Tormenting & Perplexity

Tormenting & Perplexity

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Posted by: Dietzen.6127

Dietzen.6127

Hi there,
Like many of you, I’m guessing, I’ve tried out the new runes that have just recently come out. However, I’m kind of confused about the huge difference between them. Specifically I’m talking about the superior runes of perplexity and tormenting. For reference sake, I’ll just list what they actually do:

Tormenting:
(1): +28 Condition Damage.png Condition Damage
(2): 15% Torment Torment Duration
(3): +55 Condition Damage
(4): 15% Torment Duration
(5): +100 Condition Damage
(6): 15% Torment Duration and AoE 2 Stacks of Torment on Heal (20s cooldown)
(The wiki lists the proc as 10 seconds.)

Perplexity:
(1): +28 Condition Damage.png Condition Damage
(2): 15% Confusion Duration
(3): +55 Condition Damage
(4): 20% chance to cause Confusion on hit (15 second cooldown).
(Seemingly this proc is about 4.5 – 5 seconds)
(5): +100 Condition Damage
(6): +15% Confusion duration. Causes 10 seconds of Confusion on interrupt.
(This proc is about 9-10 seconds)

So, what I am getting at is, there is a huge gap between the rune sets, one has an activate on YOUR hit (not being hit, but hitting someone else), and upon interrupting. The other has an activate solely on healing. Now, it is fine that tormenting activates upon healing, but why does it not have a proc on the 4/6 rune, the same as perplexity?

So, my suggestions is as simple as you might have guessed, to bring the two in line, and also give runes of tormenting some kind of proc on the 4/6 piece, preferably on hitting, the same as perplexity, but I’ll leave that to ArenaNet. Presently, it seems the general consensus is to use perplexity, just because they are so much better, so why not bring a little more incentive to using tormenting as well?

Tormenting & Perplexity

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Because Torment is a MUCH stronger condition, the cool down was added to Torment when Anet released them without any sort of testing and saw how Engi could get 25stacks of it on AoE by spamming the healing kit.

Perplexity WILL be changed, i expect a 15-20second added to the 6/6 and maybe 10second cool down added to the 4/6 bonus. What i think they should do is change the 6/6 on Perplexity to:

(6): +15% Confusion duration. Confusion damage increased by 25%

Stops all the 25stack bursting that some classes can do but also keeps it worth while for condition builds. Warriors are already started to make builds around this rune set and that is a clear sign thakittens broken, a class should NEVER be able to make a build based around a rune.

Tormenting & Perplexity

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Posted by: TheLazyOne.8509

TheLazyOne.8509

I’m curious, does Tormenting proc on healing, regaining health, or on USING a heal skill?

Tormenting & Perplexity

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I’m curious, does Tormenting proc on healing, regaining health, or on USING a heal skill?

I am guessing its like the other on Heal ones, so every time you use the Skill 6 button, for Mesmers it would likely proc 3-4 times with the Mantra Heal Charging it up(1), heal1(2) and Heal2(3) with trait that would add another heal and another proc (before cool down added)

Now it doesnt matter, with its cool down, i THINK it its like the Might and swiftness on heal ones they could also be affected by them items that give you different appearances as well

Tormenting & Perplexity

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Posted by: Dietzen.6127

Dietzen.6127

Because Torment is a MUCH stronger condition, the cool down was added to Torment when Anet released them without any sort of testing and saw how Engi could get 25stacks of it on AoE by spamming the healing kit.

Perplexity WILL be changed, i expect a 15-20second added to the 6/6 this should be the case, and I’m just waiting for it and maybe 10second cool down added to the 4/6 bonus there’s ALREADY a 15 seconds CD on this one . What i think they should do is change the 6/6 on Perplexity to:

(6): +15% Confusion duration. Confusion damage increased by 25%

Stops all the 25stack bursting that some classes can do but also keeps it worth while for condition builds. Warriors are already started to make builds around this rune set and that is a clear sign thakittens broken, a class should NEVER be able to make a build based around a rune.

Much stronger condition? You get 2 stacks of ae torment, while perplexity can freely stack 3 stacks every 15 seconds, and when interrupting, stack up 5 confusion stacks. Now tell me, which one do you hurt the most from? Warriors can presently stack around 20 confusion stacks on any given target… again, I’m also waiting for the perplexity runes to have an added ICD, however, until that happens, perplexity runes are MUCH stronger than tormenting.
Even if the perplexity runes have an added ICD to the 6 bonus, it is still stronger, as it has two procs added to the runeset, while tormenting can only proc 2 stacks of tormenting. Two stacks of torment, IS NOT more powerful than 3 or 5 stacks of confusion.

(edited by Dietzen.6127)

Tormenting & Perplexity

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

The problem with confusion is that it IS a weak conditon. Ignoeing the broken 6/6 bonus as that will get a cool down the damage done by confusion is peetty weak unless you have both high condition dueation and high conditon damage though the same can be said for torment it is constantly damaging you and even morw so when hou are moving this is a HUGE benefit to range classes fighting melee.

I agree that tormenting should have a 4/6 bonus. The problem with that would be what? It couldnt be on hit as that would just to powerful. Maybe when you get hit would be a decent option though or maybe a strkng AoE on using an Elite with like a 90eecond cooldown but that wiuld have to be the 6/6 and move the on heal one to 4/6?

Tormenting & Perplexity

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Posted by: Kal Spiro.9745

Kal Spiro.9745

Because Torment is a MUCH stronger condition, the cool down was added to Torment when Anet released them without any sort of testing and saw how Engi could get 25stacks of it on AoE by spamming the healing kit.

Perplexity WILL be changed, i expect a 15-20second added to the 6/6 this should be the case, and I’m just waiting for it and maybe 10second cool down added to the 4/6 bonus there’s ALREADY a 15 seconds CD on this one . What i think they should do is change the 6/6 on Perplexity to:

(6): +15% Confusion duration. Confusion damage increased by 25%

Stops all the 25stack bursting that some classes can do but also keeps it worth while for condition builds. Warriors are already started to make builds around this rune set and that is a clear sign thakittens broken, a class should NEVER be able to make a build based around a rune.

Much stronger condition? You get 2 stacks of ae torment, while perplexity can freely stack 3 stacks every 15 seconds, and when interrupting, stack up 5 confusion stacks. Now tell me, which one do you hurt the most from? Warriors can presently stack around 20 confusion stacks on any given target… again, I’m also waiting for the perplexity runes to have an added ICD, however, until that happens, perplexity runes are MUCH stronger than tormenting.
Even if the perplexity runes have an added ICD to the 6 bonus, it is still stronger, as it has two procs added to the runeset, while tormenting can only proc 2 stacks of tormenting. Two stacks of torment, IS NOT more powerful than 3 or 5 stacks of confusion.

Confusion only does damage when the target attacks. No attack, no damage. Torment ticks no matter what, and then builds on itself if you move so it ticks harder. Therefore Torment is guaranteed damage while confusion is only potential damage.

Torment is stronger, so it procs less.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

Tormenting & Perplexity

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Posted by: Dasboba.1652

Dasboba.1652

Perplexity was obviously added specifically for mesmers. If you look at the recent patch notes for mesmers, it’s obvious that anet is trying to open up an “interupt” build for mesmers. After the big trait patch, I tested out an interupt build on my mesmer and it was very easy to stack a ton of might. This rune would allow you to stack might on yourself and stack confusion on your enemies. But as usual, it wasn’t thought through and now other classes are making builds around a rune. It’s kind of a tough fix tbh. If they add an icd, then they basically kill the rune. If they change it to do X% confusion damage, then it’s still useful for mesmers/engineers but it moves away from anet’s intent, which is to push more interupts into the game.

As for now, I’m holding out on either rune for my engineer. I would have probably taken tormenting if they had only made it a 10s icd. 20s is way too long and makes it worthless for medkit swapping. I typically swap my medkit every 10s for swiftness, vigor, might (via traits), and 50% endurance (via rune). The 20s icd wouldn’t fit right w/how I play atm. As for Perplexity, with all the interups my engineer has, this could be a very good rune, but if they add an icd, then it becomes worthless. I have a feeling this will be the case, so I’ll stick w/my adventure runes while anet sorts it out.