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Posted by: swifti.2590

swifti.2590

Why does arena-net not change the current stacking of might on various classes. Imo it’s completely overpowered, especially where condi’s are concerned.

examples atm which imo are imbalanced is the Elementalist, HGH engi and in some circumstances, the warrior.

No way on earth should classes be able to stack might and maintain it for long periods of duration.

A bit of a moan or a rant i know but i don’t understand why the game developers don’t intervene on what seems game breaking use of runes with particular specs.

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Posted by: jportell.2197

jportell.2197

Other classes could do it but the risk far outweighs the reward. Classes with better condi removal via traits etc. are also the ones that stack might the best currently (except the warrior). When other classes (Mesmer) could stack might that high it was promptly nerfed. I still wish ANet would do something about the current might stacking. Initiate something so that runes that add +duration to might cannot be stacked (flat basal improvement not stacking for runes). Currently the HGH build maintains a 60%might duration up time from runes plus the 30% boon duration from their trait line. Its a little nuts.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: garethh.3518

garethh.3518

They were idiots and set it up so ‘might’ was something to stack over the longhaul.
The procs for it are always really scattered and give small quantites for long durations (on 10s CD weapon swap, on elixer toss, on blast finisher in a fire field) that combined with it being a weak boon short of in large stacks makes it just something to keep up in as high of stacks as possible, as much as possible… instead of, you know, being a good situational mechanic…

Bad, bad, bad, bad, badly done by Anet.

(edited by garethh.3518)

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Posted by: Blackhat.4016

Blackhat.4016

Imo it’s a little to strong right now but on the other hand those professions have to trait and use the proper gear to be able to do that.

Non-stacking runes sounds like a good solution to me but Anet would have to check if -40% might duration would make those builds too weak compared to other builds.

In the end it’s just a matter of time until Anet nerfs those builds anyway. They either nerf the runes or something else.

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Posted by: jportell.2197

jportell.2197

Imo it’s a little to strong right now but on the other hand those professions have to trait and use the proper gear to be able to do that.

Non-stacking runes sounds like a good solution to me but Anet would have to check if -40% might duration would make those builds too weak compared to other builds.

In the end it’s just a matter of time until Anet nerfs those builds anyway. They either nerf the runes or something else.

I feel like HGH would still be strong then… It just wouldn’t destroy everyone on an entire node by spamming 4 grenade skills.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Blackhat.4016

Blackhat.4016

That’s why I agree with you. Your idea sounds good to me.^^

On the other hand I know that a lot of engineers complain about their builds being nerfed on a regular basis and that’s why Anet should check the nerf before it goes live.

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Posted by: jportell.2197

jportell.2197

That’s why I agree with you. Your idea sounds good to me.^^

On the other hand I know that a lot of engineers complain about their builds being nerfed on a regular basis and that’s why Anet should check the nerf before it goes live.

Kind of how mesmers feel about the blinding befuddlement/confusion wvw nerf… slightly off topic but other things are limited in pvp that are not limited in wvw… Just really frustrating.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: hamsteak.1368

hamsteak.1368

i think the issue is how easy it is to stack might currently

Auger Claw (PvE/Spvp) – Thief
Notalkingplz (PvE/Spvp) – Guardian
Rough Trade (PvE)/Urok Ashpaw (Spvp) – Engineer

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Posted by: Larynx.2453

Larynx.2453

What happened to the ‘short duration, hard to apply, situational, large impacting’ boons and conditions ArenaNet were talking about prior to beta?

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Posted by: jportell.2197

jportell.2197

i think the issue is how easy it is to stack might currently

Which is mainly due to stacking runes that have a #2 slot that stacks might so on HGH engis (they get away with it easiest) they often run 2x rune of fire 2x rune of strength and 2xrune of hoelbrake or w/e else… so there is 60% might duration….

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Posted by: hamsteak.1368

hamsteak.1368

i think the issue is how easy it is to stack might currently

Which is mainly due to stacking runes that have a #2 slot that stacks might so on HGH engis (they get away with it easiest) they often run 2x rune of fire 2x rune of strength and 2xrune of hoelbrake or w/e else… so there is 60% might duration….

no kidding, i use %duration runes on other builds too

when i was talking about ease i meant about the application

throwing/drinking elixirs takes no skill/risk at all, yet it garners a high reward, i’m not really sure how, but it should be changed, i don’t want might duration runes getting nerfed because of one trait

Auger Claw (PvE/Spvp) – Thief
Notalkingplz (PvE/Spvp) – Guardian
Rough Trade (PvE)/Urok Ashpaw (Spvp) – Engineer

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Posted by: jportell.2197

jportell.2197

i think the issue is how easy it is to stack might currently

Which is mainly due to stacking runes that have a #2 slot that stacks might so on HGH engis (they get away with it easiest) they often run 2x rune of fire 2x rune of strength and 2xrune of hoelbrake or w/e else… so there is 60% might duration….

no kidding, i use %duration runes on other builds too

when i was talking about ease i meant about the application

throwing/drinking elixirs takes no skill/risk at all, yet it garners a high reward, i’m not really sure how, but it should be changed, i don’t want might duration runes getting nerfed because of one trait

Well… idk what to make of it then… it sucks having the necessity to do something that affects all classes because of one specific over the top build of one specific class. But maybe since might stacking is so easy for this build halve the number of stacks you get from consumed elixirs… It’s a touchy situation with no clear fix…

Johnny The Gray
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Posted by: dovrak.4376

dovrak.4376

Might stacking allows you to go full defensive and still do lot of damage. Not sure how this wasn’t adressed yet. It’s like a glass build having protection endlessly.

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Posted by: Swim.6830

Swim.6830

Why does arena-net not change the current stacking of might on various classes. Imo it’s completely overpowered, especially where condi’s are concerned.

examples atm which imo are imbalanced is the Elementalist, HGH engi and in some circumstances, the warrior.

No way on earth should classes be able to stack might and maintain it for long periods of duration.

A bit of a moan or a rant i know but i don’t understand why the game developers don’t intervene on what seems game breaking use of runes with particular specs.

I don’t see why they shouldn’t be able to stack might when the base damage is so low compared to.. oh I dunno thief and mesmer… their builds is made to stack might, same as build that are made to stack bleeds, perma stealth and so on.

Zwim Elementalist
Consigliere
The Dragoon Brotherhood

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Posted by: jportell.2197

jportell.2197

Why does arena-net not change the current stacking of might on various classes. Imo it’s completely overpowered, especially where condi’s are concerned.

examples atm which imo are imbalanced is the Elementalist, HGH engi and in some circumstances, the warrior.

No way on earth should classes be able to stack might and maintain it for long periods of duration.

A bit of a moan or a rant i know but i don’t understand why the game developers don’t intervene on what seems game breaking use of runes with particular specs.

I don’t see why they shouldn’t be able to stack might when the base damage is so low compared to.. oh I dunno thief and mesmer… their builds is made to stack might, same as build that are made to stack bleeds, perma stealth and so on.

Thing is the damage would be fine if not more then fine if they took runes that were just a full set that only had the one level for might duration… but they take three different rune sets at level 2 giving 60% might duration+boon duration from traits the condition damage is more dangerous than a Mesmer or thief because Mesmer may have AOE damage but only one target is really going to feel the brunt of it. Thieves have very high single target damage… as intended… The might stacking especially in HGH gives high AOE damage plus 100%uptime on almost full stacks of might and about 75% uptime on fury which gives them 100% access to AOE burning+all other conditions (nearly) which is why this build is over the top especially.

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Posted by: Swim.6830

Swim.6830

Why does arena-net not change the current stacking of might on various classes. Imo it’s completely overpowered, especially where condi’s are concerned.

examples atm which imo are imbalanced is the Elementalist, HGH engi and in some circumstances, the warrior.

No way on earth should classes be able to stack might and maintain it for long periods of duration.

A bit of a moan or a rant i know but i don’t understand why the game developers don’t intervene on what seems game breaking use of runes with particular specs.

I don’t see why they shouldn’t be able to stack might when the base damage is so low compared to.. oh I dunno thief and mesmer… their builds is made to stack might, same as build that are made to stack bleeds, perma stealth and so on.

Thing is the damage would be fine if not more then fine if they took runes that were just a full set that only had the one level for might duration… but they take three different rune sets at level 2 giving 60% might duration+boon duration from traits the condition damage is more dangerous than a Mesmer or thief because Mesmer may have AOE damage but only one target is really going to feel the brunt of it. Thieves have very high single target damage… as intended… The might stacking especially in HGH gives high AOE damage plus 100%uptime on almost full stacks of might and about 75% uptime on fury which gives them 100% access to AOE burning+all other conditions (nearly) which is why this build is over the top especially.

I’ve always wondered why they didn’t cap things like that. Like lets say whatever runes and stuff that gives % bonuses, cap it at 50% max in total (i.e. taking into account the spec as well). This goes for everything, from conditions, to run speed and maybe even crit damage and damage bonuses (in the case of speed this could have the passives stack and ACTUALLY BE USEFUL). Also having different caps will help balance the game much easier and not have some kitten 2 shot builds, or kitten I cannot die…

Zwim Elementalist
Consigliere
The Dragoon Brotherhood

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Posted by: jportell.2197

jportell.2197

Why does arena-net not change the current stacking of might on various classes. Imo it’s completely overpowered, especially where condi’s are concerned.

examples atm which imo are imbalanced is the Elementalist, HGH engi and in some circumstances, the warrior.

No way on earth should classes be able to stack might and maintain it for long periods of duration.

A bit of a moan or a rant i know but i don’t understand why the game developers don’t intervene on what seems game breaking use of runes with particular specs.

I don’t see why they shouldn’t be able to stack might when the base damage is so low compared to.. oh I dunno thief and mesmer… their builds is made to stack might, same as build that are made to stack bleeds, perma stealth and so on.

Thing is the damage would be fine if not more then fine if they took runes that were just a full set that only had the one level for might duration… but they take three different rune sets at level 2 giving 60% might duration+boon duration from traits the condition damage is more dangerous than a Mesmer or thief because Mesmer may have AOE damage but only one target is really going to feel the brunt of it. Thieves have very high single target damage… as intended… The might stacking especially in HGH gives high AOE damage plus 100%uptime on almost full stacks of might and about 75% uptime on fury which gives them 100% access to AOE burning+all other conditions (nearly) which is why this build is over the top especially.

I’ve always wondered why they didn’t cap things like that. Like lets say whatever runes and stuff that gives % bonuses, cap it at 50% max in total (i.e. taking into account the spec as well). This goes for everything, from conditions, to run speed and maybe even crit damage and damage bonuses (in the case of speed this could have the passives stack and ACTUALLY BE USEFUL). Also having different caps will help balance the game much easier and not have some kitten 2 shot builds, or kitten I cannot die…

Well in sPvP crit damage and chance are capped… in pve and wvw they are not however (which really annoys me about the other changes they implement in wvw). Usually when I take a rune set I go all the way out on it because the 6th bonus is usually too good (hoelbrak -20% condition duration is amazing for a power Mesmer with no condi removal)

Johnny The Gray
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Posted by: Arganthium.5638

Arganthium.5638

Top 3 methods to countering might stacking:

1.Run a thief with your team.
2.Run a thief with your team.
3.Run a thief with your team.

Thief|Mesmer|
Theorycrafter

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Posted by: Zenith.7301

Zenith.7301

Just you watch them gloss over the real issue and just nerf base durations of the might procs instead of nerfing what’s the real problem — boon duration runes.

Boon duration runes have been the issue behind the ele bunker, yet they doled out all these nerfs while ignoring that it is the easy application and constant uptime of strong boons and stacks that push some specs over the top.

How many eles or guardians or engineers do you see running without boon duration runes?

Runes for duration should not stack with traitline bonuses. Voila. A person could choose to get boon duration from runes or traitline, but not both.

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Posted by: ensoriki.5789

ensoriki.5789

Boon duration runes isn’t really an issue.
For some profs might stacking doesn’t hurt you much and for others it does
Thief can stack might on himself as well using Venoms or Signets, but it’s either not a lot (about 8-9 stacks for him and party members in range) or not for very long (signet might). He can get a couple stacks through dodging but then he’s used up his endurance to purposefully stack might (which has obvious issues).
The more he tries to extend length the less he’ll generally get out of it himself because the trade off’s are steep given what his profession offers.

Likewise Might from the juggernaut trait on an Engineer doesn’t go that high by itself even with duration runes.

Boon duration isn’t really an issue for might stacking it’s the skills/traits that allow it to be applied.

The great forum duppy.

(edited by ensoriki.5789)

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Posted by: jportell.2197

jportell.2197

Boon duration runes isn’t really an issue.
The trade offs for Might stacks are bad.
Thief can stack might on himself as well, but it’s either not a lot (about 8-9 stacks for him and party members in range) or not for very long (signet might)
The more he tries to extend length the less he’ll generally get out of it himself because the trade off’s are steep given what his profession offers.
An individual shouldn’t be getting 25 stacks or around 20 stacks of might on themself unless it is for a very brief moment of time.

For thieves that may be true… but for HGH engis… it is not… They get high might uptime lots of toughness from the rabid amulet and lots of vitality from the traitline plus condition removal…. Ele’s may get it from runes but they usually get It from combo fields… I could get 16 stacks on my ele w/o using runes just using sigils of battle and blast finishers.

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Posted by: google.3709

google.3709

Boon duration runes isn’t really an issue.
The trade offs for Might stacks are bad.
Thief can stack might on himself as well, but it’s either not a lot (about 8-9 stacks for him and party members in range) or not for very long (signet might)
The more he tries to extend length the less he’ll generally get out of it himself because the trade off’s are steep given what his profession offers.
An individual shouldn’t be getting 25 stacks or around 20 stacks of might on themself unless it is for a very brief moment of time.

Actually, is alot easier to thief to get perma 25 might on them, they have the engineer HGH GM trait as a minor trait as well as another minor that gives might on dodges (15s), but there is no need since they are strong enough to 2-3 shot people wihtout having to sacrifice runes/traits/sigils

oh and ps: rabid amulet… any profession can get it for the extreme price of free.. since we’re talking about thief, ill let you in in a secret. you can run around with 25 might spamming 150-160+ bleeds AoE while evading alot. :] pepole just rather backstab..

(edited by google.3709)

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Posted by: ensoriki.5789

ensoriki.5789

Boon duration runes isn’t really an issue.
The trade offs for Might stacks are bad.
Thief can stack might on himself as well, but it’s either not a lot (about 8-9 stacks for him and party members in range) or not for very long (signet might)
The more he tries to extend length the less he’ll generally get out of it himself because the trade off’s are steep given what his profession offers.
An individual shouldn’t be getting 25 stacks or around 20 stacks of might on themself unless it is for a very brief moment of time.

For thieves that may be true… but for HGH engis… it is not… They get high might uptime lots of toughness from the rabid amulet and lots of vitality from the traitline plus condition removal…. Ele’s may get it from runes but they usually get It from combo fields… I could get 16 stacks on my ele w/o using runes just using sigils of battle and blast finishers.

The only qualm is that HGH applies 2 stacks of mights. Which between it and it’s toolbelt skill is 3 per Elixir skill slotted. Maybe drop it down to 1 stack of might on util and keep 1 stack of util on toolbelt and let the util might be shared to nearby allies. So at maximum it’ll actually be outputting more but individually giving less.

The great forum duppy.

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Posted by: ensoriki.5789

ensoriki.5789

google

Actually, is alot easier to thief to get perma 25 might on them, they have the engineer HGH GM trait as a minor trait as well as another minor that gives might on dodges (15s), but there is no need since they are strong enough to 2-3 shot people wihtout having to sacrifice runes/traits/sigils

It’s not that we’re strong enough. It’s that
A) you use Signets which are short lived, and if you use boon duration for that effect it’s still marginal as a result of the large majority of our damage being power based, that and the duration can’t be permanently upkept.
B) You use venoms, ditching hte stun break unless you go S/x to have Shadow return as your stun break. However sword has no Damage over time conditions and Thief traits only offer Poison every 36-45s (Steal) or caltrops on dodge bleed, so if you do use that to have a stun break you still don’t output enough condition damage for it to actually matter. Doing so you’ll also typically lose out on Critical strikes. So without crit dmg, and generally poor DoT damage.
It’s a terrible trade off. The real benefit being if you’re sharing some venom might with some team mates, then you can potentially be putting up 40 stacks of might shared amongst the entire team. Otherwise you’re just crapping on damage and/or it’s not permanently upkeepable.

It’s not about “no need”
If you stack might as a thief, you’re generally A) crapping on your damage doing an incredibly short term burst (Signets) at the cost of all your utils and then getting your face wrecked.

The large benefit for Ele and Engi is that they deal Power and condi damage as well that stacking it is more sensible. Just popping venoms for might is a waste of venom effect given the recharge. Thief really doesn’t output mixed damage in the same light. Even in P/D, most of that tangible condi threat comes from caltrops.
It’s not about no need, it’s about no benefit.

The great forum duppy.

(edited by ensoriki.5789)

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Posted by: nakoda.4213

nakoda.4213

engies already pay some unquantifiable versatility tax that reduces our base damage on all of our weapons and kits.

might stacking is the mechanical method the engie adopts to overcome their inherent disability to be able to compete with other classes for dps spots in teams.

the question ought to be to look at whether a fully stacked HGH engie is on par with a shatter meet or theif or ele for straight dps output.

Boundaries are for the effortless.
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You kittens don’t even know what the prefix “meta” means.

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Posted by: jportell.2197

jportell.2197

engies already pay some unquantifiable versatility tax that reduces our base damage on all of our weapons and kits.

might stacking is the mechanical method the engie adopts to overcome their inherent disability to be able to compete with other classes for dps spots in teams.

the question ought to be to look at whether a fully stacked HGH engie is on par with a shatter meet or theif or ele for straight dps output.

It exceeds it… Simple… Shatter mes can’t keep high AOE pressure up.. And thief only does single target damage… HGH engi does high AOE damage without being target specific…. and most ele animations are so obviously dodgeable.

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Posted by: Daishi.6027

Daishi.6027

Why does arena-net not change the current stacking of might on various classes. Imo it’s completely overpowered, especially where condi’s are concerned.

examples atm which imo are imbalanced is the Elementalist, HGH engi and in some circumstances, the warrior.

No way on earth should classes be able to stack might and maintain it for long periods of duration.

A bit of a moan or a rant i know but i don’t understand why the game developers don’t intervene on what seems game breaking use of runes with particular specs.

LOL They already have! Warriors have been replaced with the modern solider class.

Elementalists have been replaced by both old and new pegan systems when magic left the world by all means other than they by ritual pleading to the universe.

And engies are still here are pretty awesome and everyone wants them on their team but how often do you lose a physical fight with one? I don’t think they are imbalanced though.

And the might boom barely effects them.

Oh unless the on earth thing was a expression and you ment Tyria (the planet)

Then, LOL your complaining about might boons on eles, engies, AND WARRIORS HAHAHAHAHA you a funny man.

Seriously though get rank 20 and come back.

“I control time and space; you can’t break free.~”
“Maybe I was the illusion all along!”

(edited by Daishi.6027)

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Posted by: Neare.9703

Neare.9703

HGH’s engi’s are still only hitting for 350-400dmg per hit with around 20 stacks (difficult to get more without non-pvp runes such as altruism). It’s not a lot of damage, and their burst pistol poison shot will hit around 2k. A perfect grenade volley will be up around 900-1300 with crits and the toolbelt version around 2500-4000 once every 30s. But you also have to take into consideration that grenades are the one of the hardest things to aim properly and are really easy to dodge unless you’re immobile or a thief trying to hide in a refuge.

So as far as damage output goes, it’s not actually a lot in comparison to most other classes. Tips to fight against HGH is sufficient condition management (which you really should always have), don’t let the engi get into melee range unless you feel tanky or on top of you otherwise your hitbox absorbs all the grenades and if they are bombarding a point from afar don’t stand still. The AOE size is around 1/3rd the size of a point, at range just move out of the way of the projectiles and they won’t be able to hit you (don’t even need to dodge).

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Posted by: Penguin.5197

Penguin.5197

What happened to the ‘short duration, hard to apply, situational, large impacting’ boons and conditions ArenaNet were talking about prior to beta?

The same thing that happened to stealth being only used tactically.

Anyways more hard counters to boons were given out to classes, is that really not enough still?

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Posted by: Devinchi.2756

Devinchi.2756

engies already pay some unquantifiable versatility tax that reduces our base damage on all of our weapons and kits.

might stacking is the mechanical method the engie adopts to overcome their inherent disability to be able to compete with other classes for dps spots in teams.

the question ought to be to look at whether a fully stacked HGH engie is on par with a shatter meet or theif or ele for straight dps output.

This pretty much sums it up. We have 3 traits that give us might, with 2 of em being 30 point traits. It’s really clear that engineers are meant to rely on might for high damage. I fear what would happen to the class if they target specifically and engi’s ability to stack might on a class that already struggles to compete with the damage output of other classes.

Another thing to note with an HGH engi is that they aren’t burning all of their elixirs on cooldown to maintain max might stacks. Elixir S, toss S, and Elixir H are used when the situation calls for it as opposed to chugging for a couple stacks of might. Additionally, you have to take into account that every time you use an elixir cooldown you sacrifice a condition removal, so you have to decide between when you want the extra damage vs saving to remove a potentially deadly immobilize or burn.

If something absolutely had to be nerfed, I hope anet would be wise enough to consider the duration runes and sigil of battle before targeting engineers specifically.

Heavy Charrtillery – lvl 80 Engineer
Sorrow’s Furnace

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Posted by: jportell.2197

jportell.2197

HGH’s engi’s are still only hitting for 350-400dmg per hit with around 20 stacks (difficult to get more without non-pvp runes such as altruism). It’s not a lot of damage, and their burst pistol poison shot will hit around 2k. A perfect grenade volley will be up around 900-1300 with crits and the toolbelt version around 2500-4000 once every 30s. But you also have to take into consideration that grenades are the one of the hardest things to aim properly and are really easy to dodge unless you’re immobile or a thief trying to hide in a refuge.

So as far as damage output goes, it’s not actually a lot in comparison to most other classes. Tips to fight against HGH is sufficient condition management (which you really should always have), don’t let the engi get into melee range unless you feel tanky or on top of you otherwise your hitbox absorbs all the grenades and if they are bombarding a point from afar don’t stand still. The AOE size is around 1/3rd the size of a point, at range just move out of the way of the projectiles and they won’t be able to hit you (don’t even need to dodge).

Okay lets put it this way my bunker guardian with melandru runes passive and active condi removal could not keep up with HGH conditions in a 1v1 let alone a group fight… and its not the damage from the skills its the damage from conditions… I don’t care how much direct damage that pistol shot or grenade barrage do I care about the burning poison and chill that have just been applied while the burn is ticking for a total of 5k over 5 seconds. that is what i care about… might affects condi damage too.

Johnny The Gray
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Posted by: google.3709

google.3709

5k 5s burn would mean is a 1k burn ? :P also this burn is single target on a 10s cd

also, Idk how well you play guardian, but just because you lose a 1v1, does it make the class/build too strong? if so we should take a look phantasm mesmers

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Posted by: jportell.2197

jportell.2197

5k 5s burn would mean is a 1k burn ? :P also this burn is single target on a 10s cd

also, Idk how well you play guardian, but just because you lose a 1v1, does it make the class/build too strong? if so we should take a look phantasm mesmers

That’s actually an AOE burn if you look at grenades which the HGH engi uses… So once again?

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Posted by: Zenith.7301

Zenith.7301

Boon duration runes isn’t really an issue.
For some profs might stacking doesn’t hurt you much and for others it does
Thief can stack might on himself as well using Venoms or Signets, but it’s either not a lot (about 8-9 stacks for him and party members in range) or not for very long (signet might). He can get a couple stacks through dodging but then he’s used up his endurance to purposefully stack might (which has obvious issues).
The more he tries to extend length the less he’ll generally get out of it himself because the trade off’s are steep given what his profession offers.

Likewise Might from the juggernaut trait on an Engineer doesn’t go that high by itself even with duration runes.

Boon duration isn’t really an issue for might stacking it’s the skills/traits that allow it to be applied.

No. You play an ele without any boon duration runes and tell me how long your might stacks last. Not nearly long enough. You won’t be stacking 20+ might stacks by yourself as an ele ever without boon duration runes and be able to maintain it.

Play an ele without any boon duration runes and tell me how long your fury and prot from elemental harmony last. Hint: Not very long.

2 major runes of monk, 2 of water, an extra 30% boon duration on top of the 30% from arcana. That’s pretty huge. If it were wvw, it’d go even higher from 60% to 70% since you can use major runes as well for another 10%.

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Posted by: Med.6150

Med.6150

They should just split might into bloodlust and corruption. Problem solved. Professions that deal meaningful power and condition damage gain a lot more from might than professions who mainly deal only one or the other.

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Posted by: Zenith.7301

Zenith.7301

And that comes at the expense of not synergizing as well from stats from gear.

A berserker warrior benefits far more from his greatsword and axe/shield than does the ranger whose weapons are combined of part direct damage part condition so the other half of the skill is wimpy while the class with the pure category attack can allocate stats to fully benefit his attacks and not just part of it.

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Posted by: Neare.9703

Neare.9703

That’s actually an AOE burn if you look at grenades which the HGH engi uses… So once again?

No grenades cause burn. There is bleeding 3 stacks, blind, chill & poison aoe. Burn likely comes from t1 power trait that gives 4 seconds burning on critical once every 10s. Therefore it only affects 1 target.

HGH burn is about 600dmg a second (2400 every 10s). Bomb kit has an aoe burn however? And again just avoid getting hit as much as possible – grenades aren’t auto-target, their aoe is small and their projectile speed is slow. They can also be reflected…

Anyway Guardian is potentially more efficient at burning than engi. Just run purging flames on point against HGH and see what happens. I think most people forget that you can still swap out skills mid-match outside of combat. “Drive to the conditions” – literally.

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Posted by: google.3709

google.3709

5k 5s burn would mean is a 1k burn ? :P also this burn is single target on a 10s cd

also, Idk how well you play guardian, but just because you lose a 1v1, does it make the class/build too strong? if so we should take a look phantasm mesmers

That’s actually an AOE burn if you look at grenades which the HGH engi uses… So once again?

lol i’m curious now, what AoE Burn Granade does engineer have again ? :P must be new

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Posted by: Ostricheggs.3742

Ostricheggs.3742

5k 5s burn would mean is a 1k burn ? :P also this burn is single target on a 10s cd

also, Idk how well you play guardian, but just because you lose a 1v1, does it make the class/build too strong? if so we should take a look phantasm mesmers

That’s actually an AOE burn if you look at grenades which the HGH engi uses… So once again?

J, for the love of god will you please stop making posts about classes you don’t understand? It’s very clear that you don’t know even the most basic of concepts regarding engis. Furthermore you think it’s unfair that mesmers got their might stacking removed despite the fact that it was on a minor trait on an already extremely powerful and almost ubiquitous trait line. No mesmers ever ran battle sigils and might duration runes. HGH is a very very squishy build with nill team support outside of supply crate. It sacrifices everything to get and maintain might stacks, worst of all being utilities.

HGH has an extremely high skillcap, made even higher last patch with the changes to incendiary powder. I don’t think it’s overpowered anymore, not since the nerfs last patch.

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Posted by: Ostricheggs.3742

Ostricheggs.3742

Top 3 methods to countering might stacking:

1.Run a thief with your team.
2.Run a thief with your team.
3.Run a thief with your team.

Actually, if you are talking about the new Larcenous strike, that doesnt work at all on practice against Engineers. Lacenous Strike prioritizes Regeneration and Protection first and Might last. Between Fury, Vigor, Retaliation, etc. you wont be stripping those Might stacks any time soon, it’s even worse if you take into account the constant reaplication of said boons. You can’t spam FS>LS over and over again until you reach 0 initiative, it doesn’t work against an Engineer mindlessly spamming elixirs and granades, actually, granade Engies are a very hard counter to thieves currently due to the AoE nature of their damage. From a Thief, Warrior and Ele point of view I think their AoE damage is very overpowered right now, but that would be from any other class pow as well.

Larcenous Strike Might stripping works much better on Eles and Warriors becouse they gain might stacks through popping CDs, ramping up mid combat or performing more complex rotations, so you actually hinder them greatly if you take those might stacks off of them.

It also works very well on bunker eles becouse they tend to stay very little on water, just to do burst healing at the expense of prolongued sustain (which guardians excel at).

Surprisingly, I’ve found out to be pretty useless against guardians (DPS and bunker alike) due to their incombat and out of combat sustain, their play style which consists on pacing their knockbacks, immobilizers, etc. and just like Engies, the constant reaplication of boons they have.

With that said, Larcenous Strike is not nearly as good as everyone is claming it up to be, at least for boon stripping.

Well, this post ended up being more of a Larcenous Strike feedback one, but related to the topic just in part.

If a thief with larcenous strike touches my might stacks, I’m dead and my whole team is probably gonna die soon after.

It’s easier than you think to spam flanking strike and larcenous. With sword 2 you can bounce around the map at will. Flanking strike is an evade as well making it very difficult to deal with because of the fact that you have to dodge larcenous strike or you’re screwed

I don’t know what world you live on, but larcenous strike thieves give HGH engis a pretty good run for their money. Is it a hard counter? Probably not. But a hard hitting, mobile boon steal build against a boon stacking class with 2 dodge roles with no reliable access to vigor is pretty kitten strong.

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Posted by: Archaon.6245

Archaon.6245

Might stacking allows you to go full defensive and still do lot of damage. Not sure how this wasn’t adressed yet. It’s like a glass build having protection endlessly.

Well they didn’t adress bunker rangers running with dps pets too…anet probably wants things to be like this, but the reason for that is beyond me…as many other nonsense things in this game btw..

(edited by Archaon.6245)

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Posted by: hamsteak.1368

hamsteak.1368

They should just split might into bloodlust and corruption. Problem solved. Professions that deal meaningful power and condition damage gain a lot more from might than professions who mainly deal only one or the other.

i think this is one of the main issues definitely

Auger Claw (PvE/Spvp) – Thief
Notalkingplz (PvE/Spvp) – Guardian
Rough Trade (PvE)/Urok Ashpaw (Spvp) – Engineer

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Posted by: jportell.2197

jportell.2197

5k 5s burn would mean is a 1k burn ? :P also this burn is single target on a 10s cd

also, Idk how well you play guardian, but just because you lose a 1v1, does it make the class/build too strong? if so we should take a look phantasm mesmers

That’s actually an AOE burn if you look at grenades which the HGH engi uses… So once again?

lol i’m curious now, what AoE Burn Granade does engineer have again ? :P must be new

The trait that goes hand in hand with HGH genius! Incendiary powder… bam AOE burn.

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Posted by: Michaeas Magister.1589

Michaeas Magister.1589

What happened to the ‘short duration, hard to apply, situational, large impacting’ boons and conditions ArenaNet were talking about prior to beta?

Yeah. I have often wondered what happened to this philosophy as well…

It’s as I have always said,
“You can get more results with a kind word and a big stick,
than you can with merely a kind word.”

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Posted by: Manuhell.2759

Manuhell.2759

The trait that goes hand in hand with HGH genius! Incendiary powder… bam AOE burn.

As they’ve already said, it affects a single target.

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Posted by: Cero.5132

Cero.5132

The trait that goes hand in hand with HGH genius! Incendiary powder… bam AOE burn.

o, You mean the trait that now has a 10 second CD and has a base burn duration of 4 seconds…

…yeh, Really OP burn that is uncleansable because of its small CD… rolleyes
And it doesnt go hand in hand with HGH but with grenades

On topic: I dont think that it´s HGH itself that gives the issues with the huge mightstacks. Most HGH engineers run with grenades which means that they only have 3 other elixiers. 3 are toolbelt skills, which give 1 stack might at use. the elixiers in the utility slot give 2 each (elixier B gives 3).
So without the heal-elixier we´d now be at 7-8 stacks of might.
Now including Elixier H which gives 5 stacks of might thanks to enhance performance we are now at 12-13 stacks might.
I think that´s not threatening yet, because no engineer in his right mind will blast all his condiremoves, heals and stunbreaks to get 12-13 additional stacks of might.
Given the CD and utility on elixiers it will hardly go over those 12-13stacks.

The sigil of battle is part of why the build gets ridiculous mightstacking. 3 stacks might whichs duration add up with boon+mightduration. That´s 3 stacks might lasting 34-38 sconds every 10 seconds = 9-12 additional stacks of might for free.

So I think the issue isn´t with HGH but with the sigil of battle adding up with boon-duration.

(edited by Cero.5132)

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Posted by: jportell.2197

jportell.2197

Engies can spam all tossed and thrown elixirs except one right at the count down and by the time they reach their first fight they will still have well over 10stacks of might and all of said elicits will be off cooldown. Grenades aren’t the issue the way the night is stacked is.

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Posted by: nakoda.4213

nakoda.4213

and theives can spam perma stealth and secretly use portals under shadow

and ranger pets can solo arah

and mesmers are actually clones themselves

and warriors get 100b as #2 skill on every weapon

and elementalists are nine feet tall and shoot lightning from their arses

and necromancers can have both 133% condi duration AND 12 minions at a time

and guardians can permanently bubble a point so no one can get on it.

what class do YOU play, Jportell?

because my might-stacking-elixir-popping-grenade-throwing-turret-dropping-flamethrower kit also comes complete with infinite snare and condi removal utilities, a spork, and over 9000 attack power.

maybe you are just playing the wrong class.

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You kittens don’t even know what the prefix “meta” means.

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Posted by: jportell.2197

jportell.2197

and theives can spam perma stealth and secretly use portals under shadow

and ranger pets can solo arah

and mesmers are actually clones themselves

and warriors get 100b as #2 skill on every weapon

and elementalists are nine feet tall and shoot lightning from their arses

and necromancers can have both 133% condi duration AND 12 minions at a time

and guardians can permanently bubble a point so no one can get on it.

what class do YOU play, Jportell?

because my might-stacking-elixir-popping-grenade-throwing-turret-dropping-flamethrower kit also comes complete with infinite snare and condi removal utilities, a spork, and over 9000 attack power.

maybe you are just playing the wrong class.

Mesmer/Ele/Guard/Necro/Engi… I have taken an HGH engi to tournaments consumed all but elixir S w/ in the 5 seconds of the gate opening and by the time I got to the first fight and did one swap to a kit I was at 15 stacks of might(all elixirs had also recharged by then so there was no risk in consuming the elixirs at the gate) Within 10-15 seconds of the first fight I was at 20 stacks…
No other class can stack might this way especially out of combat most D/D ele might stacking requires them to be in combat Warriors can stack might fairly high but they are still very susceptible to conditions. An HGH engi is not they have extremely good condi removal. This is the whole issue of risk vs. reward. There is no little to no risk with the HGH engi build. I know this from experience… Even ostrich has claimed that his build is OP (in the guide and on the forums). I think the best way to handle this build would be if ANET would either
A. Make it to where different runes affecting might/boon duration in general cannot be stacked.
B. Make it so that HGH is only one stack per elixir consumed and thrown. (Would like to see this happen only if change A doesn’t work)
If you seriously do not think that this specific build is over the top then you have your head very deep in the sand.

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Posted by: Penguin.5197

Penguin.5197

One stack only on hgh? You do know that is how it was before right? But it just wasn’t worthy of being a grandmaster trait like that.
And risk vs reward? lol thats the first time someone said engie has that. Its very hard for an engie to escape once he is in a fight, I can think of other classes who have way less risk that engie does.