Showing Posts For Reven.6750:
I was running that before but finding that with the way things flow I’m not missing the reduced cool downs all that much. I do love cool down reductions but you can’t have everything. I would miss having 409 too much, and the main point of my setup is to maintain might stacks and protection uptime. Ill be experimenting more and ill try what you suggest but I do like how this has worked out so far.
I’ve been running the following since the patch in an effort to squeeze out more damage and still remain tanky (dropped rabid for carrion and undead runes for altruism/water) and it seems to be effective. Biggest difference from what I’ve noticed is the confusion puts very little pressure on anyone which is sad. People just fight on through. I’m maintaining swiftness protection and 20-25 might with this setup. I tried using vigor on swiftness but so many disables negate the whole thing when fighting multiple players.
At level 11 you’re probably seeing higher levels downleveled for your zone meaning they could be 80. If you’re actively using your pistol/shield it’t not really going to be as helpful as using pistol pistol. Leveling is generally about doing damage quickly and having good damage avoidance and kiting. Keep your armor and weapons up to date for your level. It also gets tremendously easier when you are higher level and have access to all your kits and abilities.
I posted some changes in the mesmer forum that I think would be ideal solutions rather than the direct 50% nerf
If they really wanted to fix confusion all they needed was to do this
– Don’t make it apply dodge roll effects
– Make a system where the first stack of confusion initially does at 5 stacks 1700dmg, but once you’ve exhausted that stack, it moves down to 4..3..2..1 and deals less dmg till it no longer exists.
– Tone it down approximately 25%
– If you’re going to nerf confusion fix scepter or staffs auto attack. iMage anyone?
An interesting alternative. I wonder on the math though as far as what would be more severe.
I think many are missing the main point of this thread which was to offer other alternatives to a 50% reduction in damage. I’d love to hear what people think of my suggestions and what ideas other people have.
if you had any knowledge of the pvp system confusion was pretty obviously out of whack with everything else. Even people abusing it had to see it coming
I am aware of the pvp system which is why I’d rather see a more tempered approach to fixing this ability than making it ineffective.
number 1 i agree with however definatly not number 2.
Confusion already has a rediciously short duration and those burts are no different to other classes pure damage bursts in that they have long cooldowns and as it relies on you attacking that burst is much easier to avoid
But if you think about it, it could be made up for by condition duration.
Confusion is a powerful condition, though, one easily negated by attentive and intelligent players. I feel that it adds an interesting dynamic to the game. That being said, I feel that a direct 50% reduction is over the top and unnecessary. This change will most assuredly remove competitive viability of condition mesmers, and removes another build option for engineers.
What I would like to see as an alternative are one of two changes:
1) Reduce confusion damage by 33% in both SPvP and WvW
This would retain some builds viability and still reduces the condition’s power
2) Reduce confusion duration across the board by 50%
This will make confusion use a more tactical choice and prevent permanent confusion stacking. Condition duration then becomes a less potent and powerful requirement and becomes more in line with condition damage as a build choice.
I prefer condition damage myself. When fighting condition duration engineers, with my build, I have no trouble winning. I’m not sold on duration being the end all configuration for an engineer.
I have no doubt this build is incredibly tough to beat, though I have fought builds that i would assume are similar, judging by weapon comfiguration vs my condition engineer. Have yet to lose 1v1 in months of play (using my build) in WvW roaming and win majority of 1v2. Mesmer, regardless of build or skill have not bested me yet. Be it in duel or random encounters. It probably helps that I run a very similar build on my mesmer.
Good fights to all I’ve encountered on my engineer [Mach], mostly roaming and capping small objectives in EB. Had a duel with a FA condition thief that lasted 9 minutes which was a good fight.
I run 0/20/20/30/0 with full condition damage and have not lost to a mesmer in WvW 1v1 to this day, haven’t lost to any class 1v1 honestly[edit: to clarify i havent lost when using this build]. Confusion is a great way to control them and with static shot you can pretty effectively tell who the real mesmer is by how much their health goes down. My suggestion is to play a mesmer to understand what they’re doing and the abilities. 409 and running elixirs/toolkit will basically give you what you need to react to any situation. I struggled fighting a number of classes until I played them which helped immensely.
(edited by Reven.6750)
Tbh a 100% condition duration (2x ticks) build with HGH is will probably be the new META for small gang or solo WvW, but it is currently not attainable until Giver’s weapons are fixed.
The build would be: 20/20/00/30/00 with condition duration runes and Giver’s weapons. This should basically push all conditions over 100% duration and give you about 16-18 stacks of might for about 1800-1900+ condition damage. AGAIN, this is not a reality till condition duration on the Giver’s weapons are fixed. With the current problems with condition stacking I can see ANET ignoring this.
What is the damage difference going full condition duration vs condition damage? I’m only running 40% duration from food which seems effective.
I also tried the HGH Grenadier and its horrible compared to my old kit-heavy builds.
Last build i played was p/s, medkit, E-Gun, FT and Elixir S in complete rabid. It was awesome.Maybe i will figure out a new way to roam in WvW but everything i tried so far was horrible and a complete fail. Some might argue that they still have success as engineer but i highly doubt that, i also have a mesmer and Ele and know what they are capable off.
Cant login for more then a hour per day because everytime i see my engi i get angry and ragequit. While my d/d ele is still ridicoulus oped my engi lost his only viable builds …. again. Screw this game srsly.
I am playing my build in wvw almost exclusively and I rarely lose in any 1v1 fight and most 2v1 I can win. Keeping vigor up and the invis from elixir s and when immobilized is like the biggest life saver not to mention protection from heal and heal reset at 25% health. A huge part of it is removing conditions with elixirs from 409. Utilize the block from toolkit, extra damage from Boons. It takes practice to be effective with the build. I’d say the biggest thing is being aggressive because it makes people screw up and overcompensate. You have to play very offensively even if fighting 4v1 because it will save your kitten I fought a group of 4 lvl 80 players last night in EB while solo and downed two of them before making my escape using the terrain. When your confusion hits for 2700-3000 each skill use people tend to mess up.
I was thinking that with runes of undead and 10 in alchemy you could add 200 more condition damage. With more toughness you could add power.
I’m running undead runes at about 1700 condition damage.
Not sure if you’re asking me but traits are here and can be manipulated to suit your play style. I dont recall where this build originated http://www.guildhead.com/skill-calc#mzM9iGGx0cooRzMa
I choose swiftness on crit for vigor synergy. Power shoes because I’m lead to believe it negates the in combat movement penalty to swiftness somewhat and mobility for this build is essential.
I have incredible success with 0 20 20 30 0 using elixirs and condition precision toughness. P/P, elixir s, b and toolkit. Incredibly survivable with tons of confusion damage and good condition removal. Lacks permaswiftness but elixir b provides 13s of swift every 32s.
Where a warrior has a cripple, a guardian has the ability to root the target in place.
I disagree with this entirely. Warriors also have the ability to hold targets in place.
Warrior – Six cripple weapon skills.
Guardian – Two cripple skills, one on an elite tome and the other a downed underwater skillWarrior – Four immobilise skills across weapons and utilities in addition to the Leg Specialist trait if they take it, which would bring it up to five.
Guardian – Three immobilise skills. One of which is a slow moving projectile dealy and another a condition damage signet….So really, we aren’t anywhere near equal footing in regard to snares. This is also ignoring the fact that Warriors also have much easier access to swiftness and have a couple more gap closers.
Yes we have wards, which I quite like, however, they aren’t reliable and I would trade them in a heartbeat for reliable snares. They only last around 6 seconds, have a large cooldown and stability renders them useless. Cripples on Warrior weapons have a good uptime with reasonably short cooldowns and when they’re on cooldown, they can also throw out some immobilises. Stability isn’t going to do anything against those.
I also play a Warrior and I can’t think of a Warrior weapon that feels as broken as say Guardian’s torch, scepter or sword (to a lesser extent, staff). In fact, I’d say all the Warrior weapons work really well and are quite fun to play.
Yes, Guardians can withstand a lot of damage, yes, we can throw out a lot of boons but we can’t catch anyone easily, let alone kill them easily. We’re like party buffing punching bags.
Considering Guardian is designed to be more effective in melee range, you’d think we would have more options for maintaining that range.
I think you missed the point of what I was saying. Each class has their respective strong points. adding up the number of immobilizes or cripples means little by itself, more so the weapon abilities that they have synergy with. It seems like you want the guardian to be a warrior which I hope they never do. I like the idea of more suvivability and less mobility on a guardian. All classes will need tweaking I think guardians and warriors are closer to balanced than most.
As someone with both a guardian and a warrior I can honestly say both classes have their advantages. Warrior being dps and guardians damage mitigation and avoidance. What most of you are seeing as lackluster such as your weapon skill perhaps you should understand just what the trade off is. Warrior weapon abilities hit harder and generally dont have any secondary effect except cripple or bleed. Guardian weapon abilities have secondary effects like Damage leap and blind built into a single ability, or how qbout auto attacks that heal or grant protection on thr third hit. Where a warrior has a cripple, a guardian has the ability to root the target in place. Yes a warrior can burst a target down quickly but any capable equally leveled / skilled guardian will never lose to a warrior. Warriors must spec traits or use utility slots to do what a guardian can do inherently through weapon abilities or even virtues which are passive. Seeing both sides of the fence I would give neither of my characters up because I enjoy them for what they are.
At a certain level you can get precision from all unused signets which depending on gear will put you at 50-70% crit permanently thus making this class unbelievably easy to level.
My favorite class by far. They have a lot of potential for being really great and I see a lot of viable builds. I prefer Charr or Norn so you can see all of the really well done heavy armor. Leveling PVE is incredibly easy and in pvp wvw I’ve won countless 2v1 fights and plenty of 3v1 without speccing and gearing as a glass cannon.