Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Condition remove on downed
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Well, a 36K db doesn’t do it’s full damage either.
Yes it’s a problem. One of the many problems with conditions. Just go to power/crit like they want you to already.
as a tank and zerker warrior, down state is my form of reliable condition removal :p and yes i specced into the higher health at rally trait – as a tank ^^
Yes it’s a problem. One of the many problems with conditions. Just go to power/crit like they want you to already.
One of the many problems with the downed system too imo
Necros weep every time an Epidemic has failed because of this. Anyone noticed whether boons stay or go when downed? Anyway, there is no reason for conditions or boons to be removed upon being downed.
Wish they’d get rid of the half second or so of invulnerability too. The rally system in this game favours numbers way too heavily.
The worst on the “half second or so of invulnerability”, is that these invulnerable are still selected as 1 of the 5 AoE targets, even if there are countless vulnerable targets available as well.
just poison your enemy after he goes down why’s that so painful
step 1 Poison
step 2dodge – sometimes needed to be done as step 1
step 3 range tha basterd
just poison your enemy after he goes down why’s that so painful
step 1 Poison
step 2dodge – sometimes needed to be done as step 1
step 3 range tha basterd
Because Mesmers blink away, and then summon a illusion that hits like a truck (6K+) aswell as spamming you with Confusion.
Because an Elementalist will just run away and hide, especially with allies or a tower/keep nearby.
Because a Warrior will just go Vengeance mode, get half his healthpool back and stomp your face in.
Because a Ranger will get rezzed by his pet.
Because a Necro will just dps you back with drain life and heal himself with it, staying alive much longer.
Because a Thief just goes invisible, and can still hurt a lot.
Because an Engineer is just boned.
Because some professions and builds dont have a means to outrange a downed player.
I do believe boons persist when you get downed, and so should conditions. However conditions are honestly a mess in this game.
Fact is ANet doesn’t like conditions at all. Just look at condition mesmer
Signed, Scissors.
That’s too bad, cuz I like conditions so much. Well, I will keep on still being condition necro, because it just has to be this way :P
I’d love however, if ANet would recosnisder on this issue, for boons, as far as I know, stay on a downed player. But maybe there is a good reason, why those conditions are removed. Just nobody could point me to it.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Ya, losing conditions and becoming invulnerable for a second when you first go down are the only two things that need to be changed about the downed system.
On a side note, I don’t know if you run with a structured group or not but a good strat is when you’re in a group fight and you get the first guy down your group doesn’t finish the guy instead you start stacking conditions on him and then actually use epidemic on the downed guy so there is no chance of missing.
[AZRG]
Dragonbrand
I imagine them implementing this and then a tsunami of tears when people start getting 100→downed→dead in 2 seconds from a thief or warrior.
Necros weep every time an Epidemic has failed because of this. Anyone noticed whether boons stay or go when downed? Anyway, there is no reason for conditions or boons to be removed upon being downed.
Boons stay. Makes absolutely no sense why one stays and the other goes…but hey, that’s ANet.
Ya, losing conditions and becoming invulnerable for a second when you first go down are the only two things that need to be changed about the downed system.
On a side note, I don’t know if you run with a structured group or not but a good strat is when you’re in a group fight and you get the first guy down your group doesn’t finish the guy instead you start stacking conditions on him and then actually use epidemic on the downed guy so there is no chance of missing.
Yeah I do that sometimes, but I ahve no real structured group to roam arround with, so it’s hars to pull of^^
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
just poison your enemy after he goes down why’s that so painful
step 1 Poison
step 2dodge – sometimes needed to be done as step 1
step 3 range tha basterdBecause Mesmers blink away, and then summon a illusion that hits like a truck (6K+) aswell as spamming you with Confusion.
Because an Elementalist will just run away and hide, especially with allies or a tower/keep nearby.
Because a Warrior will just go Vengeance mode, get half his healthpool back and stomp your face in.
Because a Ranger will get rezzed by his pet.
Because a Necro will just dps you back with drain life and heal himself with it, staying alive much longer.
Because a Thief just goes invisible, and can still hurt a lot.
Because an Engineer is just boned.
Because some professions and builds dont have a means to outrange a downed player.I do believe boons persist when you get downed, and so should conditions. However conditions are honestly a mess in this game.
well goes other way as well
Thief can Stealth and finish downed players
Mesmer can stealth and finish or teleport and finish
Warrior could use endure pain and finish
elementalist has the reflect shield and whatever the rock thing is called wich can use to finish
engineer eh elixir S and finish ? smoke bomb and finish? nade to death from 1500 range
ranger can use range or simply go invulnerable as well and finish
necro has his transformation he could use to endure hits and finish
guardian has aegis and blocks like crazy
well only class that gets away with the cheap downed is elementalists by tower/keep gates
not downed state’s fault 90% players run glass cannon and dont keep a safety skill slotted in utilities.
just poison your enemy after he goes down why’s that so painful
step 1 Poison
step 2dodge – sometimes needed to be done as step 1
step 3 range tha basterdBecause Mesmers blink away, and then summon a illusion that hits like a truck (6K+) aswell as spamming you with Confusion.
Because an Elementalist will just run away and hide, especially with allies or a tower/keep nearby.
Because a Warrior will just go Vengeance mode, get half his healthpool back and stomp your face in.
Because a Ranger will get rezzed by his pet.
Because a Necro will just dps you back with drain life and heal himself with it, staying alive much longer.
Because a Thief just goes invisible, and can still hurt a lot.
Because an Engineer is just boned.
Because some professions and builds dont have a means to outrange a downed player.I do believe boons persist when you get downed, and so should conditions. However conditions are honestly a mess in this game.
well goes other way as well
Thief can Stealth and finish downed players
Mesmer can stealth and finish or teleport and finish
Warrior could use endure pain and finish
elementalist has the reflect shield and whatever the rock thing is called wich can use to finish
engineer eh elixir S and finish ? smoke bomb and finish? nade to death from 1500 range
ranger can use range or simply go invulnerable as well and finish
necro has his transformation he could use to endure hits and finish
guardian has aegis and blocks like crazy
well only class that gets away with the cheap downed is elementalists by tower/keep gates
not downed state’s fault 90% players run glass cannon and dont keep a safety skill slotted in utilities.
Tbh its more an issue against larger groups than your own with fairly large numbers involved, say starting at 10+.
Stopping to stomp someone (or 5 / 6 guys) while 10+ guys are dropping aoe on your feet is just quite punishing. With war banners and rallies the downed system favors numbers quite heavily.
Personally i think the main (and only advantage) groups with more people should have is that they have more people … its already enough of an advantage imo.
If you can apply them before-hand, you can apply them after. It’s working as intended. Power specs have to keep damaging or spike, too. I rarely spike unless I can afford to.
If that’s intended, than it’s a bad design. Power/Burst specs have an advantage over most condition builds already. The point of conditions is to apply them and let them do their job. Removing them on downed just is not fair, for it breaks the concept of condtion builds. Being downed shouldn’t be rewarded with a free condition remove, while boons stay.
However, if boons where removed on down too, it would be at least consistant.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Without a way to remove condi’s in a downstate they should be cleansed on down. If people are going into downstate with burning, poison and some stacks of bleeding they’ll die so quick. There is an invuln for 2 seconds when downed so that power builds don’t spike people down and through there down health. The downstate is designed to give your teammates the time to respond. Working as intended, working great imo.
Swap to a nullification rune or something. They can’t re-apply boons after they’re removed.
What are you doing with the condition build? Solo-roaming?
Your sig states you’re a necro, which means you swap enemy boons into conditions. There’s your burst on down. I know so little about necros other than that, that I have a hard time with them on D/D. A skilled necro just drops me fast if I don’t use the right combinations first. I had one necro I went into, tried to run at half hp, and I was dead from trying to run away. Every time. Corrupt Boon utility is pretty huge. (I’m just reading the commands now. lol)