PvXwiki:Project Standardized Testing/Party Size 8

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Project Standardized Testing
Project Page
Party Size 4 Party Size 6 Party Size 8

A testing route for party size 8 teams and the results with various teams.

Preface

The goal is to find general use builds for missions and vanquishing which support all common builds of a certain type, i.e. weapon based melee builds or offensive casters. In order to make general builds they are tested against the more troublesome foes found in party size 8 missions, quests and vanquishing. The assumption is that builds which can deal with those foes very well are likely to be suitable for the entirety of party size 8 content, excluding some hard mode only quests and elite areas.

Warmup. Good performance required for a good (4/3 up to 4/5 or 5/3) rating. Suited to get used to a team before diving into the main testing areas.

Wind riders (Magus Stones): Resilience against interruption.
Elementals (Forum Highlands): Survivability against (mostly armour ignoring) area damage.
Speed Test (Tahnnakai Temple mission): Overall speed against somewhat balanced foes. Check against dazed, blind and large amounts of small damage packets.
Dinosaurs (Sparkfly Fen): Probing the performance against health drain and large groups of melees.
Undead (The Alkali Pan): Checking how well a team can handle multiple resurrection skills.

Main test. Good performance required for a great (5/4 or 5/5) rating.

City of Torc'qua NM: General test against slightly more potent balanced groups of foes aswell as energy denial.
Ravenheart Gloom: Hard reliability test against hex and condition pressure aswell as the occasional 200 damage hit.
Vloxen Excavations: Performance against balanced foes with enchantment removal, hard-hitting physicals, healers, protection and minions.

Note:

  • Unless noted otherwise the tests are to be done in hard mode.
  • Estimated testing time 50–60 minutes.

Testing Areas

Magus Stones
Enter from Rata Sum. Kill all groups of wind riders. Preferably lure two at once.
Sparkfly Fen
Enter from Gadd's Encampment. Go east, kill raptors on your way and make sure to fight some angorodons. Finish with killing gww:Mobrin, Lord of the Marsh.

Forum Highlands
Enter from Tihark Orchard. Go south and enter the elemental valley. Assassinate Churahm, Spirit Warrior. Proceed south, kill Korshek the Immolated.
The Alkali Pan
Enter from Ruins of Morah. Go right, kill Churkeh the Defiant and his group.
Tahnnakai Temple: Do the entire mission, note your time.
City of Torc'qua NM: Complete the area, take /age when all foes from the final fight against Lord Jadoth are killed.
Ravenheart Gloom: Do at least the first quest, To the Rescue!. If successful, you can carry on and complete the area for additional impressions.
Vloxen Excavations: Do the entire dungeon. (Recommendation: Start from Vloxen falls to save some time.)


Test Results

Ideally you submit your results on this page before voting on a build. Don't be afraid of going into detail, as it will help making this project a success. You can use this formatting template:

;Tested by ~~~
<pvxbig>
:'''Windriders (Magus Stones)''': 
:'''Elementals (Forum Highlands)''': 
:'''Speed Test (Tahnnakai Temple)''': 
:'''Melees, health drain (Sparkfly Fen)''': 
:'''Resurrection (The Alkali Pan)''': 
:'''City of Torc'qua NM''': 
:'''Ravenheart Gloom''': 
:'''Vloxen Excavations''':
'''Rating''': # effectiveness, # universality. Player build used for the tests: 
{{clear}}<br />
</pvxbig>

Archive:Team - 7 Hero BiP Caster Support


Tested by Juniper real (talk) Oct 2019, all hm unless otherwise, team build used without alterations (SYG variant), insignificant modifications in hero gear, no cons/pcons, screens on userpage. Also, this test was done mostly with SoS on the player (accidentally) without subbing the SoS on the hero. oops.
rata riders: no problems
korshek: no problems
timed factions mission: tahnnakai temple, masters, no problems
mobrin: no problems
churkeh: no problems
city (doa), nm: 25 min
gloom (doa): wipe at 8 mins at cave
vloxen: no problems
General Impression
sufficient melee and caster shutdown, caster support (condition and hex removal, bip), party health and energy management, distraction from minions/spirits, mobility. %dmg contribution results are unhelpful due to poor build choice by tester, but player leads, ESx2 expected to follow, then ineptitude, and MM/SoS expected to be about equal.
Specific Impressions
1. perhaps hex-eater sig on Me bars? 2. SoS-player builds are popular. Consider variant hero bar.
Rating
5 effectiveness, 5 universality. Player build used for the tests: OACiIykMVNVO5DeNRDyM1JmKCA




Team - 7 Hero Discordway (talk · rate)


Tested by Juniper real (talk) Oct 2019, all hm unless otherwise, team build used with ES, standard choice optionals, insignificant modifications in hero gear, no cons/pcons, screens on userpage
rata riders: no problem
korshek: wipe prior to finish
timed factions mission: tahnnakai temple, masters reward, few deaths
mobrin: no problem
churkeh: no problem
city (doa), nm: 24 min, few deaths
gloom (doa): wipe at 5 min at cave
vloxen: completed, wipe at boss and throughout
General Impression
tolerable melee and caster shutdown as well as caster support (condition and hex removal), party health and energy management strained at times, team is vulnerable to single target and AOE damage, no mobility. good distraction via extra bodies. party damage led by player (~19-25%), then ES (~18-23%), Panic (~15-17%), MM Disc (~9-14%), SB (~8-10%), Curses Disc (~7-9%), SoS (~5-12%), and finally Resto Disc (~4-7%).
Specific Impressions
1. this team feels all over the place and isn't doing anything particularly well. i'd probably start to make improvements by dropping rezzes from the discords, swapping out the SoS for something else.
Rating
4 effectiveness, 3 universality. Player build used for the tests: OgdTkY24ZaX0mcBKmEZ4UgpJVAA



Team - 7 Hero Fevered Dreams (talk · rate)


Tested by Juniper real (talk), all hm unless otherwise, team build originally used as written, insignificant modifications in hero gear, no cons/pcons, screens on userpage
rata riders: no problems
korshek: no problems
timed factions mission: tahnnakai temple, some party wipes and failures secondary to over-aggro/extension; eventually completed, masters reward, multiple deaths; use of DPS by bip often led to steamrolling and party wipes; much more stable with fomf; this may be different with prots on the team and DPS-affected individual has better survivability
mobrin: no problems, 1 player death (to rapid health steal)
churkeh: no problems
city (doa), nm: some party wipes and failures secondary to over-aggro/extension; eventually completed, 19 min, few deaths
gloom (doa): wipe at 8 mins at camp
vloxen: completed, no problems
General Impression
superb ability to train mobs, especially with micro-ed FD and built-up minion army. with proper setup can achieve sufficient melee and caster shutdown. melee support (condition and hex removal, buffs) are generally sufficient but suffer against significant hex stacking. team support is generally sufficient but is susceptible to spikes and single-target training without any prots on the team, otherwise health and energy management are okay, team provides distraction from minions, average mobility with 1 FB. party damage consistently led by player (~23-28%), followed by discord MM (16-19%), keystone mes (14-19%), FD mes (14-17%), thunderclap MM (~9-13%), and rt/mo (~8-13%).
Specific Impressions
1. player provided blind provides excellent melee/wanding shutdown. 2. FoMF is preferable to DPS on bip. 2 copies of rez are usually fine. 3. tanking/pulling is very fragile without prots; consider switching thunderclap MM for n/mo mm with protection prayers, or other alternative
Rating
5 effectiveness, 3 universality. Player build used for the tests: Ogej8NpMLTbXSXBYPXNXih4OygA



Team - 7 Hero RoJway (talk · rate)


Tested by Juniper real (talk) Oct 2019, all hm unless otherwise, melee team build used with recd optionals, insignificant modifications in hero gear, no cons/pcons, screens on userpage
rata riders: few deaths
korshek: several deaths
timed factions mission: tahnnakai temple, masters reward, few deaths
mobrin: few deaths
churkeh: no problems
city (doa), nm: 20 min, near wipe
gloom (doa): wipe at cave 5 min
vloxen: completed, no problems
General Impression
fine melee and caster shutdown, high train potential but often finicky 2/t AI, satisfactory melee support (condition and hex removal, buffs), party health and energy management okay, susceptible to single-target focusing, good mobility. party damage consistently led by player (~33-35%), followed by ES (~21-25%), Ineptitude (~14-16%), SoS (~10-11%), and trailed by the RoJs (~7-10%).
Specific Impressions
1. The damage contribution from the RoJ builds is underwhelming, and apparently a year ago I tested hybrid Roj/illusion monks and thought they did better. I didn't take screens and it will require more testing to confirm, but as written this build has room for improvement and the change might be as simple as replacing the RoJ monks with something, uh, better.
Rating
4 effectiveness, 3 universality. Player build used for the tests: Ogej8NpMLTbXSXBYPXNXih4OygA



Archive:Team - 7 Hero Triple Energy Surge


Tested by Juniper real (talk) May 2019, all hm unless otherwise, melee variant mainbar team build used without alterations, except use of Mo hero instead of Zei Ri (to more directly compare against other commonly used 7h teams), insignificant modifications in hero gear, no cons/pcons, screens on userpage
rata riders: no problems
korshek: no problems
timed factions mission: tahnnakai temple, masters reward, few deaths
mobrin: no problems
churkeh: no problems
city (doa), nm: 22 min, 0 deaths
gloom (doa): wipe at 14 mins at rift between
vloxen: completed, no problems, 2 wipes at boss
General Impression
generally sufficient melee and caster shutdown with some room for improvement in anti-melee, significant melee support (tank protection, condition and hex removal, buffs), party health and energy management, and low mobility. party damage consistently led by player (~28-30%), followed by e-surge midline (~18-23%) and mo/rt (~8-12%).
Specific Impressions
1. lack of blind has little impact on team's viability. consider a second copy of weakness? 2. panic button N/Mo build can provide significant protection 3. 1/3/3 front/mid/backline composition does not suffer in terms of damage, shutdown and survivability compared to 1/4/2 compositions 4. lack of para shouts (i.e. FB) is not severely detrimental to team's ability to quickly complete content
Rating
5 effectiveness, 5 universality. Player build used for the tests: Ogej8NpMLTbXSXBYPXNXih4OygA



Team - 7 Hero Dual Mesmer Discord (talk · rate)


Tested by Master Elros (talk) June 2020, team build used with minor alterations, some modifications in hero gear, no cons/pcons,
rata riders: no problems
korshek: no problems (Don't know how that worked out so well)
timed factions mission: tahnnakai temple, 14 min
mobrin: no problems
churkeh: no problems
city (doa), nm: 37 min, I screwed a pull once and died caused a bit of hazzle, went afk for while which screws up the time.
vloxen: completed, no deaths
General Impression
Really surprised by how stable the team is with only one healer, can survive prolonged encounters and occasional overaggro.
Specific Impressions
I think that playing Dervish made a big impact on why the performance was as good as it was, scythe + splinter on balls is great spiking. Player was generally around third of teams damage. Also great energy management on necros allowed running of 2 copies of "Find Their Weakness!", which greatly helped in spiking down single targets.
Rating
5 for effectiveness, 4 for universality. Unsure about the universality score since both lack of corpses and different player builds might effect the results. Player build used for the tests: OgCikysMJdFd9cRTudJGKDSKCA




Note