Difference between revisions of "Talk:Trench Tank"

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What's the implied time save DC has above SW in city? [[User:Cruz|Cruz]] ([[User talk:Cruz|talk]]) 17:38, 12 April 2018 (CEST)
 
What's the implied time save DC has above SW in city? [[User:Cruz|Cruz]] ([[User talk:Cruz|talk]]) 17:38, 12 April 2018 (CEST)
 
: You can generally use DC twice per pull in city (dc into aggro, do pull, dc into ball). On the other hand, you can only SW once or not at all. You typically use SW to jump into the ball once it's ready, but it's not so great as it can be instantly removed and either ruin the spike (+ wipe the team) or just slow you down. Unfortunately you can't use SW mid-pull as the forced 10s delay is usually too long, and you have SoH anyway, so you use that instead. Overall each DC saves you up to ~3s of running, so you can save more than 10s by running DC over SW. --[[User:HasKha|HasKha]] ([[User talk:HasKha|talk]]) 19:24, 12 April 2018 (CEST)
 
: You can generally use DC twice per pull in city (dc into aggro, do pull, dc into ball). On the other hand, you can only SW once or not at all. You typically use SW to jump into the ball once it's ready, but it's not so great as it can be instantly removed and either ruin the spike (+ wipe the team) or just slow you down. Unfortunately you can't use SW mid-pull as the forced 10s delay is usually too long, and you have SoH anyway, so you use that instead. Overall each DC saves you up to ~3s of running, so you can save more than 10s by running DC over SW. --[[User:HasKha|HasKha]] ([[User talk:HasKha|talk]]) 19:24, 12 April 2018 (CEST)
 +
:: DC early on first ball is the only one I think should actually save time, and even then I'm not certain. It's very common to get the timing where aggro is just about to turn good when you arrive in city, and that means that the top group runs a high chance of going bad if it's rushed. I typically end up waiting 0-2 seconds for it after placing SoH.<br>I've found the SW on first pull to be very consistent as long as you aren't bonded (and using iau late/wield staff), so that should not be counted.<br>On the second ball you are on a timer and if the outside spike doesn't fail there should be decent timing and there is no problem being on time (or do I need to find better mesmers??). When timing isn't good I can see DC saving a bit of time, especially if you manage to get yourself stuck! This is assuming you hos over the wall of course. If you don't I assume you'll end up leaving a set of offdamage most of the time? I would have to do that more to get a feel of it. But all in all, I think time-wise, you'll be able to utilize maybe one DC to actually save time in city, if you don't misplay or something horrible happens.

Revision as of 21:09, 12 April 2018

The note about Death's Charge

What's the implied time save DC has above SW in city? Cruz (talk) 17:38, 12 April 2018 (CEST)

You can generally use DC twice per pull in city (dc into aggro, do pull, dc into ball). On the other hand, you can only SW once or not at all. You typically use SW to jump into the ball once it's ready, but it's not so great as it can be instantly removed and either ruin the spike (+ wipe the team) or just slow you down. Unfortunately you can't use SW mid-pull as the forced 10s delay is usually too long, and you have SoH anyway, so you use that instead. Overall each DC saves you up to ~3s of running, so you can save more than 10s by running DC over SW. --HasKha (talk) 19:24, 12 April 2018 (CEST)
DC early on first ball is the only one I think should actually save time, and even then I'm not certain. It's very common to get the timing where aggro is just about to turn good when you arrive in city, and that means that the top group runs a high chance of going bad if it's rushed. I typically end up waiting 0-2 seconds for it after placing SoH.
I've found the SW on first pull to be very consistent as long as you aren't bonded (and using iau late/wield staff), so that should not be counted.
On the second ball you are on a timer and if the outside spike doesn't fail there should be decent timing and there is no problem being on time (or do I need to find better mesmers??). When timing isn't good I can see DC saving a bit of time, especially if you manage to get yourself stuck! This is assuming you hos over the wall of course. If you don't I assume you'll end up leaving a set of offdamage most of the time? I would have to do that more to get a feel of it. But all in all, I think time-wise, you'll be able to utilize maybe one DC to actually save time in city, if you don't misplay or something horrible happens.