From 23fbc7c9987b28b2ddc9a318f2eb4af891833ff5 Mon Sep 17 00:00:00 2001 From: Daniel Schadt Date: Fri, 26 Jul 2019 12:57:30 +0200 Subject: [commanding] add the burn phase checklist --- commanding/commanding.tex | 73 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 73 insertions(+) diff --git a/commanding/commanding.tex b/commanding/commanding.tex index ec1c996..69d19b8 100644 --- a/commanding/commanding.tex +++ b/commanding/commanding.tex @@ -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. -- cgit v1.2.3