Something that Bugs Me

Something that Bugs Me

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Posted by: jportell.2197

jportell.2197

So we all know about might stacking builds… People are able to get 60% might duration just from runes of strength/hoelbrak/fire….. That’s all good and well… What I don’t understand is runes that grant protection duration are all reduced by 5% in pvp (grove/earth)… Why is this so… through might stacking thieves/engis/eles it is easy to see that maintaining a full uptime of close to 20+ stacks of might is not very hard….

Why is protection less but not these? Everyone hates bunkers yes I know and blah blah blah “they are so hard to kill it takes no skill” heard it all before… But just like those might stackers that claim “We give up ALL our survivability for this build” why can’t it go the same for people that are wanting to stack protection…they give up all their power for it…..
If people really want balance… Allow PvP protection stacking runes to be the same duration as the might runes… Or… reduce might stack runes to 15% as well….

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: google.3709

google.3709

something that bugs me… i don’t understand why a class is allowed to have invul on a 10s cd(8s if traited) and a tele, immobalize, stun breaker on the same cool down. i mean other classes like thief and warriors can root and burst. But your team mates can defend you, or even you have a chance to fight back and dmg them back, not to mention their burst is on a much longer cooldown and is not AoE

why are other invuls have 60s+ cd but not this?

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Posted by: jportell.2197

jportell.2197

Because as soon as that class has used their invuln skill they are a sitting duck with their real escape mechanism (actually disengaging the fight suck.) Also this thread has nothing to do with classes but just wondering why ANET seemed to think its okay to have any defensive rune sets be 15% (taking into account stacking runes) less effective than the offensive (might stacking) rune sets…

Please don’t change the topic just because you get roflstomped by certain classes.

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: google.3709

google.3709

the invul gives you enough time to trow a dodge roll and then blink/decoy out :P

i havent tested it myself, but i’ve heard from numerous sources that having protection is the same as having 3k toughness, if this is true then the boon itself is very strong thus allowing people to have essay access and long duration wouldn’t be ideal. and while might duration can be lengthened by a lot, might stacking builds dont work well with pure power builds, its biggest shine is on codni builds such as HGH, but due to recent nerfs and boon of s/d builds, most people have stopped running these type of builds.

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Posted by: jportell.2197

jportell.2197

the invul gives you enough time to trow a dodge roll and then blink/decoy out :P

i havent tested it myself, but i’ve heard from numerous sources that having protection is the same as having 3k toughness, if this is true then the boon itself is very strong thus allowing people to have essay access and long duration wouldn’t be ideal. and while might duration can be lengthened by a lot, might stacking builds dont work well with pure power builds, its biggest shine is on codni builds such as HGH, but due to recent nerfs and boon of s/d builds, most people have stopped running these type of builds.

Oh really? Cuz every other tourney match im in there is a HGH engi lobbing grenades onto the point or a thief with maxed might stacks that is able to insta down some of the toughest builds in the game….

It’s more a question of why did defensive boon durations get shafted… And Power ones did not?

I remember not long ago (oct-nov time frame) when all the GC thieves and 100B warriors responded to people whining about getting insta killed… Response was “Get some toughness” When people realized the true awesomeness of the builds they can use and just not die… It was nerfed… Why not the power builds too?

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: hackks.3687

hackks.3687

Protection: grants 33% dmg reduction for the duration of the boon, stacks in duration, no defined limit of duration

Might: grants 35 power and condition dmg per application, stacks in intensity, limited to 25 stacks

Your argument would preclude that Might granted an equivalent damage increase to Protection’s damage reduction per each application, as well as having equivalent access to both. As we can see, however, it doesn’t.

Maybe it bugs you because there’s no logical/sensible way to compare two boons that function completely different from one another?

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

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Posted by: ensoriki.5789

ensoriki.5789

It’s more a question of why did defensive boon durations get shafted… And Power ones did not?

Because they said themselves before this game even launched they wanted an offensive game.
Secondly Conquest as a format demands offense be stronger than defense. If Defense grows stronger what happens is someone caps a point, they can sit on it for indefinite periods of time ticking 1 pt every second and the game stagnates due to a slow pace on a format that requires you to be able to flip nodes at a relatively quick pace or lose.

The scoring system itself favors defense over offense.

The great forum duppy.

(edited by ensoriki.5789)