Removing vulnerability proc on staff?
Here is the thing about vuln on staff… yes it sucks if you’re full cond and solo. However the vuln has good group applications (support). It also isn’t worthless if the staff is used as a as a power weapon (iwarlock hits like a truck if you’re power built).
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Here is the thing about vuln on staff… yes it sucks if you’re full cond and solo. However the vuln has good group applications (support). It also isn’t worthless if the staff is used as a as a power weapon (iwarlock hits like a truck if you’re power built).
While this is true, I would rather see poison then vulnerability. It doesn’t stack high enough and there aren’t many traits to boost it so it’s really only effective against champions. Poison, on the other hand, would synergize well with a condition build and a power build.
Here is the thing about vuln on staff… yes it sucks if you’re full cond and solo. However the vuln has good group applications (support). It also isn’t worthless if the staff is used as a as a power weapon (iwarlock hits like a truck if you’re power built).
While this is true, I would rather see poison then vulnerability. It doesn’t stack high enough and there aren’t many traits to boost it so it’s really only effective against champions. Poison, on the other hand, would synergize well with a condition build and a power build.
I would jump through the roof if my condition tank setup would have more poison at it’s command instead of vulnerability. Shoot, I’d be just happy just not having vulner on there.
Figrin the Healer (Guard), Angelic Renae (Mes), Death by Figrin (Thief)
Here is the thing about vuln on staff… yes it sucks if you’re full cond and solo. However the vuln has good group applications (support). It also isn’t worthless if the staff is used as a as a power weapon (iwarlock hits like a truck if you’re power built).
While this is true, I would rather see poison then vulnerability. It doesn’t stack high enough and there aren’t many traits to boost it so it’s really only effective against champions. Poison, on the other hand, would synergize well with a condition build and a power build.
I would jump through the roof if my condition tank setup would have more poison at it’s command instead of vulnerability. Shoot, I’d be just happy just not having vulner on there.
I would be happier if they just made elasticity work on clones on land… imo the lack of access to poison is intentional for mesmer.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Changing Vulnerability to a damaging condition or even removing it would make the Staff OP IMO. Besides, Vulnerability is not completely worthless: it is one more buffer condition for your opponents to cleanse. Although I think there is a fixed order in which conditions are cleansed anyway so perhaps that’s not that useful.
In any case, I’m fine with Vulnerability being there. But I do want the Bleeding bug on Staff Clones be fixed, that could be all the condition Mesmer needs.
Plus it gives a certain balance. One debuff, one duration-stacking effect, one power-stacking debuff.
Replace it with a 1s cripple or 2s weakness.
Either would be too powerful. It is fine as it is.
People need to remember that Clones use Winds of Chaos too. Three Staff Clones and yourself with Illusionary Elasticity can keep conditions on your target pretty well, even the 1s Burning sometimes can be maintained permanently if you’re lucky or invested a bit in CondDuration. Allowing you to near-permanently Cripple or Weaken your target is far too powerful.
It would not be OP at all and the removed vulnerability should have happened months ago. I always suggested replacing it by 1-2sec poison but lately i was thinking and poison should never be on autos. They could replace vuln by 1 stack of confusion (which now sucks everywhere) for 3sec but an auto-attack called Wind of CHOAS fits burning/bleeding perfectly.
People need to remember that Clones use Winds of Chaos too.
Bringing us right to the next issue, unbalanced clones. I think we’d be better off if Clones didn’t cause damage / debuffs at all (except via Sharper Images), and the weapons were rebalanced with that in mind.
People need to remember that Clones use Winds of Chaos too.
Bringing us right to the next issue, unbalanced clones. I think we’d be better off if Clones didn’t cause damage / debuffs at all (except via Sharper Images), and the weapons were rebalanced with that in mind.
How would this be a good thing? It would give less gameplay options.
It’s also a good part of the Mesmer’s strength in PvP. Some Mesmers rely on phantasms, some shatter clones, some use their clones to apply conditions, some do a mix of sorts. Enemies that face a Mesmer can’t immediately figure out a Mesmer’s focus which gives us some seconds of advantage until our enemy figures out the type of Mesmer we are.
People need to remember that Clones use Winds of Chaos too.
Bringing us right to the next issue, unbalanced clones. I think we’d be better off if Clones didn’t cause damage / debuffs at all (except via Sharper Images), and the weapons were rebalanced with that in mind.
I don’t see why that is an issue. Clones don’t have to be equal as long as the weapons are balanced with this in mind, there isn’t a need for Clones to be equalised and weapons rebalanced.