stuff that should be nerfed
If you request nerf to Burning, then do the right thing and request nerf to the Burning duration runes/sigils. Just by equiping thoses, you increase your damage by 65+%.
A damage build can only increase damage by about 10% through runes/sigils. For conditions build, runes/sigils carry a significant damage coefficient (65%) now it’s ridiculous. It was fine before the patch since conditions do not stack. Now that conditions stack, it’s the whole reason why Burning deals so much damage. Imagine you can equip a set of rune and increase your power damage by 50%. Of course, that’s OP.
We need to change:
- Balthazar runes: 15% burning duration
- Burning sigil: 10% burning duration
That’s still a raw 25% increase on damage, but it would be better than 65%.
TL;DR: I don’t agree with needing burning, but if you insist, ask for the right nerf: Burning duration runes/Sigils.
Already quit PvP. Just log in here and there to troll.
If you request nerf to Burning, then do the right thing and request nerf to the Burning duration runes/sigils. Just by equiping thoses, you increase your damage by 65+%.
A damage build can only increase damage by about 10% through runes/sigils. For conditions build, runes/sigils carry a significant damage coefficient (65%) now it’s ridiculous. It was fine before the patch since conditions do not stack. Now that conditions stack, it’s the whole reason why Burning deals so much damage. Imagine you can equip a set of rune and increase your power damage by 50%. Of course, that’s OP.
We need to change:
- Balthazar runes: 15% burning duration
- Burning sigil: 10% burning duration
That’s still a raw 25% increase on damage, but it would be better than 65%.
TL;DR: I don’t agree with needing burning, but if you insist, ask for the right nerf: Burning duration runes/Sigils.
the way burning works now (stacking) is a bigger problem than duration sigils/runes alone. i think what needs to be done is what was done with confusion, split it between PvE (stronger variant) and PvP (weaker, more player oriented variant). because as it stands right burning seems to be stupidly easier to apply than either poison, bleeds, or torment yet does drastically more damage than any of them at the same time. burning needs a nerf.
If you request nerf to Burning, then do the right thing and request nerf to the Burning duration runes/sigils. Just by equiping thoses, you increase your damage by 65+%.
A damage build can only increase damage by about 10% through runes/sigils. For conditions build, runes/sigils carry a significant damage coefficient (65%) now it’s ridiculous. It was fine before the patch since conditions do not stack. Now that conditions stack, it’s the whole reason why Burning deals so much damage. Imagine you can equip a set of rune and increase your power damage by 50%. Of course, that’s OP.
We need to change:
- Balthazar runes: 15% burning duration
- Burning sigil: 10% burning duration
That’s still a raw 25% increase on damage, but it would be better than 65%.
TL;DR: I don’t agree with needing burning, but if you insist, ask for the right nerf: Burning duration runes/Sigils.
the way burning works now (stacking) is a bigger problem than duration sigils/runes alone. i think what needs to be done is what was done with confusion, split it between PvE (stronger variant) and PvP (weaker, more player oriented variant). because as it stands right burning seems to be stupidly easier to apply than either poison, bleeds, or torment yet does drastically more damage than any of them at the same time. burning needs a nerf.
You’re saying that removing the 40% damage coefficient is not a big nerf enough? My condi guard can deal 40k burning damage in 5s. Without the burning duration, I lose like 15k damage. That’s a lot of nerf already. I think burning is fine now. It’s just the coefficient is ridiculous.
If you only request nerf to Burning directly (like if ANet listen to you and nerf burning by 10%), you will still encounter sick burning damage because build like my condi guard can still put out tons of burning with the 65% raw increase.
Nerf the right thing
Already quit PvP. Just log in here and there to troll.
(edited by Sunshine.5014)
this is just a vague and short list of things i think need to be looked at
warrior:
rampage needs to be nerfed. stances should not be allowed to carry over into rampage, especially bezerker’s stance. for many professions the only counterplay available to rampage is to leave the point entirely (hoping the warrior wont chase you) and wait for rampage to wear off, giving the warrior a free (de)cap.
Rampage is not an stance
this is just a vague and short list of things i think need to be looked at
warrior:
rampage needs to be nerfed. stances should not be allowed to carry over into rampage, especially bezerker’s stance. for many professions the only counterplay available to rampage is to leave the point entirely (hoping the warrior wont chase you) and wait for rampage to wear off, giving the warrior a free (de)cap.Rampage is not an stance
i never said rampage is a stance
i just said stances like bezerker’s stance shouldnt work while rampage is used
this is just a vague and short list of things i think need to be looked at
warrior:
rampage needs to be nerfed. stances should not be allowed to carry over into rampage, especially berserker’s stance. for many professions the only counterplay available to rampage is to leave the point entirely (hoping the warrior wont chase you) and wait for rampage to wear off, giving the warrior a free (de)cap.Rampage is not an stance
He did not say it was. He said that stances should not carry over (as in activating them and then going into Rampage for invincible or unslowable rampages).
About diamond skin:
It’s a subpar trait that only exists to counter full condition damage classes without nearly any direct damage, and even then only does it if you sacrifice a whole bunch of damage for the stats needed to make it work.
The only reason it is being taken now is because of the massive amounts of people running around with condition damage builds, and is only obvious because full condition damage builds are trying to 1v1 someone who dedicated a full traitline (and if they have water, two full traitlines) to simply countering them.
If you’re one of those that is asking “Why isn’t there a direct damage equivalent?”, there is, and it’s a whole lot less expensive buildwise: toughness.
Celestial is the only thing the ele has. Nothing else is really viable for competitive play.
Premades in my soloQ should be nerfed.
If you request nerf to Burning, then do the right thing and request nerf to the Burning duration runes/sigils. Just by equiping thoses, you increase your damage by 65+%.
A damage build can only increase damage by about 10% through runes/sigils. For conditions build, runes/sigils carry a significant damage coefficient (65%) now it’s ridiculous. It was fine before the patch since conditions do not stack. Now that conditions stack, it’s the whole reason why Burning deals so much damage. Imagine you can equip a set of rune and increase your power damage by 50%. Of course, that’s OP.
We need to change:
- Balthazar runes: 15% burning duration
- Burning sigil: 10% burning duration
That’s still a raw 25% increase on damage, but it would be better than 65%.
TL;DR: I don’t agree with needing burning, but if you insist, ask for the right nerf: Burning duration runes/Sigils.
the way burning works now (stacking) is a bigger problem than duration sigils/runes alone. i think what needs to be done is what was done with confusion, split it between PvE (stronger variant) and PvP (weaker, more player oriented variant). because as it stands right burning seems to be stupidly easier to apply than either poison, bleeds, or torment yet does drastically more damage than any of them at the same time. burning needs a nerf.
You’re saying that removing the 40% damage coefficient is not a big nerf enough? My condi guard can deal 40k burning damage in 5s. Without the burning duration, I lose like 15k damage. That’s a lot of nerf already. I think burning is fine now. It’s just the coefficient is ridiculous.
If you only request nerf to Burning directly (like if ANet listen to you and nerf burning by 10%), you will still encounter sick burning damage because build like my condi guard can still put out tons of burning with the 65% raw increase.
Nerf the right thing
The problem is the burning damage, not the duration lol.
If you request nerf to Burning, then do the right thing and request nerf to the Burning duration runes/sigils. Just by equiping thoses, you increase your damage by 65+%.
A damage build can only increase damage by about 10% through runes/sigils. For conditions build, runes/sigils carry a significant damage coefficient (65%) now it’s ridiculous. It was fine before the patch since conditions do not stack. Now that conditions stack, it’s the whole reason why Burning deals so much damage. Imagine you can equip a set of rune and increase your power damage by 50%. Of course, that’s OP.
We need to change:
- Balthazar runes: 15% burning duration
- Burning sigil: 10% burning duration
That’s still a raw 25% increase on damage, but it would be better than 65%.
TL;DR: I don’t agree with needing burning, but if you insist, ask for the right nerf: Burning duration runes/Sigils.
the way burning works now (stacking) is a bigger problem than duration sigils/runes alone. i think what needs to be done is what was done with confusion, split it between PvE (stronger variant) and PvP (weaker, more player oriented variant). because as it stands right burning seems to be stupidly easier to apply than either poison, bleeds, or torment yet does drastically more damage than any of them at the same time. burning needs a nerf.
You’re saying that removing the 40% damage coefficient is not a big nerf enough? My condi guard can deal 40k burning damage in 5s. Without the burning duration, I lose like 15k damage. That’s a lot of nerf already. I think burning is fine now. It’s just the coefficient is ridiculous.
If you only request nerf to Burning directly (like if ANet listen to you and nerf burning by 10%), you will still encounter sick burning damage because build like my condi guard can still put out tons of burning with the 65% raw increase.
Nerf the right thing
The problem is the burning damage, not the duration lol.
Burning stack now. Burning duration directly multiplies the damage. Don’t believe me? Use the exact same burning build without runes/sigil and tell me how it goes for you.
Already quit PvP. Just log in here and there to troll.
You forgot shadow arts thief.
Taunt is an instant cast and not tied to the actual f2 skill, of course it can’t be predicted and evaded ALTHOUGH if you evade at the beginning just before the pet hits you , it does evade the taunt – which has been tested although it does go through blocks and invulns. The taunt happens at the start of the f2 skill… Now if you’re proposing instants should be able to be predicted and evaded which you can right now and can with taunt currently, then we need to look at every instant cast in the game and just put a cast time on it right?… I’m with you on it going through invulns though. It should be unblockable as well so that should stay.
Maguuma
(edited by blitzkrieg.2451)
You forgot shadow arts thief.
There’s a reason he didn’t put anything for thief. He most likely is one and believes 9.5k backstabs out of stealth and shadow arts in general is working as intended.
Maguuma
While I do agree that burning right now is way too high, here’s two things about ele:
1. Diamond Skin eles at least get pretty hard countered by thieves and other heavy-power-burst specs right now (mesmer or even some warrior builds for example) because they lost quite a bit of defensive stats.
2. Compared to other condi classes Eles only really have burning a some bleeds as damaging condis and you can’t really stack both realistically. Right now it seems that there could actually be a viable ele condi build once the meta settles, so I hope they don’t nerf burning overall into the ground but rather just for specific classes and situations
2.1. Same goes for Guardian burning – right now they have a working condition build for the first time since launch and while it does too much damage, if overnerfed they would go back to not having any condition build available at all.
Guardian burning is currently OP. Add in a spirit sword or something and gg.
Most of the offensive **** needs a light-to-heavy nerf, imho. You know when that tank with 25k Health and 3.5k Toughness gets one-shot by an Engineer, when said Engineer only has 10 stacks of Might? Yeah, that’s been happening an awful lot.
Another issue is with the Guardians not being… well, kittening Guardians! They had their Health pool reduced, and they had their offensive stats go through the roof! They were tanks, not Warriors! “They lead the charge and bash faces” was one thing a good friend of mine said when she saw this, and I wholly agree. It’s sad.
Then you have these… gods. These… “Elementalists”. Somehow they can tank out your entire team and wipe three people. Same with Hammer/Greatsword Warrior. Defensive and tactical play? Why have that when you can have a REAL contest: who can have more digits when they hit with the Burst skill or Fire Grab?
…because “fun” wasn’t good enough. Because “variety” wasn’t needed.
Yes, I’m VERY salty towards ANet right now. They’ve taken a bushwhacker to my favorite ways to play. I hate, and I mean hate, playing as a rampaging Warrior doing nothing but mashing buttons. I prefer clever positioning, tactical banner placement, and calling complete and utter team-wiping nukes when the enemy team stacks together for buffs. But read above. I guess mashing buttons is more worthwhile.
(edited by towerston.2790)
Warriors seem a little over the top to me. I don’t know why or how, I’m a newb. But I’ve noticed any time there’s a good warrior on a team it’s an instant win and it seems to be pretty systematic. I’d say even more so than with mesmers.
Warriors seem a little over the top to me. I don’t know why or how, I’m a newb. But I’ve noticed any time there’s a good warrior on a team it’s an instant win and it seems to be pretty systematic. I’d say even more so than with mesmers.
I don’t mean to counter you, but by any chance, were they using a Greatsword or Hammer? Maybe both? From what I’ve seen for myself and in-game thanks to other people, those two weapons are the most “viable” for the Warrior. The worst part about it is that they require no skill to use. The fact that they also manage to inflict 12 stacks of Bleed on me and 19 stacks of Might on themselves with one use of Hundred Blades makes it so much more annoying.
(edited by towerston.2790)
Then you have these… gods. These… “Elementalists”. Somehow they can tank out your entire team and wipe three people.
Yeah I’d really like to see a video of something even close to this happening. Because in my experience both playing as and against eles they now have to use all their defense against a single heavy burst spec like thieves, and they can’t survive 1v2s not nearly as long as they used to before the patch.
Oh and an ele that has a fire grab that actually hurts is running zerker/marauder so they melt like ice.
Yeah I’d really like to see a video of something even close to this happening. Because in my experience both playing as and against eles they now have to use all their defense against a single heavy burst spec like thieves, and they can’t survive 1v2s not nearly as long as they used to before the patch.
I actually think there’s a video on Youtube of something like that happening, post-patch. It was the Ele, a Guardian, Warrior, another Guardian, and a Ranger versus an Engineer, something, something, Mesmer, and a Warrior.
I do admit, only the Ranger was playing a Burst-DPS build, but the fact you’d have to to even counter most of the other Burst builds proves my point. It’s less about tactical and defensive play and more about nuking the enemy team before they nuke you.
(edited by towerston.2790)
Yeah I’d really like to see a video of something even close to this happening. Because in my experience both playing as and against eles they now have to use all their defense against a single heavy burst spec like thieves, and they can’t survive 1v2s not nearly as long as they used to before the patch.
I actually think there’s a video on Youtube of something like that happening, post-patch. It was the Ele, a Guardian, Warrior, another Guardian, and a Ranger versus an Engineer, something, something, Mesmer, and a Warrior.
But that’s a 5v5 team fight not a single ele suriving an entire team and wiping 3 people while doing so. Just being around a Guardian up’s everyones survival rate hugely, even DPS guardians.
I’d really like to see that video just for studying some more ele fighting if you can find it.
But that’s a 5v5 team fight not a single ele suriving an entire team and wiping 3 people while doing so. Just being around a Guardian up’s everyones survival rate hugely, even DPS guardians.
I’d really like to see that video just for studying some more ele fighting if you can find it.
It wasn’t really 5v5. The first Guardian, the Warrior and the Ranger were all at Mid while the final Guardian was holding the Home point. Brawl was going on at Mid, 3v2, and the Elementalist was bombing Far, fighting three people. The Ele won. The fact that the three people the Ele was fighting were the Engineer, Ranger and Mesmer might have something to do with it. The fact the Engineer was a Bunker might have also had something to do with it.
Just look up GW2 Elementalist PvP. I think the video’s on the forth or fifth page. A friend of mine showed it to me and then created an Elementalist because of it.
Warriors seem a little over the top to me. I don’t know why or how, I’m a newb. But I’ve noticed any time there’s a good warrior on a team it’s an instant win and it seems to be pretty systematic. I’d say even more so than with mesmers.
I don’t mean to counter you, but by any chance, were they using a Greatsword or Hammer? Maybe both? From what I’ve seen for myself and in-game thanks to other people, those two weapons are the most “viable” for the Warrior. The worst part about it is that they require no skill to use. The fact that they also manage to inflict 12 stacks of Bleed on me and 19 stacks of Might on themselves with one use of Hundred Blades makes it so much more annoying.
Greatsword yeah, always.
It wasn’t really 5v5. The first Guardian, the Warrior and the Ranger were all at Mid while the final Guardian was holding the Home point. Brawl was going on at Mid, 3v2, and the Elementalist was bombing Far, fighting three people. The Ele won. The fact that the three people the Ele was fighting were the Engineer, Ranger and Mesmer might have something to do with it. The fact the Engineer was a Bunker might have also had something to do with it.
Just look up GW2 Elementalist PvP. I think the video’s on the forth or fifth page. A friend of mine showed it to me and then created an Elementalist because of it.
I can’t find any videos at all from this recent patch with those search terms
Anyway was it by chance a Diamond Skin ele against a condi mesmer, condi ranger and condi engineer? Because Diamond Skin is supposed to a be total hard counter for pure condi builds.
I ran a condi d/f build on my ele and I DIDN’t do those huge burn numbers on players that people think it should do. It seems that players take less damage from burns than mobs do plus the burn damage is a terribly spikey number with no consistency. It seems toughness and armour does affect burn damage somehow, so please post some videos of huge burn damage on players in a proper pvp fight where survivability and mobility have been added in before claiming burn needs nerfing.
gaem not made for mi
===========
I can’t find any videos at all from this recent patch with those search terms
Anyway was it by chance a Diamond Skin ele against a condi mesmer, condi ranger and condi engineer? Because Diamond Skin is supposed to a be total hard counter for pure condi builds.
I’m at least sure that the Ranger and Engie weren’t Condi-based. The Mesmer, yeah, but the Engie was a Turret Bunker and the Ranger was apparently a pet-mancer.
I ran a condi d/f build on my ele and I DIDN’t do those huge burn numbers on players that people think it should do. It seems that players take less damage from burns than mobs do plus the burn damage is a terribly spikey number with no consistency. It seems toughness and armour does affect burn damage somehow, so please post some videos of huge burn damage on players in a proper pvp fight where survivability and mobility have been added in before claiming burn needs nerfing.
Problem is, though, ‘survuvability’ doesn’t exist. ANet buffed the hell out of everything else, and as I said, ruined the entire concept of “Tanking” with these insane one-shots when you can tank a Champ in WvW with no issue whatsoever.
Personally, I feel like that trait that has a 10 sec ICD that resets the CD of your heal skill when struck below 20% Hp needs an ICD increase. Might not matter too much atm, only because CC and burst is ridiculous, but it is a very OP trait, especially when combined with AED And a skilled engineer.
Warlord Sikari (80 Scrapper)
I encourage the nerf of rampage, so people can realize how bad DPS warrior is now.
I encourage the nerf of rampage, so people can realize how bad DPS warrior is now.
You’re not Skullcrack HBing enough!
Warlord Sikari (80 Scrapper)
You forgot shadow arts thief.
not really anything about thief i can actually think of as universally overpowered.
shadow arts has a useless selection of master traits and shadow’s embrace no longer removing all conditions anymore is a serious nerf, making it useless against power builds which use conditions such as immobilize, blind, or weakness. shadows rejuv is majorly crippling considering it requires you to stay in stealth for a long time to actually be useful. but if i had to say i think the stealth duration increase should be removed and replaced with something else.
and since i left guardian out, i think Valor still needs a considerable nerf since it was stupidly buffed by making all medi traits one single GM trait.
quick edit: please nerf celestial ele they’re ruining the game 10 times more than before. they are completely unbeatable on almost everything i’ve seen in a fair level matchup
(edited by sinject.4607)
You forgot shadow arts thief.
not really anything about thief i can actually think of as universally overpowered.
shadow arts has a useless selection of master traits and shadow’s embrace no longer removing all conditions anymore is a serious nerf, making it useless against power builds which use conditions such as immobilize, blind, or weakness. shadows rejuv is majorly crippling considering it requires you to stay in stealth for a long time to actually be useful. but if i had to say i think the stealth duration increase should be removed and replaced with something else.
and since i left guardian out, i think Valor still needs a considerable nerf since it was stupidly buffed by making all medi traits one single GM trait.
You only think of the offensives and not what was taken from guardian most importantly, vigor uptime and having to choose between glacial heart now 2 very important aspects to top tier pvp with burst guardian. Guardians are in a good spot right now , they can’t dodge as much and can be bursted down much faster now so their burst damage comes with a price. Bunker guardian is still pretty good and medi is good as well. Burning does need to be adjusted in someway maybe even just reverting it back to how it was before with duration stacking.
Maguuma
You forgot shadow arts thief.
not really anything about thief i can actually think of as universally overpowered.
shadow arts has a useless selection of master traits and shadow’s embrace no longer removing all conditions anymore is a serious nerf, making it useless against power builds which use conditions such as immobilize, blind, or weakness. shadows rejuv is majorly crippling considering it requires you to stay in stealth for a long time to actually be useful. but if i had to say i think the stealth duration increase should be removed and replaced with something else.
and since i left guardian out, i think Valor still needs a considerable nerf since it was stupidly buffed by making all medi traits one single GM trait.
quick edit: please nerf celestial ele they’re ruining the game 10 times more than before. they are completely unbeatable on almost everything i’ve seen in a fair level matchup
I agree shadow arts isn’t as good as many are thinking it- which to be fair, looking at it on paper, and even considering the state of SA pre-patch one would look foolish to say that SA doesn’t seem great. All that said it’s not the issue most people have with thieves.
The shifting of stats from traits to amulets have allowed thieves to pick up stats that were otherwise wasted in the past by taking lines like trickery. This paired with buffs to DA, CS (buff is an arguable term, but given what it was pre-finalized patch) and the minor buff in trickery has allowed thieves to most effortlessly burst people down .
This was doable pre-patch of course, but damage is so high across the board that people mistake the issue to be with thieves in particular instead of with balancing in general. Though executioner does bring a lot to the table being in DA, i don’t think it is the root of the absurdity people are seeing with thieves.
The patch is more offense, less defense, and this favors power thieves a lot.
My moves are fresh, like my groceries.
#TeamEvonforever
ranger:
taunt can’t be evaded, invuln’d, blocked, or otherwise avoided. like i mentioned with blinding dissipation, nothing should be allowed to go through evades or invulns, taunting through blocks is fine though.
taunt has counterplay, it’s called paying attention to the ranger’s swap timer, what pet is out, and having a stun break.
I didn’t realize taunt went through invulns. and it also shouldn’t go through evades. but due to the prevalence of blocks, it should go through blocks.
this is just a vague and short list of things i think need to be looked at
mesmer:
blinding dissipation is going through evades. shouldn’t have to say why this is an issue. confounding suggestions/power lock is problematic. (imo power lock needs a “loaded” duration similar to basilisk venom, but much shorter. this would reemphasize the main balancing mechanic of mantras, their vulnerable precasting stage, since you buffed mantras to cooldown while precasted…). mind wrack is somewhat too strong.
Note on Power Lock first look how it works and why its strong:
- base dmg is 860
~1k heavy armor hits up to 2.500 crit
~1.800 cloth hits up to 3.200 crit
Now Add 25% vuln (32% dmg for MEsmers) adn 25 might and Perm fury on target <75%hp
-up to 4.5k crits on heavy
-up to 6k crits on cloth
Power Lock work as intended, you punish ppl for smashing keys, like Thiefs HS and Eles Auto Attack, Belive me if you meet ppl how think, and know what they are doing IC/PL is out of game in 1n1 situation. You need chains of interupts to deal dmg, ofc there are situation like killing som1 with 4x Diversion=4x 3k up to 4k its in most situation solid 10/14k while mostly squishes have 10 or 11khp, but yeah you need interrupt Action, not one, or 2 but 5 or even 6 times, compare to Warrior how just charge, whirl and will do also 10k dmg in 5s is not so op. With some rng it can be devastate, but like Chaos its works fine with rng logick.
Im fine with rest.
Edit:
For Mind wrack… its jsut dmg buff and new traits, before patch we could deal 12/14k MW, now we do 13/16k MW with Mental Anguish.
25 might 32% dmg frome Vuln + 30% mentaladditional stats overal =insine dmg ( comapred to old mesmer we have like 20might more and 17% dmg frome traits, and sats are not linked to specs.
If we put everythink togheter we can see how much they improved Mesmer with simply changes to game and useful traits that work togheter.
(edited by Michal.4513)
Guardian burst with Judge Intervention is completely broken. I got bursted from 100 to 0% at the beginning of a game before I even had time to react.
Everyone is so scared of stealth bursts now that they pop their invulnerability before the fight starts.
This update has been 1 step forward and 5 steps backward for competitive play.
(edited by Xillllix.3485)
I hope we have another balance patch coming soon cause I don’t think people will put up with 6 months of this kitten.
“…let us eat and drink, for tomorrow we shall die;.”
Celestial is the only thing the ele has. Nothing else is really viable for competitive play.
Try settler Burn Ele with Balth runes.
Fire/water/earth.
….. And Elementalist.
Celestial is the only thing the ele has. Nothing else is really viable for competitive play.
Try settler Burn Ele with Balth runes.
Fire/water/earth.
Have fun with 11k hp in this meta once your obsidian flesh runs out
Lupi solos on 9/9 professions
Wost Engi NA
My list
- General damage toned down (especially Guardian and mesmer)
- condi damage toned down (especially burning )
- fix engi grenades
- taunt can be evaded
- look some Ele gm trait
I’d start to fix this stuff before of wts
You guys forgot the fact that these conditions can be applied in a few seconds after it got cleanse. Bad part is most cleansing skill cooldowns are over 25s. Even if you nerfed the sigil/runes, it will still be overpowered. The fact that we already have kittenload of conditions, adding this is just plain dumb when the damage tick itself without you needing to do anything but to just apply it, which is superbly easy considering most skill that apply conditions are AoE and high range.
And seriously, what’s with all the thief counters all these OP build? I laugh at thief right now since they are food for everyone. Remember War when they were trash tier? That’s how I view thief now. The only thief build that bring something to the team is venom share, everything else is pointless with this new meta.
Anet kitten it up.
(edited by Buzzcrave.6197)
I didn’t realize taunt went through invulns. and it also shouldn’t go through evades. but due to the prevalence of blocks, it should go through blocks.
this is the exact same thing as what i suggested, so