berzerker stance bug
Oh I didn t even know it was a bug. I thought it was just in the normal warrior mechanics.
It has no counter play, which is stupid, but it is a long cooldown, so doesn’t need to be awful. Should have been:
Immunity to damaging conditions, reduces other conditions by 50%.
Chill and cripple as counter play would be fine, the damage immunity is fine. I would even be fine if it was longer duration with that change.
So..?
Condition Dmg is a SECONDARY STAT (yes yes, Carrion/Rabid blah blah blah). The sooner you accept it, the sooner you can collect hundreds of bags from Warriors -_-
If you still want to fool yourself thinking your condition dmg is what is killing enemies zergs, fine, just stop complaining about hardly noticeable bugs like this.
-ArenaNet
So, condition damage is a major attribute for all players with condition builds
also, i dont think that MY conditions are killing an enemy zerg, but conditions in general are strong, thats why zergs run around spaming condition removals.
also, this is still a bug that needs fixing, not a complain to change a skill, and if you think its of minor significance then you have no problem to remove it from game by anet
also, the bug is more effective in small fights, but i cant expect a blober to understand
I wasn’t aware this was considered a bug. But let’s be honest here, if this skill was weaker then any fight against warriors would heavily favor the necro.
Also, of course there’s counter play to it: non-condition CC and direct damage still works.
also, the bug is more effective in small fights, but i cant expect a blober to understand
Care to explain what “blober” means? Never heard that word before.
-ArenaNet
So..?
Condition Dmg is a SECONDARY STAT (yes yes, Carrion/Rabid blah blah blah). The sooner you accept it, the sooner you can collect hundreds of bags from Warriors -_-
If you still want to fool yourself thinking your condition dmg is what is killing enemies zergs, fine, just stop complaining about hardly noticeable bugs like this.
And yet half the forum’s are crying about the condition meta (which I personally doubt exists) in the competitive part of this game. So I think your assessment may be wrong.
You know what else is a problem, Signet Of Vampirism only works against physical damage | :
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
You know what else is a problem, Signet Of Vampirism only works against physical damage | :
That’s not a problem since every condition attack does physical damage so one attack equals one proc of signet of vampirism.
You know what else is a problem, Signet Of Vampirism only works against physical damage | :
That’s not a problem since every condition attack does physical damage so one attack equals one proc of signet of vampirism.
Wut.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
to apply bleed you need to hit the enemy, procing the signet stacks//
Haha, I never even knew the total immunity was an official bug. I figured that’s just how it was designed to work. If that WAS how it was designed to work, I’d be OK with it.
I think Rennoko’s point about it not having a counter is valid in a sense, but I’m not sure it needs a direct counter. I’m trying to think of all of the utilities that don’t have strong counter-play, and I’m already tired of tallying up those that don’t really have something you can do about them.
What can an enemy do about me popping Spectral Armor and going into DS? Nothing, really. They minimize the damage they take while I’m basically not taking any damage. Their counter-play is to not hit me and avoid the damage I’m trying to deal. I’m making a defensive play, and the opponent’s goal is to minimize the benefit I’m gaining from it.
For a Warrior, I see they blow Zerker, and I evade their heavy hitting abilities that they are aiming to get off while I cannot CC them while I save my CC abilities for when it ends. If they sneak it in while I’m trying to CC and it blocks my CC, they gain an advantage from good timing/my inattention.
So I don’t know. I don’t personally expect every utility to have strong counter-play, and as much as immunities are annoying, at least it’s an active immunity. Not a passive immunity.
“He’s like a man with a fork in a world of soup.”
Haha, I never even knew the total immunity was an official bug. I figured that’s just how it was designed to work. If that WAS how it was designed to work, I’d be OK with it.
I think Rennoko’s point about it not having a counter is valid in a sense, but I’m not sure it needs a direct counter. I’m trying to think of all of the utilities that don’t have strong counter-play, and I’m already tired of tallying up those that don’t really have something you can do about them.
What can an enemy do about me popping Spectral Armor and going into DS? Nothing, really. They minimize the damage they take while I’m basically not taking any damage. Their counter-play is to not hit me and avoid the damage I’m trying to deal. I’m making a defensive play, and the opponent’s goal is to minimize the benefit I’m gaining from it.
For a Warrior, I see they blow Zerker, and I evade their heavy hitting abilities that they are aiming to get off while I cannot CC them while I save my CC abilities for when it ends. If they sneak it in while I’m trying to CC and it blocks my CC, they gain an advantage from good timing/my inattention.
So I don’t know. I don’t personally expect every utility to have strong counter-play, and as much as immunities are annoying, at least it’s an active immunity. Not a passive immunity.
I don’t think you could consider spectral armor even in the same ballpark. It has lots of counterplay. You can for instance:
A. Ignore it and attack, plan to account for the fact they are going to be getting back some life force and try to burn through it. Protection is not immunity, you still can hit a necro hard under that situation.
B. Stop attacking. You could argue this is the same counter to zerker stance, but in the case of most other classes the stop attacking can be accompanied by – Go invisible, leap away, rush away, use blocks/evades for a few seconds. Also stop attacking denys him any value from the SA skill, while zerker stance will continue to generate adrenaline even if they are not being hit.
C. Crowd control the necro. Yes you will generate some LF when you hit him to do that, but only as much as you have to to keep him locked down.
The skill is only really a problem in spvp, where it tends to be abused to the max with the soon to be changed lyssa runes and hambow. But IMMUNITY skills are bad balance. Spectral armor is in no way an immunity. It is a good skill because it has soft counter play and hard counter play. Zerker stance has no soft counter play. You either stun the warrior or get beat on, which necro can’t do in most builds.
I’m not really sold on A and C, though I’m thinking of the case where you use SA and go into Death Shroud. Blowing a burst when I’m at my least vulnerable seems silly to me, and unless the CC is stuns/dazes, odds are I’m still LBing you. Yes, Zerker Stance gives you adrenaline even if you don’t attack the Warrior, so yes, it’s extra strong with Longbow since you auto-spend.
But yes, SA isn’t the same as BS (I’ll take Coincidental Acronyms for $1000, Alex), I just don’t think it’s very different, personally. It isn’t super interesting/enjoyable counter-play, but it isn’t like you just hands-off-keyboard and wait for it to end because there’s nothing you can do. Unless you’re a full condi Necro and they are using it to defend an sPvP point by sitting on top of it.
#PlayersAgainstConquestMode
“He’s like a man with a fork in a world of soup.”
the issue here is that ‘berzerker stance’ has a bug that needs fixing…
after the fix, we can argue if it is week/strong and needs some buff/nerf as a normal skill
currently, a condition necro is on the downside vs warrior due to this bug…
“every single warrior is abusing this exploit.”
Nope. Every single warrior that uses zerker stance is being forced to use a broken mechanic. Just the same as flurry doesn’t hit the 12 stated times it says it will, it only hits 9. Just the same use savage leap and rush work off of unreliable geomapping so they have a high miss rate when they are in viable range.
I agree. Fix the bugs. This way warrior rush, savage leap, flurry always connect as they should and the odd super modified condition may stick for the 6-8 seconds when zerker stance is in effect. The skills that don’t work on warrior out number the one that is in their favour.
Be careful with what you wish for. You may just get it. Warrior’s that are extremely effective at closing gaps quickly with high damage that never miss.
Let’s fix these bugs.
It has no counter play, which is stupid, but it is a long cooldown, so doesn’t need to be awful. Should have been:
Immunity to damaging conditions, reduces other conditions by 50%.
Chill and cripple as counter play would be fine, the damage immunity is fine. I would even be fine if it was longer duration with that change.
Plague is the counter. You just use plague before the warrior can CC you and wait out the zerker stance since plague lasts 20 seconds and zerker stance can only last a max of 10 seconds if traited. Once the stance runs out you come out and destroy the warrior, corrupt stability, interrupt with fears, standard stuff and they go down fast.