game, and in pug groups, synergies can be pretty scarce. Torugs is also craftable which means you dont need to farm alkosh weapons or be forced into medium armor.
Bladerunner1 wrote: »Oreyn_Bearclaw wrote: »Bladerunner1 wrote: »Isn't the whole point of Torug's to just shave off 5 seconds from a dungeon run time? If one boss can die in 50 seconds, it shaves off a second per boss.
Unless I guess if it takes an hour's worth of cumulative fighting to kill all the bosses, then it would save a minute.
@Bladerunner1
I dont know where you get the 5 seconds from, but the point of torugs pact on a tank is to buff your crusher enchantment on your weapon. When you combine torugs pact with infused weapons, it makes your crusher glyph way more powerful and gives it really high uptime. This of course boosts DPS for your group, which as you indicated, decreases the time to run content (again, no idea where you got those time frames from). As time to complete is one of two factors (the other being deaths) that contribute to score in this game (assuming you kill everything), it makes it very important.
Torugs has emerged as a substitute to tanks running Alkosh. Both essentially do the same thing, give a penetration buff to your group which equates to a DPS boost. In a perfect world, Alkosh is stronger because its a bigger Debuff. In practice, a lot of people prefer torugs pact. Even though its a bit smaller, the buff is more consistent, and doesnt depend on synergies. Even in great groups, synergy use is buggy in this game, and in pug groups, synergies can be pretty scarce. Torugs is also craftable which means you dont need to farm alkosh weapons or be forced into medium armor.
Assume a tank is already running infused with crusher. Adding Torug's To the build adds 632 penetration and a 100% crusher uptime against a single target. A DPS can remove 7 CPs out of piercing or spell erosion and redistribute them somewhere else for around 1% more damage. That plus the higher uptime more or less adds up to 2% more damage to a single target. How long do you spend killing bosses? Shave off 2% from that time and that's what Torug's brings to the group.
*Edit 632 penetration
Bladerunner1 wrote: »Isn't the whole point of Torug's to just shave off 5 seconds from a dungeon run time? If one boss can die in 50 seconds, it shaves off a second per boss.
Unless I guess if it takes an hour's worth of cumulative fighting to kill all the bosses, then it would save a minute.
munster1404 wrote: »Bladerunner1 wrote: »Isn't the whole point of Torug's to just shave off 5 seconds from a dungeon run time? If one boss can die in 50 seconds, it shaves off a second per boss.
Unless I guess if it takes an hour's worth of cumulative fighting to kill all the bosses, then it would save a minute.
Tbh, I don't see the point of Torug's either. But since its the meta and the Trial/Dungeon group calls for it, Oh well..... IMO, 5s vs 3.5s crusher cool down is almost negligible. Granted that Torug's also increases the armor debuff from crusher by a little. But considering that CP cap is rising every patch, I'm pretty sure in the future any DD can afford to place at least 50 points into penetration anyway. As a solo, I run 46 points in spell erosion at current 690CP. With 720CP next patch, I'm simply going to raise it to 56.
Until the Devs decide to raise boss resistance or further nerf penetration