Good peeps let me know that the audio is messed up from 5:49 to 6:49 and 9:05 to 10:36. Sorry about that! It won't play from your right ear I believe and only your left during these times. Apologies!
Hi! for Wand/Staff it doesn't really matter. For Wand/Longbow, do Longbow. This is because the masteries of the weapon will always activate and apply to the skills used from that weapon. So this means even though the weapon is in your back or sheathed, when you use an ability from that weapon, it gets taken out into your hands momentarily and the masteries will activate during the animation of the skill you're using from that weapon.
why time for punishment over enchanting time? not sure what your point costs look like for specs but isnt enchanting time just better overall if you can spare the points? ive only grinded with wand/staff and wand/dag but karmic wont always hit every single mob which makes time for punishment less consistent and enchanting time ends up boosting your self sustain too. ultimately it doesnt really matter with how easy the pve ends up being but i was still curious about the thought process.
@@_Daemonic hi! I show my skills and speccs in the video as well, but you use regular TfP partly because of lack of points, but also cus it’s not a big boost of damage in your regular skills. Only 200-ish extra damage on Sniping, but your explosion it’s way more due to how the multiplier works on the skill. So because it boosts explo damage by an amount that’s worth and not so much for your other skills, I keep it regular and put the points elsewhere. If I wanted to, I could remove the x3 heal from Swift and place them there.
Enchanting time is not nearly as significant of a damage multiplier as punishment is, so there's never a real use for it outside of supporting a dps in PvP, specifically arena. TFP always gives you more of a damage boost in PvE.
@@azeon562 maybe im just ignorant of dmg formulas but whats the difference? are you saying that debuffing a mob with tfp will provide a bigger increase in dmg than placing enchanting time on yourself despite the difference in skill dmg bonus of the player and skill dmg res of the monster being the same? (primarily talking about solo pve)
@@EliEli.MMOPVP can you expand on what you mean by "how the multiplier works on the skill"? maybe im just ignorant on how skill dmg boosts/skill dmg res works but nothing on CE's tooltip indicate that TFP has an interaction that would make CE deal more dmg over enchanting time. isnt the effective skill dmg boost just the difference between the enemy's skill dmg res and your own skill dmg boost? in which case both would provide the same increase in dmg? genuinely just trying to understand how some of these dmg formulas works-- thanks! edit: after talking to a couple friends about i think i had the wrong idea about skill dmg boost vs skill dmg res. tfp ends doing more because of the linear scaling of skill dmg boost/res right?
@@_Daemonic It's basically because of the way calculations work, reducing monster resistance nets you a larger % damage increase than the bonus skill damage from punishment. Skill damage boost not only gives you diminishing returns the more you stack it, but you'll still be losing a % of your damage to an enemy's skill damage resistance anyway. Since you already tend to stack a lot of SDB on your gear the 180-220 boost might *sound* big, but it doesn't actually translate to a 18-22% boost like it would if you had zero of the stat. So if you already have 200 from gear giving you around 20% increased damage, the next 200 might only grant you a 10% increase or even lower. The lowered resistance however acts as significant % increased damage scalar since skill damage resistance lowers the BASE damage of your attack BEFORE it's modified by attack bonuses. All enemy's have some skill damage resistance built into them, but normal monsters tend to be a lot lower. This means you can often drop their skill damage resistance to zero with punishment, netting you a large % damage increase on everything effected. For example if an enemy has 200 skill damage resistance, that means you are dealing 20% less BASE damage to it with every skill you use. Removing it all with punishment results in 20% increased damage since they can no longer mitigate any of it.
Definitely! It has a very interesting gameplay and it's still being figured out. If you want to play it as a healer, I think a high CDS, max health, mana regen, and collision/end build is worth.
Specifically for monster farming, spear is basically BiS right now. Worth picking one up and leveling it on the side to swap in for whenever you are doing open world dungeon farming, the clear speed is actually insane.
@@rezokvakhadze8828 I use my PvP masteries in this video, if you’re more PvE, I have my guide in the vid description you can check out to see the more PvE focused masteries. They’re in the skill build section and click the Longbow and Wand in the top right of the skill window.
There are several bug reports of damage numbers not displaying properly right now, but it's purely cosmetic. If you watch healthbars it's still dealing your normal damage.
I think was nerfed, Im wand staff and my dps build was on base of this but now Skills DMG it's too low from 7k to 2k wtf, and heavywepon still 40k x2...
Not explaining why are you using Decaying touch instead of standard mass version. You need it just for curse stack, the damage difference is minimal. So why do you spend points on this spec? No explanation why do you need sleep and take 1 slot for this? Why do you use basic Time of punishment while you could use Enchanting time spec of it for 5 points which doesnt depend on spread and due to buff duration traits it has infinite buff time? Ray of disaster looks like poor skill in terms of dmg imo, but personal choice.
Hi, you take Decaying Touch because it's more damage for your Cursed Explosion and you have the points for it. Also, sleep is for guaranteed Critical Hit on Explosion... it's in the skill description so read that. You take normal Time for Punishment for simple reason: The way calculations works, reducing monster resistance nets you a larger % damage increase than the bonus skill damage from punishment. Skill damage boost not only gives you diminishing returns the more you stack it, but you'll still be losing a % of your damage to an enemy's skill damage resistance anyway. Since you already tend to stack a lot of SDB on your gear the 180-220 boost might sound big, but it doesn't actually translate to a 18-22% boost like it would if you had zero of the stat. So if you already have 200 from gear giving you around 20% increased damage, the next 200 might only grant you a 10% increase or even lower. The lowered resistance however acts as significant % increased damage scalar since skill damage resistance lowers the BASE damage of your attack BEFORE it's modified by attack bonuses. All enemy's have some skill damage resistance built into them, but normal monsters tend to be a lot lower. This means you can often drop their skill damage resistance to zero with punishment, netting you a large % damage increase on everything effected. For example if an enemy has 200 skill damage resistance, that means you are dealing 20% less BASE damage to it with every skill you use. Removing it all with punishment results in 20% increased damage since they can no longer mitigate any of it. Ray of Disaster may be poor for you because you are not geared the same way as me. With my Skill Heal, my Ray of Disaster does 5-8k. I have 110% Skill Heal and 500 Heavy Attack and high Crit. 3 ray beams heavying for 800 and triple hitting mobs is a lot of damage.
Good peeps let me know that the audio is messed up from 5:49 to 6:49 and 9:05 to 10:36. Sorry about that! It won't play from your right ear I believe and only your left during these times. Apologies!
thx you Eli!!!!
Hi Eli, could you make a version of this for people who use staff and wand?
Sure!
My left ear say thank you. :)
Don't do that!! You scared me thinking I recorded incorrectly again D: . I just checked with my headphones and it's coming out of both aha.
@@EliEli.MMOPVP Actually yeah, from 5:49 to 6:49 and 9:05 to 10:36 it only heard on the left side
@@EliEli.MMOPVP The audio is a little messed up in a few places. But still I very much appreciate the video, thank you for the information you provide
@@josearellanovz Ahh damn I must have forgotten to copy to right ear. Thanks for letting me know
@@EliEli.MMOPVP In some parts when u talk in the video it shift the sounds from stereo to mono. :/
thx you
No worries!
i love you, I have a question, the wand/staff class, which weapon is primary? And in the wand/longboe, which weapon is primary?
Hi! for Wand/Staff it doesn't really matter. For Wand/Longbow, do Longbow. This is because the masteries of the weapon will always activate and apply to the skills used from that weapon. So this means even though the weapon is in your back or sheathed, when you use an ability from that weapon, it gets taken out into your hands momentarily and the masteries will activate during the animation of the skill you're using from that weapon.
thank you eli
Eli can you explain why we use sleep in the rotation?
Sleep is to create a crit for your curse explosion.
@@keithhchhgaming2389 yes! It guarantees a crit for your curse explosion. More damage.
@@EliEli.MMOPVP thanks your builds and guides are the best
@ thank you!
why time for punishment over enchanting time? not sure what your point costs look like for specs but isnt enchanting time just better overall if you can spare the points? ive only grinded with wand/staff and wand/dag but karmic wont always hit every single mob which makes time for punishment less consistent and enchanting time ends up boosting your self sustain too. ultimately it doesnt really matter with how easy the pve ends up being but i was still curious about the thought process.
@@_Daemonic hi! I show my skills and speccs in the video as well, but you use regular TfP partly because of lack of points, but also cus it’s not a big boost of damage in your regular skills. Only 200-ish extra damage on Sniping, but your explosion it’s way more due to how the multiplier works on the skill. So because it boosts explo damage by an amount that’s worth and not so much for your other skills, I keep it regular and put the points elsewhere. If I wanted to, I could remove the x3 heal from Swift and place them there.
Enchanting time is not nearly as significant of a damage multiplier as punishment is, so there's never a real use for it outside of supporting a dps in PvP, specifically arena. TFP always gives you more of a damage boost in PvE.
@@azeon562 maybe im just ignorant of dmg formulas but whats the difference? are you saying that debuffing a mob with tfp will provide a bigger increase in dmg than placing enchanting time on yourself despite the difference in skill dmg bonus of the player and skill dmg res of the monster being the same? (primarily talking about solo pve)
@@EliEli.MMOPVP can you expand on what you mean by "how the multiplier works on the skill"? maybe im just ignorant on how skill dmg boosts/skill dmg res works but nothing on CE's tooltip indicate that TFP has an interaction that would make CE deal more dmg over enchanting time. isnt the effective skill dmg boost just the difference between the enemy's skill dmg res and your own skill dmg boost? in which case both would provide the same increase in dmg?
genuinely just trying to understand how some of these dmg formulas works-- thanks!
edit: after talking to a couple friends about i think i had the wrong idea about skill dmg boost vs skill dmg res. tfp ends doing more because of the linear scaling of skill dmg boost/res right?
@@_Daemonic It's basically because of the way calculations work, reducing monster resistance nets you a larger % damage increase than the bonus skill damage from punishment. Skill damage boost not only gives you diminishing returns the more you stack it, but you'll still be losing a % of your damage to an enemy's skill damage resistance anyway. Since you already tend to stack a lot of SDB on your gear the 180-220 boost might *sound* big, but it doesn't actually translate to a 18-22% boost like it would if you had zero of the stat. So if you already have 200 from gear giving you around 20% increased damage, the next 200 might only grant you a 10% increase or even lower.
The lowered resistance however acts as significant % increased damage scalar since skill damage resistance lowers the BASE damage of your attack BEFORE it's modified by attack bonuses. All enemy's have some skill damage resistance built into them, but normal monsters tend to be a lot lower. This means you can often drop their skill damage resistance to zero with punishment, netting you a large % damage increase on everything effected. For example if an enemy has 200 skill damage resistance, that means you are dealing 20% less BASE damage to it with every skill you use. Removing it all with punishment results in 20% increased damage since they can no longer mitigate any of it.
Hey Eli sorry to bother with a stupid question, I just haven’t been able to play since update. Is wand/spear viable at all?
Definitely! It has a very interesting gameplay and it's still being figured out. If you want to play it as a healer, I think a high CDS, max health, mana regen, and collision/end build is worth.
Specifically for monster farming, spear is basically BiS right now. Worth picking one up and leveling it on the side to swap in for whenever you are doing open world dungeon farming, the clear speed is actually insane.
what mastery trees do you have/are going for?
@@rezokvakhadze8828 I use my PvP masteries in this video, if you’re more PvE, I have my guide in the vid description you can check out to see the more PvE focused masteries. They’re in the skill build section and click the Longbow and Wand in the top right of the skill window.
Anyway u could make a video like this but for staff wand
@@DarthWhispers I’ll see what I can do!
Thank you so much i use both wand staff and bow lol my favorite 3
@ no worries!
Now if you can full healer gear and combos pls
@@joshyfex 😄
Cursed explosión was nerfed
This video was filmed patch day I believe so I didn't experience the nerfed damage. But I can check again today.
Is curse explosion bugged? recenlty I notice that no matter the rotation I can't do more than 1500 dmg. Is it bugged or nerfed?
Same really would like to know whats going on and do i have to drop wand
It's bugged dmge not showing and the mire skill spec doesn't work @@charliep9565
@@dex509 i don’t notice the issue. This video was filmed 3 days ago.
There are several bug reports of damage numbers not displaying properly right now, but it's purely cosmetic. If you watch healthbars it's still dealing your normal damage.
I think was nerfed, Im wand staff and my dps build was on base of this but now Skills DMG it's too low from 7k to 2k wtf, and heavywepon still 40k x2...
Not explaining why are you using Decaying touch instead of standard mass version. You need it just for curse stack, the damage difference is minimal. So why do you spend points on this spec?
No explanation why do you need sleep and take 1 slot for this?
Why do you use basic Time of punishment while you could use Enchanting time spec of it for 5 points which doesnt depend on spread and due to buff duration traits it has infinite buff time?
Ray of disaster looks like poor skill in terms of dmg imo, but personal choice.
Hi, you take Decaying Touch because it's more damage for your Cursed Explosion and you have the points for it. Also, sleep is for guaranteed Critical Hit on Explosion... it's in the skill description so read that.
You take normal Time for Punishment for simple reason: The way calculations works, reducing monster resistance nets you a larger % damage increase than the bonus skill damage from punishment. Skill damage boost not only gives you diminishing returns the more you stack it, but you'll still be losing a % of your damage to an enemy's skill damage resistance anyway. Since you already tend to stack a lot of SDB on your gear the 180-220 boost might sound big, but it doesn't actually translate to a 18-22% boost like it would if you had zero of the stat. So if you already have 200 from gear giving you around 20% increased damage, the next 200 might only grant you a 10% increase or even lower.
The lowered resistance however acts as significant % increased damage scalar since skill damage resistance lowers the BASE damage of your attack BEFORE it's modified by attack bonuses. All enemy's have some skill damage resistance built into them, but normal monsters tend to be a lot lower. This means you can often drop their skill damage resistance to zero with punishment, netting you a large % damage increase on everything effected. For example if an enemy has 200 skill damage resistance, that means you are dealing 20% less BASE damage to it with every skill you use. Removing it all with punishment results in 20% increased damage since they can no longer mitigate any of it.
Ray of Disaster may be poor for you because you are not geared the same way as me. With my Skill Heal, my Ray of Disaster does 5-8k. I have 110% Skill Heal and 500 Heavy Attack and high Crit. 3 ray beams heavying for 800 and triple hitting mobs is a lot of damage.