Difference between revisions of "Talk:Trench Tank"

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== The note about Death's Charge ==
 
== The note about Death's Charge ==
 
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)
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: 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)
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:: 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. [[User:Cruz|Cruz]] ([[User talk:Cruz|talk]]) 23:09, 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. [[User:Cruz|Cruz]] ([[User talk:Cruz|talk]]) 23:09, 12 April 2018 (CEST)
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::: Look at the video in the main page. At the first ball, I could have easily dced into it. The group on top of the hill can be tricky, but I typically rush it and grab it before they group, and DC makes that easier. I tend to HoS during the pull to move faster sideways, so even if I held a staff I wouldn't drop easily under 50%, I basically take no damage there. Moreover, I like having a health buffer for the spike, where you can die easily. SW into the ball can work (as it did in the video), but you need your mesmers to spike quickly, and it can still potentially fail. For inside city, if you hos through the wall then DC is less useful, and it's only used if you get stuck or for jumping into the ball at the end (note: with dc you can make a nicer ball, as you can walk along the wall better). If you don't hos through the wall then DC is pretty much required to ball in time without leaving offdamage (yes you can), and you'll use it 2x during that pull. Overall DC makes city easier and faster, especially for less experienced tanks, so I think the note in the page is valid, but I agree that not having it will have less or negligible time loss for more experienced tanks, and I personally use SW since it's imho better for the rest of doa. --[[User:HasKha|HasKha]] ([[User talk:HasKha|talk]]) 00:42, 13 April 2018 (CEST)
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== cupcake at cave ==
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"Try not to die before Derv, as you need the Cupcake there and you don't want to use it late."
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Obviously dying is a bad idea anyway, but surely there's no problem with re-popping a cupcake in veil. [[User:Mistie|Mistie]] ([[User talk:Mistie|talk]]) 13:46, 22 July 2019 (CEST)
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if you pop a cupcake at the start of gloom it will run out either mid 4th room if ur on average pace or itll run out during 5th room. not popping a cupcake is pretty stupid considering you have to sidestep the whole time while pulling cave
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: personally I don't like having a cupcake in cave, having to sidestep all the time is annoying. And that's even worse for new players. I think using a cupcake is terrible advice. --[[User:HasKha|HasKha]] ([[User talk:HasKha|talk]]) 17:56, 24 July 2019 (CEST)
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::That's because you use Shadow Walk =P Normal people with Shadow of Haste are used to walking sideways all the time. Anyway, if veil is decently fast, you'll still have a cupcake, so you need to be used to side-walking. [[User:Mistie|Mistie]] ([[User talk:Mistie|talk]]) 16:02, 25 July 2019 (CEST)
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::: The easiest way to do cave is to not use jumps at all, and just walk between safe spots. Doing it with a cupcake makes it much more annoying (for a newbie, that equals harder). Again, I'm thinking about newer players. If you are experienced I don't care what you do, and you are probably not reading this wiki. And anyway, why do you want a cupcake at all? It doesn't make you faster anywhere in gloom or foundry rooms. (Okay maaaaybe for getting to the npc at the start, but that saves like 2 seconds, and there are better ways to save time there). --[[User:HasKha|HasKha]] ([[User talk:HasKha|talk]]) 07:43, 1 August 2019 (CEST)

Latest revision as of 05:43, 1 August 2019

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. Cruz (talk) 23:09, 12 April 2018 (CEST)
Look at the video in the main page. At the first ball, I could have easily dced into it. The group on top of the hill can be tricky, but I typically rush it and grab it before they group, and DC makes that easier. I tend to HoS during the pull to move faster sideways, so even if I held a staff I wouldn't drop easily under 50%, I basically take no damage there. Moreover, I like having a health buffer for the spike, where you can die easily. SW into the ball can work (as it did in the video), but you need your mesmers to spike quickly, and it can still potentially fail. For inside city, if you hos through the wall then DC is less useful, and it's only used if you get stuck or for jumping into the ball at the end (note: with dc you can make a nicer ball, as you can walk along the wall better). If you don't hos through the wall then DC is pretty much required to ball in time without leaving offdamage (yes you can), and you'll use it 2x during that pull. Overall DC makes city easier and faster, especially for less experienced tanks, so I think the note in the page is valid, but I agree that not having it will have less or negligible time loss for more experienced tanks, and I personally use SW since it's imho better for the rest of doa. --HasKha (talk) 00:42, 13 April 2018 (CEST)

cupcake at cave

"Try not to die before Derv, as you need the Cupcake there and you don't want to use it late."

Obviously dying is a bad idea anyway, but surely there's no problem with re-popping a cupcake in veil. The Mistyreous Mystery of Misty (talk) 13:46, 22 July 2019 (CEST)


if you pop a cupcake at the start of gloom it will run out either mid 4th room if ur on average pace or itll run out during 5th room. not popping a cupcake is pretty stupid considering you have to sidestep the whole time while pulling cave

personally I don't like having a cupcake in cave, having to sidestep all the time is annoying. And that's even worse for new players. I think using a cupcake is terrible advice. --HasKha (talk) 17:56, 24 July 2019 (CEST)
That's because you use Shadow Walk =P Normal people with Shadow of Haste are used to walking sideways all the time. Anyway, if veil is decently fast, you'll still have a cupcake, so you need to be used to side-walking. The Mistyreous Mystery of Misty (talk) 16:02, 25 July 2019 (CEST)
The easiest way to do cave is to not use jumps at all, and just walk between safe spots. Doing it with a cupcake makes it much more annoying (for a newbie, that equals harder). Again, I'm thinking about newer players. If you are experienced I don't care what you do, and you are probably not reading this wiki. And anyway, why do you want a cupcake at all? It doesn't make you faster anywhere in gloom or foundry rooms. (Okay maaaaybe for getting to the npc at the start, but that saves like 2 seconds, and there are better ways to save time there). --HasKha (talk) 07:43, 1 August 2019 (CEST)