Showing Posts For ShadowHunter.5173:
Worse dude.. you don’t even want to know how far people have gone. xD
With great power comes great responsibility.. some people do what they do to help others, others might kick you and put you on a blacklist if you have a bad day (that is even after your 200 LI pings but before they seen you perform).
Thanks for the advice guys.
I do feel like it would be the right step for me, just to rule the comparison out, NA is filled with LI requirements aswell .. 100 is a standard req for groups expecting to clear Matt/W3.
You would be surprised how pugs are measured in NA.. trust me it is more intrusive than just pinging stuff.
Either way I got what I need to get in, was just wondering if there is anything to get into, happy to hear pug groups do exist (:
I will send you a message GiftUngiven once I’m finally there ^^ always happy to help new teams form.
Hey guys,
As the title states I’m planning to transfer from NA to EU due to WvW and raids, been playing for over a year now and wasn’t too happy about my server..
What I’m looking for is a server that has good numbers and leadership during the evening hours of central Europe, also I prefer to avoid 10v50 massacres even if the leadership is fantastic.
Basically a server where you can chill and have a fair chance of winning. any recommendations? (English is a must for me)
Thanks,
Shadow
Hey guys,
Well I’ve been planning to transfer from NA to EU, a big part of the reason I do that is the timelines are simply better for me to find static groups in.
Being a pug deep down however, makes me wonder how is the raiding community in EU?
Do you have alot of groups in LFG or is it 95% statics?
Can you recommend casual raiding guilds with statics that need +1? multiclass and exp but not looking for record breaking speed clears or w.e. ~ a name to whisper would be awesome (:
Thanks,
Shadow
Awesome idea’s there thank you (:
I’ll start off by posting on the WvW forum and see where I get from there .. sort of hard going back to F2P for me as leveling is not my fav part (heck I used tomes for 7/9 of my toons).
Either way, never thought of it and it sounds very smart ty ^^
Also forgot to ask.. is there a pug community in EU .. ?
Can you actually find groups in LFG or is it like 95% statics ?
Hello,
So I figured I better make sure I don’t do something stupid.. I’ve been playing in an NA server for over a year now, things were great until I got into raiding and WvW…
Basically I’m having trouble finding a static that runs in my times, this hadn’t stopped me from leading my own pug raids with decent success, still would prefer to have it settled in a more ‘convenient’ way.
1. How much would it cost me to transfer with all my 9 characters?(NA->EU)
2. What happens to my inventory and bank? Do I get to keep all my items? Isn’t it troublesome in terms of the economy ? (or is the TP shared?)… this one is super important for me gear wise and LI’s/Currencies.
3. What would be a good server to transfer into if I want steady populations in WvW without being wiped out 10 vs 50 .. ? (EU evening-time)
4. Can you suggest raiding guilds that are currently recruiting with a gamer tag to whisper to ..? (exp but not record breaker)
Well I hope I haven’t forgot anything, would be glad for all and any help regarding those questions.
Thanks,
Shadow
Btw crazy idea : Please make PvP exclusive pets(ranger)/minis which you can purchase with Tickets.
That will most likely attract vast amount of players as well (to get the pets etc), and it can give PvP’ers who put time into it a bit of a diversity edge(not more power) over others (:
Hey there Rioters,
Honest question : should I keep my PvP league tickets or start up a Llama farm despite me not liking the mini or the idea of killing Llama’s in the mystic forge ?
What sort of rewards are planned for Season 5 (in general- legendary/skins/…?), will I be able to sell those rewards if I keep my tickets?
Thanks,
Shadow
I just ping them “banana of penetration” or that weird cucumber for which I can’t remember the name (:
What if the enemy team was so bad this necro could 1v5 them? Do they deserve to win? Wouldn’t he screw up MMR even more promoting 5 low life’s rather than 3?
You should always try to win, if you can carry and win a 1v3 the enemy doesn’t deserve the win just as much as your team doesn’t.
@Hanza, sounds about right, but there will always be skill differences, so what you described is hard to avoid.
If I as a previous legendary choose to start playing this season next week I will be matched against ‘the best’ of previous seasons sapphire → resulting in blowouts you can’t avoid.
They should have made like 10 rank evaluation games that must be played solo before starting the season at its current format.
Regardless I feel sorry for you playing 20 games a day as soon as the season starts.
It just means you learned nothing from the last season when the most nasty stomping happened the first week, and another psychological aspect of how much players don’t give a kitten after playing 10+ matches a day (especially when those are blowouts).
News flash to all the complaining mesmers: you were and are NOT supposed to beat all classes on any given build.. Saying ‘omg mes is not viable cause it can’t 1v1 a rev with 100% winrate’ is just another proof to how braindead that meta build was.
About time to face some losses, yes – even in 1v1.
You should have opened a different thread if you completely ignore the initial post proposal, once again saying ‘doing X is better’ is comparing that proposal to fictional scenarios rather than the actual game.
i’ll start off by saying that the general consensus I’m familiar with is that most players don’t like the recent way pvp combat systems works and a big part of it is too much passive effects and sustain from traits etc.
Now oversimplifying my suggestion : why not put negative SUSTAIN effects on spells (both offensive and defensive) that would make all classes across the board less durable?
A few examples (not being picky about classes and how weak or strong they are) :
using druid CA 3 -> results in 3 seconds of -15% healing effectiveness (still an aoe daze)
using chrono shield 4 twice -> results in a 5 sec debuff that dis-allows ‘blurred’ state.
using rev precision strike ->lowers endurance regen by 30% for 5 seconds.
… more examples about ANY class that is considered to have too much sustain.
you can also add stacks for skills that are overly abused like overloads or shatters which give ‘dizzy’ stacks for 1x seconds ~ when above 3 stacks reduces self healing by 40%.
All those stuff would allow you to go as offensive as you want but pay the price for it in sustain, instead of having best of both world with top tier sustain + damage.
Advantages:
1. This will not be too hard to implement from a developer POI (keeping all animations and effects intact).
2. This is not asking for a complete tone down of sustain – like most people do, and imo is impossible at this state of the game.
3. This barely effects PvE aspects except MAYBE raids/fractals where you might want to adjust your rotations so you dont get rekt by having no endurance on critical time (like sab flame wall or sloth ground pound).
4. This promotes more thinking before spamming spells , you might not want to use 8 shatters in a row if you know you would be (8×3xfictional stuff)=24% more vulnerable after using them. Or you might consider if that aoe daze is worth having 15% less healing.
5. This becomes easily adjustable system and does not override anything existing.
6. Promotes more skilled play also in WvW, and any PvP based environment.
Disadvantages :
1. More complex spells (longer tooltips..).
2. You can come up with the rest.
If you feel like critisising it, please make sure that you compare that idea to what currently exists in the game and not some ideal scenario you imagine the game should be in. ~ Thanks!
Any further input to help out whoever might read it, is appreciated.
(btw I’m a druid main acknowledging the easy access sustain on some of our builds is broken – so no need to get into personal lines ^^).
Traps are very decent simply because no1 expects you to use it.
I find them more useful on condi bomb builds tho.
I don’t like how similar all those skills sound.. At the very least make them inflict different conditions instead of blind.. (Weakness / confusion, slow might fit thematicly)
Too long cast times on the focus skills making them pretty useless in just about any content (maybe make some use of dark fields or inflict fear at night before a surprise attack).
Overall interesting idea but need some diversity. Standing still while channeling should be more rewarding as you can be easily cleaved by random aoe with those 25 vul stacks..
What they really should have done is give Moa a mediocre healing skill with instant cast time.. Making it way less op in 1v1 scenarios and keep it just the same in Xv1 ambush situations.
Being locked out of of all your skills relying only on traits and amulets for survival promoted powercreep and bunker vs mes. This skill shouldn’t have existed in PvP in the first place but if we have to keep it at least give the the helpless moa some decent survival options. (Maybe even clear Condi’s on transformation/ 1.5 sec invul after morph to adjust)
Doesn’t make any sense why one should bring it in line with SB as this weapon has enough kitting to it, it should be brought in line with the minimal time a ranger can have on weapon swap therefore rewarding constant swapping with the daze on staff equipped.
Besides that’s the only trait of those 3 that could be considered ‘master’ and made use of in solo play or casual pvp.
Lol losing with 4 mesmers requires some unique talent.. I would even bet those 4 can 4v5 efficiently in current meta as broken as they are.
Make dyeable weapon skins earned only from that vendor.
Besides its more about when you should and should not play ranked.. So you think you should play a game that >you believe< has nothing to do with your personal skill contribution? I think its a waste of time.. And it effects your performance and the team dynamics.
How can you know for certain that you were not carried by a positive minded player in your team on your successful alt account?
Somehow I doubt this would happen multiple times only on your team.. Although I keep seeing people who are proud of duo carrying their friends from being stuck in emerald to ruby ruining the devision even further.
Generally speaking if you play good 1-2 meat bodies won’t make you lose at lower division as they at the very least distract some of the enemy team..
I would suggest leaving skyhammer as it is in unranked (simply more fun).
And apply the changes to a ranked version of it.
Give rangers another elite spec or leave healing as it is.
Some absurd guy on another thread suggested a 40% heal reduction on druid lol.. How about we nerf all elites by 40% damage/condi duration/amount of cc skills…
Would probably serve ppl well if they can’t even one shot an afk zerker.
So as I said, when you start believing your win/loss depends on MMR you should quit before mentioned ‘anger’ rises (:
Truth be told you can carry matches with a druid regardless of whatever hell ppl are ranting about, that is only if you believe you can obviously.
I would suggest playing ranked ONLY when:
1. You believe you can win depending on your own skill (rather than RNG/MMR).
2. You are able to handle loss. (When in ranked it hurts more).
3. You are not on a long lose streak (in which case a day break is good).
Last season wasn’t more prestigious, that can be seen plainly by the type of play used there, the reason the games were closer was the stupid bunker meta where you could stand on a point for half the game preventing capture.
When the meta became more burst damage oriented true skill COULD be shown. Any pve pleb can maintain sustain rotations with last seasons meta, now you play good or you die (: ~ regardless of unfair matchmaking and what not.
This season the main claim for it not being prestigious is the grind, which doesnt really apply post ruby,whereas the meta applies in all divisions.
Guys if you are going to play your same builds for years in pvp thinking all pve players are scrubs obviously they are going to win you more often than not.
PvE players change their builds more frequently and tbh getting used to the concept of conquest is not rocket science, you can get the hang of it in less than a week, those who have bad habits from last seasons bunker-fest will most likely rotate less.
You don’t need years of practice to win a veteran pvp player who’s stuck in Ruby for the entire season.. some basic understanding of rotations is more than enough to win most of those spirit broken scrubs.
I personally think most people who get such long lose streaks get them as a result of a defeated mental state… Why keep queueing if you are clearly mad/distracted off the game being busy with how much the system sucks.
Just take a few days break after a 3 lose streak, might maintain your sanity.
I remember how much I hated LoL when I was assigned to gold after some lucky evaluation games on my first season and losing like crazy till I fell to silver.
Anyway I don’t really believe the situation many here describe, I had experience where I dragged an alt out of the mentioned hell with just personal skill.
So what if your games are harder, accept the challenge and be the best you can, stop playing stupid meta sustained power builds and go full ham if needed, you got nothing to lose. When you are stuck in ruby feeling like you’re as good as any diamond you should have the mental capacity to climb the ladder. Either by tactics, or by communication or by simple steamrolling 1v2 fights on far which I often did to climb despite supposedly bad teams/comps.
I know I never have freezes in any gw2 content but just once exactly at the time a tranq buff has appeared and a TF started – BAM 10 seconds freeze.
Haven’t happened in any other TF or game for me.. And having that happen exactly at tranq time makes me wonder.
Most magical thing is you get queued up with other 4 players who do all the mistakes you mentioned and you’re able to never lose regardless..
Same thing happened to me while climbing.. Even tho I kept seeing my teammates do some really stupid stuff.
All I have to say is that 1~2 decent players on a team are more than enough to win games.. Especially when using team chat in your favor.
@ThiefZ why would I have to play one of 2 meta builds to kill a scrapper? Its rediculous how powerful they are against most classes and builds, I play a condi druid variation and fighting scrappers can be a nightmare sometimes ,even when I dish out 3~5 Condi’s most of the fight.
So you wanna tell me a tempest can proc whatever he wants without finishing cast times? (Im not talking about fresh air here).
So.. Let me start off by saying I play for quite some time and had my kitten wooped from time to time in bad matches.
But yesterday while making it to legendary I got stuck In the last tier for a couple hours fighting tempest and mesmer hackers.
Hack description : 0 duration cast times and some rediculous CD reduction.. I’m talking about mesmers that send 6 waves of 3 shatters in a row into my druid Stone Signet.. And tempests overloading water instantly and rotating around their entire spell set in 1/3 the time I ever seen. (Probably having some program importing the clicks for them in addition to no cast time overloads and spells) that tempest was interrupting his own spells and still having them perform to full quality.
Am I the only one who saw those?
Swapping staff and getting druidic clarity are a nice option, again it take the on swap instant power with the aoe ancient seeds proc and the projectile handling of staff but you are free to take those risks.
I usually don’t stay close to necros after initial condi application and other condi build don’t put enough condi pressure to force me into druidic ..
Update : made it to legendary with this build soloQ (swapped amulet to mercenary’s occasionaly), happy to say winrate was greater than 70%.
I would refer to the comments although most of them are irrelevant. It sure is a ‘one trick’ build, although this will never be meta. I play games against many druid teams and I know EXACTLY what they will play before the match even starts.
You simply cannot adapt to this build in the first encounter and you can’t expect it, furthermore if you try to adapt to this build mid game all you can do is try predicting traps (which is true for every trap build anyway).
Reason for axe is not the might obviously. The reason is unique conditions on axe 3 that add up to make condi removal harder in addition to the buffed up bleeds.
Sword might provide you more survivability but your conditions will be cleansed in much easier manner cause they are fewer (note I already have plenty of criple on traps so having it on weapon as well makes no sense.. This build is about fighting on point anyway and not harrassing from afar).
It won’t work in LCS and not against well organized teams, but as far as soloQ goes it works wonders at least until getting to legendary.
I wish I had apothecary amulet option but there’s none ;/
I want a Llama with aoe fear field.
I want a Sloth with condi shake and knockdown slam. (only obtainable from raid).
I want snakes in general ~ preferably condi focused.
And obviously an overhaul on current pets, possibly placing buff/debuff >traps< on activation instead of one use items(pig/boar etc..).
I suppose there are better sigils you could pick up instead of the energy sigil with the amount of evades you have already from your weapon choices, but other than that seems like a great survival build.
BTW there are 2 blast finishers, and a leap on wolf.. i constantly blast my water fields, or if i feel like going offensive i blast the poison field. Finishers on the build proposed by you are far worse tbh.. you only got the projectiles on fire fields but it has high probability of getting right back at you.
ah also, another reason why staff is better is the amount of DH’s and staff reapers.. they will put down marks and traps on points/treb to defend.. you can easily get rid of those with a surprise long evade attack of staff 3 into your traps+elite+ebola combo..
Hey guys,
Sorry for the late response (new work place..).
Anyway, about the build mentioned by Allison The Strange.4519 ~ I must admit that on paper this build seems like a much better build mainly from a defensive POV but also from an offensive POV.
To explain why I think my build is more valid I would have to look at the sort of enemy’s I usually meet in the arena, many of them have long damage bursts. (examples could be : ranger (pets barrage,smokescale and LB 2), p/p thief, shatt mes, freshair temp, and more rare versions of rifle warr).
Atleast one of above would appear in any of your games, now the answer your build gives is a bunch of evade skills to rotate between. If you indeed rotate between those evades you will lose dps, and most likely get hit anyway (as the bursts are long), making you unable to kill the enemy before backup arrives or even lose a 1v1 after being bursted down by said stuff.
My build on the other side had Staff, long evade on 3 and projectile→heal on 5 which eliminates most of the examples I stated above.
Furthermore if you are up against a Scrapper with your heavy projectile relient build you will be hitting yourself half the time, and will be unable to proc Ancient Seeds which you only have on the SB.. this proc is one target at best, very situational, and based on a projectile which can be reflected. When in my build you proc it aoe on 5 targets max on weapon swap to staff, which is very easy to land on 2 targets at the very least, it also dazes said enemies and chills them. (And yes i prefer the chill more than the Geomancy builds for harder condi removal pressure on enemy and slower heals).
About the condi removal issue on the build, it is addressed by the sigil of generosity, healing trap, and CA spell 2.. you can also dodge most of the condi applications, and if you can’t.. well that’s a personal skill issue. I do admit there could be some optimizations, but I wouldn’t swap to SB for the reasons mentioned in the first section.
In short, this build is better 1vMany than many of the current proposals, UNLESS you get heavy cc chained.. in which case you can pop the stone signet, I AGREE that it might not be enough, but than again if they wasted enough to drop you even after stone signet, your team should have been able to kill one of them or atleast pick you up when enemy is on CD’s and you pop wolf fear.
About wolf being ‘unreliable’.. I can say my wolf would always use knockdown on enemy within the first 5 seconds of him being out. so general plan is : you use lightning for first stomp attempt. You use knockdown for the second attempt (or fear if you are afraid it wont come in time) and the third one is like 99% guaranteed to be a wolf knockdown. OFCOURSE that’s an absolutely fictional scenario as no one in higher divisions will try stomping you more than twice when they can cleave you instead.
To sum it up, this build is pretty bad if you get cc chained. But if you are, you take one for the team and pop stone signet… I believe the condi removal should be enough, especially as this is not intended to be a support build but rather a kill everyone Ebola build. I’m not arguing about how valid the current sustain meta builds are, but that’s as good a condi pressure as you can get while also observing the obvious disadvantages of taking SB.
I would also refer to swapping the axe to sword, totally viable imo, but that means losing alot of bleeds and a chill/weakness for a mere dodge and risky plays. I suppose that’s not my taste but it can be useful for faster movement on the map.
Enjoy (:
So, I was wondering for a long time weather I should post this build, recently I came to the conclusion people deserve to know there are other ways of playing druid that have nothing to do with LB, GS or glyphs whatsoever.
Here’s the build :
http://gw2skills.net/editor/?vNAQNAnfWjMqQ5K2tCOsAVLWYEM4o6VtryUAucBgmIQtKpVizrA-TphAQB8Y/h/8AAAwJAwDHCAIWG4DHBAA
Now this might look like an average sort of build that lacks the survivability many people depend on when playing ranger, this is true.
The build focuses on extensive condi application to the amount that most enemies will die so quickly your sustain wont matter.
This build excels in point defending while fighting 1v1 / 1v2, it is also an excellent build for cleaving dawned enemies.
General idea is jumping in a teamfight AFTER most of the abilities were used (meaning the condi transfers/cleanses were wasted) and applying your 20 bleed stacks on top of poison and burning (proc quick draw on torch 5 followed by proc 3 on CA).
Your goal is to apply as much condis as possible before swapping back to staff (for aoe daze and chill+extra Ancestral roots on swap) followed by CA form spell 3 to keep the enemies dazed with the conditions ticking.
Runes of Krait are probably the most bizarre thing on this build, and the thing that actually makes it work as well. This rune makes it insanely easy to maintain high bleed stacks on your foe for very long time allowing you to inflict bleeding in mid -> run to home for defense 1v2 -> get rallied 40 seconds later when some enemy died from your bullkitten condi duration in mid.
The krait runes also give you an extra condi (torment) as some extra fodder for the enemy condi removal (on that node use axe 3 for more condi removal fodder).
Build strength’s : easy to play, excellent 1v1-1v2, insane point holding power, insane dawn state damage (1k on hit) and dawn state survivability (wolf – only possible cause you dont need to depend on pets for damage on this build).
Build weaknesses : low sustain, enemy team with 3+ minion/condi necros. Or tanky shout tempest builds (Trooper).
When fighting a condi necro your objective is to : elite->both traps-> torch 5->axe 2-> axe 4 -> swap staff(procs stuff..) -> staff 3 AWAY. (mix pet fear/barrage in it).
you need to stay away from the necro after finishing that combo which should take about 4 seconds tops. By running away you wont let him condi transfer.
Cleaving -> torch 5 and axe 2 should handle most of the cleave but if the enemy comes for a rez do the following : place your spike trap to interrupt, if on cd swap to wolf and fear immidiately while placing whatever traps and damage you can. Swap to ca form spell 5 to finish them off before taking on the second enemy with ca 3 followed by your usual condi combos.
My experience with this build : Last season and this season, easily got to Diamond before stopping playing (I simply stopped playing ranked after diamond for personal reasons).
Adjustments : If enemy team is heavy on necros AND cc you will need to swap Poison Master to Wilderness Knowledge followed by swapping your stone signet to Reflexes.
if enemy team is heavy on necros and condi in general, you will want to swap Wilderness Survival to Nature Magic going Bottom->Top->Middle, and maybe swapping Primal Echoes to Druidic Clarity.
Note : the damage values on the Build Editor will show wrong numbers cause the Sage Amulet is bugged (its written 1050 healing, 560 condi WHILE IN FACT its 1050 condi and 560 healing!!! – so dont worry your damage will be much higher).
if you want to see approximate damage values swap the Sage Amulet to Carrion.
Hopefully you wont overlook this build just cause it uses completely out of meta stuff, but even if you do, some of us will just get to keep the element of surprise with another great Trap druid build (:
Thanks for the info, I’ll certainly consider starting off alone and get to know the others before appointing a co-leader.
In that regard:
1. can a person with the “edit ranks” permission change the ranks of equal rank players? or even higher rank players?
2. Is it wise to make the choosing of a co-leader a public thing.. thus turning it to an actual topic among guild mates, or is it just better to keep it all to yourself until you make up your mind completely?
After thinking of it a lot I have decided I would like to form a guild of my own, I already have in mind what the guild will look like in terms of community and game content orientation but the one thing that bothers me most is how do I choose the forming team of officers to get it all started.
The one thing I want to change about my current guilds is the fact that there is only one person leading it all with a permission higher than everyone else.. ofcourse that will always be like that, but I’m planning on making a 2-3 players leadership (equal rank at the top, not just officers).
With that in mind, how should I choose my full pledged partners? where to find them? how to make them feel dedicated to contribute and rep a guild that is only starting etc..?
Would love to read all your advice’s and get my new guild going (:
I have been stuck in Division 4, Tier 4 for a week. I average 10 games a day, for those 7 days. My best position was 4.4. my worst has been 3.8. I have encountered very few named teams but sometimes the scores are wildly lopsided. From my own experience, it feels like the game doesn’t want me to progress. that’s reinforced when I read explanations like the one above dealing with MMRs. In the end, it is not fulfilling in the slightest. Worse, I know people who have lost 10 and 15 games in a row. Why even bother to play? These losses aren’t their faults. The teams lost but the teams were decided by the algorithms.
But again, playing 70 matches and moving up and down on tier 4 is not at all rewarding.
Seems to me like you reached your max level of play, unless you start getting better in terms of carrying such teams that is probably where you will stay.
Regardless, you gain as many rewards from those matches as you would have gotten from plain simple unranked ones.. you should not be rewarded extra stuff just for playing said ‘ranked’ games if you dont progress. And it is completely fine not to progress in a mere week of play.
Depends on your will to adapt to your situation and learn from it, you should not expect getting to legendary in a matter of weeks. When you do get better I believe you will reach your ‘rightful’ place in diamond or beyond.
The reason I keep thinking condi will deal more damage against your main argument – ‘same damage but its delayed unlike power’, is that condi doesnt relay on this holy trio of power+precision+ferocity.. you don’t let anything go to chance in terms of how many crits you’ll hit.
But really the most powerfull thing to mention about condi, is that the sigils and foods have such a massive increase for your damage, outshining the foods/sigils for power builds by so much.
That 20% condi duration on food is essentially 20% damage increase overall.
if you combine it with a rune set or sigils.. focusing mainly bleeding and burning you might even get to 35~40% damage increase just from those tiny things.
In contrast if you go with a power build there is absolutely nothing that will provide you such a sharp increase in damage. (again im not mentioning rice ball as it was already stated that self survivability relies on the players skill.. the druid is not there to attune for the lack of skill of individuals. Therefore -10% healing shouldn’t be that dramatic when people know what they are doing).
So in case of power – maybe you deal damage upfront but you will deal far less as the condi build equip/food buffs are simply superior and relay on a single stat (or 2 with duration).
In that type of build I believe the sigils on staff should be Sigil of Transference together with a specific condi duration increase (bleed/burn).
While on the axe+torch it would be both bleed and burn duration.
(edited by ShadowHunter.5173)
So, I’m pretty sure the topic I’ll talk about is quite common, that is the gear you take as a druid to a raid, I see most of the commanders demanding a druid to be equipped with Zealot, which I think is a great loss in dps (yes – a loss).
Why would I say that? well there is the Apothecary set, which on paper people look at it and say : oh here you have toughness! wasted stat on a raid and loss of dps! you shouldn’t be using it atall.
Well, so the Zealot is supposedly the set with most usefull stat’s those being power,precision and healing. But when do people actually get to use the first two of those? The main reason a druid is wanted in raids is the damage buff from CA form giving another 15% dmg, or atleast the healing from the CA form or staff 3+5 combo’s.
So if said Zealot druid focuses on buffing up his team, being in CA form for idk 33%-40% of the time? while also doing spells like 3+5 on staff which have cast times, he is left with about 50% of time to actually use Power and Precision. making both of those stats half as effective. and more to that, while using a power build you would atleast want some of your utility skills to be buffs to your own damage/att speed/ or might.. all of which will be wasted when going CA form. You got 25 might stacks that you completely waste while you heal people or buff them up, those 25 stacks could count as 10% dps damage that you TAKE AWAY from a teammate.
Now why would I want to use condition damage on gear? well, the most obvious reason is the fact that the damage ticks. Your damage will keep ticking during your CA phases, during the times you heal, even if you are ported away or go dawned you keep on ticking damage which gets insanely amplified by your condi damage. Also you actually have use for might for 100% of the time.
Why not run a trap druid than with an axe+torch and staff on swap, providing more than 70% fire field uptime with quickdraw, and completely broken regen with the Trapper’s Expertise and Healing Spring while also giving the druid’s dmg buffs.
You will barely see any dps drop while going CA and provide same amount of healing as the Zealot, furthermore you will be able to take the Tank role quite easily as you have the toughness and most of your damage comes from close range anyway (axe 2, torch 5, traps..).
So in theory you can fill a condi-healer-tank role all in one while players who need major healing will come close to you right after green circle in VG to get healed up.
besides the druid being close range and putting water and fire fields helps with more projectile/whirl/blast finishers as the fields would be directly on the boss making everyone hit it regardless of their positioning.
Ofcourse you can still take a tank if that is too much to handle for a single player, but than he will need toughness as main stat ~ or alternatively the druid will mix some Magi gear into his Apothecary letting the tank take less toughness and deal more DPS.
Anyway, I think apothecary is a huge DPS swing for a druid, far superior than the DPS a Zealot could provide taken that both go CA in same frequency as the trap cast times are short and the damage ticking is long after activation, they also provide some breakbar efficiency.
What are your thoughts on the matter?
(edited by ShadowHunter.5173)