PvXwiki:Project Standardized Testing/Archive

Archive of test reports for build pages that have dropped out of the Build namespace. Do not edit the contents of this page.

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

Archive:Team - 7 Hero BiP Melee Support

 * Tested by Juniper real (talk) May 2019, all hm unless otherwise, mainbar team build from Apr 2018 used without alterations, 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 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 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

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


 * Rating:3/2


 * Tested by Juniper real (talk) 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

Archive:Team - 7 Hero Quintuple Energy Surge
Build version: May 2019, using main bars with [[energy surge] for the warmup and [[visions of regret] for the main test; paragon player, minor equipment deviations (non-optimal weaponry etc.).
 * Tested by Krschkr (talk)
 * Windriders (Magus Stones): Displaying asura title. Foes went down very quickly, although a third instance of [[shatter hex] would've been desirable for faster kills.
 * Elementals (Forum Highlands): Roaring ethers melt in the mesmer damage, ruby djinns were either unable to cast or neutralized by [["save yourselves!"]. Quick kills and stable.
 * Speed Test (Tahnnakai Temple): 09:55. A hero died when I hit with spear of redemption despite I wanted to miss in order to remove blind, making SY unavailable. Fast and stable overall.
 * Dinosaurs, health drain (Sparkfly Fen): Displaying asura title. Twisting jaws is nasty due to deep wound + unprottable health drain and the low maximum health pool of the heroes, but it didn't force any kills. Angorodons posed no threat, surprisingly, despite having unprottable health drain and this team featuring so few healing. It worked nonetheless: Shutdown and massive damage dealt with them. Mobrin's group itself is also no problem. However, if luring one or two additional groups of raptors in the Mobrin fight, [[displacement] is quickly overcharged and depending on which skills the raptors interrupt deaths can occur. If they sit on the healer, you'll lose a few heroes.
 * Undead (The Alkali Pan): No issue whatsoever. Accidentally lured two mandragors on top.
 * City of Torc'qua NM: Displaying lightbringer title 8. Exterior /age 4, interior /age 8, Jadoth /age 13. Overaggro against Jadoth forced a retreat, costing time. There's no [[panic], so these masses of foes couldn't be handled. Irregularly gave [[blood is power] to myself due to energy denial. Pleasant near-instant removal of spirits.
 * Ravenheart Gloom: Displaying lightbringer title 8. [[Asuran scan] over [[spear of fury], 1x [[shatter hex] over [[empathy]. Cave quest finished /age 6 with a couple of deaths, mainly due to adrenaline denial. Defacto wipe at the rifts between us due to accidental luring of water tormentors. (Might've won the fight if trying, but instead I tried to run to save time – bad idea against water elementalists and without any form of IMS.)
 * Vloxen Excavations: Level 1 /age 3, level 2 /age 14 (with some time spent typing), level 3 /age 6. Pleasant near-instant removal of minions, essentially eliminating them from the fights. The only thing that can be dangerous to the team is a bunch of physicals (at least 4) that are getting healed focusing the player, as he's not protected by [["save yourselves!"] and the healing prevents their usual quick dismissal. If the player dies, the team becomes unstable. Thus, wipe against taskmaster Kurg with his quadruple physical, dual backline dual [[clumsiness] team. Once letting the heroes instead of the player soak up aggro there was no issue, so the previous wipe clearly was an application error. Level 3 no large issues, slightly unstable (few deaths) against the boss's minions.

Variant evaluation: Quick and stable team build. Against strong physicals avoid keeping aggro on the player, SY makes it preferable to hand it over to heroes.

Additional information: Extra test for the quadruple energy surge + MM variant. Playing with 3x [[shatter hex] and replacing [[aneurysm] with [[empathy]. [[Energy surge] for the warmup, [[visions of regret] for the main test.
 * Windriders (Magus Stones): Displaying asura title. Slightly less direct fire power, although offset by running an additional [[shatter hex].
 * Elementals (Forum Highlands): One hero death when luring three groups of foes at once. Minions didn't like this part of the route much, but the rest of the team was still sufficiently striking to go through this well.
 * Speed Test (Tahnnakai Temple): 10:43. Extra pressure on the protection due to minions and many area damage packets, so no increase in stability here (however, the basis already was stable). Overall slower, probably due to having less burst power, minions attacking walls and the likes.
 * Dinosaurs (Sparkfly Fen): Displaying asura title. Fiends soaked up aggro of the melees which were then quickly killed and detonated with [[putrid explosions].
 * Undead (The Alkali Pan): Possibly slightly slower due to no pre-existant minions and lack of second [[empathy]. Still no issues.
 * City of Torc'qua NM: Displaying lightbringer title 8. First try was exterior /age 4, interior /age 8 but I lured all three groups around Jadoth by accident (flag hotkey) and lost my minions to it, restart. Second try Jadoth /age 12.
 * Ravenheart Gloom: Displaying lightbringer title 8. [[Asuran scan] over [[spear of fury]. Minions were helpful at first, but couldn't provide as much damage as the fifth mesmer. Team got overwhelmed during the last third of to the rescue.
 * Vloxen Excavations: Level 1 /age 3, level 2 /age 13, level 3 /age 5. Minions helped a great deal against physicals by soaking up aggro. Let the heroes take aggro against Kurg this time, went like a charm right away. Due to large amount of physicals in this dungeon better performance than the non-minion variant.

Variant evaluation: Stable, slightly slower against caster based foes, slightly faster against stragglers, somewhat more stable against physicals. Bought with having to carry around minions with all their pros and cons, like line of sight trouble, falling behind, requiring corpses, not contributing to the first fight and so on.

Overall evaluation: In both variants the team is fast and stable. Heroes can be tweaked for better performance, improving universality.

Rating: 5 effectiveness, 5 universality.

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: melee and caster shutdown is lacking, caster player support is lacking, hex and conditional removal is meh, spot healing is fine but good luck if your team gets spiked. mobility is fine. sadly, the player build contributes about ~20% of the team damage, the SF eles typically are on-par, and the mesmers show their worth at about 10-15% damage contribution.
 * Specific Impressions: If I had the time I'd pick apart what went wrong with this team, but tbh there must be a better SF-friendly setup than this that's worth the effort
 * 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

Archive:Team - 5 Hero BiP Melee Support

 * Tested by Krschkr (talk)
 * Zen Daijun: [[Ineptitude@16] mesmer and ST prot usually lurk around 0 energy. When the ineptitude mesmer reaches 10 energe he'll instantly use it for a shout or [[Clumsiness@16], so he's pretty much useless. Because the other mesmer ends up at 0 energy aswell eventually the midline does not contribute enough shutdown for the backline to contain the damage of multiple sources of AoE damage, so deaths occur – [[Frenzy] can't be used while under attack or the team will die. Condition removal is pretty slow. Killing speed against normal groups of foes is ok, but against boss foes too slow. Non-mesmer resurrection is slow. 1st) run: Close to a fullwipe north of the temple, fullwipe at /age 7 against Yijo. 2nd) run: Fullwipe north of the temple. (forgot to /age.) 3rd) run: Close to a fullwipe north of the temple, close to a fullwipe against the group in front of Yijo, fullwipte at /age 8 against Yijo.
 * Thirsty River: Again, ST and [[Ineptitude@16] have energy issues. Cracked armor contributes nothing against [[Kinetic Armor@20] foes (the -20 armor effect is forfeit entirely against targets with 46 or more bonus armor) so I wish the heroes had some enchantment removal, but what's to be expected from these crap mesmer bars? The team had no issues with survival however. The BiP getting caught in a [[Chaos Storm] and dying could've happened to any team with only one healer. /age 11.
 * Haiju Lagoon: The team could contain the pressure (not very well, but it was sufficient), but the damage output with a snared player was so low that the team could hardly kill through two healers unless focusing one of them directly. Usual energy issues.
 * The Wilds: Windriders were no issue, but the team took a quick fullwipe against 3 groups of scarabs. Second attempt: Quick wipe against 2 groups of scarabs and a life pod. Third attempt: Slow wipe against 1 group of scarabs and 4 life pods.
 * War in Kryta: Occasional deaths. The backline got killed by two spear assassins because the ineptitude mesmer didn't have the energy to use [[Ineptitude@16] on them. Fullwipe at /age 8 against Cerris.
 * Skyward Reach: Pretty slow, but mostly stable. As the build failed in three areas and was pretty slow in the other two I tend to give it a 2.5/4, as the issues don't derive from the build being unable to deal with unexpected situations. Instead, there are issues with the hero builds, so it's rather an issue of effectivity.

Rating (not yet submitted): 2.5 effectivity, 4 universality. Build variant: Zei Ri. Player build used for the tests: Build:W/any Warrior's Endurance Axe without PvE skills.

Build:Team - 3 Hero Support

 * Tested by Krschkr (talk)
 * Eastern Frontier, Grawl: Fail rate against the first group of grawls without minions is 80%. Even with minions the team is not particularly stable. The ritualist healer runs out of energy all too quickly. The minions deal damage and take some damage away from the team, but not enough. The mesmer is not that useful against the warriors either. Test with [[Visions of Regret@16]/[[Empathy@16] mesmer, a minion bomber with [[Spirit Bond@10] and [[Spirit Siphon@16] on the ritualist went decisively better, but the team was still not too stable.
 * Eastern Frontier, Charr: The hex pressure summed up without hex removal and caused a death. The ritualist healer is still running out of energy all the time. Apart from that the team is sufficiently stable here.
 * Panjiang Peninsula, Naga: The heroes don't kill quickly enough to prevent taking all the AoE damage and the backline power of the team is too low to contain it. Pretty reliably a fullwipe after taking out one group of Naga.
 * Panjiang Peninsula, Crimson Skull: The team does not kill quickly enough to contain the pressure and takes deaths. Just like in prophecies the healer runs out of energy in every fight. But it's not a complete fail, the team makes it through the fortress, I reckon mainly thanks to the minion army.

Rating: 3 effectivity, 4 universality. Player build used for the tests: Single-target bow ranger without utility (OgATcXslZam8UCVSmM3iC8uE5A).

Archive:Team - 3 Hero Melee Support

 * Tested by Krschkr (talk)
 * Eastern Frontier, Grawl: There are two scenarios in the beginning: (1) The grawl ball up and get spiked with [[Mark of Pain@16] and [[Splinter Weapon@16]. (2) They don't, start attacking the heroes and you have a full wipe. If scenario 1 happened the build will from now on work pretty well. The grawl attack minions and allow the melee to kill foes. Issue 1: High fail rate until you have a minion wall. Issue 2: The lack of shutdown can render killing the healers tedious. Video
 * Eastern Frontier, Charr: The charr usually focus the minions very soon, no issue here. Occasionally the minions die to [[Mark of Pain] and [[Hundred Blades], though, which usually resulted in a few hero deaths. Video
 * Panjiang Peninsula, Naga: The backline fails, this is a desaster. The healing is insufficient to keep up with the damage the naga deal, the prots don't solve that issue. This team entirely lacks shutdown, so the [[Spirit Rift]s and [[Shatterstone]s will kill the heroes quickly. Only in rare cases, when the naga switched to minions only and the heroes were spreading out on their own the team would have a chance and only suffer few deaths. Video
 * Panjiang Peninsula, Crimson Skull: The backline fails entirely, this is a desaster. Video

Rating: 3 effectivity, 4 universality. Player build used for the tests: Build:W/any Warrior's Endurance Axe without PvE skills.

Archive:Team - 3 Hero Spiritway

 * Tested by Krschkr (talk)
 * Eastern Frontier, Grawl: Variable skill slot choices: [[Splinter Weapon@16], [[Discord@18], [[Aegis@10], [[Enfeebling blood@6], [[Flesh of My Flesh@2]. Sufficiently stable and pretty good at fighting single grawl teams, but in several attempts I never made it through the ~30 grawl on this testing route. Issue 1: Untargeted spirit damage is easily outhealed by the grawl ulodytes if facing more than 2 of them. Issue 2: If the hero fell behind the player before combat he'll create spirits outside of foe range. Issue 3: Heroes don't re-create spirits if they're still alive within spirit range with the result that you're short-handed in subsequent fights of up to 100% of your spirits. The 2 to 3 short-lived communing spirits will pop up again quite soon (what should kill the foes before that happens?), but [[Pain@16] and [[Bloodsong@16] are lost for good and [[Signet of Spirits@16] takes up to a minute. Issue 4: Spirits don't switch targets if they keep hitting walls, rendering the damage output of both ritualists nonexistant at times. Issue 5: I suppose that the main reason I could kill was playing the axe warrior, so [[Splinter Weapon@16] forced kills. I doubt that something like a necromancer would've had as much success. Issue 6: The minion bomber fell so far behind that it took him several seconds to arrive in combat, where he'd first give the player [[Death Nova@18] and [[Shield of Absorption@10] (in this order of course, lovely death nova hybrids) while his minions were still standing next to him, not joining combat. Issue 7: The communing ritualist uses the signet improperly. Issue 8: Insufficient energy on the healer.
 * Eastern Frontier, Charr: Untested, the team never made it this far.
 * Panjiang Peninsula, Naga: Issue 2, 3, 4, 6 and 7 strike again. Issue 9: Heroes and spirits just melt in the Naga AoE damage.
 * Panjiang Peninsula, Crimson Skull: Issue 10: The healing power is entirely insufficient against the crimson skull pressure.

Rating: 2 effectivity, 1 universality. Player build used for the tests: Build:W/any Warrior's Endurance Axe without PvE skills.