Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
I heard it was but I am unsure. Anyone know?
Not only is celestial OP (because it gives you way more stats). But in addition, other things like fire and air sigils are very strong and should be nerfed probably.
Not only is celestial OP (because it gives you way more stats). But in addition, other things like fire and air sigils are very strong and should be nerfed probably.
Interesting thanks or the quick response mate
Not only is celestial OP (because it gives you way more stats). But in addition, other things like fire and air sigils are very strong and should be nerfed probably.
What makes Cele OP is the might stacking that comes along mostly.
An Ele without might stacks ain’t worth anything even with Cele Amulet.
I wouldn’t really say Cele is OP, it’s more the sigils and might itself.
it’s not really overpowered so much as certain builds are too good at a rock paper scissors development of the game which is fun for no one. 25 stacks of might is 1750 extra stat points…. think about that
celestial alone is pretty meh…if you remove all boons from celestial specs they usually suck pretty bad. Real problem always had been celestial+kittenload of might, regen, vigor, protection and so on…the more access you have to those boons the stronger celestial becomes..and that’s why, considering boon spamming is real (And boon stripping is still pretty weak: the only really good boon stripper is probably shatter mesmer, not even a necro or s\d thief can control boon stacking in teamfight), celestial specs are the almighty kings of spam meta
(edited by Archaon.9524)
for the Nth time, the real problem is:
“boon removal options is not strong enough”
NOT
“celestial amulet is too strong”
also, another problem is, heavy boon removal professions such as mesmers and necromancers require high personal player skill level to perform well, or with good support from team mates.
you have no idea how many times i have experienced my balanced stance → battle standard combo to be interrupted and my team mates stomped right before my eyes.
yes, the other team have players who removes my stability first before interrupting my battle standard.
simply improve boon removal options or the professions which are supposed to be strong in boon removals (mesmer, necromancers) and we will see less complains about celestial amulet. and might stacking.
for the Nth time, the real problem is:
“boon removal options is not strong enough”
NOT
“celestial amulet is too strong”also, another problem is, heavy boon removal professions such as mesmers and necromancers require high personal player skill level to perform well, or with good support from team mates.
you have no idea how many times i have experienced my balanced stance -> battle standard combo to be interrupted and my team mates stomped right before my eyes.
yes, the other team have players who removes my stability first before interrupting my battle standard.
simply improve boon removal options or the professions which are supposed to be strong in boon removals (mesmer, necromancers) and we will see less complains about celestial amulet. and might stacking.
or simply start toning down boon access on some classes….
for the Nth time, the real problem is:
“boon removal options is not strong enough”
NOT
“celestial amulet is too strong”also, another problem is, heavy boon removal professions such as mesmers and necromancers require high personal player skill level to perform well, or with good support from team mates.
you have no idea how many times i have experienced my balanced stance -> battle standard combo to be interrupted and my team mates stomped right before my eyes.
yes, the other team have players who removes my stability first before interrupting my battle standard.
simply improve boon removal options or the professions which are supposed to be strong in boon removals (mesmer, necromancers) and we will see less complains about celestial amulet. and might stacking.
or simply start toning down boon access on some classes….
why nerf things when we can buff things instead?
Not only is celestial OP (because it gives you way more stats). But in addition, other things like fire and air sigils are very strong and should be nerfed probably.
Yes, cele is OP. Fire and air sigils are not OP.
for the Nth time, the real problem is:
“boon removal options is not strong enough”
NOT
“celestial amulet is too strong”also, another problem is, heavy boon removal professions such as mesmers and necromancers require high personal player skill level to perform well, or with good support from team mates.
you have no idea how many times i have experienced my balanced stance -> battle standard combo to be interrupted and my team mates stomped right before my eyes.
yes, the other team have players who removes my stability first before interrupting my battle standard.
simply improve boon removal options or the professions which are supposed to be strong in boon removals (mesmer, necromancers) and we will see less complains about celestial amulet. and might stacking.
or simply start toning down boon access on some classes….
why nerf things when we can buff things instead?
because since only few specs need toning down nerfing few things is way better than buffing everyone else leading to new op stuff popping up..
necro was op after dumbfire patch…they buffed wars in order to counter op condi necros…and ended up with wars being more op than how necros were before….if they plan to buff other specs to make them able to counter broken eles and engis we’re gonna end with even more broken stuff around….and everything is gonna start all over again
start nerfing incendiary powder since is one of the most reterded traits ever, and toning down ele’s access to permaregen and permavigor and\or putting some cd on cleansing water…or remove some fire and water fields that make ele a might stacking\support machine in teamfight with all those blasts around
everything is already gonna be way more balanced
(edited by Archaon.9524)
No, its fine. Its merely a coincidence that the builds people complain most about happen to be using the Celestial amulet, and were pretty underwhelming before Celestial amulet was added to pvp.
The only solution is to nerf the profession, and make it hurt as many builds as possible in all gamemodes. Especially in other gamemodes. After all, Celestial is fine.
No celestial is not even close to be op. Have you ever tried to play a celestial necro or celestial thief? Celestial amulet is not even viable for most classes. Celestial is also not that great in wvw large scale and weak in pve.
No, its fine. Its merely a coincidence that the builds people complain most about happen to be using the Celestial amulet, and were pretty underwhelming before Celestial amulet was added to pvp.
The only solution is to nerf the profession, and make it hurt as many builds as possible in all gamemodes. Especially in other gamemodes. After all, Celestial is fine.
^^ this guy gets it
If there is a SINGLE stat that a class/build can not make use of effectively, then Cele becomes useless for that build/class.
All stats need to be effectively helping to your goal.
In general however, its not OP.
Might is OP. Has and probably always will be OP as kitten.
If there is a SINGLE stat that a class/build can not make use of effectively, then Cele becomes useless for that build/class.
All stats need to be effectively helping to your goal.
In general however, its not OP.
Might is OP. Has and probably always will be OP as kitten.
They could just reduce the might cap at 20 stacks or change the way blast a fire field works. Sigil of battle by itself is not op. The might only lasts long because those builds invest in might duration rune sets and have some points in boon duration.
They could just reduce the might cap at 20 stacks or change the way blast a fire field works. Sigil of battle by itself is not op. The might only lasts long because those builds invest in might duration rune sets and have some points in boon duration.
Bringing it down to 15-18(at most) stacks would make more sense.
With 15 my HGH Cele Engi becomes a wrecking ball. Anything above it is insane dmg wise for the sustain I have too.
They could just reduce the might cap at 20 stacks or change the way blast a fire field works. Sigil of battle by itself is not op. The might only lasts long because those builds invest in might duration rune sets and have some points in boon duration.
Bringing it down to 15-18(at most) stacks would make more sense.
With 15 my HGH Cele Engi becomes a wrecking ball. Anything above it is insane dmg wise for the sustain I have too.
I think 20 is a fair number. Reducing by 5 would make people lose 175 power/condi. But we should also reduce vulnerabily and all condis to 20.
for the Nth time, the real problem is:
“boon removal options is not strong enough”
NOT
“celestial amulet is too strong”also, another problem is, heavy boon removal professions such as mesmers and necromancers require high personal player skill level to perform well, or with good support from team mates.
you have no idea how many times i have experienced my balanced stance -> battle standard combo to be interrupted and my team mates stomped right before my eyes.
yes, the other team have players who removes my stability first before interrupting my battle standard.
simply improve boon removal options or the professions which are supposed to be strong in boon removals (mesmer, necromancers) and we will see less complains about celestial amulet. and might stacking.
Don’t capitalise N for nth. Also you’re wrong, you cannot ask for more power creep to counter Celestial.
They could just reduce the might cap at 20 stacks or change the way blast a fire field works. Sigil of battle by itself is not op. The might only lasts long because those builds invest in might duration rune sets and have some points in boon duration.
Bringing it down to 15-18(at most) stacks would make more sense.
With 15 my HGH Cele Engi becomes a wrecking ball. Anything above it is insane dmg wise for the sustain I have too.
I think 20 is a fair number. Reducing by 5 would make people lose 175 power/condi. But we should also reduce vulnerabily and all condis to 20.
ONLY bleeding would be significantly effected by 20stacks, nothing else in PvP.
So no need.
5 Would not be enough. Just my opinion though.
They could just reduce the might cap at 20 stacks or change the way blast a fire field works. Sigil of battle by itself is not op. The might only lasts long because those builds invest in might duration rune sets and have some points in boon duration.
Bringing it down to 15-18(at most) stacks would make more sense.
With 15 my HGH Cele Engi becomes a wrecking ball. Anything above it is insane dmg wise for the sustain I have too.
I think 20 is a fair number. Reducing by 5 would make people lose 175 power/condi. But we should also reduce vulnerabily and all condis to 20.
ONLY bleeding would be significantly effected by 20stacks, nothing else in PvP.
So no need.5 Would not be enough. Just my opinion though.
Some classes can easily stack 25 vul like mesmers. Also would make sense if reducing might to 20 to reduce everything else to 20. Would be great for pve and wvw too, slowing down speed runs a bit and reducing overall dmg output.
PvE should not be “balanced”, it will just end in breaking WvW and PvP.
What else good would come from reducing other condis to 20?
I just see bad reasons.
PvE should not be “balanced”, it will just end in breaking WvW and PvP.
What else good would come from reducing other condis to 20?
I just see bad reasons.
You cant just reduce the might stacking classes dmg output and not nerf the others to be on par with that.
i really would say celestial or sigils are OP
the classes are OP.
PvE should not be “balanced”, it will just end in breaking WvW and PvP.
What else good would come from reducing other condis to 20?
I just see bad reasons.
You cant just reduce the might stacking classes dmg output and not nerf the others to be on par with that.
The problem is that Cele brings a bit of everything to the table but is still capable of major DPS due to might, by nerfing might, the builds that are effected the most are the Cele builds.
Sure its a cheap fix, but just a small suggestion.
My point is : Might is OP.
for the Nth time, the real problem is:
“boon removal options is not strong enough”
NOT
“celestial amulet is too strong”also, another problem is, heavy boon removal professions such as mesmers and necromancers require high personal player skill level to perform well, or with good support from team mates.
you have no idea how many times i have experienced my balanced stance -> battle standard combo to be interrupted and my team mates stomped right before my eyes.
yes, the other team have players who removes my stability first before interrupting my battle standard.
simply improve boon removal options or the professions which are supposed to be strong in boon removals (mesmer, necromancers) and we will see less complains about celestial amulet. and might stacking.
Don’t capitalise N for nth. Also you’re wrong, you cannot ask for more power creep to counter Celestial.
wrong. celestial is balanced.
boon removal is weak.
for the Nth time, the real problem is:
“boon removal options is not strong enough”
NOT
“celestial amulet is too strong”also, another problem is, heavy boon removal professions such as mesmers and necromancers require high personal player skill level to perform well, or with good support from team mates.
you have no idea how many times i have experienced my balanced stance -> battle standard combo to be interrupted and my team mates stomped right before my eyes.
yes, the other team have players who removes my stability first before interrupting my battle standard.
simply improve boon removal options or the professions which are supposed to be strong in boon removals (mesmer, necromancers) and we will see less complains about celestial amulet. and might stacking.
Don’t capitalise N for nth. Also you’re wrong, you cannot ask for more power creep to counter Celestial.
wrong. celestial is balanced.
boon removal is weak.
By that exact logic boons are also too strong and/or too common.
Guardians have alot of boons. you don’t see anyone complaining about them. You people have biased logic.
Guardians have alot of boons. you don’t see anyone complaining about them. You people have biased logic.
Its because current Guardian Meta doesn’t really have any boons! (nor do guardians have access to might stacking unless u run staff which isn’t current meta) there just OP due to being epically bursty right now.
Guardians have alot of boons. you don’t see anyone complaining about them. You people have biased logic.
Its because current Guardian Meta doesn’t really have any boons! (nor do guardians have access to might stacking unless u run staff which isn’t current meta) there just OP due to being epically bursty right now.
So boons are so op that are not in the meta for some classes? Biased logic.
The real problem for me is that celestial engineers maintain 10 stacks of might without blasting a single fire field. Fire field blasting is fine: it takes active skill, and can be countered. It’s predictable, and you can prevent it by using CC. I would reduce the might duration on strength/hoelbrack/pirate runes and/or have sigil of battle give two stacks of might instead of three.
The real problem for me is that celestial engineers maintain 10 stacks of might without blasting a single fire field. Fire field blasting is fine: it takes active skill, and can be countered. It’s predictable, and you can prevent it by using CC. I would reduce the might duration on strength/hoelbrack/pirate runes and/or have sigil of battle give two stacks of might instead of three.
I’m fine if Sigil of Battle and Hoelbrak/Strength were nerfed so only Ele/War could get any use out of them via natural might stacking on weapons, that’d be fine.
Engi wouldn’t be set back as much from a nerf like this. There’s hardly any synergy in running might stacking runes, if there’s no other ways to stack might outside of battle.
Rifle Engies would likely switch to either Balthazar Runes & Geomancy, or Pack Runes & Air Sigil. I’m already using Pack Runes on my main Cele Rifle build.
I’d be fine with it for overall class balance, but I doubt Anet would hit Battle Sigil like that, because for non-Engi/Ele/War who don’t often all have both high boon duration and extremely fast swaps, Battle Sigil would be a steaming pile.
(edited by Chaith.8256)
for the Nth time, the real problem is:
“boon removal options is not strong enough”
NOT
“celestial amulet is too strong”also, another problem is, heavy boon removal professions such as mesmers and necromancers require high personal player skill level to perform well, or with good support from team mates.
you have no idea how many times i have experienced my balanced stance -> battle standard combo to be interrupted and my team mates stomped right before my eyes.
yes, the other team have players who removes my stability first before interrupting my battle standard.
simply improve boon removal options or the professions which are supposed to be strong in boon removals (mesmer, necromancers) and we will see less complains about celestial amulet. and might stacking.
or simply start toning down boon access on some classes….
why nerf things when we can buff things instead?
because since only few specs need toning down nerfing few things is way better than buffing everyone else leading to new op stuff popping up..
necro was op after dumbfire patch…they buffed wars in order to counter op condi necros…and ended up with wars being more op than how necros were before….if they plan to buff other specs to make them able to counter broken eles and engis we’re gonna end with even more broken stuff around….and everything is gonna start all over again
start nerfing incendiary powder since is one of the most reterded traits ever, and toning down ele’s access to permaregen and permavigor and\or putting some cd on cleansing water…or remove some fire and water fields that make ele a might stacking\support machine in teamfight with all those blasts around
everything is already gonna be way more balanced
sure “OP” stuff would pop up but if ever class gets equally buffed, everyone is OP, therefore you can be balanced in that respect.
Also Nerfing things can inadvertently lead to the same thing, if for example you nerfed ele’s access to regen, vigor, and might then quite a few builds could become completely unplayable since they literally require all of those buffs to even function and compete with other classes.
I do agree that things could use some balancing, I’m just saying that we should think rather carefully about how we would want to do this so we don’t make classes simply unplayable or stuck with only 2 viable builds.
D/d Ele op – that’s true.
Funny how people talk about removing boons. Every class will have boons no matter what = Cele op, and it is. Nerf it. Out with kittening tanky eles and engis.
Funny how people talk about removing boons. Every class will have boons no matter what = Cele op, and it is. Nerf it. Out with kittening tanky eles and engis.
I think you are missing the point.
They are talking about BOON STRIPPING as an ability that needs to be more common.
Not removing it from the game.
Funny how people talk about removing boons. Every class will have boons no matter what = Cele op, and it is. Nerf it. Out with kittening tanky eles and engis.
I think you are missing the point.
They are talking about BOON STRIPPING as an ability that needs to be more common.
Not removing it from the game.
Boon stripping can become op really quick if they make it easier to use. I think they should reduce how much less damage protection gives and reduce how much power/condition damage is gained per stack of might. That is really it.
Funny how people talk about removing boons. Every class will have boons no matter what = Cele op, and it is. Nerf it. Out with kittening tanky eles and engis.
I think you are missing the point.
They are talking about BOON STRIPPING as an ability that needs to be more common.
Not removing it from the game.Boon stripping can become op really quick if they make it easier to use. I think they should reduce how much less damage protection gives and reduce how much power/condition damage is gained per stack of might. That is really it.
Been saying this for a while now, I doubt they would however.
Why is everyone afraid to just say reduce the amount of might stacks eles can produce? Why is that so taboo? Lol i mean nobody was afraid to nerf the crap out of neco’s terror damage, bleeds, boon removal, and just about everything else.
You’re all dancing around the main cause..
You’re asking to nerf an Amulet (cele) which is not class specific because Ele’s boon stacking is too strong… Where is the logic?
You want to nerf Might itself which is not class specific because Ele’s produce too much might… Where is the logic?
Basically you want to nerf everything across the board because of cele builds like eles and rifle engi’s. No logic found here.
They should not make changes to skills itself or amulet, but they should make a change in how combo’s work.
I think that they should remove boon duration as a stat, and make a new stat ‘support power’ or something like that (don’t care about the name).
more points in this stat will increase the effect of a combo. So some one that has no points in this stat give only 5 seconds of 3 stack might with a blast in a fire field and someone with alot points in this will get 20 seconds of 3 stack might. It’s just an idea, but I can guarantee that this will be a better solution then adding more boon steal / strip in this game, chagnign the celestial sigil or changing skills.
This will change the game experience alot, in my opinion in a good way. Combo’s is the thing that is OP here, not the skills, not the amulet.
I’m always saying same thing. Main problem is “healing”. Lets take a look who telling for which classes are OP.
1) Engi – They putting 2 Healing turrets (have massive heal abilities), water fields
2) DD Ele – Water skills can give unlimited heal. If you vs with dd ele you should hit more than 150k
3) Guardian – Medi heals, many heal abilities with blocks, gs attack heals. everythings are heal him
4) Warrior – Healing signet..
Fix that things and all will be fine.
I’m always saying same thing. Main problem is “healing”. Lets take a look who telling for which classes are OP.
1) Engi – They putting 2 Healing turrets (have massive heal abilities), water fields
2) DD Ele – Water skills can give unlimited heal. If you vs with dd ele you should hit more than 150k
3) Guardian – Medi heals, many heal abilities with blocks, gs attack heals. everythings are heal him
4) Warrior – Healing signet..Fix that things and all will be fine.
https://forum-en.gw2archive.eu/forum/game/wuv
http://wiki.guildwars2.com/wiki/Berserker_Stance
And do not forget :
Problem isn’t healing. People are fine with someone being tanky. The problem is the combination of having both very strong healing and very strong DPS in the same build, creating an ultimate all-rounder. The fact that those considered OP have healing just means they’re capable of using Cele to OP-levels.
As for might, it may be best to lessen the ability to stack it on one’s own so easily in said builds.
I’m always saying same thing. Main problem is “healing”. Lets take a look who telling for which classes are OP.
1) Engi – They putting 2 Healing turrets (have massive heal abilities), water fields
2) DD Ele – Water skills can give unlimited heal. If you vs with dd ele you should hit more than 150k
3) Guardian – Medi heals, many heal abilities with blocks, gs attack heals. everythings are heal him
4) Warrior – Healing signet..Fix that things and all will be fine.
This games is an mmorpg before an esport. Healing is a very important part of mmorpgs. We can’t just nerf healing to oblivion. Healing is actually underpower. How many players do you see running clerics or magi in spvp? In pve they are non existent. In wvw also extinct. No healing does’t need a nerf.
Healing is actually underpower. How many players do you see running clerics or magi in spvp? In pve they are non existent. In wvw also extinct. No healing does’t need a nerf.
My opinion is that support roles are ineffective in this game. Support roles are filled by players that build to maximize healing among other support utilities. The healing power scaling of abilities are kept in check as to not allow this support player to frankly, live forever.
What would be really cool, in my opinion, if there were more abilities that supported allies ONLY, or had a reduced effect on the user. More avenues of support for allies that scaled well and had relatively mediocre base healing, that would create a welcoming environment for people that want to build for support to flourish in.
Problem isn’t healing. People are fine with someone being tanky. The problem is the combination of having both very strong healing and very strong DPS in the same build, creating an ultimate all-rounder. The fact that those considered OP have healing just means they’re capable of using Cele to OP-levels.
As for might, it may be best to lessen the ability to stack it on one’s own so easily in said builds.
The problem is healing, at least in part. The healing from engi and ele is pretty much what is best about them.
If I could nerf one thing in this game it would be healing turret. I would reduce healing slightly and increase the cast time to 1 second to give it some counter play.
Celestial should not be changed, it should be kittening removed from the game. How is it balanced that mediocore players can win vs what they call ‘’top players’’ by losing EVERY single fight in the match. (talking about 5 celestial vs a normal comp)
On a side note, buff lord like seriously, it dies as fast as a rabbit in wvw.
Celestial should not be changed, it should be kittening removed from the game. How is it balanced that mediocore players can win vs what they call ‘’top players’’ by losing EVERY single fight in the match. (talking about 5 celestial vs a normal comp)
On a side note, buff lord like seriously, it dies as fast as a rabbit in wvw.
The problem is that they buffed all damage so high with things like fire/air/geomancy/buffs to skills.
And they never buffed the lords armour/hp to compensate. Which is a total fail.
Celestial should not be changed, it should be kittening removed from the game. How is it balanced that mediocore players can win vs what they call ‘’top players’’ by losing EVERY single fight in the match. (talking about 5 celestial vs a normal comp)
On a side note, buff lord like seriously, it dies as fast as a rabbit in wvw.
The problem is that they buffed all damage so high with things like fire/air/geomancy/buffs to skills.
And they never buffed the lords armour/hp to compensate. Which is a total fail.
They also never buffed warriors armour /hp to compensate, because thats their main defensive mechanics. just like lords (reason why hambow/stances sucks so much now~)
Celestial should not be changed, it should be kittening removed from the game. How is it balanced that mediocore players can win vs what they call ‘’top players’’ by losing EVERY single fight in the match. (talking about 5 celestial vs a normal comp)
On a side note, buff lord like seriously, it dies as fast as a rabbit in wvw.
The problem is that they buffed all damage so high with things like fire/air/geomancy/buffs to skills.
And they never buffed the lords armour/hp to compensate. Which is a total fail.
They also never buffed warriors armour /hp to compensate, because thats their main defensive mechanics. just like lords (reason why hambow/stances sucks so much now~)
Zerker stance didn’t get buffed? Cool story bro
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.