Weakness will fail in its function.
They’re not going to straight out drop damage like that since the game needs powerful offense in order to shift point possession in a reasonable time span.
They’re not going to straight out drop damage like that since the game needs powerful offense in order to shift point possession in a reasonable time span.
And which are the classes that can use it? Not the bunkers.
They’re not going to straight out drop damage like that since the game needs powerful offense in order to shift point possession in a reasonable time span.
And which are the classes that can use it? Not the bunkers.
1. Doesn’t matter if Bunker, roamer, joe across the street. It results in longer TTK. The longer it takes you to die, the longer you can defend a point. The longer that point can tick an extra point.
2. Multiple professions have weakness including those that can bunker.
3. This allows other professions if not the support to significantly extend life outside of the downed system, again raising TTK. Crits can be a 200% damage increase. No crits can mean a major drop to the damage you would take (cutting it in half).
If you’re a glass cannon Thief for instance, and you weaken the glass cannon Mesmer with your proposed “no crits guarantee” than that means he can certainly eat all 3 mind wracks. Which would let that thief sit on a node for longer if he needed to. Longer he’s alive the greater window of time his team has to come assist him, extend the time it takes to flip that node even longer. If nodes don’t flip in reasonable times the score snowballs because so many ticks occur before the node flips. Mix in these spike stops with the downed system and Im no prophet but I bet lifespans increase heavily. Why such is needed when you can actively stop many spikes with blinds, and hard CC, i don’t know. On top of protection, aegis, evades? How many buffers do people really need.
(edited by ensoriki.5789)
The change is a must have!
As a warrior, once I’ve closed in on my enemy through all his roots, cripples, immob, stealths and teleports, ran through all the endless AoE fields which I can hardly circumvent saturating me in even more conditions (including the new torment probably) and finally manage to land some hits through aegis’, evades & protections – it should be obvious that I am going to need my crit rate decimating by weakness. Otherwise, we’re just going to remain OP and overplayed in tPvP.
They’re not going to straight out drop damage like that since the game needs powerful offense in order to shift point possession in a reasonable time span.
And which are the classes that can use it? Not the bunkers.
1. Doesn’t matter if Bunker, roamer, joe across the street. It results in longer TTK. The longer it takes you to die, the longer you can defend a point. The longer that point can tick an extra point.
2. Multiple professions have weakness including those that can bunker.
3. This allows other professions if not the support to significantly extend life outside of the downed system, again raising TTK. Crits can be a 200% damage increase. No crits can mean a major drop to the damage you would take (cutting it in half).If you’re a glass cannon Thief for instance, and you weaken the glass cannon Mesmer with your proposed “no crits guarantee” than that means he can certainly eat all 3 mind wracks. Which would let that thief sit on a node for longer if he needed to. Longer he’s alive the greater window of time his team has to come assist him, extend the time it takes to flip that node even longer. If nodes don’t flip in reasonable times the score snowballs because so many ticks occur before the node flips. Mix in these spike stops with the downed system and Im no prophet but I bet lifespans increase heavily. Why such is needed when you can actively stop many spikes with blinds, and hard CC, i don’t know. On top of protection, aegis, evades? How many buffers do people really need.
Necros don’t have aegis, or blind, or protection. They’d don’t have vigor, and they don’t have stability.
And these patch notes aren’t giving them any boons as they already said they wouldn’t be getting them, and if you earnestly believe that slightly more life force generation will make any difference while they’re getting trained by spike classes, you’re full of it.
Ditto for warrior.
The change is a must have!
As a warrior, once I’ve closed in on my enemy through all his roots, cripples, immob, stealths and teleports, ran through all the endless AoE fields which I can hardly circumvent saturating me in even more conditions (including the new torment probably) and finally manage to land some hits through aegis’, evades & protections – it should be obvious that I am going to need my crit rate decimating by weakness. Otherwise, we’re just going to remain OP and overplayed in tPvP.
As a die hard warrior, I lol’d!
Beast mode
This discussion confuses me. They aren’t taking AWAY anything from Weakness so how could it possibly fail? It may not be meta shifting but it’ll certainly help those classes that had it a lot more than it previously had.
Take your minuta somewhere else.
This discussion confuses me. They aren’t taking AWAY anything from Weakness so how could it possibly fail? It may not be meta shifting but it’ll certainly help those classes that had it a lot more than it previously had.
Take your minuta somewhere else.
A warrior is a direct damage class, we don’t have viable condi builds. Warriors such as myself are understandably worried after seeing there is a new condi Torment which will make kiting a warrior even easier (it hurts us when we move and it is already ez mode to kite warriors before Torment) and now Weakness will hurt our damage which is our only saving grace.
Beast mode
This discussion confuses me. They aren’t taking AWAY anything from Weakness so how could it possibly fail? It may not be meta shifting but it’ll certainly help those classes that had it a lot more than it previously had.
Take your minuta somewhere else.
A warrior is a direct damage class, we don’t have viable condi builds. Warriors such as myself are understandably worried after seeing there is a new condi Torment which will make kiting a warrior even easier (it hurts us when we move and it is already ez mode to kite warriors before Torment) and now Weakness will hurt our damage which is our only saving grace.
Yeah, because warriors like you only want to be burst machines.
If they changed weakness, I could for once bring my warhorn and be of a different use to my team, while affording myself better mobility.
And aoe weakness would be a pretty potent tool to tank as a warrior on a point during a team fight.
This discussion confuses me. They aren’t taking AWAY anything from Weakness so how could it possibly fail? It may not be meta shifting but it’ll certainly help those classes that had it a lot more than it previously had.
Take your minuta somewhere else.
A warrior is a direct damage class, we don’t have viable condi builds. Warriors such as myself are understandably worried after seeing there is a new condi Torment which will make kiting a warrior even easier (it hurts us when we move and it is already ez mode to kite warriors before Torment) and now Weakness will hurt our damage which is our only saving grace.
But it’s hurting every burst build not just warriors so it’ll balance itself out, and warriors arguable have the most access to weakness so they can reduce incoming damage more. Your beef seems to be more with Torment than with the weakness change.
They’re not going to straight out drop damage like that since the game needs powerful offense in order to shift point possession in a reasonable time span.
And which are the classes that can use it? Not the bunkers.
1. Doesn’t matter if Bunker, roamer, joe across the street. It results in longer TTK. The longer it takes you to die, the longer you can defend a point. The longer that point can tick an extra point.
2. Multiple professions have weakness including those that can bunker.
3. This allows other professions if not the support to significantly extend life outside of the downed system, again raising TTK. Crits can be a 200% damage increase. No crits can mean a major drop to the damage you would take (cutting it in half).If you’re a glass cannon Thief for instance, and you weaken the glass cannon Mesmer with your proposed “no crits guarantee” than that means he can certainly eat all 3 mind wracks. Which would let that thief sit on a node for longer if he needed to. Longer he’s alive the greater window of time his team has to come assist him, extend the time it takes to flip that node even longer. If nodes don’t flip in reasonable times the score snowballs because so many ticks occur before the node flips. Mix in these spike stops with the downed system and Im no prophet but I bet lifespans increase heavily. Why such is needed when you can actively stop many spikes with blinds, and hard CC, i don’t know. On top of protection, aegis, evades? How many buffers do people really need.
Necros don’t have aegis, or blind, or protection. They’d don’t have vigor, and they don’t have stability.
And these patch notes aren’t giving them any boons as they already said they wouldn’t be getting them, and if you earnestly believe that slightly more life force generation will make any difference while they’re getting trained by spike classes, you’re full of it.
Ditto for warrior.
Uwot? They have all of the bolded, it’s generally not felt justified bringing those options for a multitude of reasons.
You know full well the difference “no crits” has, especially on a item set like Berserkers where it’s completely defined by them.
Their implementation is RNG, but it’s much more reasonable .
because spike in this game is the use of 3 skills at most. Most often it’s as simple as a shatter or a backstab.
Actually a shatter combo has something like 5-6 chained weapon and utility skills+dodges…just saying…it’s really far from being a 1 key burst.
because spike in this game is the use of 3 skills at most. Most often it’s as simple as a shatter or a backstab.
Actually a shatter combo has something like 5-6 chained weapon and utility skills+dodges…just saying…it’s really far from being a 1 key burst.
This is true. Setting up a really good shatter combo (6 clones for a Interrupt+Mind Wrack) requires quite a bit of forethought and some fairly long cooldowns. It just happens in less than a second so people think Mesmers are just suddenly pressing one button and winning.
But that’s kind of off topic.
because spike in this game is the use of 3 skills at most. Most often it’s as simple as a shatter or a backstab.
Actually a shatter combo has something like 5-6 chained weapon and utility skills+dodges…just saying…it’s really far from being a 1 key burst.
Most “good” mesmers macro this secret is out
because spike in this game is the use of 3 skills at most. Most often it’s as simple as a shatter or a backstab.
Actually a shatter combo has something like 5-6 chained weapon and utility skills+dodges…just saying…it’s really far from being a 1 key burst.
Oh, please, don’t act like magic bullet is part of the spike. You summon your ranged phantasm, switch to s/p or s/s and summon the second phantasm, leap to target, swap, and shatter while blurred frenzy.
Each of those in berserker gear is easily spiking for 4-6k damage.
They’re not going to straight out drop damage like that since the game needs powerful offense in order to shift point possession in a reasonable time span.
And which are the classes that can use it? Not the bunkers.
1. Doesn’t matter if Bunker, roamer, joe across the street. It results in longer TTK. The longer it takes you to die, the longer you can defend a point. The longer that point can tick an extra point.
2. Multiple professions have weakness including those that can bunker.
3. This allows other professions if not the support to significantly extend life outside of the downed system, again raising TTK. Crits can be a 200% damage increase. No crits can mean a major drop to the damage you would take (cutting it in half).If you’re a glass cannon Thief for instance, and you weaken the glass cannon Mesmer with your proposed “no crits guarantee” than that means he can certainly eat all 3 mind wracks. Which would let that thief sit on a node for longer if he needed to. Longer he’s alive the greater window of time his team has to come assist him, extend the time it takes to flip that node even longer. If nodes don’t flip in reasonable times the score snowballs because so many ticks occur before the node flips. Mix in these spike stops with the downed system and Im no prophet but I bet lifespans increase heavily. Why such is needed when you can actively stop many spikes with blinds, and hard CC, i don’t know. On top of protection, aegis, evades? How many buffers do people really need.
Necros don’t have aegis, or blind, or protection. They’d don’t have vigor, and they don’t have stability.
And these patch notes aren’t giving them any boons as they already said they wouldn’t be getting them, and if you earnestly believe that slightly more life force generation will make any difference while they’re getting trained by spike classes, you’re full of it.
Ditto for warrior.
Uwot? They have all of the bolded, it’s generally not felt justified bringing those options for a multitude of reasons.
You know full well the difference “no crits” has, especially on a item set like Berserkers where it’s completely defined by them.
Their implementation is RNG, but it’s much more reasonable .
Not gonna talk with a thief champion. It’s quite obvious thieves quite like having a sandbag to get free kills with instead of being forced to go after a mesmer or ele.
You don’t have a blind outside or dagger offhand (which is used for transferring conditions) an elite. You don’t have stability outside an elite, and you sure as hell don’t have protection because spectral walk is superior to that garbage spectral armor in every way.
And you sure as hell don’t have vigor unless you’re being an idiot and suggesting that an RNG conversion from Well of Power is a reliable source of vigor.
(edited by Zenith.7301)
A 50-50 chance, on average, makes for 25% damage reduction.
That’s crazy.
because spike in this game is the use of 3 skills at most. Most often it’s as simple as a shatter or a backstab.
Actually a shatter combo has something like 5-6 chained weapon and utility skills+dodges…just saying…it’s really far from being a 1 key burst.
Oh, please, don’t act like magic bullet is part of the spike. You summon your ranged phantasm, switch to s/p or s/s and summon the second phantasm, leap to target, swap, and shatter while blurred frenzy.
Each of those in berserker gear is easily spiking for 4-6k damage.
They’re not going to straight out drop damage like that since the game needs powerful offense in order to shift point possession in a reasonable time span.
And which are the classes that can use it? Not the bunkers.
1. Doesn’t matter if Bunker, roamer, joe across the street. It results in longer TTK. The longer it takes you to die, the longer you can defend a point. The longer that point can tick an extra point.
2. Multiple professions have weakness including those that can bunker.
3. This allows other professions if not the support to significantly extend life outside of the downed system, again raising TTK. Crits can be a 200% damage increase. No crits can mean a major drop to the damage you would take (cutting it in half).If you’re a glass cannon Thief for instance, and you weaken the glass cannon Mesmer with your proposed “no crits guarantee” than that means he can certainly eat all 3 mind wracks. Which would let that thief sit on a node for longer if he needed to. Longer he’s alive the greater window of time his team has to come assist him, extend the time it takes to flip that node even longer. If nodes don’t flip in reasonable times the score snowballs because so many ticks occur before the node flips. Mix in these spike stops with the downed system and Im no prophet but I bet lifespans increase heavily. Why such is needed when you can actively stop many spikes with blinds, and hard CC, i don’t know. On top of protection, aegis, evades? How many buffers do people really need.
Necros don’t have aegis, or blind, or protection. They’d don’t have vigor, and they don’t have stability.
And these patch notes aren’t giving them any boons as they already said they wouldn’t be getting them, and if you earnestly believe that slightly more life force generation will make any difference while they’re getting trained by spike classes, you’re full of it.
Ditto for warrior.
Uwot? They have all of the bolded, it’s generally not felt justified bringing those options for a multitude of reasons.
You know full well the difference “no crits” has, especially on a item set like Berserkers where it’s completely defined by them.
Their implementation is RNG, but it’s much more reasonable .Not gonna talk with a thief champion. It’s quite obvious thieves quite like having a sandbag to get free kills with instead of being forced to go after a mesmer or ele.
You don’t have a blind outside or dagger offhand (which is used for transferring conditions) an elite. You don’t have stability outside an elite, and you sure as hell don’t have protection because spectral walk is superior to that garbage spectral armor in every way.
And you sure as hell don’t have vigor unless you’re being an idiot and suggesting that an RNG conversion from Well of Power is a reliable source of vigor.
~Says Necro’s don’t have blind, stability, protection or vigor"
~Is corrected and told that they are not used for multiple reasons"
~Responds that I am thief champion (Thank you) and then goes in to explain reasons why they aren’t used when I just said they aren’t used".
Not sure if serious.
Wut 25% is the kitten
(edited by GankSinatra.2653)
They just nerfed warriors most close to useful direct damage build(because it has a chance to win against anything other then bunker if well played) to the ground and with that weakness(can’t even touch non bunker now)..thanks you Anet officially just made an build useless. I guess anet just want everyone to play condition sword build now.
time to roll a weakness bunker. thanks. can’t wait for this game to become a bunker fest, so fun!
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748