Weakness and Condi-bursts...
…because weakness isn’t OP enough as is?
Also you do know that you can’t have glancing cond ticks but they also can’t crit right?
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Conditions need to be toned down, but not by making another condition too important. Just make a new condition that reduces condi damage like weakness does with direct.
Hulk Roaming Montages/Build Vids
I always rage but never quit.
Slapping bandages on a gushing wound that is the broken condition-system. It needs to be taken back to the drawing board and redesigned.
I stand by Vigour reducing condition damage in the same way protection does direct damage, as well as increasing endurance regeneration, what with the upcoming Vigour accessibility nerf coming to Mesmers (finally) we’ll be pretty much set, and it wont stop condition specs entirely.
It’d still be okay to run attrition; at the moment you can load so many conditions at once it ~becomes~ a burst.
With the prevalence of conditions, everyone has access to vigour. Although this is probably a bad idea on my part. Who knows.
Necromancer doesn’t have access to vigor. Or evade. Or block. Or rest of these
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Necromancer doesn’t have access to vigor. Or evade. Or block. Or rest of these
Consume Conditons
Deathly Swarm
Putrid Mark
Sigil of Energy
Your point is non-existent.
Necromancer doesn’t have access to vigor. Or evade. Or block. Or rest of these
Consume Conditons
Deathly Swarm
Putrid Mark
Sigil of EnergyYour point is non-existent.
Sigil is available for everyone and still doesn’t grant Vigor.
Regardless, you people do know that you can dodge/block/evade/invulnerability/blind the attacks that apply conditions just as well as you can dodge power attacks, right? Reading all of these threads makes me think that this is lost knowledge.
All that condition damage builds do is punish you for not dodging attacks later on. Their actual damage output is lower than power builds, but people for some reason think that they don’t need to dodge condition attacks because they don’t hit for big numbers up front.
Necromancer doesn’t have access to vigor. Or evade. Or block. Or rest of these
Consume Conditons
Deathly Swarm
Putrid Mark
Sigil of EnergyYour point is non-existent.
Sigil is available for everyone and still doesn’t grant Vigor.
Regardless, you people do know that you can dodge/block/evade/invulnerability/blind the attacks that apply conditions just as well as you can dodge power attacks, right? Reading all of these threads makes me think that this is lost knowledge.
All that condition damage builds do is punish you for not dodging attacks later on. Their actual damage output is lower than power builds, but people for some reason think that they don’t need to dodge condition attacks because they don’t hit for big numbers up front.
Sigil doesn’t need to grant Vigour when it recover’s 50% of your endurance, so the point has quite obviously gone over your head.
If you expect anyone to use up dodges on say, the Necromancer scepter auto-attack which is obviously notorious for it’s condition application, you’re delusional.
Never mind the fact that a vast majority (and I say this because I can’t actually think of any heavy condition causing animations in the Necromancer repertoire with enough telegraphing) have no real tells, again your argument falls flat. And even so, then a Necromancer can use dodges in exactly the same way and take advantage of a Sigil of Energy, seeing as condition causing skills are just so simple to dodge.
Now the point of the post was a counter to my vigour suggestion, they replied that Necromancer had no access to vigour, which has absolutely zero impact on the suggestion I had made, seeing as ~they wouldn’t NEED to take advantage of any condition damage reduction tacked onto vigour~ because they already have both a sickening amount of health and options to deal with stacked conditons .
(edited by kylwilson.9137)
Sigil doesn’t need to grant Vigour when it recover’s 50% of your endurance, so the point has quite obviously gone over your head.
If you expect anyone to use up dodges on say, the Necromancer scepter auto-attack which is obviously notorious for it’s condition application, you’re delusional.
Never mind the fact that a vast majority (and I say this because I can’t actually think of any heavy condition causing animations in the Necromancer repertoire with enough telegraphing) have no real tells, again your argument falls flat. And even so, then a Necromancer can use dodges in exactly the same way and take advantage of a Sigil of Energy, seeing as condition causing skills are just so simple to dodge.
Now the point of the post was a counter to my vigour suggestion, they replied that Necromancer had no access to vigour, which has absolutely zero impact on the suggestion I had made, seeing as ~they wouldn’t NEED to take advantage of any condition damage reduction tacked onto vigour~ because they already have both a sickening amount of health and options to deal with stacked conditons . Try and stay on point with this.
really scepter auto attack, powerfull? look a this http://gw2skills.net/editor/?fQAQJArIkQgeAAAAIG9gYAgkB-ToAAzCpIgRNjbGDMSfs+MCYuA .1071 or 1421 on hit in a best case/unviable scenario, that’s not powerfull, I’ve seen better auto attacks.
It’s also logical that condition attacks don’t have the same telegraphing power like power attacks. It would be stupid since you can cleanse afterwards.
Necromancer doesn’t have access to vigor. Or evade. Or block. Or rest of these
Consume Conditons
Deathly Swarm
Putrid Mark
Sigil of EnergyYour point is non-existent.
Warrior:
Berserker Stance
Signet of Stamina
Cleansing Ire
Shake it Off
Sigil of Energy
Warhorn buffed or unbuffed
Vigorous Stances
Your point is non-existent even more.
And you missed the point.
You suggest that Vigor should affect Condition Damage same as Protection does with Direct damage and state that every class has access to Vigor.
I don’t say it’s bad, I just get you out of mistake and remind that Necromancer has no access to Vigor. And you list me condition removals and transfers preferably S+D/Staff Condition necro has. Like Wth?
/Powermancer
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
I stand by Vigour reducing condition damage in the same way protection does direct damage, as well as increasing endurance regeneration, what with the upcoming Vigour accessibility nerf coming to Mesmers (finally) we’ll be pretty much set, and it wont stop condition specs entirely.
It’d still be okay to run attrition; at the moment you can load so many conditions at once it ~becomes~ a burst.
With the prevalence of conditions, everyone has access to vigour. Although this is probably a bad idea on my part. Who knows.
now introducing the latest in asuran elixir tech!
elixir V: VIAGRA!
vigor for everyone! talk to your friendly neighborhood engi today about how you can abuse his toolbelt elixir throws!
(if you experience a boon lasting more than 4 hours, call an arenanet developer immediately. elixir V should not be taken with alcohol. side effects may include carpal tunnel syndrome.)
head here to discuss wvw without fear of infractions
Conditions should be able to be applied quickly as they can be cleaned quickly and do damage slowly (over time). That is the very definition of what a condition should do.
Now we can talk about whether you can clean enough conditions (or a better solution is do you clean the WORST condition first vs the first condition you got) etc. etc.
But the whole idea of damage over time is speed to apply and time needed to kill.
Damage conditions are too accessible. They need to be removed from sigils and runesets, those should only enhance what you have not completely alter it.
Classes should have access to 2 maybe 3 damaging conditions. This limits the “burst” of having all 5-6 damaging conditions on you.
Conditions need normalized in damage and stacking. Have all damage conditions stack have lower damage but also give them a special effect. Poison lowers healing, bleeding decreases endurance regen, burning removes a boon or a certain boon(protection?) every so often, Torment does damage for moving, confusion damage for using a skill.
Reduce/balance the number of stacks that can easily be applied. Some classes can dump 25 stacks of bleed on an enemy in a few seconds. Stacking should take time.
Reduce the effectiveness of cleanses. They shouldn’t wipe out 100% of 25 stacks. Maybe give them a base of 3 stacks removed and let it scale with healing power(making healing power a little bit better).
I dont have any trouble with condition builds. If I can do it you can do it. Believe.