Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
(edited by Lordrosicky.5813)
Hi people, Henry back again. How we all doing?
So after 4 weeks of intense calculations, studying and running the numbers; I can now reveal what the most OP traits and skills are in GW2. It was a tough process to find these 10 things. But I have managed it.
1, Pulmonary impact – this trait came in at an OP rating of 2325. It is simply way too good and it kills so many builds on its own.
2, Signet of illusions – this skill came in at an OP rating of 1623.4. Obviously alot lower than PI but still way too OP given my calculations. CD needs to be doubled.
3, Ancient seeds. OP rating of 1450. It is just way way too strong. This is a new addition after my team reran the numbers.
4, Arc divider – the damage of this thing is crazy given its range and lack of CD. Came in at an OP rating of 1367.
5, Ancestral Grace – Came in at an OP rating of 1327. It is absurd this mobility
6, Unhindered combatant – came in at an OP rating of 1315. The whole thing is a joke that isn’t funny at all.
7, Channeled vigor – Came in at an OP rating of 1310. This skill heals for way too much given the low cd. It is an insane heal.
8, Monk’s focus – came in at an OP rating of 1297. This trait does way too much. Like really. Reduce recharge, gives fury, heals – so broken.
9, Rapid regeneration – came in at an OP rating of 1294. It does too much healing, it really is broken.
10, Restorative illusions – came in at an OP rating of 1292. This should only remove condis, the heal is totally not needed and OP
This took me a long time to do these calculations. Thank you for those who helped me to collect the data.
Many thanks,
Thoughts?
(edited by Lordrosicky.5813)
I think that without showing your methodology, your numbers are likely to be interpreted as your own opinions, and thus ignored on the classic basis:
Nerf rock, paper is fine — scissors
!https://cdn.meme.am/cache/instances/folder415/500x/74907415.jpg!
Besides the list itself I’m really curious to see how exactly you determine the op’nes of these things.
Besides the list itself I’m really curious to see how exactly you determine the op’nes of these things.
Good question, although I would rather not get bogged down into the details.
It is complicated. It basically compares them against an average/healthy skill or trait to come up with the rating. A rating of 600 is considered balanced. As you can see all these traits and skills are way above this 600 mark.
PI in particular was a shocking result, it came in insanely high.
Again, thanks to all those who helped me collect the data over the last 4 weeks.
My main and only playable proffesion across all game content is engi, and you are not true in rapid regen.
Swiftness regen 110hp/sec, superspeed regen 370 – but how many times scrapper is under effect superspeed? Both can be downed by poison condi. Superspeed have around 30% uptime if you played it well. So rapid regen offer good looking numbers, but there is more OP trait.
Bunker down – 2sec cd, need only crit, offer dmg + 550 heal. So this one have same healing like rapid regen + offensive part.
Besides the list itself I’m really curious to see how exactly you determine the op’nes of these things.
Good question, although I would rather not get bogged down into the details.
It is complicated. It basically compares them against an average/healthy skill or trait to come up with the rating. A rating of 600 is considered balanced. As you can see all these traits and skills are way above this 600 mark.
PI in particular was a shocking result, it came in insanely high.
Again, thanks to all those who helped me collect the data over the last 4 weeks.
Details is exactly what we need to critizise you
All out with it. Equations, Variables, everything!
Bristleback attacks at like 1 ranged atk per 1.5/2 seconds, how is that op passive damage? What lol… Cat / Bird families do much more passively with auto attacks.
I think you meant to say the f2 , which is an ACTIVE skill activated by the ranger does a lot of damage, in which case, no, it doesn’t.. It is a cast , and the bristleback has an obvious animation when he does it. Also, let’s not forget it’s been nerfed probably 4 times since HoT release?
4, Arc divider – the damage of this thing is crazy given its range and lack of CD. Came in at an OP rating of 1367.
Arc Divider has a 5 second CD, and can only be used during berserk.
Arbitrary rating is Arbitrary.
Also as a fellow necro I’m going to point out that AD isn’t what is killing you, it’s M/sh weaponset on warrior that gives necros issues.
4, Arc divider – the damage of this thing is crazy given its range and lack of CD. Came in at an OP rating of 1367.
Arc Divider has a 5 second CD, and can only be used during berserk.
Arbitrary rating is Arbitrary.
Also as a fellow necro I’m going to point out that AD isn’t what is killing you, it’s M/sh weaponset on warrior that gives necros issues.
This.
Arc Divider is one AoE bomb skill on a class that doesn’t have very many AoE bombs. It isn’t any worse than DH traps or Condi bomb spam. People just think it’s OP because you don’t usually expect a warrior to AoE rekt your team and so when he does it feels more broken than it actually is.
Mace/Shield on the other hand is just blatantly better than all other options. It has the damage of Axe/Shield but with 2x better defensive options 3x more CC and 4x more condi damage ON TOP of the already high direct damage.
http://metabattle.com/wiki/Warrior
The three top War meta builds all use M/S. Only one uses Greatsword. That tells you something.
There’s a reason Monk’s Focus does what it does… The traits used to be separate…
not too bad.
the tears will rain down.
(not yours)
Besides the list itself I’m really curious to see how exactly you determine the op’nes of these things.
Good question, although I would rather not get bogged down into the details.
It is complicated. It basically compares them against an average/healthy skill or trait to come up with the rating. A rating of 600 is considered balanced. As you can see all these traits and skills are way above this 600 mark.
PI in particular was a shocking result, it came in insanely high.
Again, thanks to all those who helped me collect the data over the last 4 weeks.
Without details this post is 100% made up. You are just throwing numbers out at us without any justification for why they are what they are. Furthermore, you don’t provide any baseline to measure it against, none. Pi “scored” 2325. What does that even mean? 2325 out of what, 1000? Out of 50? Out of 10,000? What? These numbers are useless.
And, you also don’t mention what you think an “average/healthy skill or trait” is.
I would swap rapid regeneration for adrenal health, otherwise looks like a solid scientific list.
I would swap rapid regeneration for adrenal health, otherwise looks like a solid scientific list.
That could be a decent idea. I will have my team look at it.
Your error is trying to point at any one chronomancer trait or utility when only on the one meta condi chrono build is the synergy between all of it’s parts the problem.
The solution isnt nerfing any one part (as those parts could be used in any non meta condi chrono build and be fine) but rather shuffling the pieces around appropriately so that choices must be made and/so options/potency will be lost.
Also things like Adrenal health are only going to look OP vs sustained damage- condi’s, or annoying pew pew from sustain setups like druid with their rediculous staff etc. Of course that’s what everyone’s running these days for the sake of ease. However vs heavy burst damage and sustained high DPS, it’s easily kept in check. So again, you’re going after a symptom instead of a problem.
If you want to go after scrappers, half their elixer invuln durations so they can’t continually regen safely, escape safely, and reset continually safely. Punish them harder for eating all that mitigated damage to begin with.
no Bounding Dodger ? as staff evade spammer i am disappointed!
its a fairly good salt extractor when you’re simply dodging and evading and dealing 10k dmg to everything around XD
I’m still waiting for OP to explain, with details, how he came up with these numbers, what they are based against, and what he considers to be a healthy/balanced skill and/or trait.
notice how necro isnt in any of this. op is a baised as he can get.he also wont explain how he got them as he just pulled them out of his kitten to make himself look like hes taken time to do this and isnt baised.
I’m still waiting for OP to explain, with details, how he came up with these numbers, what they are based against, and what he considers to be a healthy/balanced skill and/or trait.
You’ll never see it. It’s Lordrosicky, he’s just a forum troll that plays Necro and is constantly asking for everything else to be nerfed. Honestly not sure why people continue to argue with him.
I laugh at your pitiful attempts to survive the….wait for it. Bristleback Spikes of DooOOM!
Seriously, man. It’s on a 2s glowing charge. If you can’t evade that you should just uninstall? How on earth do you survive a thief’s assault? Oh wait… I see now. PI is on your list…
I’m still waiting for OP to explain, with details, how he came up with these numbers, what they are based against, and what he considers to be a healthy/balanced skill and/or trait.
You’ll never see it. It’s Lordrosicky, he’s just a forum troll that plays Necro and is constantly asking for everything else to be nerfed. Honestly not sure why people continue to argue with him.
I am actually the least biassed person on these forums
1, Pulmonary impact – this trait came in at an OP rating of 2325.
2, Signet of illusions – this skill came in at an OP rating of 1623.4.
3, Bristleback pet – this pet is just broken, too much passive damage. OP rating of 1423.
4, Arc divider – the damage of this thing is crazy given its range and lack of CD. Came in at an OP rating of 1367.
5, Ancestral Grace – Came in at an OP rating of 1327.
6, Unhindered combatant – came in at an OP rating of 1315.
7, Channeled vigor – Came in at an OP rating of 1310.
8, Monk’s focus – came in at an OP rating of 1297.
9, Rapid regeneration – came in at an OP rating of 1294.
10, Restorative illusions – came in at an OP rating of 1292.
I wanted to correct your calculations. It seems you used the wrong coefficient when plugging into the formula. I’ll only go over a few, as I don’t have the time to nitpick all of your top 10.
Based on 600 = average
1) Pulmonary Impact – 845.24. This skill is strong, but can only be used on interrupts. You need to factor in opportunity costs into the formula, so that subtracts a good 500 rating points.
2) Bristleback – 950.00. This is truly OP, as it’s basically a mini Ranger on longbow. Your calculations were based on pre-February 2016 numbers, when the skills were 25% stronger.
4) Arc Divider – 627.79 above 50% HP, 935.333 below 50% HP. Similar to Heartseeker, this Primal Burst skill is strong mainly to low HP opponents. When used on opponents with a majority of their HP, it’s just a normal skill.
I’m still waiting for OP to explain, with details, how he came up with these numbers, what they are based against, and what he considers to be a healthy/balanced skill and/or trait.
You’ll never see it. It’s Lordrosicky, he’s just a forum troll that plays Necro and is constantly asking for everything else to be nerfed. Honestly not sure why people continue to argue with him.
I am actually the least biassed person on these forums
Oh don’t worry man I didn’t say you were. =)
Thoughts?
Some of those “OP skills” are really weak. You have a weird concept of what’s “overpowered”.
OP make 5 nerf threads a week, so tired of seeing them and his clueless tears, just cause his necro doesnt work for him, even though its as op as anything else, in the right hands.
For me it seems like – “most op skills and traits working against necro”. Sorry.
I’m sure you will publish your whole methodology , the equations and the variables so everyone can check your result and the balance team will be glab to have a scientific tool to check their work make this game a better place.
Else it’s juste a baseless claim backupped by numbers that may or not be accurate but since nobody can check they account for nothing.
1, Pulmonary impact – this trait came in at an OP rating of 2325.
2, Signet of illusions – this skill came in at an OP rating of 1623.4.
3, Bristleback pet – this pet is just broken, too much passive damage. OP rating of 1423.
4, Arc divider – the damage of this thing is crazy given its range and lack of CD. Came in at an OP rating of 1367.
5, Ancestral Grace – Came in at an OP rating of 1327.
6, Unhindered combatant – came in at an OP rating of 1315.
7, Channeled vigor – Came in at an OP rating of 1310.
8, Monk’s focus – came in at an OP rating of 1297.
9, Rapid regeneration – came in at an OP rating of 1294.
10, Restorative illusions – came in at an OP rating of 1292.
I wanted to correct your calculations. It seems you used the wrong coefficient when plugging into the formula. I’ll only go over a few, as I don’t have the time to nitpick all of your top 10.
Based on 600 = average
1) Pulmonary Impact – 845.24. This skill is strong, but can only be used on interrupts. You need to factor in opportunity costs into the formula, so that subtracts a good 500 rating points.
2) Bristleback – 950.00. This is truly OP, as it’s basically a mini Ranger on longbow. Your calculations were based on pre-February 2016 numbers, when the skills were 25% stronger.
4) Arc Divider – 627.79 above 50% HP, 935.333 below 50% HP. Similar to Heartseeker, this Primal Burst skill is strong mainly to low HP opponents. When used on opponents with a majority of their HP, it’s just a normal skill.
Interesting. I will have my team run the numbers again. I doubt our process has many big errors in though. My team have a lot of experience in calculating what is op.
I’m sure you will publish your whole methodology , the equations and the variables so everyone can check your result and the balance team will be glab to have a scientific tool to check their work make this game a better place.
Else it’s juste a baseless claim backupped by numbers that may or not be accurate but since nobody can check they account for nothing.
You clearly must be new to the game/forum
Interesting. I will have my team run the numbers again. I doubt our process has many big errors in though. My team have a lot of experience in calculating what is op.
As an RL scientist it is so funny to read your bullkitten and I laughed so hard, thx for it :-)
It is how ich.7086 said… your numbers are just magic numbers and bad jokes as far as we dont know how they are calculated.
But thx for the fun i have reading your posts :-)
9, Rapid regeneration – came in at an OP rating of 1294. It does too much healing, it really is broken.
Including this nerfed to the ground trait few scrappers will pick in their build (and even if they do, most will only use 1-2 gyros for a couple of seconds of superspeed every 20-30 second IF they also trait final salvo, which few again will do) but no mention of HS+AH on warrior giving 1000hp/s?
… makes sense.
1, Pulmonary impact – this trait came in at an OP rating of 2325.
2, Signet of illusions – this skill came in at an OP rating of 1623.4.
3, Bristleback pet – this pet is just broken, too much passive damage. OP rating of 1423.
4, Arc divider – the damage of this thing is crazy given its range and lack of CD. Came in at an OP rating of 1367.
5, Ancestral Grace – Came in at an OP rating of 1327.
6, Unhindered combatant – came in at an OP rating of 1315.
7, Channeled vigor – Came in at an OP rating of 1310.
8, Monk’s focus – came in at an OP rating of 1297.
9, Rapid regeneration – came in at an OP rating of 1294.
10, Restorative illusions – came in at an OP rating of 1292.
I wanted to correct your calculations. It seems you used the wrong coefficient when plugging into the formula. I’ll only go over a few, as I don’t have the time to nitpick all of your top 10.
Based on 600 = average
1) Pulmonary Impact – 845.24. This skill is strong, but can only be used on interrupts. You need to factor in opportunity costs into the formula, so that subtracts a good 500 rating points.
2) Bristleback – 950.00. This is truly OP, as it’s basically a mini Ranger on longbow. Your calculations were based on pre-February 2016 numbers, when the skills were 25% stronger.
4) Arc Divider – 627.79 above 50% HP, 935.333 below 50% HP. Similar to Heartseeker, this Primal Burst skill is strong mainly to low HP opponents. When used on opponents with a majority of their HP, it’s just a normal skill.
Interesting. I will have my team run the numbers again. I doubt our process has many big errors in though. My team have a lot of experience in calculating what is op.
You don’t have a team and you don’t have any formula or numbers to run. Stop spamming this bullkitten unless you put up these so called “formulas” and disclose who your “team” is. Otherwise any and all numbers you throw out are 100% subjective unless they come from the API itself, in which case they are also 100% meaningless. Stop trying man. No one is buying this kitten. Either back it up by posting your method or quit spamming
I am a Henry supporter.
I dream of a world where everyone is happy.
A world where cooldowns matter.
A world where spam is rightfully punished.
A world, where everyone can equip zerker amulet and still walk the mists with 50/50 matchups.
I am a Henry supporter.
I dream of a world where everyone is happy.
A world where cooldowns matter.
A world where spam is rightfully punished.
A world, where everyone can equip zerker amulet and still walk the mists with 50/50 matchups.
Thanks, much appreciated
Meh 3/10
Trying too hard to bait with it being too obvious
That’s numberwang!
Hi people, Henry back again. How we all doing?
So after 4 weeks of intense calculations, studying and running the numbers; I can now reveal what the most OP traits and skills are in GW2. It was a tough process to find these 10 things. But I have managed it.
1, Pulmonary impact – this trait came in at an OP rating of 2325. It is simply way too good and it kills so many builds on its own.
2, Signet of illusions – this skill came in at an OP rating of 1623.4. Obviously alot lower than PI but still way too OP given my calculations. CD needs to be doubled.
3, Bristleback pet – this pet is just broken, too much passive damage. OP rating of 1423. The OP rating was reduced slightly as you can reflect and block it. Otherwise it is just broken.
4, Arc divider – the damage of this thing is crazy given its range and lack of CD. Came in at an OP rating of 1367.
5, Ancestral Grace – Came in at an OP rating of 1327. It is absurd this mobility
6, Unhindered combatant – came in at an OP rating of 1315. The whole thing is a joke that isn’t funny at all.
7, Channeled vigor – Came in at an OP rating of 1310. This skill heals for way too much given the low cd. It is an insane heal.
8, Monk’s focus – came in at an OP rating of 1297. This trait does way too much. Like really. Reduce recharge, gives fury, heals – so broken.
9, Rapid regeneration – came in at an OP rating of 1294. It does too much healing, it really is broken.
10, Restorative illusions – came in at an OP rating of 1292. This should only remove condis, the heal is totally not needed and OP
This took me a long time to do these calculations. Thank you for those who helped me to collect the data.
Many thanks,
Thoughts?
Hi plz explain anything because nothing you wrote explains anything.
you sure hate thieves
How is Bristleback OP? I’m considering swapping it for something else on my druid because it isn’t really doing much for me…. I get a lot more mileage from my Smokescale.
TL;DR
Based on proprietary calculations, pretty much every skill in the meta builds of classes I DON’T play are OP and my class meta build is underpowered.
Your error is trying to point at any one chronomancer trait or utility when only on the one meta condi chrono build is the synergy between all of it’s parts the problem.
The solution isnt nerfing any one part (as those parts could be used in any non meta condi chrono build and be fine) but rather shuffling the pieces around appropriately so that choices must be made and/so options/potency will be lost.
Also things like Adrenal health are only going to look OP vs sustained damage- condi’s, or annoying pew pew from sustain setups like druid with their rediculous staff etc. Of course that’s what everyone’s running these days for the sake of ease. However vs heavy burst damage and sustained high DPS, it’s easily kept in check. So again, you’re going after a symptom instead of a problem.
If you want to go after scrappers, half their elixer invuln durations so they can’t continually regen safely, escape safely, and reset continually safely. Punish them harder for eating all that mitigated damage to begin with.
Yknow Ross, maybe instead of derailing any discussion about individual mesmer traits/skills with generalizations about Chrono and the profession as a whole, maybe you could just stay on topic? I already had this experience with you where I made a thread about (guess what??) SoI and one of your responses was this:
You assume the next elite spec will give mesmer a viable build and that Chrono won’t remain utterly necessary due to the core problems inherent in mesmer design (and in the face of the meta).
And looking at CD’s objectively is a nightmare when, whenever you do it, it can’t be done as a standalone balancing act of the class in and of itself. You want to nerf a single skill or utility? Without upheaving all the other elite specs you threaten to unbalance the meta and potentially knock a class out of the competition. It’s laughable how few mesmers are playing right not in fact what with all the Dh’s, Ele’s, and War’s running around. Add to that the ever obnoxious druids and even necros, your desire to talk “objectively” about a tweaking a single utility is on par with the effort to take a leisurely approach to hiking Everest.
But yes, you’re right, CS doesn’t effect base mesmer. But Chrono effects every weapon, utility, and elite currently in play! Chrono may need CD increases, but base mesmer does not. Base mesmer operates at about 1/3 the potential of chrono given everything, it’s ridiculous having to run it in an elite spec age (the eAge).
I know it’s crazy to suggest it but the game needs an entire redesign once again to properly balance how weapons/traits/skills/utilities/elite specs work. The devs won’t be ready to admit it yet, and I presume the game will fall to the annals of history before it comes about, but balancing elite specs and the matter of core lines will never be resolved until they do.
While talking about SoI isn’t going to fix mesmer and Chrono, it’s better than discussing how we should be discussing Chrono as a whole. In my experience you’re the only person this invested in derailing threads that discuss mesmer skills/traits.
@HuskyBoy – How is Ross derailing a thread that complains about mesmers by pointing out why the chrono line is practically mandatory atm? Mesmer has its problems, especially chrono, and informing people about why their proposed change won’t actually solve any of the problems they have with chrono and will just nerf base mesmer to the ground for no good reason is 100% on topic
@HuskyBoy – How is Ross derailing a thread that complains about mesmers by pointing out why the chrono line is practically mandatory atm? Mesmer has its problems, especially chrono, and informing people about why their proposed change won’t actually solve any of the problems they have with chrono and will just nerf base mesmer to the ground for no good reason is 100% on topic
My thread wasnt complaining about mesmers, it was criticizing the 33% buff to SoI’s CD. The topic was very narrow and clearly-defined. Other things about mesmer might be tangential, but as you can see, the majority of Ross’s responses dealt with things other than SoI. The thread has a title, that’s the topic of the thread. If it ain’t about SoI’s CD then it’s off-topic, unless you have another definition of on-topic you’d like to share?
So to continue on-topic with Henry’s mention of SoI (he specifically mentioned it in his post), I think there are 2 different ways to go forward with nerfing it:
I think one of those would be sufficient, both would be overkill.
(edited by Huskyboy.1053)
I could add at least 10 more skills to that list, some I consider should have been high on the OP’s. How about every skill that does high aoe damage and dazes/interrupt you per sec and is activate for fairly long periods. Example air overload, which also has a large area radius and hit multiple targets. Such an I win skill button. Another is Daredevil Vault.
@HuskyBoy – How is Ross derailing a thread that complains about mesmers by pointing out why the chrono line is practically mandatory atm? Mesmer has its problems, especially chrono, and informing people about why their proposed change won’t actually solve any of the problems they have with chrono and will just nerf base mesmer to the ground for no good reason is 100% on topic
My thread wasnt complaining about mesmers, it was criticizing the 33% buff to SoI’s CD. The topic was very narrow and clearly-defined. Other things about mesmer might be tangential, but as you can see, the majority of Ross’s responses dealt with things other than SoI. The thread has a title, that’s the topic of the thread. If it ain’t about SoI’s CD then it’s off-topic, unless you have another definition of on-topic you’d like to share?
So to continue on-topic with Henry’s mention of SoI (he specifically mentioned it in his post), I think there are 2 different ways to go forward with nerfing it:
- Only apply the shatter recharge to F1-F3. That way it doesn’t recharge Distortion, which is part of what gives condi mes its sustain. I’d even consider it just recharging F1-F2 since tbh Diversion is both offensive and defensive.
- Revert the CD to 90s. It was 90s until just before HoT, now it’s 60s not including alacrity. Far too low for a skill that recharges multiple important profession mechanics. This is the definition of power creep.
I think one of those would be sufficient, both would be overkill.
One has to look at why SoI had its CD decreased so much before criticising it, and its because of how poorly designed mesmer is as a class right now. But if you strictly want to talk about SoI and absolutely nothing else, a better way to reduce its effectiveness is to just make it only recharge 50% (or hell even 66%) of the CDs of each shatter. So maximum of 6 sec taken off of MW’s CD untraited, 25 sec taken off of Distortions CD untraited immediately.
And you can’t discuss how strong Signet of Illusions is without talking about chronomancer. Because a large part of how powerful it is in the condi chrono build is because you can use it twice back to back with CS, and increasing its CD won’t change that at all, yet it will hurt base mesmer who is already in a pretty weak spot.
@HuskyBoy – How is Ross derailing a thread that complains about mesmers by pointing out why the chrono line is practically mandatory atm? Mesmer has its problems, especially chrono, and informing people about why their proposed change won’t actually solve any of the problems they have with chrono and will just nerf base mesmer to the ground for no good reason is 100% on topic
My thread wasnt complaining about mesmers, it was criticizing the 33% buff to SoI’s CD. The topic was very narrow and clearly-defined. Other things about mesmer might be tangential, but as you can see, the majority of Ross’s responses dealt with things other than SoI. The thread has a title, that’s the topic of the thread. If it ain’t about SoI’s CD then it’s off-topic, unless you have another definition of on-topic you’d like to share?
So to continue on-topic with Henry’s mention of SoI (he specifically mentioned it in his post), I think there are 2 different ways to go forward with nerfing it:
- Only apply the shatter recharge to F1-F3. That way it doesn’t recharge Distortion, which is part of what gives condi mes its sustain. I’d even consider it just recharging F1-F2 since tbh Diversion is both offensive and defensive.
- Revert the CD to 90s. It was 90s until just before HoT, now it’s 60s not including alacrity. Far too low for a skill that recharges multiple important profession mechanics. This is the definition of power creep.
I think one of those would be sufficient, both would be overkill.
One has to look at why SoI had its CD decreased so much before criticising it, and its because of how poorly designed mesmer is as a class right now. But if you strictly want to talk about SoI and absolutely nothing else, a better way to reduce its effectiveness is to just make it only recharge 50% (or hell even 66%) of the CDs of each shatter. So maximum of 6 sec taken off of MW’s CD untraited, 25 sec taken off of Distortions CD untraited immediately.
And you can’t discuss how strong Signet of Illusions is without talking about chronomancer. Because a large part of how powerful it is in the condi chrono build is because you can use it twice back to back with CS, and increasing its CD won’t change that at all, yet it will hurt base mesmer who is already in a pretty weak spot.
You say that we can’t discuss SoI without mentioning chronomancer, yet here we are. Fancy that. I like your 66% CD reduction idea better than my ideas tbh, that sounds like a good compromise.
I agree that base mesmer is struggling in all game modes, Chaos and to some degree Domination need buffs. And Inspirations’s GM traits should be revisited. I’ve also mentioned in the past that I think Ineptitude is too weak with the 10s per-target CD.
Things I find to be too good:
(edited by coro.3176)
Things I find to be too good:
- Ancient Seeds – Very strong trait if the target doesn’t have a condi clear ready. Then, if they do clear the immob, they get snared again unless they manage to move away quickly. Considering this is on a 10s cooldown, that’s a little low for such a potentially fight-ending trait. I would increase the cooldown or lower the snare duration.
- Adrenal Health – heals more from one trait than from most classes’ active heals + sustain skills combined. When you take into account this goes on a class with heavy armour, long invulns, and resistance, you’ve got an OP healing machine.
- Eternal Champion – long-lasting, high-uptime stability is dumb.
- All the traits that cancel cc. These are usually on a <1m cooldown and passively swing fights wihout the user really doing anything. The attacker sees a window and goes for their big cc move, only to have it blanked by a passive trait. These might be more balanced if there was an indicator on the status bar so the attacker could use a lesser cc first.
Yeah Eternal champion is actually one of the worst power creeps from HoT. People just take for granted that you have to constantly kite a warrior until berserk mode is over but… why? Being fully covered by stability for that long is bad design, just because some dude is really angry doesnt mean I can’t smack him with a beer bottle and knock him out. Without all that stability, the warrior is more vulnerable, and the advantage given by adrenal health is more easily negated.
Things I find to be too good:
- Ancient Seeds – Very strong trait if the target doesn’t have a condi clear ready. Then, if they do clear the immob, they get snared again unless they manage to move away quickly. Considering this is on a 10s cooldown, that’s a little low for such a potentially fight-ending trait. I would increase the cooldown or lower the snare duration.
- Adrenal Health – heals more from one trait than from most classes’ active heals + sustain skills combined. When you take into account this goes on a class with heavy armour, long invulns, and resistance, you’ve got an OP healing machine.
- Eternal Champion – long-lasting, high-uptime stability is dumb.
- All the traits that cancel cc. These are usually on a <1m cooldown and passively swing fights wihout the user really doing anything. The attacker sees a window and goes for their big cc move, only to have it blanked by a passive trait. These might be more balanced if there was an indicator on the status bar so the attacker could use a lesser cc first.
You are right. Ancient seeds is really broken. I will add it
I won’t make a top 10, so I’ll just list 3 (because 10 from each profession is possible but would make a massive list) OP skills/traits from each profession.
- Thief: Vault, Headshot, Unhindered Combatant
- Warrior: Arc Divider, Skull Grinder, Adrenal Health
- Revenant: Sword AA chain (3 skills but I’m counting as one), Rolling Mists, Assassin’s Annihilation
- Engineer: Self-Regulating Defences, Bunker Down, Healing Turret
- Mesmer: Chronophantasma, Master of Fragmentation, Blurred Frenzy
- Elementalist: Elemental Bastion, Swirling Winds, Obsidian Flesh
- Guardian: Spear of Justice, Purification, Smite Condition
- Necromancer: Soul Spiral, Chill of Death, Putrid Curse
- Ranger: “We Heal As One”, Ancient Seeds, Celestial Shadow
Some professions are so obviously more OP than others. I had trouble selecting ones from Rev and Ele, but Ranger and Guardian had quite a few more than three.
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