No love for condition builds?
I don’t think that crits are necessary, but the sacling should definitively be improved. 5% per tick on bleeding is just pathetic.
I’m also not a fan of the idead that conditions should scale with power, that’s what condition damage is for.
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
Stack cap need to be completely remove ASAP. It’s just plainly nonsense to have any cap at all. It’s the same as capping direct dmg. It’s not OP even in PvP. I doubt anyone can stack 25 constant bleed so I really don’t see any point of capping there.
It’s not a matter of one person dealing damage here….we’re talking about a group of people. To cap stack is like telling all the CD builders to change their play style or better quit the game. When fighting big boss, only several CD has any use, and the rest…..worthless. As compare the DD players that can constantly deal their maximum damage, this is really unfair and stupid.
One thing to mention is that condition damage already have “crits” which are the extra procs like Sigil of Earth. Unfortunately they have an internal cooldown which further hampers damage(for balance reasons). Imagine for power builds with Berserker set + Divinity runes, your +% crit damage can only occur once every 4 seconds. As of the current game build, I don’t see absolutely any reason to play a condition build over a power build for any reason outside of fun.
I can’t believe some of the condition damage coefficients. 2.5% for bleeding? Seriously? Gearing a shadow priest was never this aggravating.
As a condition necro, this is a problem I’ve been playing with for weeks since hitting 80. If ANet is really looking to make a game where most builds are viable, they really need to take a hard look at conditions and not keep us down in a myriad of ways just because we technically have potential for great damage in a perfectly orchestrated setting. Those perfect conditions almost never happen, either in PvE or PvP.
In PVP, it can actually be quite hilarious against somebody who knows what they’re doing. Making it harder for us to find suitable gear is just another ball and chain we don’t need, unless they’re trying to send a message to give up on conditions entirely.
Oh, hello necro, you just spent 10 seconds stacking conditions on me while doing minimal direct damage? Lol, condition removal, start over again in 20 seconds when your cooldowns are up. Oh wait, you won’t be able to, because I’ve already taken you down to half life in that 10 seconds with direct damage, forcing you into DS, then forced you out of DS with one cc ability, and will kill you shortly.
It’s actually significantly worse in large groups if there are light combo fields, mesmers, or enemy necros, as these can remove large amounts of conditions on groups at a time. You might think that epidemic could devastate a large group, but with people constantly working to remove conditions… not really. Oh, I just managed to spread 3 bleeds across 6 people which will be cleansed off almost instantly, awesome.
In the majority of PvP situations or even dungeons, I am more valuable in a support/tank role as opposed to DPS, and I can do both at the same time, but better, with my guardian.
General PvE is the same story. Long casting times, long animation times, condition immunities and caps, insufficient gearing options, and the very nature of most encounters in the open world (short or not ideal for aoe) is severely limiting.
Gearing is really only the tip of the iceberg when it comes to how badly condition damage compares to direct damage, not just in pure DPS, but in how it can be mitigated or completely negated by both players and a portion of mobs. It’s an area that needs to be addressed, but by that time, I’m sure I’ll have already dished out 3x the resources and time to gear myself fully compared to a power user >.<
(edited by spikyblackhair.4951)
As a condition necro, this is a problem I’ve been playing with for weeks since hitting 80.[…]
That’s a good collection of why I shelve my first Main, a necro at level 72, two nights before hitting max level. The Warrior is nor 65, this weekend he’ll be 80. Warrior is obscenely easy to play compared to necro, has way more viable builds, does more damage, has better survivability. I never regretted rerolling.
For people who are disappointed that they can’t get Rabid armor sets: You can’t craft them, but you can find them. For level 80 exotics, there’s the Dredge and the Svanir sets, and if you combine Grenth and Balthazar karma items, you can get a condition/toughness/precision set as well.
For people who are disappointed that they can’t get Rabid armor sets: You can’t craft them, but you can find them. For level 80 exotics, there’s the Dredge and the Svanir sets, and if you combine Grenth and Balthazar karma items, you can get a condition/toughness/precision set as well.
yeah this right here is an important point,and the beauty of this end game exotic armor you can build a set anyway you want with stats you prefer and look anyway you want
with the set bonuses you want, heck even throw in crafted pieces,hmm yes experimentation is needed
I have a fix Anet can implement for objects not receiving bleed conditions etc.
1. Wooden Gates, Siege Engines etc. receive a “splintered condition” that stacks in response to condition damage.
2. Castle Walls, Metal/Stone Objects etc. receive a “shattered condition” that stacks in response to condition damage.
To balance have melee weapons do more condition damage on objects while ranged do less. Remove the cap but give some serious diminishing returns on how much is applied ie: 0-50stacks 100%damage, 51-100 75%damage, 101-150 50%damage etc.
That’s how I would solve one of the problems anyhow.
Zergbuster of Malum Factum
Tarnished Coast
(edited by Cottonmouth.9846)
The problem is the concept of major damage coming from bleeds. Bleeds should just be a little something extra, not your main source of dmg. The system is broken at the core.
Just compare dmg of thieves vs necros. Thought everyone was supposed to be equal, just different?
I agree with Yakri above. Structures are the least of my concerns when discussing condition vs. direct damage. When soloing, condition damage is ok (not great, just ok). As soon as more than one person is present with any conditions; it is wasteful. In a large group (such as a DE boss) condition builds are a complete waste of space.
I think the main issue that needs to be addressed is the lack of gear available for condition builds.
As Engi take the orr karma set with Prec/Toughness/cond and the rune of undead.
High Toughness more Thoughness more Condition damage
[Skol]
I want to make a support elementalist with condition damage. The closest gear combo is Shaman, but that doesn’t exist on level 80 armor, just weapons. And I’d rather have toughness than vitality anyway… >_<
The problem is the concept of major damage coming from bleeds. Bleeds should just be a little something extra, not your main source of dmg. The system is broken at the core.
Just compare dmg of thieves vs necros. Thought everyone was supposed to be equal, just different?
I don’t think there’s any problem with the concept of condition builds, it’s just a different way of dealing damage. You can choose to either go with strong and predictable (Power), stronger but more random (Precision), or somewhere in between but time delayed (Condition).
It’s sacrificing immediate damage in return for long term higher damage., and this is a fine principle, so long as A: the longterm damage is higher than Power builds, and B: enemies can’t easily negate the “png term” portion by clearing damaging conditions.
Really damaging conditions should be kept off the list of generic “remove conditions” effects. Only effects that directly target damaging conditions (like the Thief heal) should have any effect on them. The generic ones should only clear “effect” conditions like Daze or Weakness.
you spend complaining about it on the forums, you’d be
done by now.”
i prefer condition style gameplay to direct damage as well. i also had a shadow priest through nearly all expansions in WoW or – when they went through periods of utter uselessness – an affliction lock.
if arenanet both removed the stack limit and improved scaling greatly, this would make condition damage builds de-facto for all pve content. i’m not sure this is something they are willing to do
buffing conditions also will not do anything to change how nearly unkillable meditation spec’d bunker guardians are in sPVP or WvWvW.
i do however think that 15-25k backstabs, 15-20k hundred blades and ANY OTHER ability that can hit this hard does not belong in a pvp scenario regardless of what it takes to set it up, but could work in pve provided an obscenely long cooldown. having a super short ttk in mmorpg pvp is always a bad thing and is why blizzard added resilience and removed a lot of dps stats from pvp gear, making it not only reduce the possibility of insta-gibbing but removing it’s usefulness in pve entirely. i think all pvp runes should be toughness/vitality/a dps stat only, but that is another conversation entirely.
then again i dont know how removing the stack limit would effect pve. take warriors who can get what – 16s bleeds? – and self stack to 25 alone? now imagine there is no stack limit. now imagine 10-12 warriors doing a fight like Kol in harathi.
so i see only two real viable options – increase the coefficients but make it so the higher damage bleeds take priority in the stack, and give poison/burning a stacking like mechanic with a limit (harder to stack them in comparison to bleeds and they don’t tick as often), or leave coefficients as they are and remove all stacking limits on bleeds and allow burning/poisons to stack as well.
doing both would make condition damage builds de-facto in..well not just pve, and make everyone and their mother roll guardians for spvp, tpvp and WvWvW
You could just do TA exp to get a full set of prec/tough/cond gear as well. I don’t see how it’s hard to come by.
Why don’t they just remove the condition dmg stat and let power increase the damage of all attacks instead?
Dungeon sets don’t include trinkets. Cond/prec/tough trinkets also aren’t available through crafting.
Quoting is bugged again… there we go:
“Condition damage scales with Condition Damage. It’s linear scaling.”
Condition damage is also increased by power.
A PvX guild for mature players with a life.
Quoting is bugged again… there we go:
“Condition damage scales with Condition Damage. It’s linear scaling.”
Condition damage is also increased by power.
I don’t believe it’s affected by power, just might.
Condition damage is also increased by power.
No, it doesn’t. Whoever told you that was lying or just talking crap.
See: http://wiki.guildwars2.com/wiki/Conditions
- Bleeding is increased by 5% of +condition damage per tick
- Poison is increased by 10% of +condition damage
- Burning is increased by 25% of +condition damage
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
(edited by nachtnebel.9168)
Why don’t they just remove the condition dmg stat and let power increase the damage of all attacks instead?
Because you are supposed to make a choice about which route you want to go, and attacks that have conditions also still do normal damage, although people seem to often neglect that normal damage when making comparisons in these discussions, for some reason.
Why don’t they just remove the condition dmg stat and let power increase the damage of all attacks instead?
Because you are supposed to make a choice about which route you want to go, and attacks that have conditions also still do normal damage, although people seem to often neglect that normal damage when making comparisons in these discussions, for some reason.
Probably because for a fully specced condition necro, at least, normal damage is quite laughable.
Might as well chime in and say big crowd events where condies are stack capped is also a problem we are investigating.
Jon
Why don’t they just remove the condition dmg stat and let power increase the damage of all attacks instead?
Because you are supposed to make a choice about which route you want to go, and attacks that have conditions also still do normal damage, although people seem to often neglect that normal damage when making comparisons in these discussions, for some reason.
As spikyblackhair said:
The necro is different from the other professions, condition damage is not just an addition for him, it’s either not there or the primary source of his damage.
Might as well chime in and say big crowd events where condies are stack capped is also a problem we are investigating.
Jon
Good news, I’m very happy.
But please don’t forget: Under these circumstances “big” means 3+ players.
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
Might as well chime in and say big crowd events where condies are stack capped is also a problem we are investigating.
Jon
This is great news, thanks for letting us know.
3+ heavy bleeders, but yeah…
Why don’t they just remove the condition dmg stat and let power increase the damage of all attacks instead?
Because you are supposed to make a choice about which route you want to go, and attacks that have conditions also still do normal damage, although people seem to often neglect that normal damage when making comparisons in these discussions, for some reason.
As spikyblackhair said:
The necro is different from the other professions, condition damage is not just an addition for him, it’s either not there or the primary source of his damage.
I didn’t say anything about “primary” or not. I’m just saying that people often ignore the regular damage when posting numbers.
I am of the opinion that condition damage is probably supposed to do slightly more than regular damage, if specced for it, both because it is over time and because of condition removal. It is also worth bearing in mind that condition damage is not affected by damage mitigation while regular damage is.
I just don’t think that making it boosted by power is really what they are going for. They want players to make a choice between condition damage and regular damage. That is the design intent. I’m not saying that the numbers right now are where they should be. Other than the stack cap, I actually don’t have much of an opinion on the matter, either way. I haven’t looked into it that much.
i like how this topic started more option for condition armor set. i agree more armor set is always better. allow player to chooses different sent line balance out final gear set when there missing a stat. like take my thief i want main pre power crit dmg. such a armor does not exist from what i know of because of that i cant have crit rate i really need. as far as the topic going on singeing bases. i think the hole idea is dumb condition dmg should not hurt a seige wall door w/e. my view on condition build is for def play. if your going to stand at a door beat it do almost 0 dmg there no reason we should have bleed poison and burn dmg by pass the threw it breaking rate you can destroy it. i dont know how much focus you guys have put in to viewing rate door die at but you deal alot more dmg if your melee range then range. but if you could dot it you could just run away run back never have to deal with ai aoeing you or anything cannon hitting your or the motor hitting you so on.
Very nice articles. I’ll have to come back when I have something to contribute, because you guys are on a role thus far.
As for destroying objects, the only nuisance I’ve come across is PvE items that need destroying… Everything else I know my roll and only attack objects when I have a chance to do so. Otherwise I leave that to the power dudes.
Just a silly idea, but for Vs. items, why not just make attacks do a set amount of damage Vs objects and have power increase that set amount? I mean, power should make you more effective as that, but being pure condition should not make it take forever to kill one object.
So as a rough example, I dunno, lets say you do 5% damage to it’s total. Each +100 power -directly from the trait line-would be another 5%. 20% per hit seems decent in my eyes. (If 5 hits is too fast, just scale down that percent accordingly so that high power is about 8% maxed, 2% per 100 power.)
This would allso faster attacking weapon such as a sword (What I have to use for conditions on my ranger.) to be able to level out because of it’s IAS.
Then the only problem would be a shortbow because QZ and it’s fast speed. Just drop that bows damage Vs. objects output. I mean, shooting something with a million arrows shouldn’t be more effective that smacking it with a sword.
Hopefully that would cause most people to destroy objects at the same rate, or very similar. Since gear stats do not come into play, there is a more limited effect, thus hopefully more balance.
Tell me if that sounds like it may or may not work.
3+ heavy bleeders, but yeah…
So any 3 professions that can stack “heavy” bleeds, like for instance Rangers, Warriors and Thieves.
What about the “condition” class, the Necromancer?
Which at the moment, is unable to stack or maintain bleeds at anywhere near the same level as those three professions mentioned above?
Is this slightly dysfunctional imbalance being looked at as part of the condition damage issue?
Condition damage needs buffed. Direct damage is just far superior currently in any fight, PvE or PvP.
Critical chance and critical damage stats give direct damage a huge damage increase as you stack both. Condition damage only scales linearly. The only thing condition damage has that can compete is condition duration but that is only available through sigils and trait bonuses.
It doesn’t even take much math. If a warrior can do EASILY 12k on a single 100b(not even including any bleeds they apply from the crits), that’s 106 ticks of bleeds at 1400 condition damage, basically 10 stacks of bleeds for 10 seconds, or 20 stacks for 5 seconds. The only thing even close to that is burning effects and you would need 6 stacks of 3 second duration burns. Now this doesn’t account for damage done from skills that apply burns/bleeds/etc, but you get a sense of the disparity between condition damage and direct damage.
On top of the huge damage gap, condition damage can be simply nullified. In a best case scenario an easy way to bring condition damage on par with crit/cit damage would be condition duration, but since the longer the duration the easier to remove, it doesn’t entirely solve the problem. There are so many condition removal abilities, combos, traits, sigils, etc that keeping condition damage up is difficult. Where is the sigil that lets me nullify 1 direct damage attack every 10s like the condition removal one.
The long and short of it is that condition damage needs a buff. It needs to do more damage than crit/crit damage over a sustained longer period to make up for the fact that it is so easily removed. Currently, that is not the case. That or crit/crit damage needs to be brought down to a reasonable level so the TTK increases and condition builds can actually have time to stack conditions. I’d love to also see condition duration added as a stat option on gear instead of just sigils/traits.
Condition damage needs buffed. Direct damage is just far superior currently in any fight, PvE or PvP.
Critical chance and critical damage stats give direct damage a huge damage increase as you stack both. Condition damage only scales linearly. The only thing condition damage has that can compete is condition duration but that is only available through sigils and trait bonuses.
It doesn’t even take much math. If a warrior can do EASILY 12k on a single 100b(not even including any bleeds they apply from the crits), that’s 106 ticks of bleeds at 1400 condition damage, basically 10 stacks of bleeds for 10 seconds, or 20 stacks for 5 seconds. The only thing even close to that is burning effects and you would need 6 stacks of 3 second duration burns. Now this doesn’t account for damage done from skills that apply burns/bleeds/etc, but you get a sense of the disparity between condition damage and direct damage.
On top of the huge damage gap, condition damage can be simply nullified. In a best case scenario an easy way to bring condition damage on par with crit/cit damage would be condition duration, but since the longer the duration the easier to remove, it doesn’t entirely solve the problem. There are so many condition removal abilities, combos, traits, sigils, etc that keeping condition damage up is difficult. Where is the sigil that lets me nullify 1 direct damage attack every 10s like the condition removal one.
The long and short of it is that condition damage needs a buff. It needs to do more damage than crit/crit damage over a sustained longer period to make up for the fact that it is so easily removed. Currently, that is not the case. That or crit/crit damage needs to be brought down to a reasonable level so the TTK increases and condition builds can actually have time to stack conditions. I’d love to also see condition duration added as a stat option on gear instead of just sigils/traits.
Melee is supposed to do more damage than ranged, in general. Never mind that for Hundred Blades to get the full damage, they have to not be moving. You can’t just look at raw damage numbers if a vacuum. I mean, you might as well compare Hundred Blades to other non-condition attacks while you are at it. I don’t really know how that is related to conditions, specifically.
So… nothing said about addressing Condition gear with more favorable stats (such as con>tough-vital for pvp).
Is this gonna happen? If not can we at least know why not?
I think it’s unfair condition effects benefit from 2 stats (condition damage & precision), while normal attacks benefit from 3 (precision, crit damage and power)
I think Power should also affect Conditions, even if at a different rate than it affects normal damage.
This would actually allow ANet to make more diverse types of build.
Instead of focusing on Condition builds vs Normal builds, we would also have more effective hybrid builds.
Condition does not benefit from precision unless your talking about traits. And most if not all of those are really bad.
Condition damage needs buffed. Direct damage is just far superior currently in any fight, PvE or PvP.
Critical chance and critical damage stats give direct damage a huge damage increase as you stack both. Condition damage only scales linearly. The only thing condition damage has that can compete is condition duration but that is only available through sigils and trait bonuses.
I would just like to note, as a very Con-heavy player, I do not need Condition damage to reach parity with Power damage, but it needs to be close. Power has the advantage of killing things faster, Condition has the advantage of allowing you to apply it and then scurry out of danger, and things die without hurting you as much as if you’d had to stay toe to toe with them the entire fight. It’s basically that “tick-tick-boom” effect of they’re dead and they don’t even realize it.
When it works.
All we need is shoring up the areas where it doesn’t work, cases where players and mobs can “defuse” the necessary “boom” component by clearing damaging conditions, cases where objects are immune to the benefits of that type of damage, cases where gear is not available to properly build in that direction, and cases where larger mobs are easily capped out by a handful of characters. My Thief can fairly easily maintain 10-12 bleed stacks, that means that any battle in which 3-4 similar characters are participating, one or more of us will be contributing next to nothing to the battle, certainly not our full worth, and that needs to change.
Melee is supposed to do more damage than ranged, in general. Never mind that for Hundred Blades to get the full damage, they have to not be moving. You can’t just look at raw damage numbers if a vacuum. I mean, you might as well compare Hundred Blades to other non-condition attacks while you are at it. I don’t really know how that is related to conditions, specifically.
Nobody said anything about melee vs. range. We’re talking direct damage vs. Condition damage here. Melee advantage is a non-factor.
you spend complaining about it on the forums, you’d be
done by now.”
3+ heavy bleeders, but yeah…
Depends on how you define “heavy”. Pretty much every profession can dish out a lot of bleeds. IIRC maintaining 8-12 bleedings is just a question the weapon used, except for Guardian. Some – not the necro – can even reach the cap on their own.
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
(edited by nachtnebel.9168)
I never said condition damage is bad…its pretty good actually…its the ease of obtaining gear for your character.
Want to get some power tanky healing gear? Just craft up some Cleric’s gear.
Want to get some condition tanky healing gear?…..yep…
Want to make some power glass cannon MF gear? craft some Explorer’s
Want to make some condition class cannon MF gear?…yep…
Want to make any piece of jewelry that doesn’t have power on it?…ha….
Lets go to WvW and break down the walls so we can capture the fort! Let me just buy this battering ram while the warrior just needs some 100b action.
Condition builds are strong but its difficult to find gear that is built around condition damage. Considering that every single piece of jewelry has power on it, I assume the game designers intended that every single class utilize power in some way.
Then again…why give engineers the pistol anyway? It scales horribly with power and every single skill utilizes a condition.
A condition build needs precision in order to proc more conditions:
http://wiki.guildwars2.com/wiki/Incendiary_Powder
http://wiki.guildwars2.com/wiki/Sharpshooter
http://wiki.guildwars2.com/wiki/Precise_Sights
http://wiki.guildwars2.com/wiki/Sigil_of_EarthOnly Rampager’s gear gives precision and condition damage, so if you are an Engineer for example that chooses to use condition damage…you are forced to wear Rampager’s. You are forced to be a glass cannon. You are forced to have power in your stats even though you do not need it. Wear another set of gear, become more tanky, have your low crit rate so that all your traits and sigils become borderline useless. Then just keep in mind that power build that does not need to sacrifice anything in order to be strong.
Have you checked out the Nightmare Gear for Twilight Arbor (think thats the name usually just call it TA) Dungeon? The pieces I am working on getting are Precision, Toughness, Condition > with Condition being main focus on each piece of armor. Once I get these I will add in Superior Runes of the Undead for the Toughness / Condition Dmg bonus and 6 piece bonus (5% of toughness becomes condition damage). As for my Accessories, I plan on finding some with power, vit, and condition. This will allow me to raise my base power for a little tougher nukes, and higher health, while also increasing my Damage over Time (DoT). You can view the stats and stuff of this armor in Lions Arch. Just hit Hero Panel > PvP > Into the Mist, then run through the Lions Arch gate. The merchants for each dungeon are right there.
Good luck, have fun.
1800 tokens to go for my armor set
I am fully aware that Twilight Arbor and Arah both have condition/precision/toughness gear as well as some pieces are available from karma merchants. I am also fully aware that power/precision/toughness gear is craftable while condition/precision toughness is not. Yes I run Twilight Arbor almost daily for tokens in order to get my gear. I also have a full set of exotic gear and I have enough materials to make many more sets. I would rather just craft my gear now than run a dungeon over and over.
My issues with condition builds are:
the difficulty to get them in comparison to power pieces of gear
the fact that there is no MF gear without power
the fact that every single piece of jewelry has power on it
their uselessness against inanimate objects which has been addressed
I’ll repeat myself for the billionth time, condition gear exists…dungeons and karma merchants for exotics…its just that you need to do some grind to get the condition gear you want while a power build can craft some gear up with a fraction of the effort.
So what MF gear do I want to pick in order to help acquire mats for my legendaries? the POWER/precision or POWER/condition? Why do I need a useless stat if I want to play pistols? Okay okay fine use a rifle and grenades, they scale well with power.
Of the weapon skills you use in your post (P/P or P/S), all which do damage scale with Power (and #1, #2, #3 and #4 also with Malice). Why is Power bad for you, again?
condition damage would be ok in wvw if the dots would not be dispelled so easy by light fields,there are so many aoe con removes most dots tick only 1-2 times til they get removed.
Easy fix:
Burning,Bleeding,Confusion,Poison gain remove protection by condition damage.(0% @ 0con → 90% @ 1400con dmg)
I would rather change all/most condition remove skills. Instead of removing full condition stacks they should just remove single conditions. Change skills that remove e.g. 3 conditions stack to just remove 3×10 conditions instead.
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
So what MF gear do I want to pick in order to help acquire mats for my legendaries? the POWER/precision or POWER/condition? Why do I need a useless stat if I want to play pistols? Okay okay fine use a rifle and grenades, they scale well with power.
Of the weapon skills you use in your post (P/P or P/S), all which do damage scale with Power (and #1, #2, #3 and #4 also with Malice). Why is Power bad for you, again?
Yes all those attacks scale with power, every attack in the game scales with power. The problem is that they do not scale well with power in comparison to how they scale with condition damage. The fact of the matter is that if a skill has a condition tagged on it, the power damage scales poorly in comparison to condition damage. Shortbow ranger for example has a greater dps with a condition build as opposed to a power build.
Just go into sPvP and compare the damage of a Rabid amulet to a Berserker amulet with a pistol engineer and the difference is very obvious.
Glad to hear condition builds are being looked at. Definitely should make sure the ease of condition removal is being looked at in addition to what’s already been confirmed as an issue.
I really like the idea someone here put forth where you get resistance against condition removal (maybe just damaging conditions) with more of the Condition statistic. It’s really an elegant solution, where those who heavily rely on the mechanic will function, but the dispels will still be useful against non-damage effects and what could be considered incidental condition damage put up by non-condition builds.
I certainly agree that we need to improve effectiveness of condition damage builds against objects. We have some ideas, but none of them are simple and easy to implement/test. Rest assured it is something we recognize as a problem.
Jon
Might as well chime in and say big crowd events where condies are stack capped is also a problem we are investigating.
Jon
Good to hear. But what about the third problem facing condition builds: Their gear is more expensive than everyone else, because the cheapest gear (crafted) doesn’t come with useful stats ?
For example, I want precision/condition damage/toughness gear for my necromancer. But my choices are:
– Grind dungeons to get a full set of armor and weapons.
– Farm to get enough gold to buy Khilbron’s armor set. Last I checked, it was 8-11 gold per piece, except the headgear which nobody was selling Then farm some more to buy the named exotic weapons I want (6-13 gold each, excluding underwater weapons which were reasonably priced), all of which come from the mystic forge.
Any update on this?
Is there someplace I should be looking to see what ArenaNet has planned?
I know resurrecting posts is not always the best plan But I really am not sure where else to look.
Ulari
Sorry to resurrect old threads, but I’m curious to see if arenanet has ever replied to these condition issues that you guys have pointed out. (Group conditions cancelling/overwriting, condition oriented gear without power, and conditions on objects, caps, etc).
In my specific case, I made a P/P condition engie…He’s been my favorite class thus far. Using the synergy from my boons and high crit chance, I have been able to proc poisons, bleeds, and burns on multiple targets (Piercing Shots) quite frequently. I recently have been getting into WvW and was finding my build had pretty good survivability against enemy targets and i was actually putting some decent DoTs on them. I even obtained the prec/tough/cd gear/weapons through the appropriate dungeons and karma merchants. I thought my build was pretty flawless and versatile..until I found out that when I was running with other condition dmg players in a group, that my dot damage was being “overwritten/cancelled” …and that my conditions weren’t even applying to gates and other world objects (i might as well stop shooting them).
Anyways, I’m just wondering if arenanet recognizes this as an issue and if they plan to address it? I didnt see any posts from them…so I’m wondering if their solution is for me just to not use a condition build in WvW or in a group of other condition players. Just kinda sucks if that’s the case since I already got all the gear only to find out that a power build would have done more damage no matter what. Even if they respond and tell me: “sorry, this is the way it is” – at least I will know to make only power builds from now on.
Edit: Ok, i see now that a forum administrator did respond in this thread. So at least I have that. I guess a better question would be: are we any closer to a solution?
AR[SoS] Dandyhop ~ (80 Mesmer)
AR[SoS] Sir Scratch N Sniff ~ (36 Warrior)
(edited by RoSeViLLe.9547)