Too Much Condition Removal?
Warrior condition builds consist of two conditions what do you expect?
I tried condition build with thief and elementalist as well, but conditions get cleansed quite fast.
Every class gets pidgeonholed in certain builds with little room for change.
I’ve been trying a warrior build which relies a little more on condition damage, a 1h sword build. I had never really tried to use condition damage before. What I noticed is that it’s pretty insane how most of the time your condition damage gets removed before it can do it’s full damage. Shouldn’t condition removal abilities remove CC conditions like root, snares, etc. rather than damage? I can’t imagine playing a profession which primarily depends on condition damage, some builds don’t seem to even need to think as they always have a condition removal available to them. I find the 1h sword more fun to play as a warrior because I don’t one shot half my opponents and it makes for more interesting fights, but it’s a little hard to justify when the 1h axe burst guarantees your damage to be applied while the sword damage is removed most of the time. The sword burst skill is actually much harder to land than the axe burst, and it’s less rewarding when you manage to land it.
It really is only the ele that can do this. The problem is they do it for everyone alot of the time. So yeh, if the eles werent so powerful then condition builds would start to emerge.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
Warrior condition builds consist of two conditions what do you expect?
I’d expect condition removal to apply only to CC. Damage should only be negated by a healing skill. If someone manages to land condition damage on you, it should cost you a healing skill to counter it, the same as if you received the damage straight up.
I tried condition build with thief and elementalist as well, but conditions get cleansed quite fast.
Every class gets pidgeonholed in certain builds with little room for change.
I’d expect condition removal to apply only to CC. Damage should only be negated by a healing skill. If someone manages to land condition damage on you, it should cost you a healing skill to counter it, the same as if you received the damage straight up.
I disagree. But I do agree they need to do something about the speed an ele can remove condis, especially when this often extends to the rest of the team too. Thats almost certainly your problem. An ele can just spec into god mode where it has amazing healing, toughness, power, might stacking, stun breakers, perma regen, perma vigor, high prot up time, exceptional mobility, and the best condi removal in the game to the point which is just nullifys any condi build single handed unless the ele is bad.
Other classes have to sacrifice something to get condi removal. The ele doesnt. It just happens as part of its insane build of synergy.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
(edited by Lordrosicky.5813)
Warrior condition builds consist of two conditions what do you expect?
I’d expect condition removal to apply only to CC. Damage should only be negated by a healing skill. If someone manages to land condition damage on you, it should cost you a healing skill to counter it, the same as if you received the damage straight up.
That would be dumb as all hell.
When Conditions (poison) can also mitigate healing to begin with, healing being their only removal is nonsensical.
As well as the damage they can do that goes through invulnerability, Dodge and Dmg negate. Also that they completely ignore armor. Going through Toughness and Protection. Considering there is multiple ways to stop straight damage, there obviously are ways to remove DoT’s that go through them.
It really is only the ele that can do this. The problem is they do it for everyone alot of the time. So yeh, if the eles werent so powerful then condition builds would start to emerge.
Guardians and rangers are two more that felt like they remove it too easily. Even warriors who don’t have much condition removal.
For example, take warrior vs warrior, one of them uses axe, the other sword. They fight and both get to 50% HPs. At this point, if they both land their burst skill on the other, the axe guy will have dropped the other to let’s say 20% while the sword guy will mostly only have applied many stacks of conditions. Now, both guys use their heal (with condition removal). The axe guy is now up 80% HPs with no more conditions on him while the second guy is only up to 50%, while he had to work harder to land the sword burst.
I just wish the sword damage was more reliable. Sure, sword has better mobility, but it also has a pretty crappy snare compared to axe.
^dude thats life..i also cant play cond elementalist etc.
Also your 2 warriors example is wrong.You assume that balance should occure at the point when they both start at 50% hp completely ignoring what happened before etc.
Its like 2 thieves play against each other and are at 25% hp and one has dagger mh and heartseeker..Its over!
Cond builds lack burst so the lower the hp at starting the fight the lower their effectiveness .Not rocket science :P
no hexes = no hex removals = more conditions = more condition removals.
That would be dumb as all hell.
When Conditions (poison) can also mitigate healing to begin with, healing being their only removal is nonsensical.
As well as the damage they can do that goes through invulnerability, Dodge and Dmg negate. Also that they completely ignore armor. Going through Toughness and Protection. Considering there is multiple ways to stop straight damage, there obviously are ways to remove DoT’s that go through them.
I guess that my problem then is that the warrior 1h sword burst can be mitigated both ways. First, it can be mitigated by a straight damage mitigation ability, and if you manage to land it, it can then be mitigated by a condition removal ability making it pretty bad damage wise.
^dude thats life..i also cant play cond elementalist etc.
Also your 2 warriors example is wrong.You assume that balance should occure at the point when they both start at 50% hp completely ignoring what happened before etc.
Its like 2 thieves play against each other and are at 25% hp and one has dagger mh and heartseeker..Its over!
Cond builds lack burst so the lower the hp at starting the fight the lower their effectiveness .Not rocket science :P
Well i used this example because warriors even when using condition weapons do most of their damage straight up. In my example, it would often happen that both warriors run the greatsword as second weapon and would use that to lower each other’s health before switching to axe or 1h sword.
It’s a team game, and 1v1 condi warrior is pretty weak. However I offer some suggestions:
In the context of a team battle, a long immobilize on short cooldown is amazing. Coordinate with your other teammates to spike when you land it.
Also, the bleeds can do decent damage, but you need other conditions to cover your 10+ bleed stack. You can get vulnerability on crits to help cover, but also other condition heavy teammates (like engi or necro) help quite a bit. The only answer is an all-cleanse which are usually on long cooldown.
Sword used to be boss mode in gw1 idk why they did this to it in gw2 :/
Booty Bakery [yumy]
Engineer