Relics of Orr 158 - The Harold - a podcast by Relics of Orr

from 2015-08-13T05:00

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Over the weekend:
Pact Commander Masteries POI


Toggle on Mentoring Mode (displays chat badge and commander-like badge on the map)


Autoloot


Permanent swiftness for you and your party in cities


Doesn’t cost gold, doesn’t work in WvW


Bonus crafting experience (teased that this may be helpful in heart of thorns, having a high mastery in crafting is required for upcoming legendary precursor crafting masteries)


Supply Line Mastery - introduces roaming merchants which sell limited time goods for karma, will bring the return of phased out recipes, new ones, and a Melandru-backpack


Noblesse Oblige - 50% revive speed for a level 2, 10% revive speed for a level 80


PvP Leagues


RCGC to be announced at PAX Prime (16 days remain)


Beta elite spec discussion 2bold2beautiful

Tempest
Chronomancer
Dragonhunter
Reaper
Shiro Revenant

Castcast
Plants vs. Zombies is RAPIDLY APPROACHING, it will be on the 22nd.
Mailbag

"hello relics! Greibach, Spirit, possibly Evee, and anyone else who may be on the show!


I find that I want to play devils advocate about the discussion on last weeks show about fractals, and specifically on builds and build diversity.


I want to touch on the statement that "builds are so tightly tied to the gear stat choice." this is true in a way, but also just as false.


there are currently 5 major things that are affected by the stats on armor. "direct damage", "condition damage", "Heal scaling", "overall HP", and "damage reduction through toughness"


there is some intricacy with precision because of stuff that procs on crit, but for all intents and purposes it only really affects "direct damage" same with ferocity


everyone is pretty familiar with the "berzerker meta" and what it entails, and that you do not currently need to equip defensive stats because of the power of hard mitigation that has no ties to stats (blind, reflect, weakness, protection) and that if mobs/bosses die faster than their mechanics, those mechanics can be ignored.


this is where scaling toughness and precision come into play. in general higher toughness encourages condition focused builds(more on this later).


higher precision, and even higher power and ferocity encourages something that is not tied to any stat. which is upkeep of the weakness condition, and the protection boon. weakness takes the crit chance of those affected by it to 0% and causes 50% of strikes to be "glancing blows which further reduces damage by 50% effectively negating any precision or ferocity and ~33% of the targets power stat. protection is a flat damage reduction by 33% which is like adding a whole ton of toughness.


while organized groups tend to build for 100% upkeep of weakness already, many wannabe Zerker speed runners leave weakness out of their build consideration.


OK. now for the long and the short of it. I claim that build diversity is much more than just the prefix of the armor weapons and trinkets on a character. that it is in fact partially negligible the build is the type of weapons, the chosen utilities, traits, and to a lesser extent runes and sigils. personally I run 3-4 very different builds on the same gear set. all are full damage but bring very different utility to cover gaps that may form in different PuG group I may run with, for example more weakness, or more blinds, or more CC or reflects all achieved by swapping weapon wets, traits, and utility skills


the stats from gear can change alot about a build but only "power damage" "condition damage" and "healing power" seem to be currently meaningful outside of some trolly overly tanky nomads or sentinel builds in wvw.


the only meaningful stat choice as of right now is "direct damage" gear or "condition damage" gear. because the changes to conditions so that they are effectively "working as intended" (ignoring extremes) basically e...

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