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authorDaniel Schadt <kingdread@gmx.de>2019-07-26 12:57:30 +0200
committerDaniel Schadt <kingdread@gmx.de>2019-07-26 12:57:30 +0200
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[commanding] add the burn phase checklist
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@@ -553,6 +553,79 @@ Additionally, you can call for \emph{Time Warps} and other \enquote{long cooldow
If you are doing a safety burn, keep in mind to tell people early enough to stop their damage, especially if you have a lot of condition damage in your squad, as those will continue to damage the wurm.
+\subsubsection{Burn Phase Checklist}
+
+Here is a small list of things that can improve your damage during a burn phase.
+Keep in mind that you do \emph{not} have to learn this list by heart!
+It is just meant as some sort of \enquote{reference} in which you can look things up.
+You most definitely shouldn't tell the whole list to your squad, as that will just overwhelm them.
+
+Which points exactly you will mention also depends on the time that you have available and your squad composition.
+
+\begin{itemize}
+ \item
+ Melee weapons allow you to hit the double damage spot.
+ For this to work, you have to stand roughly in the middle of the wurm's base during a burn phase.
+ If you see two damage numbers popping up for each attack, you're doing it right.
+ For this reason, ranged weapons are generally discouraged at this event.
+
+ \begin{itemize}
+ \item
+ One exception for this is the Staff for Elementalists, as \href{https://wiki.guildwars2.com/wiki/Fireball}{\uskill{Fireball}} actually hits the double damage spot, and Staff also offers a lot of AoE fields which work.
+
+ \item
+ An exception in the other direction is the Hammer for Guardians.
+ It is not just a bad DPS weapon in general, but the third hit of the auto-attack chain, \href{https://wiki.guildwars2.com/wiki/Symbol_of_Protection}{\uskill{Symbol of Protection}}, will generate a Light combo field.
+ This interferes with the Might stacking.
+
+ \item
+ Looks can be deceiving.
+ Revenants and Daredevils use a Staff as a melee weapon, while Mesmers use Greatswords as ranged weapons.
+ \end{itemize}
+
+ \item
+ One of the most important boons that you can get is \href{https://wiki.guildwars2.com/wiki/Might}{Might}.
+ Due to the level scaling, each stack of Might will give around 20\footnote{The exact forumla is $0.3125 \cdot \mathrm{level} + 5$} bonus power and condition damage.
+ Therefore, with 25 stacks, you will have around 500 bonus power and condition damage!
+
+ \begin{triviabox}
+ The level scalings for the wurm heads are 53 for Crimson, 55 for Cobalt and 56 for Amber.
+ \end{triviabox}
+
+ \begin{itemize}
+ \item
+ A lot of classes have skills or traits that provide Might and that can just be used directly.
+ Especially Druids, Tempests and Warriors can provide quite good amounts of Might.
+
+ \item
+ The classic way to generate Might is to use the \href{https://wiki.guildwars2.com/wiki/Combo}{\emph{Combo}} mechanic of the game.
+ Placing down a Fire field and using a Blast finisher on it will generate Might.
+
+ \item
+ Each Blast finisher can only interact with one combo field.
+ Placing down fields other than Fire will mean that some of the Blast finishers will be wasted.
+ \end{itemize}
+
+ \item
+ Besides Might, some other desirable boons are \href{https://wiki.guildwars2.com/wiki/Fury}{Fury}, \href{https://wiki.guildwars2.com/wiki/Quickness}{Quickness} and \href{https://wiki.guildwars2.com/wiki/Alacrity}{Alacrity}.
+ Some professions also get a damage increase from other boons, but you usually can't take care of them specifically.
+
+ \item
+ Your damage can also be amplified by \enquote{profession specific enhancements}.
+ Those are buffs that don't work like boons and are restricted to a specific profession.
+ Common examples are the Warrior's banners (\href{https://wiki.guildwars2.com/wiki/Banner_of_Strength}{\uskill{Banner of Strength}} and \href{https://wiki.guildwars2.com/wiki/Banner_of_Discipline}{\uskill{Banner of Discipline}}) and \href{https://wiki.guildwars2.com/wiki/Empower_Allies}{\trait{Empower Allies}}, the Ranger's spirits (\href{https://wiki.guildwars2.com/wiki/Frost_Spirit}{\uskill{Frost Spirit}} and \href{https://wiki.guildwars2.com/wiki/Sun_Spirit}{\uskill{Sun Spirit}}) and \href{https://wiki.guildwars2.com/wiki/Spotter}{\trait{Spotter}}.
+
+ \item
+ Certain conditions are less effective on the wurm.
+ Since it will not move around and not cast skills during a burn phase, \href{https://wiki.guildwars2.com/wiki/Torment}{Torment} and \href{https://wiki.guildwars2.com/wiki/Confusion}{Confusion} will do less damage.
+
+ \item
+ Since the wurm head is considered a structure (at least in phase 1), \href{https://wiki.guildwars2.com/wiki/Trap}{Traps} and \href{https://wiki.guildwars2.com/wiki/Mark}{Marks} will not be activated by it.
+
+
+\end{itemize}
+
+
\subsection{The Decapitation}
Once all three heads are ready to be decapitated, the decapitaiton can be coordinated.