It’s funny because I’ve been watching players in game start adapting and bringing builds/strategy to either take Mesmers down, or shut them out.
Guess you guys need to L2P
That, or keep honing your forum warriors kills
It’s funny that usually the bad players who needed mesmers to be this overbuffed now tell everyone to l2p.
People who are actually good at their class realize where the issues are and what needs to be toned down.
Yeah… the small number of changes from the good players have been made clear, even if they’ve been lost within the din of hundreds of QQ threads, and thousands of QQ replies. All the rest of it, all that noise? Learn to play issues.
Unfortunately, Anet is most likely to listen to the “learn to play” issues. Oh well, maybe they’ll surprise us and do proper balancing this time around.
Prepared to be flamed by countless Mesmers who will defend their class even in the face of both objective and subjective reality….incoming!!!!!
I play a Mesmer.
He’s right, it’s almost too easy to condi-bomb whole groups to death.At first it was interesting when I stumbled across the build but the novelty wore off fast and it just leaves me feeling a bit guilty.
So yeah, other Mesmers might not want to admit it, but it’s on e-z mode for us right now.
Sad part is, the ones who are familiar with the class but are being quiet about it leave the class balancing up to those who don’t play mesmer regularly, and prone us into unnecessary nerfs to things that aren’t a problem. It was fun at first, but playing shatter mesmer is indeed pretty stale at the moment.
Mesmer aren’t that strong at high level tpvp but the blind through everything should be fixed just like they did for the ranger taunt.
A simple fix to the annoyance level of the class would be to make any phantasm apply reveal to the mesmer if they hit anything meaning the mesmer would have to shatter before stealthingmesmers carry in “high level tpvp”. meaning that a benchwarmer like backpack can learn it a week and carry the Abjured. only at Arenanet. ESPORTS!
Along with elementalist they do have some of the most OP traits and it’s a low risk high reward class but it seems to me that a well played thief will often win the burst spot in a team over mesmer because of the venom sharing and better decap potential.
Nope. Here’s what you need to know, benchwarmer Backpack has never touch mesmer in his years of playing gw2. He got to touch it for a week and the match get one sided with his appearance on a mesmer. His 1200 range burst took opponent ele down to 30% health from 100%. And this is not even a full burst, just a random burst from 1200 range. Put that with a well placed time warp and a spammable daze that stun and deal damage at the same time.
That just show how powerful mesmer is atm. Remember shoutbow war? That is how mesmer is now, you only need to be a little good at it and you’ll be way over effective to your team and carry the match/team fights by your own. How the kitten can you guys defend this kitten, when it is already being displayed how powerful it is by some of the best team in NA.
Exactly, greatsword mesmer is way too easy to play now for the risk involved. I wouldn’t say it’s as easy as shoutbow, since mesmers can indeed die quite easily in the hands of an inexperienced player, but it’s definitely faceroll tier. I just hope anet realizes that it’s greatsword + confounding suggestions that is broken, and does not nerf shatter mesmer as a whole.
Mesmer greatsword is an all damage little utility weapon. People need to couple it with something else(CC, immob etc) to land the burst.
Confounding suggestion+daze mantra really make the burst setup way too easy. Basically all those FOTM mesmer players are running this. Imagine either confounding suggestion or daze matra is taken out of the game. All these players will not be able to do anything. Sure they can still take PU but all they can do is just stealth running around and contribute nothing.
Yup. Confounding suggestions + mirrorblade shatter is what makes the burst so stupidly high. It makes landing a burst a joke compared to prepatch. I mean even without PU, you can run chaotic interruption and have immob on top of a stun, so they REALLY can’t do anything unless they can invuln/shadowstep away. Sword/pistol and such aren’t broken with shatter damage, it’s greatsword + confounding suggestions that makes setting up a 20k spike on a glass target faceroll easy. Mirror blade can crit up to 4k on a glass target per bounce quite often.
But saying each class has a designated “burst” weapon is exactly the problem. What about s/p thieves? Or s/d thieves even? Should they get shafted just because daggers exist? This is exactly why mesmer is extremely boring to play now. Go greatsword or go home, cuz all of your other options are terrible in comparison.
Greatsword is also the go-to weapon for interrupt builds now as well. So does that not contradict it being a burst weapon, instead of support? I can’t see greatsword being a burst weapon, when it outperforms every single other weapon option in power builds regardless if it’s burst or not. Play a staff/sword+pistol mesmer without confounding suggestions. See how much of a difference it plays.
Nerfing shatter damage kills our build diversity even more than it already is. The problem is greatsword + confounding suggestions, not shatter damage. 4-5 hours of using staff instead of greatsword proves this point.
I completely agree that shatter mesmer is over the top, but I don’t agree that nerfing every other shatter build who does not abuse greatsword/confounding suggestions would fix anything. It’s like necros with dumbfire. Burn is broken, so let’s nerf bleed output.
As much as I would love more build diversity, like most people here seem to want, balancing all of the professions and all of their weapons and all of their talents is a mountain of work I imagine, and really isn’t necessary for a successful PvP game. For instance, look at the most successful PvP game, League of Legends, and how they essentially shoehorn champions into certain roles and specific item builds. Sure there is some room to play, but in the end the meta will determine what is best.
So as far as I am concerned, your argument about Mesmers being “forced” to run greatsword is a moot point, as it is simply the best designed PvP weapon for them and for the role they fulfill best. I would love to see more diversity, but I simply think its not reasonable to expect ANET to make that a reality on the level some players expect. Min/maxxing will always be a thing with competitive games.
So basically when I made my case about certain weapons fulfilling certain roles, I tried to look at it as a developer, and I believe ANET wants certain weapons to perform certain roles, and the same goes for professions in respect to PvP. It’s much easier to balance that way, and I don’t think they’ll change that much.
That being said, what would YOU like to see changed for Mesmers?
My argument is that greatsword is what makes shatter mesmer as strong as everyone is claiming it to be. You don’t get that burst damage with sword/pistol or staff. Mirrorblade does almost half of the potential “shatter” damage, and it’s the only reason people are going from 100-0 instantly. Now if sword/pistol or staff mesmers were oneshotting everything instantly from 1200 range, that’d be a different story lol.
I don’t understand why it’s so hard to understand. Shatter damage isn’t broken. Greatsword + confounding suggestions is.
(edited by OreoWolf.9564)
When I was your age, mesmer shatter was Sword + Pistol/Staff.
Screw this GS nonsense the kids are passing around nowadays.
I know right? Let’s not kill that playstyle even more than it already is :/.
Yes, nerfing shatter Mesmers as a whole is kind of the idea though, as they are one of the biggest outliers of balance.
About Mantras, I added the addendum to keep the current cool down as is IF they spec for Mantras. I think that’s pretty fair, given how they work and with the new traits that affect them (Power Cleanse, Restorative Mantras). Though on second thought, it’s not so much a problem with Mantras in general, and more of a problem with Mantra of Distraction. It’s simply too good with Domination traits.
You also make a good point about shatter combos with greatsword. But then, each weapon should have it’s niche I think. If you want burst as a Thief, you take dagger. If you want CC as a Warrior, you take hammer. If you want team support as a Guardian, you take staff.
Greatsword on Mesmer is for bursting, and so is speccing for shatter, so those two will go hand in hand. It could be toned down, like reducing Mirror Blade damage or the Might/Vuln it stacks, but I simply think the 30% multiplier is too much for shattering in general. Again, though, this is exacerbated by how strong Mantra of Distraction is.
I suppose a lot of my complaints could be boiled down to “nerf Mantra of Distraction, or nerf the traits that affect it”.
But saying each class has a designated “burst” weapon is exactly the problem. What about s/p thieves? Or s/d thieves even? Should they get shafted just because daggers exist? This is exactly why mesmer is extremely boring to play now. Go greatsword or go home, cuz all of your other options are terrible in comparison.
Greatsword is also the go-to weapon for interrupt builds now as well. So does that not contradict it being a burst weapon, instead of support? I can’t see greatsword being a burst weapon, when it outperforms every single other weapon option in power builds regardless if it’s burst or not. Play a staff/sword+pistol mesmer without confounding suggestions. See how much of a difference it plays.
Nerfing shatter damage kills our build diversity even more than it already is. The problem is greatsword + confounding suggestions, not shatter damage. 4-5 hours of using staff instead of greatsword proves this point.
I completely agree that shatter mesmer is over the top, but I don’t agree that nerfing every other shatter build who does not abuse greatsword/confounding suggestions would fix anything. It’s like necros with dumbfire. Burn is broken, so let’s nerf bleed output.
Things that immediately come to mind for me, granted I’m not a mesmer main but have experience:
-Blinding Dissipation should be able to be dodged
-Mental Anguish should have its damage decreased to 10% (from 15%) generally, and to 20% (from 30%) against inactive targets. That’s a conservative “shaving” change I think. This trait is simply overwhelmingly strong as is, especially when coupled with Mantra of Distraction.
-The Dazzling minor trait in needs to be toned down or changed. The Vulnerability that can be stacked with that trait, Illusion of Vulnerability minor trait, and Mirror Blade is ridiculous, in much the same way that D/F fire traited Ele’s Might stacking is. Also, why is Dazzling 5 vuln stacks for 8 seconds vs Illusion of Vulneribility 3 stacks for seconds, when the latter requires interrupting the target? As it stands, I get rewarded more for simply hitting F3 or Mantra of Distraction rather than timing an interrupt.
-Confounding Suggestions should activate the stun upon interrupt much like Power Block applies damage upon interrupt. Also, why would the trait have the description of “Chance to inflict stun” when that chance is 100%? Semantics, I know, but seems silly or an oversight.
-Mantras should begin their cool down when the last Mantra charge is used. Or, roll the current Mantra cool down into the Harmonious Mantras trait.
-Mantra of Distraction should have its charge cool down increased to 10 seconds, at 5 seconds its currently too strong coupled with Confounding Suggestions and Power Block, especially considering that it’s 1200 range, instant, and AoE.
The Domination specialization is simply too strong at the moment.
If you nerf the base shatter damage, you are nerfing shatter mesmer as a whole. This forces mesmer to use greatsword even more than it’s current state, and kills what little build diversity there is left. The only broken shatter damage comes out of greatsword’s mirrorblade. No one is complaining about ileap shatters or scepter/staff shatters, so why should they suffer? Nerf the greatsword since it is what makes shatter mesmers over the top.
Also, I really don’t think mantra’s need to be changed. Mantras used to start their cooldown after the last charge was used, and it pretty much killed the style of play outside of distraction mantra. Again, if you nerf the cooldown, it nerfs the entire playstyle and makes it obsolete. There are better ways to go about it.
Make confounding suggestions only stun on interrupt, and possibly increase it to a 10 second icd.
Vulnerability is fine overall, because it’s what we have to offer to the team when going full on damage. We’re one of the very few classes who can keep 15+ vuln stacks up reliably which makes us amazing for countering bruiser/bunker builds.
~Mesmer who is bored of how easy greatsword shatter currently is.
Remove baseline bouncing projectiles as a start. It pretty much forces any power build in PvP to run greatsword, and pretty much kills any other options in serious play. Because let’s be real here; mirror blade does half of our current burst potential as of the current moment.
The other big plague of the current mesmer shatter meta is confounding suggestions. Low skill required, and possibly high reward if you know how to shatter someone from 1200 range at all.
The change I’d recommend to this is to make it stun on interrupt. This gives more of a reward for timing the skill, and at the same time prevents people from instantly bursting someone from 1200 range while preventing the enemy to dodge roll (unless they time the mantra/daze to interrupt a skill).
GL being forced to retaliate to things your own heal does to you.
I will enjoy finding ways to turn it into an advantage instead of complaining about it, thanks ^^.
Yep, heal->get dazed/blinded and boost your enemies attacks with self-inflected condi. That just sounds brilliant.
You can use doom while dazed, and transfer skills hit through blind. Infact, they even transfer the blind onto your enemy. What convenience :P.
This is kinda the problem here. If a thief sees you heal, he could teleport on you instantly and deal a lot of burst before you can act. A guardian can do the same and block all your responses to boot. People are going to recognize this annoying little caveat with time. The heal is putting you in a position to blow a 20 second cooldown to deal with a “harmless” 4 second condition.
We’ll see how it ultimately pans out, but I don’t have a single good feeling about this one.
But for you to be pushed to use your heal, they most likely already blew a few cds/gap closers to get you to that point. I mean worse comes to worse, we just pop in deathshroud as I’ve stated, or prepare to dodge after your heal to avoid most of the damage. I’m not saying it doesn’t have a downside, I am just trying to make the point that it isn’t a big deal. You have the option to deal with it, but if you choose to not do so, it doesn’t mean you’ll be instantly downed due to 10 vuln stacks on you.
Looking forward to see OreoWolf tell us how bad necro is when the patch actually goes live, its inevitable.
Can’t wait to see CratZ complaining about everything on the Warrior sub-forum because he’ll quit thief when he realizes he’s not facerolling everything as he should. Thanks for the laughs ^^.
I assume you mean spiking yourself down with own condis?
Didn’t know vuln did damage to yourself… I’m learning so many new things today. Have fun getting feared instantly after my heal tho o/.
Well I’d gladly take 10% less dmg against thief when I’ve just cleansed condis of me. Seriously you can’t argue that this is a good addition to our most potent heal since none of the other heals haven’t been buffed to counter this.
Nope, but I can argue that it isn’t a bad one either. People are blowing it way out of proportion for what it is; a 4 second vuln.
I think I’m just gonna roll a thief and kill necros, now even faster than ever before. Fun times ahead for everyone not playing necro.
Can’t wait to lock some thieves down with a condi spike \o/. Fun times ahead for everyone not playing teef.
These are the points I was making earlier. It is too short to be transferred but it is enough for the atleast 1 ppl attacking you to make difference since you take 10% more dmg.
But if it isn’t worth the cooldown of transferring it and whatever else people are throwing at you, then why is it such a big deal? If they are already whamming on you, that condi transfer is instant. Also, I’ll say it again. 10% less damage isn’t going to save you from a 1v2/1v3 as a necro.
The stack of vulnerability only lasts 4 seconds. I think it takes that long for a dagger 4 just to reach the target.
Maybe you clear a row of conditions and then you get a bunch more reapplied to you. Now you’re taking 10% more damage from these new conditions while you attempt to transfer them. Maybe you fail to transfer them period, because you know, necros are easy to bounce around.
This won’t even be worth the cooldown to transfer. It is literally just a heal that invites people already hitting you to hit you even more.
It takes 4 seconds to reach them at max distance, maybe. But using the same argument, it would take 3-4 seconds for someone to run from 1200 range to your spot without any gap closers.
And yes, the vuln only lasts 4 seconds. I Honestly have no idea why people are complaining about such a short duration vuln. Just fear that person attacking you or something, the vuln will be over before they can react anyways lol.
Consume conditions, get 10 stacks of vuln, transfer them with x/d #4, pretty nice swing of a fight if you ask me.
I like staff + d/d necro set up. Looking forward to see what I can do with it! Probably not much, but then again this class is kitten anyway, so I stopped caring.
That’s the spirit! Worse comes to worse, we’re in the exact same place we were before xD. People just need to wait and see how it works out.
Here’s hoping for some intensive tweaking overall.
honestly, its a high risk, low reward at best
Sure, if you continue to ignore the many options you are given to take advantage of it. Don’t blame the skill tho ^^.
Im not, just need a build calc to be updated to start throwing my builds together. Spite/curses/blood magic is going to be one i play for sure. Like i said there is so much synergy in there that its going to be a lot of fun to play around with but im more interested in how they are changing stats because they are the other half of a build. Traits can be as OP as you like but with how amulets are locked stat wise then it may not be as strong as it seems.
Yup, we need more in-game information before any conclusions can be made. The synergy is definitely there, but Anet can’t tweak numbers if people simply ask for something interesting to be removed completely. We need to be open-minded and willing to try something out.
I am sorry if I come off harsh in my responses, but I just believe it would be completely disappointing if Anet took away something that can possibly reward skillful game play just because people don’t like how it looks on paper. :/
the more i look at it the better it seems to get beides consume conditions getting wrecked but i could see that coming a mile off. Lots of synergy though.
Can take curses/spite/blood on a power build for like bloodbond, weakening shroud and barbed precision synergy and the signet trait for more synergy along with plague sending and lesser signet of vamp from bloodbond.
something like that will end up having siphons doing a ton of damage for you and a lot of boon removal and weakness.
I’m not saying consume conditions is end all amazing with no downside. I was simply stating we do have the tools to deal with the threat, and can even turn the risk into reward. The only way we can tell for sure is to test it out next week, but until then I don’t think we should ignore the new additions Anet has given us ^^.
No wonder stream suddenly broke down right before necros turn, grouch read the notes and decided it was too much to present this bullkitten to us on live stream.
I thought it was due to the excess of player tears short circuiting the twitch servers… Guess you aren’t always right, huh.
Seriously dude. I could remove my condis with CC and save the condi transfer for later. Now I need to use it right after even if I don’t want to since it’s affecting me right after I just cleansed the condis. So to counter this needed condi tranfer/remove I need to get an extra to get that condi transfer to use when I need it. There is no heal in this game that hurts you. Except this!
And no if heal one heals for 3k and heal two 2k it doesn’t make the heal two viable to make the first heal to hurt you in the process. It makes them both useless.
Or, you could, you know… go into deathshroud and counter pressure whoever is on you effectively forcing them to play defensively instead of offensively. Transferring/converting is just an option for those who feel the need to complain about a trivial ‘downside’.
Also, consume conditions heals for 5.2k + 724 PER condition on you. How is it useless exactly? People will always find a reason to complain, but this is just silly.
Im more bothered about the stat changes actually. since we are free to take whatever we want now opposed to getting stats from lines im wondering how its going to change the builds effectiveness alone with traits rather than just the traits themselves.
Can take curses on a power build and such.
Exactly, build diversity is that much better and you aren’t forced into a line just because it gives x amount of condition damage. You can build around your weaknesses without a huge penalty for doing so.
Uhm no. cause then we heal for less and are STILL stuck with friggin conditions. 10 stacks of vuln is bullkitten. I guess we are shoehorned into taking Death Magic for shrouded removal now, huh.
Nah, it just gives you a high risk high reward skill that will need to be timed to your advantage, while also being able to turn that risk into even more reward through additional tools.
If they make “Suffer!” an insta or 1/4s shout then this would be acceptable.
Not too late to give them feedback to do so.
Their whole idea with corruption skills is just terrible. They’re just utilities that pigeonhole you into certain weapons in order for them to not hurt you.
Except now we have even more traits to deal with this, not pigeonholing you into said weapons.
Would actually love to hear from developers on forums why they decide to make this change…I really wished they revert this, but what are the chances…
Pretty high since complaining about something not even out yet is a thing.
You now need to bring more condi removal/transfer in some other way (traits or utilities) that you needed before. How is that making other not buffed heals better or viable that weren’t that even before?
Why is this? Transfers move just as many conditions as they did before. The only thing changing is the timing of said skills. Heck, you could pop a few corruption skills, get loads of condis on yourself, heal for massive amounts of health since consume conditions heals per condition, and then transfer/convert the vuln that apparently makes necro unplayable for you.
Other heals become viable because if you didn’t take consume conditions, your complaints wouldn’t mean anything anyways. Unless every other necro heal also puts 10 vuln stacks on you… kitten , it must be nice being a dev who has inside info Q.Q.
Here’s a scenario often seen in WvW:
Oo! A little skirmish with 2 people. Let’s fight!
OMG! ZERG INC! Get this chill/cripple/immob off so that I can get out of combat! Yay Consume Conditions!
Wait, I’m still not out of combat because of the vulnerab——dead.
Because you would of totally won that 1v20 if you didn’t have 10 vuln stacks on you. Also, when did they make vulnerability cripple players? You are the second player who has mentioned this undocumented change…
And if you had cripple/chill/immob on you, I can guarantee that you have at least 1 player attacking you at that given moment since necros can’t escape without these conditions on them anyways. Good try tho, you put the most effort into your response so I’ll give you that.
the other heals did not suddenly become good because another skills was made useless, please the logic….
Nope, but it does give you viable options without taking the same thing in every single build because it was crazy strong for what it did. Also, I guarantee that you and the other people complaining about this change will still be using this “useless” heal despite it being so “useless”. Please, the logic.
If you have a tranfer skill up… WHY DON’T YOU kittenING TRANSFER THE BULK OF CONDIS INSTEAD ANYWAY?!
Instead of, yknow, removing the conditions and then reapplying others to yourself. Seriously, this change SUCKS.
Hey! That’s an even better idea! We could transfer huge amounts of conditions onto our foes, heal, and not have to worry about them bursting us because they have 5-6 different conditions on them! We could also convert that vuln to protection as well, and negate any of the condis they put back onto us! COUNTERPLAY!@
I didn’t say it changed or was related. It was there just to show that this cripples us even more since healing ourselves makes us even more vulnerable to burst. 4 secs is more than enough to boost enemys burst ’cause of aftercast and our cast times. There is nothing left to convert or transfer.
Vulnerability doesn’t make you slower. If you couldn’t outrun that thief, 10% less damage wasn’t going to magically cause you to live. 4 seconds is also more than enough time to deal with the debuff it gives you, so there’s that. And what do you mean “there is nothing left to convert or transfer”? It will put 10 stacks of vuln on us so we can transfer/convert it.
Consume conditions was the goto skill for 3 years. Nothing else came even close to the condition removal utility it offers.
We might finally see some other skills beeing used and that would be nice.
Maybe vamp signet is finally an ok skill.Is it enough? Not sure but time will tell.
Thank you. It’s nice to have someone else who isn’t a Naysayer and cries nerf before we actually get numbers and basic information on everything. Could this turn out to be terrible? Of course; doesn’t mean it will tho.
Ignoring the obvious tools anet gave us to deal with it doesn’t make it any worse of a change. It only makes you a worse player.
Favorite part:
-can’t realiably escape
-gonna hurt myself with my heal
-procing the heal to lower cd hurts myself even moreThat is some Anet logic right there.
-How does this have to do with corruption skills in any way? We sucked at escaping beforehand.
-Can also buff yourself with that heal by turning it into protection or making your enemy take 10% more damage.
-^ Read above.
Yes it is a buff but now I can’t go anywhere I want except the path that they already chose for me.
Consume Conditions? CD 30sec > Trait to 20sec > you get Chill when you trait it so it went back to 25sec.
You just got tricked by Anet.
It gives you chill? Good to know we have some Devs left here in the necro forums… I almost lost hope!
Point still stands. Well of power or simply transfer it if it is that game breaking for you. Converting chill turns it to resistance, and you won’t even have to worry about the corruption downsides.
You pay via opportunity cost. For one, it forces you into using a staff or offhand dagger to not make yourself take 10% more damage. Not all builds will use those weapons, especially power builds.
And the problem is that those builds that won’t use offhand dagger orstaff won’t use the other heals because the other heals are terrible. Well of Blood is a crappy Healing Spring with a longer cooldown that doesn’t clear conditions. The minion dies immediately to cleave and has terrible AI, and signet of vampirism is the worst necromancer heal by far.
And they counterbalance this risk through the new traits introduced, which do not force you into said weapon sets and give you the option to go another route to use it to your advantage.
Because obviously what necro needed on top of his long cast times on heal skills is to take 10% more damage after using said skill if he doesn’t have an offhand dagger or staff equipped, and for that heal to have a 5 second longer cooldown.
If only we had an option to counterbalance this risk with the new death magic traits. 10% less damage from poisoned foes + 300 toughness and 20% less damage from conditions using the new grandmaster would be lovely. Life is hard :C.
And what stops you from transferring the vuln (or converting it to protection with well of power) after using your heal? Hmm… I guess there is always the warrior for passive condition builds…
let’s see evades, dodges, blocks, invulns, reflects,…
Good thing you can guarantee a transfer by flashing doom followed by #4 dagger or plague signet. Heck, most builds these days use passive AI you could abuse. But yeah, those dodge spam turrents and invuln clones Q.Q.
And what stops you from transferring the vuln (or converting it to protection with well of power) after using your heal? Hmm… I guess there is always the warrior for passive condition builds…
I know right? It’s going to be so much fun transferring even MORE conditions to enemies! And with the synergy between the new Spite grandmaster + Curses master, we’ll automatically do so instantly every 24 seconds or so, on top of self-might stacks and boon conversion on enemies!
Glad I’m not the only one who looks at the synergy between traits and skills and doesn’t complain about nerfs that are actually buffs when you know how the necromancer class works ^^.
/s
Anet has already stated that each new Elite Specialization will have it’s own runeset.
Interesting. Thanks for letting me know. I missed that.
For Reference ^^: https://www.guildwars2.com/en/news/specializations-part-two-reward-tracks-and-elite-specializations/
“Finally, these reward tracks unlock everything for an elite specialization: weapon, unique mechanics, skills, and traits. They’ll also reward items, including new runes and sigils, a fancy weapon skin for your new weapon type, and an armor skin for a single matching piece of armor "
I doubt anet will add a reaper rune set when existing rune sets already have reaper synergy.
Runes of Grenth for condition builds
Runes of Ice for defensive builds
Runes of the Elementalist for hybrid buildsThe only one I could possibly see something being adding is a pure damage build. But even then people would just run Strength/Ogre/Pack runes.
Anet has already stated that each new Elite Specialization will have it’s own runeset.
(1) +25 power
(2) +10% chill duration
(3) +50 power
(4) +15% chill duration; 10% chance when hit to chill nearby foes for 2 seconds (30 second cooldown)
(5) +100 power
(6) Gain Frost Aura when you enter Death Shroud (20 second cooldown)
Or
(1) +25 condition damage
(2) +35 power
(3) +50 condition damage
(4) +65 power
(5) +100 condition damage
(6) +20% chill duration; deal 5% more damage to chilled foes
First runeset caters toward death shroud power builds, while the second follows the basic class runeset bonuses we currently have for the basic professions. I hope we get something like the first one I listed, but I believe we’ll just get something along the lines of the second one.
Pls. I oneshot a mediguard with LH in pvp and he called me cheese. CONFIRMED OP.
/s
I really like the new 3 whole lines approach, but I’m a bit afraid of stats change, if they will be just moved to the amulet, the amulet will be even more defining than now… so good bye balanced builds, no more supplementing of amulet with stats from traits (valk + pr, zerk + v/t, etc)
Double-edged sword in my opinion. This also means you aren’t as likely to spec into a line JUST because of the stat boosts. For example, most glass cannon builds would go into fire for the 10% fire damage trait + 100 power over say, the stone splinters trait which increases damage by 10% within 600 yards + 100 toughness.
I’m actually glad that I can look into other trait lines for benefits without worrying about a 300 stat bonus I might be missing out on. It honestly makes me want to invest into water/earth instead of fire for my lightning rod build.
I don’t know about everyone else, but seeing how Tempest Defense and Bolt to the Heart are very likely to be switching places, I’ll be gladly enjoying the hell out of my buffed Lightning Rod build as a Tempest! \o/