https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
(% Class’s Current Base (with no vitality.) HP) + (0.125 * Healing Power) per second
Regeneration to a Warrior/Necromancer should be about 215, based on base health.
Regeneration to a Mesmer/Ranger/Engin should be about 175, based on base health.
Regeneration to a Thief/Ele/Guardian should heal for about 125, based on base health.
Each class should get different values based on how much health they have, it isn’t very fair that a boon greatly benefits more classes then it does others when they make up for it by either evading or avoiding more damage.
(edited by Daecollo.9578)
What i’m pretty much asking for is the base healing of Regeneration heal the higher health classes for a little more.
Keep it at 125 for the Thief/Ele/Guardian, improve it a bit for the Medium Health classes, and a lot for the higher health classes.
(edited by Daecollo.9578)
I’m not sure why you should heal for more if you have a higher health pool, the advantage itself is that you start with more health why should you also have more health regen?
I’m not sure why you should heal for more if you have a higher health pool, the advantage itself is that you start with more health why should you also have more health regen?
The classes with the lower health pool have ways to mitigate tons of damage that more then make up for there lower health.
The classes with more health have different kinds of defense, but why should they suffer lower base healing?
Regeneration is a boon, and all boons should fairly effect classes the same. Thief/Guardian/Elementalist take less damage then Necromancers/Warriors, so naturally regeneration should heal them for more to compensate.
If Thief/Guardian/Elementalist
Regeneration = Level * 1.5625 + 0.125 * Healing Power.
If Ranger/Engineer/Mesmer
Regeneration = Level * 2.1875 + 0.135 * Healing Power.
If Warrior/Necromancer
Regeneration = Level * 2.6875 + 0.15 * Healing Power.
This is what i’m asking for pretty much.
(edited by Daecollo.9578)
Regeneration is a boon, and all boons should fairly effect classes the same. Thief/Guardian/Elementalist take less damage then Necromancers/Warriors, so naturally regeneration should heal them for more to compensate.
you contradict yourself in the same paragraph
I’m not sure why you should heal for more if you have a higher health pool, the advantage itself is that you start with more health why should you also have more health regen?
The classes with the lower health pool have ways to mitigate tons of damage that more then make up for there lower health.
The classes with more health have different kinds of defense, but why should they suffer lower base healing?
Regeneration is a boon, and all boons should fairly effect classes the same. Thief/Guardian/Elementalist take less damage then Necromancers/Warriors, so naturally regeneration should heal them for more to compensate.
You dont undertand ,do you? Higher health should not give you higher sustain just more room initially at the fight.This is frankly the worst suggestion i have ever read.
And no thief/guardian/elementalist dont take less damage that necro/warrior.
I believe you missed how the last patch made the necros tank nuclear bombs with their ds .
And no.. you as a warrior should never have to avoid healing power when building for sustain.Warriors are not some kind of poor puppies that need special protection,especially not something as strong as what you suggest.
You basically ask for soldiers to provide more regen heal than clerics?? :O
Or the benefit of extra regen applies only to base hp so its a warrior benefit only?? :P
(edited by Avead.5760)
I’m not sure why you should heal for more if you have a higher health pool, the advantage itself is that you start with more health why should you also have more health regen?
The classes with the lower health pool have ways to mitigate tons of damage that more then make up for there lower health.
The classes with more health have different kinds of defense, but why should they suffer lower base healing?
Regeneration is a boon, and all boons should fairly effect classes the same. Thief/Guardian/Elementalist take less damage then Necromancers/Warriors, so naturally regeneration should heal them for more to compensate.
You dont undertand ,do you? Higher health should not give you higher sustain just more room initially at the fight.This is frankly the worst suggestion i have ever read.
And no thief/guardian/elementalist dont take less damage that necro/warrior.
I believe you missed how the last patch made the necros tank nuclear bombs with their ds .
And no.. you as a warrior should never have to avoid healing power when building for sustain.Warriors are not some kind of poor puppies that need special protection,especially not something as strong as what you suggest.
You can’t heal in Death Shroud, so why did you even mention it here?
Necromancer’s don’t gain much from regeneration because they can’t heal in death shroud, in fact it has needed to improve on them for a good while.
Warriors and Necromancers both need higher healing, because honestly. They DO take more damage, and trying to argue with that over months of testing is kind of invalid because almost every STATE OF THE GAME, says that “Necromancers/Warriors take more damage and have a hard time sticking to their target because they die so easy.”
Currently, this boon favors classes with low health, high damage mitigation and avoidance. (AKA thieves who constantly stealth, Elementalists+Guardians with perma protection/vigor/regeneration.)
Also no, I am asking for the base health (The health your character starts with.) no vitality added to benefit from regeneration.)
If Thief/Guardian/Elementalist
Regeneration = Level * 1.5625 + 0.125 * Healing Power.
If Ranger/Engineer/Mesmer
Regeneration = Level * 2.1875 + 0.135 * Healing Power.
If Warrior/Necromancer
Regeneration = Level * 2.6875 + 0.15 * Healing Power.
This is what i’m asking for pretty much, not based on percent or health. Based on the class choice.
To get those numbers I calculated how much the base heal healed the base classes.
(edited by Daecollo.9578)
But this boon is supposed to favor ANYONE that is invested on low health and high toughness wiht high direct damage mitigation.
There is a reason why vitality doesnt affectt heal
And also your number are way imbalanced.So you ask an extra 1k heal per 10 sec for warrior compared to guard/ele/thief while he also starts with higher health and all that with zero investment on healing power.Thats more than the benefit of the healing rotation the above classes get with a bunch of healing power..Its just imbalanced!!
(edited by Avead.5760)
I’m not asking for vitality to have any effect on regeneration. Only the starting health.
Might as well make it a % of your total health+healing power scaling. Then MAYBE low-HP professions would get some more interesting way of survivability different from boon up/stealth out.
IMO and there shouldn’t be such a huge difference between base HP on classes. For example, in PvE it makes thieves look bad compared to warriors(their mobility is rarely useful there) just because they have similar DPS and a huge difference in HP pools.
If something like what you suggested happens they should make dungeons accept only guardians, warriors and mesmers lol.
I never asked for it to be percent based, that would make healing power have less effect then vitality would, which would be counter productive.
This is the SPVP forum, please don’t talk about WvWvW/Dungeons here.
I simply asked for it to heal classes for more then others at the very base. Based on there current health http://wiki.guildwars2.com/wiki/Health .
(edited by Daecollo.9578)
Guardians rely on healing to survive. They do not have as much health as warriors. Asking for regen to be based on max health is silly.
Hey, we need to see how changes work on the whole game, right? Or did people already forget that modes such as WvW and PvE also need balancing?
Anyway, as someone already mentioned: regeneration, healing and boons are the way low-HP professions sustain themselves. Take that away from them and instead of 2 professions with a problem you have 3.
Guardians rely on healing to survive. They do not have as much health as warriors. Asking for regen to be based on max health is silly.
This is not based on max health.
This is not based on max health.
This is not based on max health.
This is not based on max health.
This is not based on max health.
This is based on the health your class starts with.
This is based on the health your class starts with.
This is based on the health your class starts with.
This is based on the health your class starts with.
This is based on the health your class starts with.
This is based on the health your class starts with.
Regeneration is a boon, and all boons should fairly effect classes the same. Thief/Guardian/Elementalist take less damage then Necromancers/Warriors, so naturally regeneration should heal them for more to compensate.
you contradict yourself in the same paragraph
Actually, that’s not quite true. Fairness mean treating something not EQUALLY, but according to its needs. Necromancers and Warriors have fewer defensive tools beyond their base heals and a few attrition mechanics (Death Shroud and… I dunno endure pain?), so it’s actually more fair to imbalance regeneration favorably towards them.
I don’t always agree with Daecollo, but I think this is a good idea. Then again, I also think we should go back to the GW1 way of regen stacking intensity instead of duration >_>
(edited by Manijin.3428)
Guardians rely on healing to survive. They do not have as much health as warriors. Asking for regen to be based on max health is silly.
This is not based on max health.
This is not based on max health.
This is not based on max health.
This is not based on max health.
This is not based on max health.This is based on the health your class starts with.
This is based on the health your class starts with.
This is based on the health your class starts with.
This is based on the health your class starts with.
This is based on the health your class starts with.
This is based on the health your class starts with.
Same thing, warrior’s start with close to 20k health while guardians start with close to 12k.
No… no it isn’t.
If the Guardian has 25k health and stacks a lot of vitality, he is still going to heal for 125 base + no healing power with my idea. The same healing as if he had 10k health.
If the Warrior has 35k health and stacks a lot of vitality, he is still going to heal for 215 base + no healing power with my idea. The same healing as if he had 18k health.
Again.
This idea is not based on max health.
This idea is based on the health the class starts with.
No… no it isn’t.
If the Guardian has 25k health and stacks a lot of vitality, he is still going to heal for 125 base + no healing power with my idea. The same healing as if he had 10k health.
If the Warrior has 35k health and stacks a lot of vitality, he is still going to heal for 215 base + no healing power with my idea. The same healing as if he had 18k health.
Again.
This idea is not based on max health.
This idea is based on the health the class starts with.
You’re asking for a double advantage.
Warrior Already has an advantage in their higher base health pool. You want to compound that advantage by having regen weighted on those base health pools.
It’s a bad argument. It’s also silly to say “But I have so much more base health, my regen NEEDS to be higher to be fair!”
Regeneration is a boon, and all boons should fairly effect classes the same. Thief/Guardian/Elementalist take less damage then Necromancers/Warriors, so naturally regeneration should heal them for more to compensate.
you contradict yourself in the same paragraph
Actually, that’s not quite true. Fairness mean treating something not EQUALLY, but according to its needs. Necromancers and Warriors have fewer defensive tools beyond their base heals and a few attrition mechanics (Death Shroud and… I dunno endure pain?), so it’s actually more fair to imbalance regeneration favorably towards them.
I don’t always agree with Daecollo, but I think this is a good idea. Then again, I also think we should go back to the GW1 way of regen stacking intensity instead of duration >_>
I will bump this for you evil.
It is fair, Warriors/Necromancers may have a higher health pool. However I consider it more of a “disadvantage” then an advantage, because warriors and necromancers take a lot more damage then those classes.
Boons are meant to heal everyone equally, and I just do not see that. It isn’t fair that a boon helps class A more then class B.
Those classes take less damage naturally. So the classes that take more damage should heal for more, NO double benefit at all.
This is the worst suggestion I heard on this forum since the one asking for 1 stun break for every weapon set.
Regeneration is a boon, and all boons should fairly effect classes the same. Thief/Guardian/Elementalist take less damage then Necromancers/Warriors, so naturally regeneration should heal them for more to compensate.
you contradict yourself in the same paragraph
Actually, that’s not quite true. Fairness mean treating something not EQUALLY, but according to its needs. Necromancers and Warriors have fewer defensive tools beyond their base heals and a few attrition mechanics (Death Shroud and… I dunno endure pain?), so it’s actually more fair to imbalance regeneration favorably towards them.
I don’t always agree with Daecollo, but I think this is a good idea. Then again, I also think we should go back to the GW1 way of regen stacking intensity instead of duration >_>
I will bump this for you evil.
It is fair, Warriors/Necromancers may have a higher health pool. However I consider it more of a “disadvantage” then an advantage, because warriors and necromancers take a lot more damage then those classes.
Boons are meant to heal everyone equally, and I just do not see that. It isn’t fair that a boon helps class A more then class B.
Those classes take less damage naturally. So the classes that take more damage should heal for more, NO double benefit at all.
Those classes do not take less damage naturally. They might have Options to take less damage, but do not do so naturally.
If I rolled both a thief and warrior and brought them directly into the mists, took off all their armor, they’d both be hit for the exact same amount of damage from attacks. Thief, Guard and Ele have no “natural” damage reduction. That warrior clearly has nearly 8k more HP though.
Thief guard and Ele have better damage reduction/avoidance options because they need it, with their lower Health pools.
I can’t argue with that, yes if you strip both classes naked, use none of their skills they get. Then yes they will take the same amount of damage.
However, I am sure they will do more then you know… nothing.
I can’t argue with that, yes if you strip both classes naked, use none of their skills they get. Then yes they will take the same amount of damage.
However, I am sure they will do more then you know… nothing.
Exactly. Each class was designed with abilities that take their base HP pool into account. Claiming that higher base HP classes need more from regen is silly because the classes were already balanced with base HP in mind.
I can’t argue with that, yes if you strip both classes naked, use none of their skills they get. Then yes they will take the same amount of damage.
However, I am sure they will do more then you know… nothing.
Exactly. Each class was designed with abilities that take their base HP pool into account. Claiming that higher base HP classes need more from regen is silly because the classes were already balanced with base HP in mind.
Then we should remove all boons from those classes so they take as much damage as the warrior and equalize there health.
However, I believe that such a thing will not happen. Thus Regeneration should heal classes that take more damage moreso then classes that take less.
Why should a boon benefit one class WAY more then the other?
However, I believe that such a thing will not happen. Thus Regeneration should heal classes that take more damage moreso then classes that take less.
That have the POTENTIAL to take less. THE POTENTIAL
Thieves do not automatically have better evasive options than everyone else. Ele’s do not automatically better damage mitigation than everyone else. Guardians sort of do with their aura’s, but that’s their class mechanic and to be expected.
When a thief SPECS for superior access to evasion, he is SACRAFICING something else. You’re talking about a blanket buff to classes that already have higher HP, with nothing lost in return.
It pretty much benefits high toughness more than a specific profession. It still heals for the same amount on everyone. How they multiply that HP after they get it really depends on the build. Also thieves don’t really have defensive boons.
It pretty much benefits high toughness more than a specific profession. It still heals for the same amount on everyone. How they multiply that HP after they get it really depends on the build. Also thieves don’t really have defensive boons.
Vigor
Regeneration
Stealth
Stealth isn’t a boon and regeneration doesn’t count because we’re talking exactly about it.
Got me on vigor. Forgot about it.
But still none of them really just reduce damage. They take full damage from every hit and they can’t do a thing about it unless they dodge/blind(like every other profession lol).
i don’t mean to be a buzzkill mate, but i don’t think devs are considering this.
i don’t mean to be a buzzkill mate, but i don’t think devs are considering this.
Until a developer says so, I will consider what I say good. They have implemented many suggestions I have made already. <3
i don’t mean to be a buzzkill mate, but i don’t think devs are considering this.
Until a developer says so, I will consider what I say good. They have implemented many suggestions I have made already. <3
that’s pretty cool, like what
i don’t mean to be a buzzkill mate, but i don’t think devs are considering this.
Until a developer says so, I will consider what I say good. They have implemented many suggestions I have made already. <3
that’s pretty cool, like what
Cleansing Ire – https://forum-en.gw2archive.eu/forum/game/suggestions/Defense-Grandmaster-Trait-Indomitable/first
Larcenous Strike – https://forum-en.gw2archive.eu/forum/professions/thief/Change-Flanking-Strike-to-Vampiric-Strike/first
That is just out of the top of my head. Check dates.
Mind suggesting a good ele fire trait rework then? You don’t even need to think about it, just copy-paste some good looking buffs for the trait line in the ele sub forum
Back to the topic: what if low-HP classes got balanced like warriors and necromancers? TBH it’s more fun fighting something that just has a lot of HP/effective HP to melt through than something that has an HP that bounces up and down like a basketball. It’s not so much regeneration that makes that effect, it’s heals with short cooldowns/having lots of ways to heal. Regen is just another passive way of healing up and slowly gaining a few thousand HP.
Mind suggesting a good ele fire trait rework then? You don’t even need to think about it, just copy-paste some good looking buffs for the trait line in the ele sub forum
Back to the topic: what if low-HP classes got balanced like warriors and necromancers? TBH it’s more fun fighting something that just has a lot of HP/effective HP to melt through than something that has an HP that bounces up and down like a basketball. It’s not so much regeneration that makes that effect, it’s heals with short cooldowns/having lots of ways to heal. Regen is just another passive way of healing up and slowly gaining a few thousand HP.
I don’t know anything about elementalist, so to make suggestions for it would be foolish. I only make suggestions on classes i’ve played for awile.
Even if this is an interessting idea, but I dont think this is a good time for thous changes. I would like bugfixes first. After that there will be clearer view about balancing.
PS: Also this change can open new doors for bunker necro.
Its only been almost 10 months, do you need more time?
If they took this change, they would also have to change protection on the same logic, since protection essentially makes low base health targets take more damage than high base health targets.
However, I really don’t agree with regen being changed because the way you aren’t considering (or aren’t explaining) is something along the lines of:
Warrior and low health ally (lets say ele) have 75% health. Regen gets applied, it adds 1k health to each characters health pool. Percentage wise, the ele got healed more, but point by point, the heal was exactly the same. Regen, therefore, is affecting every class equally, but that doesn’t mean the every class has the same level of sustain (and they shouldn’t, classes need to have disadvantages at certain things).
However, giving high health targets better heals, or better abilities to sustain (mist form, etc), would be the best option. Being able to refill big chunks pf the health bar on a high health character creates the same sort sustain that regen creates on low health characters, so really, it would balance out, because while lower health characters rely on consistent healing to sustain, high health characters would rely on “spike” healing to push the health bar back up after the opponent has blown cooldowns to get it low.
That being said, that doesn’t make the idea you’re suggesting wrong to me. Just a difference in the ways a solution could be implemented.
If they took this change, they would also have to change protection on the same logic, since protection essentially makes low base health targets take more damage than high base health targets.
However, I really don’t agree with regen being changed because the way you aren’t considering (or aren’t explaining) is something along the lines of:
Warrior and low health ally (lets say ele) have 75% health. Regen gets applied, it adds 1k health to each characters health pool. Percentage wise, the ele got healed more, but point by point, the heal was exactly the same. Regen, therefore, is affecting every class equally, but that doesn’t mean the every class has the same level of sustain (and they shouldn’t, classes need to have disadvantages at certain things).
However, giving high health targets better heals, or better abilities to sustain (mist form, etc), would be the best option. Being able to refill big chunks pf the health bar on a high health character creates the same sort sustain that regen creates on low health characters, so really, it would balance out, because while lower health characters rely on consistent healing to sustain, high health characters would rely on “spike” healing to push the health bar back up after the opponent has blown cooldowns to get it low.
That being said, that doesn’t make the idea you’re suggesting wrong to me. Just a difference in the ways a solution could be implemented.
That would make the classes to much alike.
Its only been almost 10 months, do you need more time?
You addressing wrong person here, I am not fixing bugs, nor make them )
But changing boon, while classes have so much bugs is making not so much sense.
May as well make all profs have the same base hp value, like that one game with proven pvp. What was it called…oh yeah, Guild Wars 1. (Yes Dervish and maybe another prof had a few more hp, before history nerds call me out on it)
If they took this change, they would also have to change protection on the same logic, since protection essentially makes low base health targets take more damage than high base health targets.
However, I really don’t agree with regen being changed because the way you aren’t considering (or aren’t explaining) is something along the lines of:
Warrior and low health ally (lets say ele) have 75% health. Regen gets applied, it adds 1k health to each characters health pool. Percentage wise, the ele got healed more, but point by point, the heal was exactly the same. Regen, therefore, is affecting every class equally, but that doesn’t mean the every class has the same level of sustain (and they shouldn’t, classes need to have disadvantages at certain things).
However, giving high health targets better heals, or better abilities to sustain (mist form, etc), would be the best option. Being able to refill big chunks pf the health bar on a high health character creates the same sort sustain that regen creates on low health characters, so really, it would balance out, because while lower health characters rely on consistent healing to sustain, high health characters would rely on “spike” healing to push the health bar back up after the opponent has blown cooldowns to get it low.
That being said, that doesn’t make the idea you’re suggesting wrong to me. Just a difference in the ways a solution could be implemented.
That would make the classes to much alike.
Yes and no. Ultimately, the difference would be that the classes that receive increases to their heals still wouldn’t have the ability to consistently heal themselves throughout the fight, so they still wouldn’t be able to sustain as well as other classes (Guardian, Ele), and also, interrupts of any sort could completely destroy the sustain of those classes, something that doesn’t commonly happen to current bunker or sustain builds all that often if at all (can’t interrupt an attunement switch, for instance).
It would still allow for classes to maintain their damage roll without having to build for sustain through traits, so that those classes could maintain their dominant niche, but it would give them more sustain in the process, which is ultimately what is being asked for; the ability to stay in the fight longer when needed.
Again, just an opinion and idea though, there are many ways to go about solving the same problem.
i don’t mean to be a buzzkill mate, but i don’t think devs are considering this.
Until a developer says so, I will consider what I say good. They have implemented many suggestions I have made already. <3
that’s pretty cool, like what
Cleansing Ire – https://forum-en.gw2archive.eu/forum/game/suggestions/Defense-Grandmaster-Trait-Indomitable/first
Larcenous Strike – https://forum-en.gw2archive.eu/forum/professions/thief/Change-Flanking-Strike-to-Vampiric-Strike/first
That is just out of the top of my head. Check dates.
I don’t know about larcenous strike, but about cleansing ire, I don’t think the devs took your suggestion. I saw something similar on reddit and in other topics of this forum. It would’ve been awesome, tho, if they had taken your suggestion, works way better than the current one.
Also, I think is a bad idea to base regen to be defined by base HP pool. Guardians and Eles, depend a lot on healing to be viable (not even talking about being balanced), and making them worst at that just to make high HP classes better, is wrong. I believe, on the other hand, that yeah, Regeneration should be affected by 2 stats, why not vitality? If vitality increase regeneration (which makes sense), it will be actually useful, and not just to patch low hp classes. Also, healing power should benefit other boons too, or maybe giving a natural resistance against conditions, or a natural hp regeneration (for example, 15 hp/s at 1500 HP).
I told a lot of people about the suggestions way before I actually posted them to see if they were good or not.
As you saw with both suggestions, the developers didn’t implement exactly what I said, just ‘like’ what I said.
my god do i hate stats. most boring way to balance (and play) a game.
my god do i hate stats. most boring way to balance (and play) a game.
Don’t see why you play then, the game is designed around stats.
I told a lot of people about the suggestions way before I actually posted them to see if they were good or not.
As you saw with both suggestions, the developers didn’t implement exactly what I said, just ‘like’ what I said.
I can only comment on the thief change, since that is the only class I’m intimately familiar with – your suggestion only matches what happened in the “boon stealing” aspect, and even then, only a little. Claiming that your suggestion was the inspiration for the change is reaching at best. You constantly and consistently make ludicrous suggestions for changes on the boards – I know your process is generally “Make an OP suggestion, let the boards whittle it down to something useable”.
But this current suggestion is too close to the basic definition of the game for that. Classes with Higher base HP are already balanced against classes with lower base HP in a number of ways – introducing a regen mechanic that treats the classes differently on the basis of their base HP is too much.
Well, let’s look at it from this perspective:
Necromancer and Warrior are two of the least combat-mobile classes available (with a few exceptions, like Greatsword Warrior). Other classes rely on high boon uptime to provide mobility, or rely on built in skill mechanics to avoid damage. The result?
Classes with high protection uptime (Guardian & potentially Elementalist) in addition to high regen uptime will take far less damage per hit. Classes with high mobility/evades take less damage via completely negating various hits. Assuming all classes have the same amount of dodges (2), Necromancers and Warriors SHOULD take approximately 25-50% more damage than other classes in the same time span (assuming equal opponents, based on starting HP values). However, due to the predominance of burst damage, evades, protection, and other means of damage avoidance are more effective than simple damage reduction.
If a warrior gets hit for 8k damage, an equally geared guardian likely gets hit for about 5.5k, plus his latent regenerative abilities, plus his greater access to aegis and blinding abilities. Sure, the warrior has a larger health pool, but 6k HP is gone so fast in current PvP gameplay that it’s basically a single hit. Extra HP DOES NOT provide greater attrition value or survivability: it serves as a small cushion.
Why should a boon benefit one class WAY more then the other?
Such logic… I’m in awe.
Let’s try a logic exercise Mr. Brainic. I’ll take it slow so that you can understand.
Scenario# 1:
As the game currently stands, if a guardian and a warrior both have the same healing power(assume 0 healing power) does the guardian get more healing per tick of regen than the warrior?
Scenario# 2:
Now, let’s say they implement your idea. After implementation if a guardian and a warrior both have the same healing power(assume 0 healing power) does the guardian and the warrior get the same healing per tick from regen?
Now let me answer your question with my question:
Why should a boon benefit one class WAY more then the other?
The problem with regen isn’t the life pools.
The problem is only bunkers benefit from it because the effect is to trivial to make a difference in builds who can’t last anywhere close to enough time to make the HP gain meaningful.
This is pretty a much with the design of stats in the game. The difference between the base effectiveness and when concentrating stats just skews this game to stat stacking.
It’s why there is little in the way of balanced builds and very few people who would consider a celestial amulet or 15 points in several traitlines without going into a grandmaster trailine.
It’s why you don’t see hybrid weapons used over concentrated weapons and why condition weapons are not combined with power weapons in a build.
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