Condi for your condi to be better condi
I saw that too, and its pretty insane. In spvp just using that one trap you should be able to pretty much destroy anyone in a matter of seconds going DH/Radiance/Valor with carrion ammy. Just the huge buff of crit from the radiance line was enough, allowing vuln to add to condi damage is going to be insane for hybrid guard builds
[Rev]
Such fire, much holy kittening hell. Throw in a spirit hammer and just CC like mad while stacking a million stacks ez.
I tell ya, the hype will end in an abyssmal reduction of burn damage, ICD on VoJ, permeating wrath and burn on block. two aoe condi guards will wreck everyone on point who is dumb enough not to disengange all while they cover behind WoR or just soak the damage with retaliation active.
Hammer time… can’t touch this.
Depends on how well burning actually ends up scaling.
Unlike the other classes we still rely on one damaging condition.
So it’s doubtful that pure burning/vuln guard will ever work, but for a hybrid it will be nice.
Such fire, much holy kittening hell. Throw in a spirit hammer and just CC like mad while stacking a million stacks ez.
With all the aoe being added to what already exists something tells me that spirit weapons will become even more of a joke in PvP.
They are going to die very quick.
I know that, but itll be a fun build to roll with when you aren’t tryharding.
Depends on how well burning actually ends up scaling.
Unlike the other classes we still rely on one damaging condition.
So it’s doubtful that pure burning/vuln guard will ever work, but for a hybrid it will be nice.
If our 1 condition currently works as a 1v1 build, then it can most certainly work in a 2v2+ team environment if the necessary tweaks were made. I’ve noticed a few very high risk factors associated with the “nerf” burn changes but there are also a lot more plus factors that comes with it as well.
I believe the Devs can make it work. In fact, burn guards are more susceptible to be over powered (as many items in HoT could be) but that’s easy to tone down rather than up, as Josh and Karl eloquently stated.
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Depends on how well burning actually ends up scaling.
Unlike the other classes we still rely on one damaging condition.
So it’s doubtful that pure burning/vuln guard will ever work, but for a hybrid it will be nice.
You can see a few things from the dragon hunter video. Burning doing base 150 a stack, with a carrion amulet and the +33% trait it doing just over 400 a stack and when the mobs trigger the +25% vuln trap it doing over 500 a stack.
I reckon if built for it even with the one condition the damage that would be output would be considerable.
Eh true, just reliance on one damaging condition can be problematic when you account for all the condition cleanses in game & the fact that resistance is being added.
Since Protection is the opposite of Vulnerability, shouldn’t it work the same way?
Eh true, just reliance on one damaging condition can be problematic when you account for all the condition cleanses in game & the fact that resistance is being added.
Less of an issue due to guards ability to reapply burning constantly. No amount of clense will be able to avoid the continuous burn pressure if specced for it.
Eh true, just reliance on one damaging condition can be problematic when you account for all the condition cleanses in game & the fact that resistance is being added.
Less of an issue due to guards ability to reapply burning constantly. No amount of clense will be able to avoid the continuous burn pressure if specced for it.
Re-apply small stacks. You only see respectable damage when you hit the high stacks and those get cleansed far too easily and soon before that could happen.
Eh true, just reliance on one damaging condition can be problematic when you account for all the condition cleanses in game & the fact that resistance is being added.
Less of an issue due to guards ability to reapply burning constantly. No amount of clense will be able to avoid the continuous burn pressure if specced for it.
Re-apply small stacks. You only see respectable damage when you hit the high stacks and those get cleansed far too easily and soon before that could happen.
Define respectable. A stack without might on a condi guard will do over 500damage.
The duration is extremely short, like 1~4s but the application speed is high. doesn’t matter if they get cleansed they will be replaced quickly. like i said if you are specced for it no reason you shouldnt be able to keep up 3+ stacks of burn even after they get removed. thats 1.5k+ damage a tick. No matter what happens its going to be higher damage than now by a mile!
While you’re waiting for your 1.5k ticks to kill your target, everyone else will be setting up amazing bursts of sorts that will easily overshadow this. The only skills that can reliably throw out those three stacks, aside from VoJ’s active, is torch4. Reaching high stacks (to mirror the buffs direct damage has gotten) would be nearly impossible in a setting vs competent players.
Something I think that needs to be brought to attention, the burning is only going to be supplimental damage. I dont see any true condi guards coming from this, but even more from hybrid, with carrion. So not only are we going to have the large condi numbers, but also MUCH higher damage numbers. Honestly, I really see us getting some type of nerf because of this, Between having over 2k power, free 45% crit from just one trait line, and burning ticks like this…. its going to be broken to be honest…
[Rev]
Condi/hybrid guardians will no longer play passively but aggressively instead. Our passive 800+ burn damage playstyle is what allowed us to out perform Zerkers in many situations. It gave us the ability to 1v3 Thieves, Rangers, Mesmers and any other glass class with little to no cleanses. Condi performance is more ‘normalized’ which makes me cry ;-;
was a needed nerf I suppose
I don’t mind the aggressive play style they just made burn Guardians. There’s definitely going to be more skill involved when it comes to decision making.
Timing: JI + Torch #4 + F1 around Water Attunement, etc.
What gets me is the degree of aggressiveness: How do we get anywhere near 3-5 burn stacks on a Thief who will easilly rotate around Shelter and Focus’s blocks? Are we completely reliant on DH’s traps?
Hence the trap’s ability to see stealthies.
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(edited by Saiyan.1704)
Eh true, just reliance on one damaging condition can be problematic when you account for all the condition cleanses in game & the fact that resistance is being added.
Less of an issue due to guards ability to reapply burning constantly. No amount of clense will be able to avoid the continuous burn pressure if specced for it.
Re-apply small stacks. You only see respectable damage when you hit the high stacks and those get cleansed far too easily and soon before that could happen.
Define respectable. A stack without might on a condi guard will do over 500damage.
The duration is extremely short, like 1~4s but the application speed is high. doesn’t matter if they get cleansed they will be replaced quickly. like i said if you are specced for it no reason you shouldnt be able to keep up 3+ stacks of burn even after they get removed. thats 1.5k+ damage a tick. No matter what happens its going to be higher damage than now by a mile!
I agree that the cleanse problem might not even be that of an issue.
maintaining 3 stacks of burn is probably not going to happen a lot even though we have a lot of options. The danger lies in a good condi burst potential and the continous application.
Dreamtime on: If the procession of blades traps will work as seen in the Ready Up the hit 10x on every target. that means 50 hits over a course of 5 secs. Assuming permeating wrath and supreme justice and – for the sake of round numbers – one activation from the guards weapon we are talking about 4 stacks per second. add lights judgement its 5 procs + a serious damage increase. Now add the bleed from traps – which you will most defnitely take (even though it is a bit lackluster) it ramps up the damage quite a bit.
So “if” the opponent cant or doesnt want to get aways the question is:
“when do you cleanse?”
And I would argue that there is no good answer for it. cleanse after 3 secs taking 7k just to get 7k after? not really. That means you have to get out of there which makes it a great tool in point defense and area denial. The sick part of it is that we will be able to keep them close. I can even see bane signet working in there (of course there is no room with already two traps using up utility slots).
I would say that possible 5 procs when set up right can be even increased quite easily. Sigil of fire + Sigil of geomancy are good for another 0.8 to 3 procs depending on the number of targets around. add scepter and WW and we are talking.
All of this is just paper strategy but we are still talking about one guard or DH. Just add another guard with a similar spec and you might look at a pretty broken combos that only heavy condi cleansers can handle. cleanse 3 condis every 10 seconds? be my guest… you are dead already.