80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
From base (916 all stats) …
PvP Berserker’s Amulet + Berserker’s Jewel with a 20/20 split in Power/Precision trait lines grants Direct Damage classes an increase of 204% Total Average Damage with a Ability Multiplier of 1. (30/30 split is a 226% Total Average Damage increase)
PvP Carrion Amulet + Carrion Jewel with 30 points in the Malice trait line grants Condi Damage classes an increase of 144% Bleed, 93% Burning, 146% Poison, and 141% Confusion.
Basically … the DD gear is much better at benefiting DD builds then Condi gear is at benefiting Condi builds.
Also … any word on when +Confusion Duration armor Rune sets and weapon Sigils are going to make it into the game?
That’s because power scales much better with precision than conditions do, due to such a low variety of crit proc stuff.
Also conditions ignore armor, and works pretty well as a standalone dmg stat to pair with tanky stats.
Confusion duration will probably never happen, it’s sort of a cross between soft CC and an actual dmg condition, not really reliable as either one.
I find conditions to be extremely deadly if left unchecked. For example, my guild team has a guardian dedicated to cleansing conditions and nothing else.
I get hit with 17+ stacks of bleeding frequently in this video, and time and time again, guardian is a life saver.
That’s because power scales much better with precision than conditions do, due to such a low variety of crit proc stuff.
Also conditions ignore armor, and works pretty well as a standalone dmg stat to pair with tanky stats.
Confusion duration will probably never happen, it’s sort of a cross between soft CC and an actual dmg condition, not really reliable as either one.
Actually, Jon Peters said a couple month ago that it was an oversight because Confusion was put into the game AFTER the armor sets were created. He has said that they were going to fix that when they put new pvp armor sets in.
I find conditions to be extremely deadly if left unchecked. For example, my guild team has a guardian dedicated to cleansing conditions and nothing else.
I get hit with 17+ stacks of bleeding frequently in this video, and time and time again, guardian is a life saver.
Right, conditions are very easily bypassed with removals … where I can’t do much vs a thief backstab (as an example).
But you have to remember that condition removal is extremely limited compared to outputting conditions. That’s why my guild team sacrifices an entire player position just for cleansing conditions. That’s how crucial conditions are. They force teams to build accordingly.
In team fights, when multiple players are getting hit by conditions, there are only so many times you can cleanse them.
Also, the benefit of condition builds is that they tend to be more defense-oriented and have a bit more survivability, since their stats aren’t completely invested in upfront burst. It means condition classes are more stable and won’t pop so easily like a backstab thief would.
But you have to remember that condition removal is extremely limited compared to outputting conditions. That’s why my guild team sacrifices an entire player position just for cleansing conditions. That’s how crucial conditions are. They force teams to build accordingly.
In team fights, when multiple players are getting hit by conditions, there are only so many times you can cleanse them.
Also, the benefit of condition builds is that they tend to be more defense-oriented and have a bit more survivability, since their stats aren’t completely invested in upfront burst. It means condition classes are more stable and won’t pop so easily like a backstab thief would.
Yes, I get what you are saying … but if there was a class that we could assign to counter all direct damage as easily it would instantly be nerfed as being OP.
I wish there was a set that provided +Condition Damage / Vitality / Toughness , because beyond +Condition Damage / Vitality for condi builds … the current third options of Precision or Power are pretty much a waste. Which is odd when you consider that you can have Power / Vitality / Toughness as an option.
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