User:Juniper real/Project Standardized Testing

PvXwiki:Project Standardized Testing


 * Tested 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

v. Apr 2019

 * Tested by Juniper real (talk) May 2019, all hm unless otherwise, mainbar team build used without alterations (except b-surge-- "FtW”->“SYG”), 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, few deaths
 * gloom (doa): wipe at 12 mins at rift between
 * vloxen: completed, no problems, 1 wipe at boss


 * General Impression: sufficient melee and caster shutdown, melee support (condition and hex removal, buffs), party health and energy management, mobility. party damage consistently led by player (~25%), followed by e-surge midline (~17-20%), b-surge (~10%), and mo/rt (~8-12%). loss of MM in April 2019 version from previous versions leads to a more fragile composition, especially noticeable in difficult and zerg-mob encounters (e.g. DoA) but the benefit is not definitive. this is overall less of an issue in easier content.
 * Specific Impressions: 1. per Tb, Me/N with weakness is non-inferior to full-domination Me. 2. fast-cast resurrection is preferable to DPS on BiP. 3. mo/rt prots are surprisingly appreciated and satisfactorily specced.
 * Rating: team build no longer hosted. 5 effectiveness, 5 universality. Player build used for the tests: Ogej8NpMLTbXSXBYPXNXih4OygA

v. Apr 2018

 * all hm unless otherwise, mainbar team build from Apr 2018 used without alterations, insignificant modifications in hero gear, no cons/pcons, screens above
 * rata riders: no problems
 * korshek: no problems
 * timed factions mission: tahnnakai temple, masters reward, few deaths secondary to mob focus
 * mobrin: no problems
 * churkeh: no problems
 * city (doa), nm: 18 min, no deaths
 * gloom (doa): wipe at 14 mins at rift between
 * vloxen: completed, no problems


 * General Impression: sufficient melee and caster shutdown, melee support (condition and hex removal, buffs), party health and energy management, distraction from minions, mobility. party damage consistently led by player (~25-30%), followed by Me/Rt ES/ill (~20-22%), Me/N ES (~16-19%), Ineptitude (~11-15%), MM (~9-13%), and Mo/Rt (~6-11%).
 * Specific Impressions:1. per Tb, Me/N with weakness+cracked-armor is inferior to hybrid Me. 2. fast-cast resurrection is preferable to DPS on BiP. 3. MM provides some valuable protection and respectable damage
 * Rating: 5 effectiveness, 5 universality. Player build used for the tests: Ogej8NpMLTbXSXBYPXNXih4OygA

Archive:Team - 7 Hero Discordway

 * Tested Oct 2019, all hm unless otherwise, team build used with ES, standard choice optionals, insignificant modifications in hero gear, no cons/pcons, screens above
 * 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

Archive:Team - 7 Hero Dual Elementalist

 * Tested by Juniper real (talk) Sep 2019, all hm unless otherwise, team build used with AoTL and IV mainbars, standard choice optionals, insignificant modifications in hero gear, no cons/pcons, screens on userpage
 * rata riders: few deaths
 * korshek: wipe and unable to finish
 * timed factions mission: tahnnakai temple, masters reward, some deaths
 * mobrin: no problem
 * churkeh: wipe prior to finish
 * city (doa), nm: wipe at pre-city 8 min, multiple previous wipes
 * gloom (doa): wipe at start
 * vloxen: tbh didn't even try


 * General Impression:
 * Specific Impressions:
 * Rating:3/3


 * all hm unless otherwise, team build originally used as written, insignificant modifications in hero gear, no cons/pcons, screens above
 * 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: OgCjkurI7SXXBYZXPXaXih0XuXA


 * Tested Oct 2019, all hm unless otherwise, team build used recd caster player build, mainbarred heroes with caster player support variants, insignificant modifications in hero gear, no cons/pcons, screens on userpage.


 * rata riders: few deaths
 * korshek: wipe, unable to finish
 * timed factions mission: tahnnakai temple, on pace for masters, wipe at final room
 * mobrin: wipe prior to finish
 * churkeh: wipe, unable to finish
 * city (doa), nm: didn't attempt
 * gloom (doa): didn't attempt
 * vloxen: didn't attempt


 * General Impression: unreliable mob control despite large quantity of cc skills, can at times achieve shutdown of balled foes, otherwise shoddy melee and caster shutdown, poor single target damage, caster support is wanting (condition and hex removal, e-mgmt), party health and energy management are easily overwhelmed, distraction from spirits is minimal, mobility enhancement is nil. Player contributes ~30% damage, followed by SS Mes ~20%, E/P 15%, PI Mes 14%, Mo/Rt 12%, W 9%.
 * Specific Impressions: 0. The suggested Ele player build has nearly no ability to manage its own energy, other than burning through energy synergizes with waiting out the ridiculous recharge times on the nuke rotation. 1. The W build doesn't pump dps. It also doesn't seem to impart reliable survivability on the team. 2. The PI mes does its job of shutting down caster balls. 3. With as many KDs, maybe Roj would be preferable over the Soj monk. Idk. 4. The E/P is a mid-tier support, but does provide some cc, damage and buffs. 5. The SS mes could be worse 6. the ST makes much of the other "prot" abilities of the rest of the team look small; maybe drop some of the W and P support skills in favor of secondary spot heals or prots. How would 2 STs on a team work? or 1 ST + 1 rit lord? Might be neat. 7. The point-blank skills on the Rt healer make it a dicey choice. It's energy management seems to be awful with tease, I only otherwise tested e-Drain which is fine.
 * Rating: I like the ideas, but this team doesn't deliver. It's receiving a lower rating than some of the other trash I've recently tested (i.e. dual-ele) but at least I can check the innovation box. It has potential. However there's too many variants and it is straining to complete even basic content. I recommend fine tuning the main bar and I'd be willing to test it again (if its any consolation, I'd prefer to never test dual-ele again). Rated 2/2. Player build used for the tests: OgRDcmy8S7ikV7C9C3g2k4C0CA


 * Tested Oct 2019, all hm unless otherwise, melee team build used with recd optionals, insignificant modifications in hero gear, no cons/pcons, screens above
 * 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 SFway

 * Tested by Juniper real (talk) Sep 2019, all hm unless otherwise, team build used with standard choice optionals, insignificant modifications in hero gear, no cons/pcons, screens on userpage
 * rata riders: some deaths
 * korshek: some deaths
 * timed factions mission: tahnnakai temple, masters reward, few deaths
 * mobrin: wipe prior to finish
 * churkeh: no problems
 * city (doa), nm: wipe at pre-lord 26 min, multiple previous wipes
 * gloom (doa): wipe at 7 mins at cave
 * vloxen: gave up on level 1 because multi-wipes


 * General Impression:
 * Specific Impressions:
 * Rating:3/3

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