(edited by Ice Furl.4982)
WTB condtition damage/vitality/toughness
….Do people have no idea about balance?
….Do people have no idea about balance?
like I said there already is a power/vitiality/toughness so there should also be one with condition damage
….Do people have no idea about balance?
like I said there already is a power/vitiality/toughness so there should also be one with condition damage
Power requires both precision and crit damage to boost its damage.
Condition Damage merely needs duration.
<The Undead Lords>
Since 1994 – undeadlords.net
power can be quite effective without criting, stacking might can also give a massive power boost and many eles build around high power and might with defensive gear. To lengthen condition durnation you need to go high in a certin traitline. They are just discriminating against cond dmg.
(edited by Ice Furl.4982)
power can be quite effective without criting, stacking might can also give a massive power boost and many eles build around high power and might with defensive gear. To lengthen condition durnation you need to go high in a certin traitline. They are just discriminating against cond dmg.
Might provides condition damage as well as power.
<The Undead Lords>
Since 1994 – undeadlords.net
power can be quite effective without criting, stacking might can also give a massive power boost and many eles build around high power and might with defensive gear. To lengthen condition durnation you need to go high in a certin traitline. They are just discriminating against cond dmg.
Might provides condition damage as well as power.
Ofcourse I know that, that was not the point. You said that power needs crit chance and damage to be viable but I was pointing out that there is no need to invest in other stats to put out hevy dmg with a power build, they can just as easaly go for more defense just like those who deal condition damgae.
power can be quite effective without criting, stacking might can also give a massive power boost and many eles build around high power and might with defensive gear. To lengthen condition durnation you need to go high in a certin traitline. They are just discriminating against cond dmg.
Might provides condition damage as well as power.
Ofcourse I know that, that was not the point. You said that power needs crit chance and damage to be viable but I was pointing out that there is no need to invest in other stats to put out hevy dmg with a power build, they can just as easaly go for more defense just like those who deal condition damgae.
Greatly disagree with the bolded portion.
I believe you’d do significantly more damage with purely +condition damage vs. purely +power.
<The Undead Lords>
Since 1994 – undeadlords.net
Fail to see how this even makes sense. In pvp with every class and their pet able to dispose of conditions faster then you can put them. Its not about duration. Its about how fast you can put new conditions. And for necro it means crit chance. Both from trait and earth sigils. I don’t care that BIP says it does 1trillion damage over 5 years. Chances are it wont last more then 5-10 seconds against a competent person. And in those 5-10 seconds its no different that bleed applied by waving your grandious scepter.
But yeah I don’t really understand why there isnt cond/tough/vit gear… Same as power, condition requires supplementary stats to actually be effective. It varies from class to class but its almost always the case. Mesmers being the odd ball somewhat.
1) Roll an Archer.
2) Buy Condition Damage, Toughness, Vitality full armour & jewel set.
3) Spec pure tank.
4) Keep perma-25 stack bleed on enemy whilst trolling in 25k health and 3k toughness.
5) ??
6) Profit.
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA
I don’t see how it’d be broken.
Healing/Tough/Condition would technically be better since the idea of a tanky Condition build would be to last a long time. And healing power does a better job at that combined with toughness.
Hell that’s generally how my ele bunker/condition hybrids roled in beta.
Funny. If anything conditions need a boost.
Why have we accepted that its normal to bring 1 or 2 stun breaks for utility to have a hope? Yet people get away with zero condition removal skills… some top spvp and tpvp class builds have no utility slots used for condition removals. Yet other class bars like eles have to use 3 stun breaks as utilities else get dropped in a super burst in a few seconds lol.
Conditions are second fiddle by a long shot to direct damage… they are also easy to remove every class can build to remove them easy can even 100% shut down condition classes if they want, but people dont even come close to building that way because conditions damage is not danger.
Yet +cond+vit+toughness would be OP lol right.
+condition duration does not kill a player in 2 seconds it adds to steady dps and if people actually needed to use condition removals it could be removed before the + duration even did anything.
I lay down a 10 second bleed I have +100% duration so the bleed would last 20 seconds…. the extra duration does nothing if removed.
The shamans amulet does the same thing anyway so no idea what you people are talking about it would OP.
(edited by Xom.9264)
1) Roll an Archer.
2) Buy Condition Damage, Toughness, Vitality full armour & jewel set.
3) Spec pure tank.
4) Keep perma-25 stack bleed on enemy whilst trolling in 25k health and 3k toughness.
5) ??
6) Profit.
Remind me again what the Necro is supposed to do in this game…
Just give us prec/tougness/condition damage jewerly and I’ll be in heaven.
Pain Killer [pK] | Blacktide EU | PVE: Corruptionmancer | PVP: Support Wellmancer
Just give us prec/tougness/condition damage jewerly and I’ll be in heaven.
True.
I feel that having that jewel in PvP but not in PvE is a kind of bad joke.
Anyway, remember that Critical Damage+Precision > Power in any situation. You can deal pretty decent damage without that much power.
On the other hand, Condition Damage doesn’t need precision to deal decent damage.
So, Condition Damage + Vitality + Toughness would be hell unbalanced.
When single direct damage attacks can land in the neighborhood of 15k, i am not so sure. A landed condition is potential damage, not realized damage like a direct damage blow is. To get 15k out of a bleed stack it would need to run for several seconds.
Also remember that condition damage do not translate 1:1 into actual damage done. Bleed get only 5% of condition damage as a increase, or about 5 for every 100 (exotic gear tops out at about 101 pr item so a full set of 6 would give about 30 extra damage). Fire and poison do not stack in intensity, and while confusion is 3 times as effective as bleed in PVE, it gets cut in half in PVP.
Never mind that direct damage increases for each extra toon, while conditions top out once the stacks are filled.
http://www.gw2db.com/items/71367-vassars-band
you got your wish OP
When single direct damage attacks can land in the neighborhood of 15k, i am not so sure. A landed condition is potential damage, not realized damage like a direct damage blow is. To get 15k out of a bleed stack it would need to run for several seconds.
Also remember that condition damage do not translate 1:1 into actual damage done. Bleed get only 5% of condition damage as a increase, or about 5 for every 100 (exotic gear tops out at about 101 pr item so a full set of 6 would give about 30 extra damage). Fire and poison do not stack in intensity, and while confusion is 3 times as effective as bleed in PVE, it gets cut in half in PVP.
Never mind that direct damage increases for each extra toon, while conditions top out once the stacks are filled.
This. Condition damage has a hellacious amount of limiters present in the game compared to regular damage. Condition gear is cheap on the TP for a reason.
http://www.gw2db.com/items/71367-vassars-band
you got your wish OP
Nice this will make my necro a little stronger
so 104 condition damage, 69 toughness, 51 vitality and 18 precision.
Could help a bit i guess. Can we wear two of those?
There is also Apothercary’s gear now (healing power/toughness/condition damage)… seems somewhat similar.
So that’s what they were. I noticed a link to GW2guru over on reddit, but the links there were messed up (scepters and such linking to swords and hammers).
Should make for a nice change i guess. Do dagger #2 actually scale with healing power, btw?
So that’s what they were. I noticed a link to GW2guru over on reddit, but the links there were messed up (scepters and such linking to swords and hammers).
Should make for a nice change i guess. Do dagger #2 actually scale with healing power, btw?
Yes, dagger #2 scales with healing power.
<The Undead Lords>
Since 1994 – undeadlords.net
So that’s what they were. I noticed a link to GW2guru over on reddit, but the links there were messed up (scepters and such linking to swords and hammers).
You try and sort through this
yeiks… (15 characters length, eh?)