And give the other legendaries animation support for the new specs also!! I.E Colossus on scrapper, rev and zerker. And Incinerator for necros!
Well kids this is what games and stuff are turning into
pic related.
Why do players not lose target with channeled skills such as rapid fire when their target goes into stealth? Most range skills in the game will countered by an enemy entering stealth, but a rapid fire that’s activated right before the enemy enters stealth can still land every shot, dealing thousands of damage from a range of 1500. I can move around randomly while stealth, but rangers still track me around with their longbow as if they can still see me.
I’ve died numerous times to rangers intentionally or unintentionally taking advantage of this and it just makes no sense. What is the point of stealth if you enemy can still easily hit you for thousands of damage without having to know, or even guess, where you are at? Why should I still have to use evades to avoid ranged damage while stealth? Please fix this ridiculous problem.
If your a thief learn to out range or close the gap and get behind them that will cancel out the channel, if your a Mesmer same thing except you have alot more interrupts at your disposal dont just sit in stealth and take it, LOS and interrupt. your getting yourself killed by not thinking to do this.
My focus as I said in the post is to make the more popular legends more survivable and mallyx is yes underwhelming as it doesn’t have a stun break but there is a decent distance leap and dark field you can use to lifesteal out of. Yes condition needs tweaking but that’s not the focus of this post it is on the three legends I mentioned.
So yes I am complaining about the revs lack of cleansing against condition heavy players in wvw/pvp.
Now that that’s out on the table, here is why I am making this post, we need to have a little more cleansing in the more popular legends such as shiro and glint as well as make ventari actually usable in a pvp/wvw setting. Now don’t say “oh ventari is usable you just have to micro manage better and lean to use it effectively!” Yeah no you try using ventari in a roaming setting or even In a giant zerg battle it does not work at the same level of support that a guardian or a tempest can dish out it just can’t. The tablet needs to be static and follow you around or have your toon hold the thing and be it’s conduit period.
Next thing as I said above, shiro and glint need to have their own form of cleansing cause the other legends have it in some way, shape, or form. my proposals are not game breaking and are fair imo;
For Shiro
Have impossible odds cleanse a condition every 3 to 4 seconds.
It is a very situational skill as it is just cause it drains energy at a very fast rate, so you now have to choose between using it for a finishing burst, a chase, or to cleanse condis..
For Glint
Have the facet of elements (dragon breath AoE skill) pulse cleanse 3 condis as it pulses it’s normal damage and raise the CD by 5.
With the skill being as small a ring as is, increasing the CD by 5 and forcing yourself to stay in that small ring to cleanse 3 conditions over 3 seconds is plenty fair imo,
Now for these two suggestions I want to count the amount of times people claim that mallyx should just be used instead….well the thing is its not cleansing…only masking the condis behind resistance which is only keeping it off of you as long as you have the boon. As soon as it expires your toast. If you don’t run mallyx and you get 2v1d by a cc spec such as a warrior and necro, your toast. A condition chrono? LOL toast.
So please tell me that I am wrong asking for a simple revision of ventari, and two tweaks to two legends abilities to make them up to participate with the rest of the legends who have some form of condition mitigation.
Ok rants over, roast me ????
(edited by Dusk.4708)
great replys, so I guess condis are just a pain and theres no getting around em so ill play a little more aggressive against them to keep from getting blown up.
Just got back into playing, and from what im seeing everywhere (PvP and WvW-wise..) condis are a giant weight on the class, and yeah sure you can run mallyx and resist it, but…then what. you literally handicap yourself to have immunity not cleansing for condis, I mean the only thing i can think of is to run a cleansing sigil w the invocation trait that cleanses so every time you swap you cleanse two condis, but still that doesn’t seem like jack squat to me.
so what do you veterans do to combat condition spammers?
Im testing it now and so far i like it
Engineer
We’re still continuing to evaluate the engineer and its scrapper specialization. For the baseline engineer, our goal was to improve lesser-used abilities and adjust cooldowns where appropriate. There are a few additional points in the scrapper that we felt were necessary to change game-wide, but we also made some skill splits to alleviate its overpowering pressure in PvP where fitting. The elementalist’s Tornado improvements have been reflected in the Elixir X elite skill, as well!
Glue Shot: Cripple now applies on the initial impact of the projectile. Immobilize duration has been increased from 1 second to 1.5 seconds. Cripple duration has been increased from 1 second to 2 seconds. Fixed a bug in which increased condition duration was not applied when the Chemical Rounds trait was equipped.
Shock Shield: The damage of this skill has been reduced by 50%. The damage displayed for this skill will now compound instead of displaying each instance separately.
Thunderclap: This skill no longer deals damage on initial impact, but it still stuns enemies. Damage for all pulses has been increased by 26%, for an overall damage increase of 5%.
Net Shot: The velocity of this projectile has been increased by 50%.
A.E.D.: The recharge of this skill has been reduced from 40 seconds to 30 seconds.
Static Shock: The recharge of this skill has been reduced from 25 seconds to 20 seconds.
Fire Bomb: The burning duration of this skill has been increased from 3 seconds to 4 seconds.
Grenade Kit: Grenade damage instances will now additively indicate the total damage dealt to a target as grenades strike them instead of displaying each grenade separately.
Slick Shoes: This skill now applies 1 instance of knockdown, even when overcharged.
Bulwark Gyro: The damage reduction of this skill has been reduced from 50% to 33%.
Function Gyro: Fixed a bug that prevented stability from being applied to the engineer when using Function Gyro.
Perfectly Weighted: Stability duration has been increased from 3 seconds to 4 seconds. The recharge of this trait has been increased from 5 seconds to 8 seconds.
Defense Field: The cooldown of this skill has been increased 25 seconds to 30 seconds in PvP only.
Gyro Self-Destruct: Decreased the damage of detonating gyros by 17% (PvP only).
Medic Gyro: This skill now has a 0.5-second casting time.
Self-Regulating Defenses: The cooldown of this trait has been increased from 60 seconds to 75 seconds.
Poison Dart Volley: The poison duration of this skill has been increased from 4 seconds to 5 seconds.
Bunker Down: Dropped bandages will no longer grant regeneration.
Final Salvo: The stability granted by this trait has been reduced from 5 seconds to 3 seconds in PvP only.
Reconstruction Field: Added a casting time of 0.5 seconds.
HGH: Fixed a bug in which the tool tips for might duration were incorrect for some skills.
Autodefense Bomb Dispenser: Fixed a bug in which the smoke bomb fired by this trait would hit at locations other than those specified by the effects. Additionally, fixed a bug in which this skill would fail to create a smoke field.
begin. T_T
please make this rifle good again this thread is the biggest on engi forums kitten do something right anet…
bump ONLY YOU CAN MAKE RIFLE ENGI GREAT AGAIN!
Does it though? I’m hesitant to even use overcharged shot if there’s a chance it’ll hit reflect. It’s already a self-cc. Reflect makes it a double-self-cc + damage.
I agree w him, that gets reflected in a teamfight and you don’t have stability well guess who the thieves and rangers are going for now..
bump. rifle needs to be brought up to par w hammer cause no matter the argument the rifle is weaker than the hammer period. only advantage it has is it is a ranged option for us that involves the power stat and even then it is reflection heavy meta right now and most smart players will just send your shots right back at you.
yeah it damage is less, but its a 360 radius AoE launch… I dont recall many skills in the game that are AoE Launches like this so IMO its fine where its at buffing it will only cause more complaints that the class has too much control and it will get nerfed like turret engi did.
They need to increase the radius and make it cleanse a condi or two by itself so that it is at least on par w HT in terms of cleansing I agree for buffing it +1
it is broken….. I don’t have my 20 lightning fields to annoy people with in pvp T_T
want to know the funny part….hes playing a reaper, nuff said.
Ok ill go test it more and look for the white numbers i was originally looking for the greens from healing but i guess thats still screwey…
hey all, just have a question on this sigil, is it actually working? or am I just not seeing it activate? Im currently playing a heavy interrupt remorseless druid spec and i decided “hey i got alot of dazes and interrupts and this sigil has life steal on interrupt so why not use it on my weapons?”. So off i went into tangled depths and farmed for an hour or two and got enough crystals in order to buy the Sigils of draining and so far I can’t tell if they are proccing correctly or not….one main issue thats making me ask this question here is I don’t think it is showing up in the combat log at all but on the wiki it states that it steals around 1100 health per interrupt.
Can anyone confirm this cause I don’t see it going off, and im about to swap them out for something I can see but I wanted to ask here before I do it.
Medic gyro already have a condi cleanse (damage based condis like bleeding, burning, etc). Unlike the turret, it also have daze and considerable AoE damage when popped. I really dont see how its bad. I run my scrapper with all gyros (except shredder) all the time, lol.
…..Try taking off your inventions line then see how many cleanses it has lol… I saved you the trouble and found the trait that cleanses your damaging condition and if your using all gyros like you say in competitive play such as spvp or WvW roaming with no kits…. gods help you…
Medic Gyro needs to have condi cleanse added to it baseline just as the heal turret has it on overcharge. There needs to be somthing that can actually compete with heal turret outside of the elixir H heal when paired with hgh and cleansing pulse.
IMO the toolbelt should pulse 3 times over 6 seconds which would equal 3 condis cleansed over 6 seconds (one condi each pulse) and 2 seconds of protection every pulse to compensate for the bigger gap. and if someone says “oh thats too strong”
…well lets see a 25 second BASE TB skill on 25 sec CD for 3 condis over time and an instant heal(even while CC’d on a 20 sec CD, VS a HEAL SKILL on a 15-20 sec (depending on if you blast or not) that cleanses 2 condis and its alot more utility based due to allies having access to the water fields produced as well AND does a good burst heal if blasted once or twice depending on your loadout…. seems like a good competition no? thats what we should be having to choose between; AoE burst heal and access to lots of regen/blast combos through the overcharge and TB mist, and instant 2 condi cleanse every 15-20 seconds, OR a heal skill thats usable while CC’d on a 20 second CD plus a pulsing cleanse and a small amount of protection AoE TB skill on a 25 second CD?
ANET PLEASE, make gyros a competitive choice for the kits, they are hardly used outside of the bulwark gyro *(sometimes) and the stealth gyro thats it!*
The other gyros are not as good as other utilities and are ignored all together, ITS ALL OVER THE ENGI FORUMS!!!
Anyone feel the same?
log in to your forum account and keep this post on the front so we can get this on the table!
I actually have that hammer and grinding it with xp boosters, food and the like, it took me a good 4-5 days I don’t remember exactly how long…but one thing I can tell you is get your components and wait till your at the last items to do Dragon Stand you make BANK doing that map while simultaneously finishing your hammer I think i made a good 100g off of farming for this hammer and having something to do, so keep at it and be patient.
All good points w the stab spam n stuff but lets keep on point w mallyx guys i want to get this out in the open so we see some changes…(lol yea maybe in a few months mallyx will get a 2% increase in dmg cause why not.
As title says, shouldn’t mallyx have a stun break considering it is basically THE Condi stance and also that it is very susceptible to focus fire once a revenant invokes into him without invocation equipped? I feel that each stance should have a SB somewhere, and this imo is why so many revs use shiro for his amazing utility/mobility not to mention his 0 CD SB. Even jallis has a SB even though it is his elite as well as glint on a 20 second break if I had to pick a SB id take the Condi pull skill as the SB mostly due to its passive nature among the other skills which all inflict damage in some form..
What do you guys think yes or no for mallyx SB? If so what skill and why or why not.
Grabs Popcorn
(edited by Dusk.4708)
I could understand medkit being garbage for healing other people when there really wasn’t the concept of a healer in the game. Now that we have druids, dedicated healing as a role is officially in the game— let engineers play it too! we can do more than condi dps please
exactly, we can do much more before the big trait change i used to run a full bunker heal support and i managed to pull off 2.1k heal power on my engi and his regen would no lie tick for about 510 per second. imagine what i could do with a med kit that worked hand in hand with that power…..or just make it so the cleansing/speed of the drops are better cause its too slow..
Please let us choose ground target or dropping at feet med kit again that alone would make it useable for me again but I agree w everyone here that this kit needs to be looked at and improved either by buffs or by adding SOMTHING… Can we get a red post on this?
Your handicapping yourself against Condi focused builds by using the med gyro cause if you used HT you’d have another 2 cleanses plus two waterfields and a blast combo with the build you linked You only have five ways to cleanse one of them are a stunbreaker which you dont want to waste on one Condi clear whereas using the heal turret+blasting heals more in an instant and cleanses condos on top of it on a short cd and an even shorter cool down if you don’t blast it yea the med gyros fun and the tb without a doubt is amazing, its still outclassed by the HT no matter how you argue it.
(edited by Dusk.4708)
cause anet likes to take good things and make them meh things cause people kitten and complain when they dont ez 1 shot stuff..
as title says since launch, its been crashing out of nowhere and 9/10 times its in a good EOTM instance or the middle of a Hero point challenge in the new maps and its not every once in a while its almost every 20 mins and its REALLY annoying im seeing client/server crash fixes constantly on the updates page but why is this not being fixed?
Yes they can and there not useless heres why….
Firstly, I highly doubt you have everything unlocked already cause its only been a few hours so you need to unlock everything before you badmouth it. second, when I used it during BWE3 I literally did not lose any roaming fights and at least half of them were outnumbered.
Thats roaming though, in zergs, you need to use stability for a T2 trait that grants might every second u have stab so if theres guards putting out stab your gaining might. heal gyro has a mobile water field that will move with you which if coordinated correctly(which im assuming you didn’t do w your zerg) can be EXTREMELY effective for on the move healing.
Next, you have adaptive armor at the end of the traitline in the GM slots which can give you 500 armor and -20% condi damage as long as you keep getting hit pair it with hoelbrak runes, lemongrass soup, mecha legs, your next to immune to condis. Another thing in the second tier of traits rapid regen gives you almost 500 Heal Per Second when u got super speed and almost 150 w swiftness paired with backpack regen and the boon regeneration itself your looking at almost 950 Heal Per Second in a kit.
And finally, your entire hammer weapon set is utilities, the 2 reflects and whirl finishes, the 3 is a 3-point evade and chase/escape tool, the 4 is a 2 second block for an initial push, and 5 is an AoE stun and lightning field for dazing leaps. Also the hammer is not clunky its faster than it was in the beta and i can keep up w my warrior buddy who uses a nike build now and also its a hammer not a dagger so its gonna have a wind up to swing the thing.
So before you say something sucks, unlock everything and then take these steps to ensure your correct:
beta test it
look it up —> http://wolfineer.com/scrapper-builds/
Theorycraft —> http://gw2skills.net/editor/?vdAQFACSAAAaA
Any devs or players know if a stun break was implemented yet?
If nobody knows what should it be? Imo, the blast gyros toolbelt makes the most sense as it is just like slick shoes except its an aoe super speed instead of just yourself.
Another option I think should be the bulwark gyro itself as its the more defensive path.
Thoughts and red post please
oh if its for pvp the hell w what I said i was referring to WvW engi lol
Pistols are condi weapons
Real problem now is that you are almost obliged to get in your build explosive and firearms togegher with pistol . If you play nades or bombs explosive is a must (expecially for nades becouse granadeer helps you a lot in hitting targets) .
You can take only firearms alone if you use ft or eg+ elixirs but ,personal opinion, i miss nades too much .
Pistol benefits from explosive line too ( on autoattack ) and Incendiary Powder is really strong and it is now in firearms (burning is the strongest condition now) . The old pistol pistol build was really strong and basically was based on explosive with IP and Alchemy for survivability. Now you can not have something similar if you don’t take firearms and explosive lines. On the other hand alchemy is really strong and with rabid amulet you have really a good survivability. In my opinion if you play pistol pistol , if u don’t go ft or eg with elixirs , the best choice is to take firearm , explosive and alchemy and find another source of speed if you want it ( traveler runes or elixir B ) . I can ensure that pistol pistol, with nades,toolkit + eg/elixir S taking alchemy firearms and explosive is really really a strong setup (really underrated for me ) . if you give up with explosive or firearms you lose a lot of damage and now you feel it heavily becouse avarage damage now in meta is really high and the survability you gain with invention or tools is not enough to compensate the loss of damage . Firearms+ explosive+ alchemy … with nades ,toolkit and p/P is the way
P/p is great burst damage but if your in a 1vx senario w them I would want some more defensive stuff going as in running tools with kenetic battery and reactive lenses more than anything, lock on is also nice in wvw and pvp for fighting the engis with elixir s or mesmers and thieves which are the dominant roamer that you will run into. Also running tools will give you access to a free stunbreak as well as drop the CD of your e gun should you choose to run it and you will have one 40 sec stunbreak and a 22 second stunbreak vs running explosives firearms and alchemy which are all awesome lines but the only SBs you will have are the e guns sb which yes, is shorter with hgh and elixirs s passive which can kill you if your fighting condition heavy builds as you cant cleanse or heal while your tiny and even with hgh the CD is still 48 secs.
Also with the lines you have here, you dont have any swiftness for mobility’s sake whereas with inventions and tools you got options in both alongside a heal reset w AMR as well. Just my two sense
That’s a perfect example right there that the med kit needs to be buffed a bit to make it compete w the heal turret and maybe the devs can even get the medic gyro in the same boat, the thing doesn’t even cleanse conditions for fudge sake…
cool, I keep that in mind, anyone else got something to add to any of this? The more info the better for everyone, not just me
good suggestions all around, im seeing alot of you guys agree on gadgeteer being swapped for kinetic battery, do any of you use it avidly enough that you got a set rotation on procing it without error? I sometimes get it right and absolutely ruin peoples day, Then there’s times I don’t even realize it proc’d and i miss the CD.
My first suggestion, swap Over Shield for AMR.
My second suggestion is Swap slick shoes for Rocket Boots.
Last is a rework of your traits. Swap Tools for Alchemy. This of course means dropping FT for an Elixir (I use Elixir S, and if I know I’m fighting a heavy condi fight maybe swap in C). Trade out Med Kit for Elixir H. This gives you a bunch of extra condi clear.
The build you have should work fine though, so I don’t know what your issues are (aside from med kit, that build should be using turret). Just remember if you are running perplexity, interrupts are your bread and butter. If you aren’t stacking confusion and are wasting interrupt abilities, pick a different rune set.
AMR I can understand for using a Heal Turret i figured faster shield CDs would be helpful but im using med kit so its no point w a 17 sec CD heal.
swapping slick shoes for rocket boots and dropping my tools line takes away my stunbreaks which is what im trying to help mitigate my stunlock denial so I dont think thats a good idea……..
Alchemy is a great line no doubt, but im not a big fan of elixir S not only cause of the CD, but cause i have no access to cleansing while im tiny so ill melt from condis if i pop it at the wrong time. Also im trading two SBs on short CDS for a long one even with reduced CD. while with my two choices and gadgeteer, I have one 30 second SB and a 21 second SB as well as super speed, fire aura and access to a defensive perimeter with an overcharged slick shoes trigger.
I have no prob with the plex rune procs I use my shield skills slick shoes and FT 3 for that reason so thats all good…
Anymore suggestions based on this reply?
my build. and on my server almost all the WvW people that need advice on builds come to me and take my word on it and they are usually pleased, I enjoy helping people basically,
back to builds though i use gadgeteer for a short CD stunbreak passive, as well as reduced CD slick shoes(I dont have an issue w dodging things so i dont take adrenal implant as it competes w vigor on TB) so if i do get CC’d i can just pop SS’ while im on the floor and the radius prevents any melee from getting near me without losing all their stability and faceplanting as well. you can see im very armored have decent vitality and run plex runes w FT. Yes theres a med kit in this build GASP I find it great for condi fights and it pairs well w streamlined kits for a free reflect as well as giving me a reaction time should I get bombed w instant 20 condis doing 9k dmg a tick (PU condi mesmers & condi thieves)
I do not want to take my shield off IMO its needed in WvW w the killshot wars, pew pews and the like, also the shield 5 is great vs hammers and thieves.
(edited by Dusk.4708)
Kinda getting frustrated in WvW with my condi engi not being up to par with other classes if you get enough control effects and purging effects your dead cause u cant do any damage…… does anyone got any idea wtf i can do to make p/sh compete with the meta perplexity and burn builds are the only thing that get results and even then its if the player im fighting is half decent they will still murder me.
Got a new theory, as of right now, does anyone know if defender runes proc while equipping the med kit?
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Defender
Allo engi community, Just wanted to get some insight on what you guys think of the med kit nowadays.. Most are gonna say “its trash or compared to meta heal turret a -7/10”, but i used to run this when it was still a backpack kit w the 3 bandages an antidote and a stim pack and i miss it! I been running it in WvW for a few hours now and if you are knowledgeable about it you can really dish out some nice healing with it! as for condi removal, 3 of the 5 skills clear a condition one giving resistance in the process that will delay condi ticks for almost 3 seconds when used with alchemy. This is the most underused heal imo for the engi (At least I see some people running A.E.D despite how situational it is…) and it should be buffed to be competative with the current meta and with HoT coming out make it a choice that will stand out more, because no matter what anyone says about how balanced the heals are we all know people will ALWAYS slot healing turret for its speed heal, cleanse and blast combo that is unbelievably op when compared to the other heals.
Can we think of any way to improve this kit???
Here are a few of my ideas that I think can make it competitive:
-Maybe make the last 3 skills elixirs for even more viability when used with HGH?
-Increase the base healing of the med kit skills by maybe 20% so instead of 500-600 per bandage/stim pack it would be like 700 and toolbelt 7k?
-make the “actual” heal on toolbelt remove two conditions and leave the healing the same?
-increase the amount of resistance you gain from 2 seconds to 4 seconds, fury from 5 to 7 seconds, and add a second bandage unit to be tossed out with skill 2 from a single one to two bandages
-Take off the ground targeting. Lets be honest, who sits there and throws bandages at people when they are using that kit -_-" (add the ground target ability to medical insurance to compensate)
Tell me what you all think and make this post be known so that we can get a worthy competitor for the healing turret!
Anyone got ideas now that they played the scrapper a bit? IMO, the one that makes the most sense would be the blast gyros toolbelt since it resembles the slick shoe stun break very closely, only difference being it is not instantaneous.
the other ones seem a bit….wrong or OP
-Bulwark is op a reflect bubble, a stun break, and a 25 sec CD?? yeah thats a bit strong.
-the shredder does not make sense as your dropping somthing on the ground and stopping to do so
and the purge gyro leaves a poison field , which makes no sense if it was a stun break
obv the heal and elite aren’t gonna be stun breaks, so that leaves the blast gyro which would give u a quick SB and super speed to get out of a sticky situation with a reasonable CD and fair tradeoff for using that utility as your stunbreak.
what do you guys think?
bump gj on the traits and stuff! thats really cool I hope they make the druid staff a skirmishing weapon in the sense that it will be more close range but still have a few medium rage skillshots like in the trailer w the vines
ok cool ill look into it also, what would u reccomend instead of zealot trinks as i have full ascended armor but no trinks (also zealot trinks i dont think exist yet :P)
(edited by Dusk.4708)
I edited it for Zerging.
http://gw2skills.net/editor/?vNAQNAR8XnUqA1CidsAusActgh/gaf9MIA6+tG2hPN+hjugNVA-T1SDABcfRAe4JAEouBhUi5lSwRVO8kSCLVh589HCV9BAMxEAABg2MIFQEbtA-w
Taunt will be less useful in fights of zerg sizes 30+ too much going on and most people would prefer a muddy terrain which will refesh and cure you more often , and with zyphers speed speeds up AAs on pet swap which will be all the time every pet swap as you’ll be using one offensive pet and one defensive pet while zerging.heals for 2k though the main reason for the heal boost is to get HaO to 7k which is near to 40% hp gain with the regen on top you’ll quickly recover to max within the duration of 10secs , plus all the other healing sources you;ll get while zerging from other players.
powers higher, toughness slightly lower as you’ll have Aegis to help migrate damage and block to heal up.
basicly its been fine tuned for small scale fights (just swap for taunt forgo quickness use a Saimoth to get the boon boost using plasma) and use a Drake hound for immobo + taunt for on the spot distraction to get a clean maul no point in fearing away a target if he is already distracted and can not move only way to escape is to stun break and condi clear.
zerging just swap to zyphers.
play mid to front and PoS / Mobility CC to cripple and prevent regrouping though i’d suggest Strenght of the pack instead of Entangle if your going on the front lines.
im not getting what your telling me here…. i just want opinions and suggestions on what i should change for this build and im ROAMING not zerging i dont need zerg specs and using that build you lose alot of defense so idk how thats safe for zerging..
as title says, need some other rangers opinions on this build. Trying to get into melee ranger after seeing a few roamers whooping some tail with it in WvW.
Well currently I think that FT HGH is meta right now in terms of power builds, and for Condi meta I think its safe to say that perplexity rabid with grenades and tool kit is the build of choice. If perplexity is too expensive for you I personally would recommend antitoxin runes for the added defense in addition to the might you gain from incoming poison and torment which is very handy given the current Condi PU meta with mesmers.
Good Luck if you want a build link I would be happy to help out, just mail me @ Dusk.4708
Zero
+1
Delete that useless POS glass cannon trait and replace it w healing bombs, 5% at 90% health does nothing only as an opening attack is it useful whereas the healing bomb is a party’s boon cause of the healing AND dmg that it does in one package BRING IT BACK!
awesome job man that would be cool to have a fighting style like the witch doctor from Diablo 3!……..minus the exploding frogs lol