The power of "might"?

The power of "might"?

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Posted by: Jaken.6801

Jaken.6801

I was going for a condition build with my mesmer, since i thought i continue the idea of beeing a pain in the * by distributing as much annoing stuff as possible.

However recently my whole guild is all about the “might” boon, basicly all on damage.
As far as i know getting a 25 stack of it outranks even a 25 stack of bleeding from our necro for example.

What do you think? While i know there is a clear trend of damage over technique, i still think conditions played right shouldn`t be weaker.

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Posted by: Galespark.7835

Galespark.7835

If you mean that because of everyone throwing around might damage gets progressively better than conditions, I’d have to say it depends. Damage conditions like bleed and burning (and probably confusion though I don’t use it, so I can’t be sure) also benefit from might since might adds to both power and condition damage. So if there’s someone else distributing might in your party you shouldn’t worry too much about whether you’re relying on condition damage or direct damage.

Many people seem to believe that damage > conditions but I don’t worry too much about it myself. It’s very hard to decently compare the contribution of pure damage against that of conditions, and people will usually believe that which is more easily quantified (damage) is the best without decent evidence.

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Posted by: Qid.1937

Qid.1937

The underlying issue is the max stacks on dots. Where power will increase your direct damage irregardless of who has the stacks up on the mob.
Sitting at 25 stacks of might is a no-brainer when it comes to doing maximum dps for most if not all professions.

BG Mrplow – Highly rated since 1987.

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Posted by: Hawkmoon.5849

Hawkmoon.5849

The biggest issue, in my opinion, is the fact that condition damage can be largely ignored, by both players and by mobs. There is no sense of urgency to get rid of a condition- even vulnerability.

Basically, conditions have to matter before they can be useful. This is why necros feel so underpowered- because they rely heavily on condition damage (which they share a stack limit with the rest of the party on), and it’s weak. 25 stacks of bleeding is a pinprick compared to 20+ stacks of might and a hammer blow from a Guardian, or any other physical class, for that matter.

This was the biggest problem with removing the trinity- there is no need for anyone to do anything other than hit things as hard and as fast as they can. Conditions fall by the wayside in comparison to raw physical damage.

Again, don’t take this as scripture; this is just my observation.

Hope is the carrot dangled before the draft horse that plods along in the vain attempt to reach it

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Posted by: digiowl.9620

digiowl.9620

I suspect this is a combo of things. Might stacks on the toon, not the mob. This means that if the toon has a AOE auto-attack (like say the GS chain on warrior or guardian) it benefits no matter what is hit.

And it adds another 25% on top of whatever you gained from crits if the stack is maxed out. meaning that you can hit 2.75 times your base damage if you manage to go all out. And with AOE no less.

And if the target mob goes down, the stack remains, so you just keep on attacking.

Vulnerability in comparison is pr mob. So while it makes little difference while facing a boss, it makes a difference while facing a group of mobs. And you loose nothing with that build when facing the boss, so it is a winwin to focus on might over vulnerability (tho you could perhaps combo the two when facing a boss for even more hurt).

Honestly, there is virtually no reason for not going AOE all the time in PVE.

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Posted by: Mckeone.9804

Mckeone.9804

Conditions ignore armor. That makes them super powerful against high defense mobs.

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Posted by: tigirius.9014

tigirius.9014

I have to say i agree with them. There’s a cap on the number of conds you can stack personally on the enemy. So because of this people are finding other ways of doing damage to the bosses. There’s also problems with the speed of attacks like the pistols for engineers/thieves shoot as slow as rifles do. So their dps is limited and for the thief the number of bleeds they can put on an enemy is barely 5, seriously it bounces back and forth. So you basically are forced to put a bleed extender as one of the sigils on your weapons if you want bleeds to be traited to be useful. And even if you did get these to work well, you’ll still have the problem of someone else’s bleeds pushing yours off to the side if they manage to get a stack of 22 or something so you’re doing less damage.

It’s weird.

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