You can’t compare those trait to automated response. They don’t give immunity to something, they just reduce the effectiveness. If AR only reduced the duration of conditions by, let’s say, 50%, then the comparison stands and you would be right.
The only trait that can be really compared to AR is Defy Pain and the difference is clear.
And you got that explained in the old thread as well, but i’ll repeat it again.
A permanent defy pain below 25% would be too strong, unlike AR. For starters, direct damage is done by almost any skill, unlike damaging conditions. Also, unlike conditions, direct damage is dealt instantly – you still have to deal with the leftover conditions with AR. Toughness would be useless, so people would simply not get it and get vitality as a defensive stat instead.
Then you just have to worry about conditions while you’re mauling your enemy…and you’ve got a stance who does exactly that. Or shouts with the related runes that can remove conditions. Or cleansing ire, and you just have to fight to remove them. You could also use the healing signet to ignore part of them. And once the enemy has used up his conditions attacks, he’s probably screwed – cause the autoattacks don’t deal good damaging conditions usually, they’re mostly direct damage-based.
You are still failing to see that what I’m pointing to be as a flaw to the trait is the permanent 100% immunity to something.
You’re still failing to see how it is balanced along with the drawback of staying alive below that threshold – cause that’s the only use one can do of that trait.
Still, Necromancer are in a worse position compared to Engineer. No mobility, no evades, no blocks, no vigor at all, no reliable access to stability, no stealth at all, light armor… and they are even considered as master of conditions by design, so AR makes more sense on Necromancers than on engineers.
And a second hp bar along with high hp. And minions that can deal with the enemy while you stay far enough. Also, fear when they come near.
But anyway, it all comes up to design choices.
About thieves, it is only that trait that removes conditions. Just one trait that removes max 2 conditions if you sit in stealth for 4s. I think they can use an AR-like trait better, uh?
They would, if they hadn’t got all those evades to avoid direct damage below that threshold and the capabilities to reset the fight as will.
You argument is laughable, really.
I could say the same.
You have a second chance. If there wasn’t AR, you would be dead against the condition spec you’re facing. The AR version I’ve suggested gives you the time to heal back and cleanse conditions to be back again in the fight and to not make the same errors you made that almost killed you.
Not abusable, better working as a second-chance trait.
Why are you so in denial of a non-abusable but better version of the trait?
Cause there is no abusing to start with. And your modification would be exploited by any enemy smart enough, instead, rendering the whole trait useless. Also, grandmaster traits should be build-defining ones, not just “second chances”. And AR adhere to that description quite well, seeing as you’ve got to build specifically for it to use it decently.
And despite all your whinings, i still don’t see these armies of AR engineers roaming around, unlike full condi necromancers. That means, people don’t consider it overpowered and something that can faceroll enemies.
Unlike full condi necromancers.