New Runes/Sigils/Amulets in sPvP and info on Vampirism

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Posted by: Josh Davis.6015

Josh Davis.6015

Looks like the other thread got moved over to the HoT forum.

As mentioned on today’s GuildChat, we will indeed be adding a slew of new stat combos, runes, and sigils to sPvP with the launch of Heart of Thorns. A small example of what we’ll be adding are trapper runes and sinister stats, but there’s plenty more for you to discover on October 23.

As a note (and to address concerns), we won’t be adding dire stats or perplexity runes to sPvP. We’re vetting and discussing each and every rune/sigil/stat combo as a group before adding them in, with the main goal being improving build diversity.

I’ll also mention that we’re going to be changing the 6/6 bonus on Vampirism. After HoT launch it will no longer proc Mist Form at 25% hp, but will instead cast an AoE lifesteal to up to 5 nearby targets. This will reduce the binary defensive nature of the rune and bring it more inline with similar sets.

There’s going to be a lot of change with the launch next week, and we’re going to be watching balance very closely in all game modes. We will be working to address any emergent gameplay we’re not comfortable with as quickly as possible.

-Grouch

PS, thank you Roy and Izzy for getting these changes in.

(edited by Josh Davis.6015)

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Posted by: Dethl.2875

Dethl.2875

inb4 the permastealth condi ranger/thief/guard complaints

some server who knows
Foolsworn (M) | Dehtl (M) | Iofo (G) | Foolburt (W) | Fooloop (T)
Fools Foolentine (EN) | Fooliqi (EL) | Fooniols (N) | Foylshen (R )

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Posted by: Alekt.5803

Alekt.5803

inb4 the permastealth condi ranger/thief/guard complaints

Without a doubt. Have you seen how potentially broken that rune set is? Stealth and super speed are no laughing matter. Especially since traps are by essence a bad mechanic.

Alerie Despins

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Posted by: Sagat.3285

Sagat.3285

CiS is still competing with SRej.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Dethl.2875

Dethl.2875

inb4 the permastealth condi ranger/thief/guard complaints

Without a doubt. Have you seen how potentially broken that rune set is? Stealth and super speed are no laughing matter.

oh it is one of, if not, the most broken dueling specs in the game right now. i’ve witnessed people i know of in wvw who switch regularly between the new “flavour of the month” ez build almost uniformly switch to either trapper thief or trapper ranger (and trapper guardian when the beta weekend was up).

but you might as well be ready to laugh at the inevitable new torrent of “permastealth op” posts, because that’s all this forum is gonna be now.

some server who knows
Foolsworn (M) | Dehtl (M) | Iofo (G) | Foolburt (W) | Fooloop (T)
Fools Foolentine (EN) | Fooliqi (EL) | Fooniols (N) | Foylshen (R )

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Posted by: Kuju.2153

Kuju.2153

Trapper runes sound like a potential nightmare for the new gamemode, and then there is the dueling server trolls incoming hard. Good luck with that one admins.

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Posted by: Drekor.5217

Drekor.5217

Pretty sure you should be deleting trapper rune from the game not adding it to spvp. It’s the most ridiculously annoying thing to play against.

The Shipwrecked Pirates
Tarnished Coast

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Posted by: mistsim.2748

mistsim.2748

if you look at ranger traps, as they are now, they are almost completely useless defensively. meaning that, as the meta is now, we can at most slot 1 trap because we need at least one stun break and an invuln.

I don’t know about the DH, but a stealthy trap ranger wont be OP. if we’re slotting two traps, then we have to give up either a stun break or signet of stone. my suspicion is that even with trapper runes, a trapper ranger may not even be viable. a novelty at best.

look at the successful specs: they have multiple invulns and blocks, and they do a crapton of frontloaded damage. take away SoS from the ranger, and you have a spec that is extremely vulnerable to burst.

now the cool thing about the trapper druid running settler stats will be that he can support his team with big heals, decent cc and condi pressure, while stealthing around. it will be interesting, a nuisance at best. but I don’t think viable.

Trapper runes sound like a potential nightmare for the new gamemode, and then there is the dueling server trolls incoming hard. Good luck with that one admins.

again, not sure about the DH, but ranger’s traps don’t have a defensive function. stealth and SS certainly wont make the ranger good against coordinated CC.

personally, I feel trapper runes should get nerfed to have a 30 or 40 second ICD, and traps buffed to have some stun breaks and condi cleanses.

(edited by mistsim.2748)

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Posted by: Teutos.8620

Teutos.8620

Including the Rune of the Trapper is a great choice!

Without the runes, traps are complete useless, with the Runes they might be used. If they end up being too strong, then they Runes should get nerfed (e.g. reducing the stealth duration). For me personally the perplexity solution (being left alone; OP in WvW and not available in PvP) is not acceptable.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

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Posted by: Domino.1359

Domino.1359

Such good news on Vampirism! Thank you for listening.

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Posted by: BeepBoopBop.5403

BeepBoopBop.5403

Woo with half the classes getting stealth plus super speed and vampirism nerf thief may actually get pushed out of the meta and the “thief is fine cuz it’s been meta forever and sb5” crowd can kitten.

Koolgai Smurf – Thief | Dazin U – Mesmer | Whats Healing Power – Ranger|
I Bought Hot – Revenant | [QQ]

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Posted by: morrolan.9608

morrolan.9608

You’re adding trapper runes but not Dire stats? Why on earth not?

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

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Posted by: StickerHappy.8052

StickerHappy.8052

They cant cap tho..

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

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Posted by: mistsim.2748

mistsim.2748

You’re adding trapper runes but not Dire stats? Why on earth not?

are you kidding me? necros bro. even engies would become virtually unkillable.

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Posted by: Nocta.5274

Nocta.5274

Can we buff Thief natural defenses now that Vamp runes are nerfed ? Pretty please ?

It’s not fun to get one shotted from stuff you sometimes can’t even see coming. Vamp runes kept abusive burst to feel unfair.

Characters :
Nooctae ( Thief ) / Encelya ( Engineer ) / Jane Crimson ( Elementalist ) / Kowywr ( Revenant )
Europe, Vizunah.

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Posted by: Sagat.3285

Sagat.3285

You’re adding trapper runes but not Dire stats? Why on earth not?

This there needs to be more condi amulets anyway.

CiS is still competing with SRej.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Burtnik.5218

Burtnik.5218

You’re adding trapper runes but not Dire stats? Why on earth not?

are you kidding me? necros bro. even engies would become virtually unkillable.

Wait..Arent conditions a problem olny in low tier?! I dont see a reason to not add them, after all conditions are low tier problem..why people suddenly are so scared at adding dire stats in?

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

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Posted by: Goatjugsoup.8637

Goatjugsoup.8637

I dont know why people are complaining in both extremes about trapper runes, the counters for them would be range and anti stealth or tactical aoes so they are not OP but at the same time they could be of great use in modes like stronghold

Most wanted in game additions: Beastiary, readable books

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Posted by: mistsim.2748

mistsim.2748

You’re adding trapper runes but not Dire stats? Why on earth not?

are you kidding me? necros bro. even engies would become virtually unkillable.

Wait..Arent conditions a problem olny in low tier?! I dont see a reason to not add them, after all conditions are low tier problem..why people suddenly are so scared at adding dire stats in?

because necros would become godly. simple as that. they synergize too well with vit and toughness. the condi damage is moot. at least right now, their godliness is kept in check by cele stats, and they rely on might stacking for damage.

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Posted by: Sagat.3285

Sagat.3285

You’re adding trapper runes but not Dire stats? Why on earth not?

are you kidding me? necros bro. even engies would become virtually unkillable.

Wait..Arent conditions a problem olny in low tier?! I dont see a reason to not add them, after all conditions are low tier problem..why people suddenly are so scared at adding dire stats in?

because necros would become godly. simple as that. they synergize too well with vit and toughness. the condi damage is moot. at least right now, their godliness is kept in check by cele stats, and they rely on might stacking for damage.

But necro has poor condition damage they rely on transfer and corrupt. What godliness are you referring to?

CiS is still competing with SRej.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Burtnik.5218

Burtnik.5218

You’re adding trapper runes but not Dire stats? Why on earth not?

are you kidding me? necros bro. even engies would become virtually unkillable.

Wait..Arent conditions a problem olny in low tier?! I dont see a reason to not add them, after all conditions are low tier problem..why people suddenly are so scared at adding dire stats in?

because necros would become godly. simple as that. they synergize too well with vit and toughness. the condi damage is moot. at least right now, their godliness is kept in check by cele stats, and they rely on might stacking for damage.

3,4k extra hp over cele would make them godly? Are you for real now?

Meanwhile they would lose also a good amount of power damage and healing power..something to keep in mind.

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

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Posted by: aelska.4609

aelska.4609

Do the “new runes” only refer from existing pve runes being added into spvp or will we see new runes coming in game ?

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Posted by: Foefaller.1082

Foefaller.1082

I think the lack of Dire is that it would be the ultimate bunker amulet in general, not specifically because of what profession X or Y can do with it. Condition damage by it’s nature scales up as the fight wears on, and the extra toughness and vit of Dire would extend the fight even more than what Rabid, Carrion or Settler could do.

Certainly not just because it’s vit and toughness on the same trinket, that combo already exists with Soldier and Sentinel.

You’re adding trapper runes but not Dire stats? Why on earth not?

are you kidding me? necros bro. even engies would become virtually unkillable.

Wait..Arent conditions a problem olny in low tier?! I dont see a reason to not add them, after all conditions are low tier problem..why people suddenly are so scared at adding dire stats in?

because necros would become godly. simple as that. they synergize too well with vit and toughness. the condi damage is moot. at least right now, their godliness is kept in check by cele stats, and they rely on might stacking for damage.

But necro has poor condition damage they rely on transfer and corrupt. What godliness are you referring to?

CiS is still competing with SRej.

Eh, I could see it, especially now that scepter 3 applies torment and Corrosive Poison Cloud is a projectile blocker. Add in Reaper and Soul Reaping specs for RS Dhummfire AAs and a pulsing stability skill, then toss a Warhorn in there somewhere, fill out the rest and you could get a pretty sturdy bunker that can dish some good (though maybe not great) condition damage, and a Dire amulet would be the perfect fit for it.

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Posted by: nearlight.3064

nearlight.3064

Posting here instead of the HoT subforum thread that got power hungry mod moved, but I’m so happy for these changes Grouch! I’m doubly happy that one of my vamp rune suggestions is being taken, since those runes were no fun to play against.

Sinister stats will be really awesome! And trapper runes I think are a good idea for the game because they give DPS (and burn) guards/DHs a competitive utility choice other than meditiations for once.

I’m excited to see the full list, and I also agree with not introducing Dire/Perplex!

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: Burtnik.5218

Burtnik.5218

Well from my point of view if something dishing out high damage while remaining tanky..its a sigh that something is broken. For that reason im up for adding dire amulet/perx runes so maybe for once they will rebalance risk/reward ratio in condi builds as it is way off in current state and too braindead compared to power.
Right now when you go soloQ you gotta be prepared to be condi nuked over and over. People always played easy yet rewarding stuff and it wont change.

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

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Posted by: nearlight.3064

nearlight.3064

Oh also another question, will the sinister amulet be a 3 or 4 stat (including vitality) spread?

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: Sabull.5670

Sabull.5670

Perhaps people jokingly have suggested lolo add Trapper runes to PvP. And now they are actually getting added? What the heck.

I don’t really care how meta powerful they are gonna be, but Trapper runes simply won’t be good for the game. Adding in long duration stealths for cheesy condition builds just in all honesty won’t be fun or good for the game and people will not be exited to fight against these even if they arent metabattle builds.

I’m just wondering, why, why are they being added. What good does this do.

[TA]

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Posted by: ronpierce.2760

ronpierce.2760

They need to add radiance and merge Aura Share with the Tempest aura trait. You might see aura builds then.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Foefaller.1082

Foefaller.1082

Doesn’t revealed have a shorter duration in WvW than it does in spvp?

Very little wuv roaming/dueling experience here, but maybe with a large window to fight back, trapper runes won’t be as bad as they are expected to be.

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Posted by: nearlight.3064

nearlight.3064

Perhaps people jokingly have suggested lolo add Trapper runes to PvP. And now they are actually getting added? What the heck.

I don’t really care how meta powerful they are gonna be, but Trapper runes simply won’t be good for the game. Adding in long duration stealths for cheesy condition builds just in all honesty won’t be fun or good for the game and people will not be exited to fight against these even if they arent metabattle builds.

I’m just wondering, why, why are they being added. What good does this do.

It also gives DPS guardians a viable utility bar that doesn’t consist solely of meditations. It gives ranger an actually way to disengage, something that condi builds in particular haven’t been strong at.

And I don’t understand why people are so opposed to condi builds getting the tools they need to be viable, I mean even the sinister amulet should be huge for some classes. Condi builds have almost never been meta, because theres so much passive AoE cleanse in any remotely organized teamfight. If I go up against a support guard when playing a condi guard, mes, necro, or ranger, I think to myself, “I might as well not even both teamfighting because all the AoE cross cleansing will make me useless”.

Meanwhile most people complain about condition builds being unhealthy for the game simply because they’re fairly strong in 1v1s. Well guess what, if you want to play a frail zerker build with no condi cleanse, maybe you shouldn’t be 1v1ing a condi spec. Bring a friend or rotate somewhere where you’ll be of use.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Doesn’t revealed have a shorter duration in WvW than it does in spvp?

Very little wuv roaming/dueling experience here, but maybe with a large window to fight back, trapper runes won’t be as bad as they are expected to be.

Thief traps don’t do direct damage, and as such don’t inflict Revealed.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: sephiroth.4217

sephiroth.4217

I already troll 3 trap ranger when I’m bored, this will make it even funnier!!!!!!!!

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

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Posted by: Silverkey.2078

Silverkey.2078

Doesn’t revealed have a shorter duration in WvW than it does in spvp?

Very little wuv roaming/dueling experience here, but maybe with a large window to fight back, trapper runes won’t be as bad as they are expected to be.

Thief traps don’t do direct damage, and as such don’t inflict Revealed.

I think that’s the one thing they need to fix if they don’t want this rune to kill PvP.

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Posted by: Nocta.5274

Nocta.5274

Doesn’t revealed have a shorter duration in WvW than it does in spvp?

Very little wuv roaming/dueling experience here, but maybe with a large window to fight back, trapper runes won’t be as bad as they are expected to be.

Thief traps don’t do direct damage, and as such don’t inflict Revealed.

I think that’s the one thing they need to fix if they don’t want this rune to kill PvP.

I wouldn’t be worried about trap thief anytime soon, even with trapper runes.

Characters :
Nooctae ( Thief ) / Encelya ( Engineer ) / Jane Crimson ( Elementalist ) / Kowywr ( Revenant )
Europe, Vizunah.

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Posted by: style.6173

style.6173

Oh also another question, will the sinister amulet be a 3 or 4 stat (including vitality) spread?

It should be 3 stat just like the PvE equivalent.

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Posted by: style.6173

style.6173

Doesn’t revealed have a shorter duration in WvW than it does in spvp?

Very little wuv roaming/dueling experience here, but maybe with a large window to fight back, trapper runes won’t be as bad as they are expected to be.

Thief traps don’t do direct damage, and as such don’t inflict Revealed.

I think that’s the one thing they need to fix if they don’t want this rune to kill PvP.

Just the opposite. PvE <> PvP A permastealth anything is useless in PvP, especially one that just has traps that don’t do any damage.

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Posted by: StickerHappy.8052

StickerHappy.8052

Doesn’t revealed have a shorter duration in WvW than it does in spvp?

Very little wuv roaming/dueling experience here, but maybe with a large window to fight back, trapper runes won’t be as bad as they are expected to be.

Thief traps don’t do direct damage, and as such don’t inflict Revealed.

I think that’s the one thing they need to fix if they don’t want this rune to kill PvP.

Just the opposite. PvE <> PvP A permastealth anything is useless in PvP, especially one that just has traps that don’t do any damage.

At last! someone who understands!

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

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Posted by: Shadowstep.6049

Shadowstep.6049

Woo with half the classes getting stealth plus super speed and vampirism nerf thief may actually get pushed out of the meta and the “thief is fine cuz it’s been meta forever and sb5” crowd can kitten.

in 3 years™

i think it is pretty clear now how much they are interested in keeping thief viable in pvp

the nerfs and hot changes just speak for themself

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Posted by: rennlc.7346

rennlc.7346

Trapper Rune Thief is going to be garbage overall in sPvP. It’s also going to be unkillable and uncounterable (or seemingly uncounterable) for a minority of players attempting to fight it 1v1 on their team-fight-oriented power builds. The complaints will be few but stern and loud. The nerf will be swift, heavy, and uncaring of how balanced or unbalanced Trapper Runes are on other classes. We will wonder why they even bothered to add it when that day comes just as we should be wondering why they’re bothering to add it now.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Doesn’t revealed have a shorter duration in WvW than it does in spvp?

Very little wuv roaming/dueling experience here, but maybe with a large window to fight back, trapper runes won’t be as bad as they are expected to be.

Thief traps don’t do direct damage, and as such don’t inflict Revealed.

I think that’s the one thing they need to fix if they don’t want this rune to kill PvP.

Just the opposite. PvE <> PvP A permastealth anything is useless in PvP, especially one that just has traps that don’t do any damage.

They don’t do direct damage. They still deal condition damage.

Trap thieves can still kill you. They don’t contest a point, sure, but not a ton you can usually do to dissuade them until they’ve succeeded. They only have to be near you long enough to drop the traps and, since they’re not contesting anyway, can run off point while they wait for cooldowns.

All that needs to happen is that at least two traps need to deal a small strike of direct damage. Probably Needle Trap and Tripwire, as Ambush and Shadow Trap don’t do anything directly to the one who triggered them.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

(edited by Drarnor Kunoram.5180)

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Posted by: Sorel.4870

Sorel.4870

Woo with half the classes getting stealth plus super speed and vampirism nerf thief may actually get pushed out of the meta and the “thief is fine cuz it’s been meta forever and sb5” crowd can kitten.

in 3 years™

i think it is pretty clear now how much they are interested in keeping thief viable in pvp

the nerfs and hot changes just speak for themself

I’m ready to bet a good amount of gold that the two teams on the next WTS finals will have one thief each. PM me if interested. I love making money on people’s unfounded complains.

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Posted by: Rym.1469

Rym.1469

You’re adding trapper runes but not Dire stats? Why on earth not?

This there needs to be more condi amulets anyway.

CiS is still competing with SRej.

The problem with it is that Dire would be okay on Condition Necromancer…but just on Condition Necromancer. We rely on these stats, because their scalling and fact we facetank damage allows us to survive and respond with damage, but not every profession is built this way.
Give Dire amulet to Condi Chronomancer for example and you now have a build that not only has tanky stats, but also crapload of various other defensive mechanisms that allow him to deny, not soak, most of the pressure and make himself unkillable annoyance.

Not every profession is balanced around having a Condition build.

As for the thread – Trapper runes are cool, as change to Dracula runes. Looking foward to those.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)

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Posted by: Sagat.3285

Sagat.3285

You’re adding trapper runes but not Dire stats? Why on earth not?

This there needs to be more condi amulets anyway.

CiS is still competing with SRej.

The problem with it is that Dire would be okay on Condition Necromancer…but just on Condition Necromancer. We rely on these stats, because their scalling and fact we facetank damage allows us to survive and respond with damage, but not every profession is built this way.
Give Dire amulet to Condi Chronomancer for example and you now have a build that not only has tanky stats, but also crapload of various other defensive mechanisms that allow him to deny, not soak, most of the pressure and make himself unkillable annoyance.

Not every profession is balanced around having a Condition build.

As for the thread – Trapper runes are cool, as change to Dracula runes. Looking foward to those.

That’s a chrono issue it’s by too far the best elite spec. The stats are quite fine actually with current condi specs and without the new elite specs but that’s to them to balance. Trapper Runes will definitely not be nerfed they would have to finally explain why thief traps are worse than traited necro corruptions and why the stealth on trap is not a thief trait.

CiS is still competing with SRej.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Zord.6457

Zord.6457

This is all fine, now please make Weakness affect condi damage.

There is an art, it says, or rather, a knack to flying. The knack lies in
learning how to throw yourself at the ground and miss.

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Posted by: StickerHappy.8052

StickerHappy.8052

Please Add:

  • Sigil Of Incapacitation
  • Sigil Of Cleansing
  • Rune Of Exuberance
  • Rune Of Radiance <—— This Especially, more build diversity for Eles.

Thank you. /bow

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

(edited by StickerHappy.8052)

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Posted by: SchmendrickTheMagician.8247

SchmendrickTheMagician.8247

You’re adding trapper runes but not Dire stats? Why on earth not?

This there needs to be more condi amulets anyway.

CiS is still competing with SRej.

The problem with it is that Dire would be okay on Condition Necromancer…but just on Condition Necromancer. We rely on these stats, because their scalling and fact we facetank damage allows us to survive and respond with damage, but not every profession is built this way.
Give Dire amulet to Condi Chronomancer for example and you now have a build that not only has tanky stats, but also crapload of various other defensive mechanisms that allow him to deny, not soak, most of the pressure and make himself unkillable annoyance.

Not every profession is balanced around having a Condition build.

As for the thread – Trapper runes are cool, as change to Dracula runes. Looking foward to those.

Dire stats could also make true condition ele specs viable.

Last of the Red Hot Swamis

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Posted by: Ross Biddle.2367

Ross Biddle.2367

Instead of Perplexity Runes, have you considered an alternative Confusion based rune set?

Sure it’s a bum condition (confusion), but a decent rune set could bump it up from a bum condi to a moderately ok one.

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Posted by: SpookyPoo.8135

SpookyPoo.8135

Ahahahah! Don’t they realise the people suggesting Trapper runes were trolling?
I suppose they’re adding Defender runes for Chronomancer too ..
still the best way to get something balanced is to introduce it into PvP.

Please reconsider Dire/Perplexity too!

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Posted by: Alekt.5803

Alekt.5803

Ahahahah! Don’t they realise the people suggesting Trapper runes were trolling?
I suppose they’re adding Defender runes for Chronomancer too ..
still the best way to get something balanced is to introduce it into PvP.

Please reconsider Dire/Perplexity too!

As a mass CC/Disable Condition Elementalist with Lightning Rod, I adamantly oppose the introduction of Perplexity runes.

PS. You can’t find a better build for perplexity runes.

Alerie Despins

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Posted by: Absconditus.6804

Absconditus.6804

As a note (and to address concerns), we won’t be adding dire stats or perplexity runes to sPvP. We’re vetting and discussing each and every rune/sigil/stat combo as a group before adding them in, with the main goal being improving build diversity.

Dearest Joshua, dearest Mr. Davis, dearest Grouch,

In what possible way would a normalized Dire set be problematic in sPvP? Admittedly, I personally wouldn’t use it, but I nonetheless find it semi-ridiculous that it’s not available in sPvP, to those that may want to use it there for whatever their reason might be. It’s not as if Dire is actually a very optimized stat combination. Its users can’t really trigger Critical effects, and all you end up relying on, are your conditions, which can be countered by cleansing and/or avoidance. Is it that much different from say using Soldier as a Power-bunker stat set? I can’t say I’ve ever been frustrated when fighting against someone using Dire in World vs. World—so I can’t see myself being frustrated in sPvP when you normalize its stats.

And, on the subject of Perplexity; What is so wrong with this Rune set? Well.. besides the one thing that’s wrong with it, per say. The “on struck” part of the fourth bonus. That is what needs revising. The game’s combat is heavily intertwined with avoidance, so why should any Rune reward you for playing (purposely) badly? This isn’t the only Rune that needs this revised either, the entire collection of Runes with an effect on being struck should be altered (unless it’s at least tied to something additional, such as a HP threshold)—Baelfire, Citadel, Fire, Flame Legion, Hoelbrak, Ogre, Pack, Privateer, Strength, Rata Sum, Earth (fourth bonus), Ice, Lich, Sanctuary (fourth bonus), Speed, Air, Golemancer, Rage, Grenth, Krait, Nightmare, Orr (fourth bonus), Perplexity, Dwayna, Flock, Grove, Monk, Water—the lot, all 28 of them, deserves to be altered to be less passive.

My suggestion? Make it trigger based on, e.g., a stacking effect with a timeout period, which increases on successfully performing a set “task”, e.g., a way of altering the Perplexity Rune’s fourth bonus could be to make it; “Gain an evasive charge for 15 seconds whenever you evade an attack. At 3 charges, inflict 1 stack of Confusion for 8 seconds. (Cooldown: 25 Seconds)” or at the very least tie in some more additional criteria, such as a health threshold. It’s not like it will necessarily be difficult to trigger granted, but at least it’s not straight up passive. You could also reduce the amount of Confusion stacks from 5 to 3 on the interrupts, for the sixth bonus.

While I’m at it, please, please advocate for adding some more interrupt-oriented Rune sets. And not just condition-based ones either. As a interrupt-loving individual, besides interrupts being largely useless in higher-end PvE thanks to Defiance, and it not being any better with the Breakbar, I find it sad that my only option to further enhance my interrupts, is the Perplexity set. Could we please have some more? Pretty please?

Vella Absconditus | Human Mesmer
Seafarer’s Rest

(edited by Absconditus.6804)