Questions for necro math wizards / and theorycrafters
Whenever you’re in PVE, solo, fighting something that takes forever to kill.
Everywhere else it’s pretty much pointless.
The duration is more beneficial in a PvP setting. The longer it lasts the more pressure it applies to them cause its still ticking and they gotta remove it somehow. Take blood is power for example. The base is 30 seconds. However if you use a bunch of bleed duration stacking you can get it to ~45-50 seconds at 2 stacks. That essentially is ~7-8k damage that they gotta remove somehow. And remember condition damage bypasses all armor so it is VERY dangerous if you cant remove it. And for this reason I love it so much versus thieves. Throw one blood is power on a thief and it keeps ticking even in stealth. This is also what I do versus downed thieves. Throw one on them and then walk away while someone else bothers to stomp them.
And a master trait making bleeds immune would be OP. This isn’t WoW with warlocks that prevent dispels. And the answer is to just apply more bleeds, keep it up so they can’t remove it all.
The duration is more beneficial in a PvP setting. The longer it lasts the more pressure it applies to them cause its still ticking and they gotta remove it somehow. Take blood is power for example. The base is 30 seconds. However if you use a bunch of bleed duration stacking you can get it to ~45-50 seconds at 2 stacks. That essentially is ~7-8k damage that they gotta remove somehow. And remember condition damage bypasses all armor so it is VERY dangerous if you cant remove it. And for this reason I love it so much versus thieves. Throw one blood is power on a thief and it keeps ticking even in stealth. This is also what I do versus downed thieves. Throw one on them and then walk away while someone else bothers to stomp them.
And a master trait making bleeds immune would be OP. This isn’t WoW with warlocks that prevent dispels. And the answer is to just apply more bleeds, keep it up so they can’t remove it all.
This is very untrue. Condition Duration will always be worse than just more Condition Dmg (in terms of just doing pure dmg). Unless you’re playing against monkeys playing the game for the first time with 0 condition removal.
Condition Duration can help a little bit with dmg when you’re trying to Epidemic bleeds around. Or if you’re doing a Fear/condition build. Other than that you want your conditions to do as much dmg as possible before being cleansed in pvp. And I’m not sure if you thought this, but having a bleed tic on someone who’s downed won’t interupt their heal.
Questions for necro math wizards / and theorycrafters
in Necromancer
Posted by: Angry Flying Squirrel.3041
The duration is more beneficial in a PvP setting. The longer it lasts the more pressure it applies to them cause its still ticking and they gotta remove it somehow. Take blood is power for example. The base is 30 seconds. However if you use a bunch of bleed duration stacking you can get it to ~45-50 seconds at 2 stacks. That essentially is ~7-8k damage that they gotta remove somehow. And remember condition damage bypasses all armor so it is VERY dangerous if you cant remove it. And for this reason I love it so much versus thieves. Throw one blood is power on a thief and it keeps ticking even in stealth. This is also what I do versus downed thieves. Throw one on them and then walk away while someone else bothers to stomp them.
And a master trait making bleeds immune would be OP. This isn’t WoW with warlocks that prevent dispels. And the answer is to just apply more bleeds, keep it up so they can’t remove it all.
Well than you let all thief’s self heal. Condition duration is worthless in pvp. Everyone run condition removal, so you need your conditions to do as much damage as possible as fast as possible. This is the reason “blood is power” is not that good in pvp, its almost never going to tic for the full 30 sec.
Sooooo…for kitten n giggles….if no one ever removed our bleeds condition duration would actually be better right? But because of the amount of removes in pvp, both self and group/area…condition damage takes the cake here, right?
Sounds spiffy to me.
Not only that, but having bleeds at 20 second durations with less dmg rather than 12 or so seconds with more dmg, people probably won’t even live to see the full 20seconds of your bleed go by lol.
Hmm, I wonder how this works in relation to poison. I think poison is more of the ‘pressure’ DoT, given its secondary effect and all.
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
One thing is important if we talk about condition duration and bleeding:
Bleeding only ticks every full second and there is no compensation for additional time, so 4.0 and 4.9 seconds of bleed do exactly the same amount of damage.
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
Condition duration is largely useless, cept in maybe PvE. In PvP you want as strong a tic as possible before it gets cleansed. I play WvW alot and it’s kinda of rare to see my tics go full duration. I play with blood is Power but mostly just for the dot to go with epidemic.
Also use the food that gives 40% duration to conditions and +70 condition dmg. It’s all the boost you need to dot duration.