Showing Posts For Prahl.1057:
In attempting to purchase 5 black lion keys for 450 gems, I was prompted to confirm the transaction. I confirmed it (5/450 keys). I received 5 super finishers in the mail. If this has happened to anyone else, please confirm.
I doubt there is any chance of me having my purchase corrected, mostly just posting this so that the devs find out about it.
EDIT: I just realized that I was inappropriately charged only 400 gems (the proper cost for the super finishers), so it is more likely that the UI is wrong than that the transaction is mailing the wrong products.
(edited by Prahl.1057)
The entire game is built around dodging. Trying to make something survive in situations where it would have dodged, but not in situations where dodging wouldn’t have saved it while trying to balance the amount a player can dodge vs. the amount a pet can tank that it would have dodged…
Dodge is a 100% damage mitigation for x time at y max possible intervals. Creating a sub-100% equivalent function is impossible.
Math doesn’t work like that.
(edited by Prahl.1057)
I might just be reiterating suggestions that have already been made here, but this is the way I see ranger pet micromanagement working best:
F1 – Attack/Return. The pet will perform whichever action it is not currently doing, with a separate whistle sound for each so we don’t get confused which we just told it to do.
F2 – Pet ability. No functional changes, just make these activate more quickly (except with drakes. make them able to turn while activating or give them a wider cone of fire so they don’t miss all the time).
F3 – Pet dodge. Either use a stamina bar for the pet or give it a short cooldown with a massive dps drawback (pet can’t attack while dodging). If it becomes too good for “pet tanking” maybe make monsters treat it kind of like stealth where if they do it too much the monster will change targets. I understand the concerns people have expressed that this will make pets too hard to micromanage, but I think that dodging would only be important at very high levels of play anyways as there are many instances in which pets do not currently die too easily (open world PvE and low level dungeons).
F4 – Pet swap. Maybe reduce the after-pet-dies cooldown to 30s or have no additional penalty at all in PvE. I think punishing players for losing their pets in PvP is necessary, but in PvE no class is punished as severely as a ranger is for a mistake short of dying; losing 30-50% of your damage for 60 seconds is huge and I often have to ask people to wait before starting another fight for my pet to be back.
Finally got around to trying this after following the thread for some time… it’s brilliant. I love the realization that I’ve strongly overthought something simple. I was always trying to combo mace stuns into a hammer switch with berserker’s stance to refil adrenaline…. it was a mess. This build works great though, I’m glad to be back in plate (seriously, screw playing mesmer anymore).
Stronger Bowstrings makes most bow attacks a strong (aka 100%) Projectile finisher.
It’s not on the tooltip. It’s also not that great. Look at the attacks before Stronger Bowstrings:
- Already a blast finisher
- Not affected
- Already a 100% finisher
So you get 100% (until they fix it) out of attacks #1 and #2…which are already 20% finishers. This is good in organized groups paying attention to combo fields. Mostly worthless in pugs (it will get you a couple extra seconds of burning from your fire field)
It’s pretty terrific in time warp though… so much confusion…
25 Bleeds deal up to 3-4k DPS on a Sword Warrior, GS/Axe Warriors sit on 7-8k DPS.
From a DPS perspective direct damage beats by far condition damage on Warriors.
Oddly enough, swords also deal direct damage and crit a lot and benefit from crit damage on banners/traits… who would have known?
^ what Hanna said.
To everyone who thinks it’s not useful in PvP I say:
Teamfights…
The only change I see as being important to warrior downed state is that hammer toss should be replaced with an AoE knockdown ability similar to the Guardian’s, just without the launch. This would allow warriors to escape multistomping and it would make warriors a greater threat when in a team’s face as once they were downed they would fire off an AoE disable.
Warriors can do all of those things, sure, but in my experience it is more beneficial to have other classes perform those much needed roles. Warriors excel in melee damage (berserker) and outshine every other class in this role.
Support stuff they should still bring:
Banner of Discipline
Warbanner
Untraited warhorn in secondary weapon set for vigor
Sometimes “For Great Justice!”
Sword actually has almost as much dps as Axe or Greatsword, but the way condition stacking works makes it very difficult to realize your damage potential.
Might is where a lot of your condition damage/power is going to come from if you’re running Rampager’s gear (which I would strongly suggest you do).
With these two issues in mind, make sure your teammates can assist you in building might and that they will not need to stack bleeds of their own.
I disagree that condition duration is unimportant to sword builds as this is where a large portion of your damage should be coming from; without the bleeds, swords’ damage is nothing compared to you other weapon choices. That being said, you have to weigh cost/value of condition duration as it is a stat that comes in mixed bags. The 50% bleed duration trait is a great source of condition duration, but the 10% sigil is not. Also don’t be tempted by sigil of earth (60% bleed on crit) as sigil of fire will do far more damage even in a condition damage build. If you can stay alive, consider taking condition damage stacking sigil.
One luxury afforded by a sword spec is that you don’t need the 12%crit/12%damage adrenaline traits to be effective as power/crit damage are not quite as central to your dps and can therefore use either your sword adrenaline skill or bring a longbow for the AoE burning and fire field (which does wonders with might).
I also wouldn’t recommend making rifle a central point of your build; switch to it if there’s a fight you absolutely don’t feel you can melee in, but I think you’ll find learning how to melee various bosses much more rewarding. Also if you’ve got the level 15 discipline weapon swap trait you can use rifle+longbow in ranged fights to maximize your damage potential by rotating those weapons and using the adrenaline skill on the longbow whenever it’s up.
If you decide to go for an adrenaline spec you may want the 30 points in discipline just for the bonus adrenaline on crit since you’ll already need 25 points for the 10% damage on bleeds anyways.
Sorry for the long-winded nature of this post. It’s difficult to fit months of theorycrafting/testing into one reply :-). I don’t use sword/sword anymore, but that’s more due to the perception that it is bad and the difficulty in finding a group when you use it. As I mentioned above though, in a team built around your build you can certainly keep up with the warrior titan weapons.
I really want http://www.gw2db.com/items/50340-stalwarts-shoulders in pve, but I can’t seem to find any way of obtaining it…
Can anyone help?
I think it’s important to realize that time after release is irrelevant. Most games that are considered eSports were never developed with this in mind and took years to get to that point; the ones that were developed as eSports and are successful are clones of other games.
This game is already on everyone’s radar because it’s a good game. It won dozens of awards and has a pretty massive player-base (pvp+pve+wvw). As long as the game continues on the path it is on: good marketing, good player retention (outside of pvp) and albeit slow developments to the competitive aspects of pvp, it can definitely become an esport.
The most important thing is going to be a competent observer mode and notable personalities willing to cast games. DJWheat has expressed interest in the game; even one person like him combining their name recognition with Guild Wars 2’s could kick the game into high gear.
Also, a note to everyone: If you enjoy this game, posting despair threads is against your best interest. If you want to know why people are leaving it’s because they’re being conditioned to think that the game is doomed by everyone who supposedly loves the game. If you don’t enjoy the game, you have no reason to waste your own time on these forums.
Team looking for players
Team name: Zero to Sixty [DP]
Region: NA (EST)
Amount of members: 3 (two more on hiatus)
Practice Times: There will never be mandatory log-in times/dates. We will work around each others’ schedules.
Class(es) you are looking for: All. We do not want to be limited in our team composition potential.
Other: None of us intend to make money at this… we just want to get good.
We want mature players of eighteen years or older who can take criticism, learn from mistakes, and give criticism tactfully and constructively. Everyone gets frustrated from time to time, but consistent/constant rage is not an acceptable environment for team growth.
I’m looking to eventually reach 10 players to allow for occasional in-house practice and so that scheduling will be easier.
Well this went bad quickly…
To clear the air: I am not anti-fun. I enjoy playing the game. I also would never claim that GW1 had a magical window into the future, nor is that what I want for Guild Wars 2. I simply want to know whether the things I spend time (basically in-game money) on now will have any persistent value/applicable use. I don’t have time to gear out 8 characters over and over again, so my dilemma (forgive me for having a dilemma in a video game…) is one of how many characters it is reasonable for me to maintain given the direction the game is taking. I initially believed I could have one of each profession, but given the consensus of the constructive replies in this thread I see that is not the case. I’ll probably just be playing one or two characters from here out. Thanks to everyone who didn’t pitch a hissyfit.
(edited by Prahl.1057)
I can see where you are coming from though – why should anyone play the game unless the entire plan for the future of the game is laid out in front of you, you need to know what the level cap will be in three years to enjoy playing (below that level) now and next week!
This part contradicts your last statement…is that intended?
If it is serious…I would have no idea why anyone who had this opinion would ever play an MMO period.
You didn’t play Guild Wars 1 did you?
Based on the marketing of this game, the nature of Guild Wars 1, and the overall design vision as I interpreted it, I thought that having a character for every profession would be a great way to play the game. Class diversity makes this extremely appealing to me and in a game that has little to no grinding and a world that doesn’t limit your access to content, this seemed possible.
With the addition of ascended gear I am starting to worry. I am worried that the time I’ve invested in leveling up characters and acquiring exotic equipment for them was wasted, as Ascended gear has made their exotic gear obsolete.
I know Arenanet doesn’t like to reveal anything about their plans for the future, but I feel these question need to be answered by a dev:
1. Will the level cap ever be increased?
- I ask this because I feel leveling up eight characters to level 80 is pointless if by the time I’ve finished I’ll have to start leveling them to 90.
2. Will there be higher-tier equipment than Ascended?
- I ask this because acquiring ascended gear for 8 characters seems pointless if their gear is to become obsolete with the addition of a new tier.
I don’t want a great big “SUPRENDIR! Your stuff is useless now!” after spending hundreds of hours building an arsenal. If the future of the game is to throw aside what I perceived the design vision to be and to make everything we’ve worked for obsolete in a patch later on down the line, I’d like to know that now before I put the time in.
As long as MMR is calculated solely based on win/loss, this is a non-issue. If a “competitive” solo player reaches a point at which he only queues against organized teams and loses because of it, he’ll drop back into the range of other high-end solo players or mid-range teams.
I’m with Arenanet on this one; the proposed system should work just fine.
A side note: A very strong player will have a hard time even reaching his “actual skill” level of MMR playing with pugs simply because of the way he/she can and will lose games and by extension MMR due to allies below his/her skill threshold.
At the moment you cannot gear up all your people (with Amulets) but I’m sure this will change, they should add more ways of getting Ascended Gear soon.
Thanks. Do we have any idea what the other ways will be? Is it even worth spending my laurels on an amulet now?
I play 3 classes, looking at taking up 3 more in the following months. I love having multiple characters to be able to try out different builds/team builds with my friends.
I own two ascended rings (one of which is Mellagan’s Whorl – useless) and will own one ascended amulet tomorrow after I complete my daily.
If I do fractals for all of my rings and daily/monthly for all of my amulets, it’ll take me no less than 4 months just to get rings and amulets for my characters. By then there will be (speculation) 4 more categories of ascended gear, not to mention the back items I have yet to begin working towards.
So my question to all others who play multiple characters: how are we expected to gear up all our people?
That looks pretty impressive. I like the idea of using the fire field from the torch to stack might by having 2 drakes use their tail blast. I’ll give this a shot. Thanks very much for the suggestions.
I play a warrior or mesmer for my “hardcore” stuff like Fractals and other dungeons, but I was very dissatisfied with the way both of those classes felt when using magic find gear. They just aren’t entertaining if they don’t have crazy high damage, so I’ve decided that Ranger will be my magic find class.
I want to run a beastmaster build as pet damage is unaffected by gear (so my MF gear will not cripple me as much). I want to use drakes primarily as their AoE damage is the highest (if I’m wrong about this, correct me).
My options for gear are Power/Precision or Power/Condition or some combination thereof.
I don’t mind being melee without survivability – that’s basically how I play this game (though I’ve noticed it’s very hard to dodge effectively with 1h Sword on rangers; tips for this would be appreciated). I also don’t mind being ranged. What should I be using weapon/gear/trait-wise to maximize my kill rate in farming scenarios?
I imagine you all at Arenanet have already considered/tested this, but just thought I’d throw it out as a possible solution:
Diablo III “solved” their problem with skipping by making each elite pack the player killed increase their magic find value while in that chapter (here translated to instance).
If GW2 trash mobs would slightly increase a player’s magic/gold find values during an instance, I’m sure most if not all players would take the time to kill them all off.
Since different dungeons/paths have radically different numbers of enemies to kill (AC gravelings come to mind) the values could be percentage based, i.e. : kill 50% of enemies in the dungeon and get +15% magic find, kill 100% get +30%.
Firstly:
I like the idea of Rangers relying largely on their pet. I would not change that as I feel it defines the class in a far more interesting way than “Bow User” or “Spirit Guy”.
This is the direction the developer has taken, but the implementation has been sloppy.
Problems:
In late-game content, there are a lot of very dangerous abilities/attacks that enemies can kill a player with almost instantly. The way players avoid death is through things that negate damage entirely such as invulnerability, dodging, blocking, evasion, blindness, etc. Pets can only negate incoming damage if their foe is blinded (a condition that does not affect many hard-hitting enemies such as bosses) or with the use of Signet of Stone (120sec untraited cooldown). For this reason, pets cannot keep themselves alive in end-game content.
Pet AI does not act in the interest of self-preservation and pet controls do not offer enough micromanagement options for the player to keep the pet alive.
Suggestions:
1 – Replace the current F3 with a ground-targeted command that would instantly cancel the pet’s current action and cause it to perform a dodge-roll-like maneuver (note that the pet need not actually role as that would look silly. A lunge may be more appropriate) and after a single dodge that would allow for evasion the same way dodging does, the pet would walk normally to the location targeted and then resume its aggressive AI.
This new F3 would either:
Have a short cooldown.
or
Have no cooldown, but instead draw from a pet stamina bar for the initial dodge, being unable to do the dodge when the bar had been depleted, but still follow the movement command.
This change would allow a ranger who was attentive to their pet’s position to save their pet from the dangerous attacks/abilities that would otherwise kill half of their damage output with no way of preventing this.
2 – Add the immediate action cancel effect to the F2 abilities, causing them to trigger instantly upon activation rather than waiting for any attacks/movements to finish. Remove any AI that commands the pet to move into range for its F2 ability and instead let the player move the pet into range manually using either F1 on the desired target or F3 near the target.
This should make pets feel more responsive in general and allow some of the more reactive abilities (such as blinding slash or intimidating howl) to be used when they are both needed and useful.
3 – Allow a player to stow their pet indefinitely, but DO NOT compensate their individual damage output in any way. A ranger with his/her pet stowed should be less effective than a ranger with his/her pet active. This feature would be solely to prevent pets from getting in the way. The stow ability should only be available when out of combat to prevent players using it to save dying pets (this should only be done by F3).
Guild Wars 2 rewards people who put lots of time into the game. If you play a lot, get lots of money, get the coolest looking items, you’ll certainly feel better than everyone around you. Everyone else will look at you and probably be a little bit jealous (this thread has made me think they’re deathly jealous).
The game itself is not a grind, because the playable content in the game are accessible to anyone who’s actually played up to maximum level and spent the money they got along the way wisely.
The non-playable content (here meaning cosmetics, or even something as abstract as PvP rank) are a complete grind. I would say that this is to be expected, but not necessary. I’d certainly like to see player skill be more important than time played for getting cosmetics/PvP rank/titles, but that just isn’t how it works. If it did work that way, I’d be much more happy.
If Arenanet can find a way to make the grind-requiring items instead require a tremendous amount of personal skill, that’d be great.
Example: Legendary items require you to defeat instanced bosses rather than hundreds of thousands of easily-killed enemies.
This is not an easy problem to fix, but it is also not an urgent problem. People who think it is are just making the mistake of comparing themselves to the people who are willing to grind and becoming jealous of the way those people are rewarded.
A side note for the people complaining about PvP rank:
This is not the game’s fault. This is the community’s fault. PvP rank shouldn’t mean jack all. Restricting your recruitment process by a time-played meter is just silly. Let people show their skill, not their schedule.
EDIT: I was seriously over-thinking all this.
Suggestion:
Unload – Increase cost to 6 initiative. Regain 2 initiative if all attacks hit.
(edited by Prahl.1057)
There has been an absurd amount of time devoted to trying to prove the statement that unload does less DPS than sword chain. The point that pistols are ranged and sword is melee is valid, but most (some have mentioned it) people posting here have ignored shortbows, which do far more damage than pistols ever could.
The only thing pistols really have going for them are their non-unload skills, which have great utility without any damage, leaving you with #1 shots for damage, which are condition damage based and fairly mediocre.
Whew.
So, assuming that shortbow has an intentionally higher DPS than pistol/pistol, a more constructive comparison to make would be pistol/pistol’s damage respective to other ranged utility builds (which seem not to really exist at the level pistol/pistol delivers).
So this all comes down to one point: if pistol/pistol is useful for its bad-to-mediocre damage at range while providing useful utility: a role with little to no competition from other classes – why does unload even exist? Should unload even be paid attention to or is it a useless ability? I would argue that it is, in fact, useless.
(edited by Prahl.1057)
In the skill’s current form it is not useful in 90% of 1v1 scenarios. If you have multiple people all hitting a target, the 5 vulnerability ends up being far more damage than you could possibly do with one second of attacking.
Simple answer: don’t use the skill when you’re alone, always use it when in a party.
The greatsword has far higher theoretical damage, but its damage comes in waves. Hundred Blades is the obvious example here, but Whirlwind is also a once-off ability. Against things that block or dodge (mainly other players who are not distracted/controlled), greatswords do not actually do a tremendous amount of damage. A hammer allows for fair disables, making it at least somewhat viable in sPvP and WvW, though I would argue anything in PvE that can be disabled can also be killed just as quickly (and thereby nullified) with a high-damage weapon such as a greatsword or axe.
Hammer really shines in its trait that increases damage by 25% against disabled targets. Two or even three hammer warriors side-by-side can deal a ridiculous amount of damage working off one another’s disables and chaining powerful hits together. In PvE trash mobs can be wiped out almost instantly due to the hammer’s ability to hit 5 targets with many of its skills. In PvP and WvW, two hammer warriors can beat almost any two other professions that I’ve come across, though I don’t claim to have seen it all.
Zero to Sixty [DP] is a newly founded guild on the Sanctum of Rall server with a focus on organized teamplay and cooperation.
Founding members play PvP, PvE (mostly dungeons), and WvW.
There will be regular structured events set up for players to participate in via the forums, as well as impromptu grouping through Ventrilo or in-game Guild chat.
Zero to Sixty [DP]’s mission is to create a mature community with reliable members who can be counted on to work effectively with one another. We hold players accountable for disrespectful behavior toward one another and for any negative impact on the environment we create.
We do not require that players be “hard core” or competitive, though these traits are admirable when tempered with self-control and cooperation. Above all, players must act maturely and respectfully.
Minimum age is 18. Ventrilo and forums will be an integral part of the guild’s operation and it is recommended that players take advantage of them.
Read about our unique Ranking system here: http://60dp.enjin.com/forum/post/last/m/2753189/viewthread/2962325-how-zero-to-sixty-dp-operates#first
Apply here: http://60dp.enjin.com/recruitment
Home World: Sanctum of Rall
Guild Name: Zero to Sixty [DP]
Guild Website: http://60dp.enjin.com/
In-Game Contact: Prahl.1057, Rambozo.7245
Focus: Team-based PvX
Quick Notes: 60DP focuses on creating a mature environment where players can coordinate teams with people who can be relied on. Minimum age of 18. Active ventrilo and forums.
Psy, I don’t know what to say other than that you are entirely wrong on all accounts. I appreciate your attentiveness and skepticism, but you are wrong.
The might from weapon swapping stacks twice each from the trait and the sigil, regardless of whether it is on both weapons or not. They do not have a shared cooldown; actually, they seem to have no cooldown at all, but are still limited to 2 applications. It is on both so that it takes only 10 seconds to reach the key 25 stacks rather than 15. It is possible (and I’ve since been doing this) to run an on-kill counting sigil on one and the might on the other as long as you make sure you always start combat with the counting one equipped. Note that while this does increase the startup time to 15s, the additional stats make up for the slight deficiency and once you get going it’s better in every way. So, you can definitely keep up 25 stacks of might throughout combat without using the fire+blast; I do it all the time.
Additionally, your comment that you will die in dungeons without toughness and mobility is not entirely untrue, yet I don’t die in dungeons. This is mostly because the build actually has a lot of mobility. Constant swiftness and 50% endurance increase means that you can quite easily keep yourself alive in dungeons, especially when you have two panic buttons in the form of blindness and immobilize.
As for the discussion of this build’s viability in sPvP, I would not recommend using it there. If you make it work, you are far better than I am because I cannot run a longbow in sPvP. Rifle seems better in every way and I apologize if I gave the misconception that this is anything but a waste of your time in PvP. It works nicely for WvW, though I prefer a melee ganking build and therefore have a second set of armor/weapons for that (I always use actual siege weapons to attack doors, though).
Hopefully those of you who have actually tried the build are having success with it.
In my first assessment I, as many did, discarded the longbow as being useless. This is not the case. I have used a longbow for the past few days to run dungeons and my damage output is extremely high.
Take a moment to look over this setup and read the notes on it.
NOTES:
This build maintains 25 stacks of might 100% of the time while in combat, requiring about 10 seconds to get fully rolling after entering combat. It does this through rapid weapon swaps and signet/shout usage.
The fire field + blast combo is not utilized in this build to allow the 1200 range of the traited longbow to be abused; if fighting in close range, consider dropping one source of might and the range trait for other sources of damage/survivability.
The rapid adrenaline fill of this build through weapon swapping, critical hits, and area-of-effect damage allows it to maintain a fire field from Combustive Shot with a roughly 3 second downtime (accounting for skill activation and flight time). Maintaining this field creates the opportunity for significant party-wide might through blast finishers and ensures that burning will be constant on all foes being engaged.
The condition damage stat of a warrior using this build reaches about 1800 while in combat. This means that burning caused by Fan of Fire and Combustive Shot deals around 780 damage per tick and can be maintained easily on a group of enemies.
The critical hit chance of a warrior using this build reaches around 80% while in combat. At a critical multiplier of 30 and greatly boosted power value from might, each arrow from dual shot strikes for an average of around 420 damage against moderately armored targets. If Arcing Shot scores a critical hit (which it often does) it deals as much as 5500 damage to moderately armored targets at the center of the blast, tapering off only a little towards the edges.
The gear and traits of this build allow for an easy adjustment to a rifle-based build for taking down bosses that can make use of the same tricks to gain might.
The endurance signet is completely optional and can be traded for a banner or “On My Mark!” in WvW or boss fights respectively.
If anyone has suggestions or comments regarding to this build, please post them.
Nearly every player I’ve encountered in sPvP plays a roamer. It is blatantly obvious why: it earns the most glory. A huge problem I’ve noticed with these roamers is that they are not equipped to kill/survive/escape another roamer.
NOTE: I will not comment on the ability to kill bunker players. I consider this to be outside the role of a roamer.
Hypothetical situation: I am a warrior trucking along to capture the Waterfall point. On my way there, a thief shadow-steps to me with steal, hits me with backstab, then heartseekers me and I am dead before I ever hit him.
Problem: I am dead. Reason: My build was missing key components.
Roamer Checklist:
1. Stun Break – Without this, the entire remainder of the list is pointless. You must be able to break out of a stun ONCE (multiple stun breaks can be useful, but are never necessary) in order to save yourself from further damage/disables. You will find that almost every good roamer can stun you once in a way that cannot be dodged.
2. Single-Skill Avoidance – The ability to avoid an incoming ability that you have identified as a threat is crucial. You actually already have two of these: your first and second dodge roll. You can never have too many! This category includes blocking, blindness, evasion, daze, and endurance-fillers but the most important thing is that they have an instant or near-instant cast to allow you to respond to incoming threats before you die horribly. If you use only or mostly dodge rolls, make sure you bring a counter to immobilize.
Most builds have at least four abilities that, if all are missed, result in a loss. If a thief misses his big signet-buffed attack and his initiative spenders and runs out of initiative, he probably won’t kill you (seriously, he won’t – thieves are not gods). If a warrior misses his Bull’s Charge, Hundred Blades, and Eviscerate, he probably won’t kill you. If an engineer misses his Net Shot, Toolbelt Grenades, and Jumpshot-Blunderbuss, he probably won’t kill you.
3. RUNAWAY – Every roamer will, at some point, encounter multiple enemies. It is incredibly important that you be able to get away. This poses the question: if every build can get away, why can’t everyone also chase? Great question! Be sneaky. If you’re as fast or almost as fast or burstishly faster than your pursuers, it buys you time to be sneaky and use terrain to escape. Great abilities that you may not consider that fall into this category are skills like Savage Leap, which allows you to skip across terrain in ways that other players cannot; Portal which, if left somewhere, is a guaranteed escape when you plant the exit; Slick Shoes + its toolbelt (probably the best one here); ranged immobilizes or cripples can also buy you a few seconds to escape.
4. Condition Removal – This one is tricky. The best condition removals are ones that allow you to remove conditions several times, but not everyone has the luxury of Mantra of Resolve. The most important thing is that you have enough condition removal to burn down a bar of conditions and hit the crucial immobilize, cripple, or chill. This can be one skill that gets them all off or a few skills that take a couple at a time. Either way, make sure you can deal with disable-based conditions.
5. Damage – Enough with the bad situations. You’re not just trying to survive, you want to blow stuff up. Everyone does! Do yourself a favor and spend the remaining utilities/traits on damage. It is ridiculously rewarding to be able to tear someone’s health bar down and stick a flag in their corpse.
Hopefully this is helpful. If people actually follow this, I know it will be because I know I honestly just don’t die to the things I see people complain about on the forums and it isn’t because I’m some kind of epic pro – I just bring all the right toys.