u cant have both good Condi and Raw dmg or you will be a glass one.
u have to pick one of it and the rest go to your defensive stats.
I’m not sure if your aware, but in tpvp you can have 1870 power base, with 1020 condition damage. Pluse the build can easily maintain 6-8 might stacks making you pretty much at 2200ish power and 1200ish condition damage, no other condi build does this.
Also to ozii, if you are fighting for a point, you are gonig to be eating a lot of burn stacks from the field if you want to hold it, and the least amount of the builds damage comes from sword auto attack, you should try playing it before you conclude.
chill, cripple, poison, burn, torment, immobilize, fear, blind, weakness, bleed with huge aoe from far(if you do count those blind or support conditions as a part of condition build which every other build have and spam able, ok). and Feast of Corruption.
What you say is true, but does not make what condi warriors bring ineffective+their burst raw damage capacity.
what you say is also true, but its not what condi war bring is ineffective, is that they dont bring enough+high end pvp is not just about burst raw damage
I would argue thakittens the condi+raw damage that makes them an interesting/alternative/workable choice. No other condi class brings the combination.
chill, cripple, poison, burn, torment, immobilize, fear, blind, weakness, bleed with huge aoe from far(if you do count those blind or support conditions as a part of condition build which every other build have and spam able, ok). and Feast of Corruption.
What you say is true, but does not make what condi warriors bring ineffective+their burst raw damage capacity.
A lot of people have the mindset that Condi warriors are not high end tpvp material and generally state that other classes can pump out more condi’s, aoe and at a distance. This is true. But these classes can not also put out aoe crit like abilities such as Longbow 3 for 3-5k or final thrust on a rezzing group who are under 50% for 4-6.5k.
These other classes also hit for say 2-400+shorter interval condi conditions (crits included) auto attacks at most, while sword can dish out 500-1100 +1-1300k bleed.
I’d argue that if you get hit with a condi warrior’s combo you will be at 1/2 health faster than some of the other condi classes combo’s (although the fear necro’s combos are pretty nasty if your not a warrior).
People also complain that because its so few conditions (poison, burn, tourment, bleed, immobilize, cripple, blind is not a few in my opinion) and that your damage will just get cleansed. Well this aint true in 1v1 duel arena’s minus a class or two that is not practical in tpvp anyways and in a team environment you have your allies conditions on top of yours making your damage stick more.
The class also has the ability regularly immobilize targets if played right (much like the cc warrior bug granted not as good, but sometimes a little better since stunbreakers dont work).
AOE fire field for a multitude of combos, thats up every 7ish seconds and even in between you can immobilize people with flurry (which itself can do 3-7ish K depending on if they are stuck the whole time).
The key is you have to play very aggressive and you can do this with 2 endure pains, beserker stance,timed dodges and sword block w/reflect. Your team also can be a little more free to do what they need if your becoming the focus.
Not saying engi’s and necros are worse by any means, but there is a place for condi warrior in a team.
(edited by Zenyoga.6910)
Nice video! But to add to the healing signet/surge debate are two factors not brought up that make signet a poor choice.
1. Poison, if you are poisoned a decent portion of the time, your healing will be greatly effected.
2. Surge allows for 100% adrenaline from the start, and that is pretty big in a tpvp environment and even duels sometimes.
@killahmayne.9518 and zone,
Thanks for the responses and I agree with some aspects of what you guys have added to the discussion, necro and engi can add more condi’s quicker at range and aoe. I’ll have to mull over that. I think the reason the build can beat these classes 1v1 is beserker stance and the ability to cleanse conditions easily, but this doesn’t mean its better in a team environement, although being able to have these abilities means you can be less of a target for your team and play pretty aggressively and cc and damage for your team.
One thing that I do think is being overlooked is the fact of how big the firefield is (a bunker or anyone wanting to keep a point is going to be hurting), its up 100% and it can be triggered by your team offering a good amount of burning on the other team+buffs for yours via blasts. Also like I said you can play super aggressive with this build and not fear much punishment allowing to face tank some damage for your team by being straight up in a guy or two’s face and cc’s. Also this build can do a lot of damage real quick which is being overlooked as well.
These may work for spvp, but in tpvp, these tips are not really helpfull for the standard condi necro, not that i care since the class is overbuffed.
This is a strong build, especially 1v1. I think it’s tournament viable, but the big thing you’re missing compared to engi and necro is the range and aoe on your condi. Yes, you have fire field, but that’s only the half of it. I think it’s going to be a little bit weak in team fights (especially when there’s aoe condi removal flying).
Ya good point about the engi and necro, although you do have combustive shot for good aoe burst, and this build can 1v1 those builds. I think this build shines most in a 2v2 and maybe 3v3 on a point. You pretty much have firefield up 100% of the time and any enemy bunker that wants to stay on that point is going to be taking 7-9k every 10 seconds just from the field alone, plus it helps as a auto-condi remover.
I think its a valid alternative or addition to those classes as well, some thought would have to go into the team comp.
I have used a variation of this build, except I put the 5 from strength into Arms, used sigil of doom on both the LB and the shield for maximum poison uptime. It really helps against bunker classes that heal alot and plus takes up an extra condition spot.
To me having at least one source of stability is a must, with all the necro fears, stuns, knockdowns, etc that are going around.
I found Runes of the Forge to be really meh from my experience. Protection seems really nice but I find that it doesn’t really save me alot and the fact that condition damage bypasses it.
I prefer to run with Lyssa runes for an extra condition cleanse or even Hoelbrak for the -25% condition and CC Duration. I also like to run the trait that gives vigor on stance use.
By no means is it an unstoppable 1v1 build, my main somewhat counters would be against heavy CC Warriors with high damage, your usual bunker rangers, some competent mesmers, and a skilled S/D thief.
Hey man,
Ya we dueled a few times and I think we went 2-2, lot of lag though and each time we were inches away from killing eachother and using this build, lol. Ya I go with orrion/lyssa now for max poison uptime, but have been tempted to do lyssa ruins.
Ya its not unstoppable by any means and I hope I didn’t communicate it that way. I found CC warriors and bunker rangers not the hardest, but mesmer types and s/d theif yah as well as minion necro with minions clearing condis.
I really just wanted to let people know there were other viable builds that are strong for warrior.
S/S and Longbow is very effective now for condition builds. Run Sigil of Doom and you’ve got all your control conditions + Burning, Bleeding, Torment, and Poison.
However, the reason Warriors aren’t running condi in tPVP is likely because Necro does it better and as a Warrior in tPVP your best bet atm is a build that destroys Necros.
I agree, and have paid attention to Defektives/team use of the cc warrior. Also with my experience vrs a necro I can say that this build/condi warriors can CC a necro through immobilize long enough (and at range which the stun warrior can’t) for your team to focus him down (and while your doing this and the other team is around you trying to help their necro/rezzing they are taking 1k dps a second from your fire field alone, add in a combustive shot and its 3-4k, and all the added might and fields your giving).
Yes, LB condi war and zerker ranger actually have a very strong damage spike from a range. I would live to try coordinating it sometime.
Ya they do. Also another thing that people are overlooking, how hard it is to focus fire this build as well and while it can still put out a lot of hurt.
S/S and Longbow is very effective now for condition builds. Run Sigil of Doom and you’ve got all your control conditions + Burning, Bleeding, Torment, and Poison.
However, the reason Warriors aren’t running condi in tPVP is likely because Necro does it better and as a Warrior in tPVP your best bet atm is a build that destroys Necros.
I agree, and have paid attention to Defektives/team use of the cc warrior. Also with my experience vrs a necro I can say that this build/condi warriors can CC a necro through immobilize long enough (and at range which the stun warrior can’t) for your team to focus him down (and while your doing this and the other team is around you trying to help their necro/rezzing they are taking 1k dps a second from your fire field alone, add in a combustive shot and its 3-4k, and all the added might and fields your giving).
This is a common response that I’ve seen from everyone, however this has not been my experience. If it were I would of lost a lot more duels since D/D ele’s and Guardians and Rangers would of just cleaned everything I had to throw at them, but this was not the case, plus I was dueling on a non-point, which makes it easier for them since they can move out of the fire field easily and not suffer losing a point in tpvp.
Also if what you say were true, then this problem would be eliminated even more with your teammate giving cover with their conditions as well.
Quite honestly, if you won duels vs d/d eles and guardians, then you were fighting very bad players.
The only really stackable condition you have is bleeding, and you really sorta have to be in melee range to do that effectively. You can do burning from your longbow burst, but you can just move out of that, and it’s not high potency anyway.
When you only reliably apply 1 condition and unreliably apply a second, you have no chance of succeeding against anyone with even mediocre condition removal. Let’s compare it to some other condition classes.
Necro: Bleeding, burning, poison, weakness, vulnerability, blind, cripple, chill, fear, torment
Engineer: Bleeding, burning, poison, vulnerability, blind, cripple, immobilize, confusion, chill
Mesmer: Bleeding, burning, vulnerability, cripple, weakness, torment, confusion, blind
All of these other classes can apply massive numbers of conditions in high quantities. You have bleeding, a bit of burning, an immobilize now and then. That’s about it.
Well I think I’m a decent judge of player capacity. They were a lot better than spvp players and random tpvp players, but I wouldn’t say top tier players either, although neither am I and I know someone could play this spec much better than I, so I’m extrapolating from that. The spec has no problems winning a duel vrs classes you mentioned, even ranger (and I think this spec is a wonderfull spirit ranger counter with its aoe capacity, tankiness).
I’m willing to face players you think are capable of showing what a good d/d and guardian or ranger are, although I may not be at that level yet to compete since I dont dedicate the time, I do feel though that the spec is legitimate enough in the right hands. Still I would give it a shot and learn something or perhaps prove myself better than I thought.
Also the build has a 80% poison up time.
Friend me if you like, and when I’m back from vacation in a few weeks and get off the ring rust, I’ll try and showcase the build. I’ll also make some streams and duel so people can see it in a action.
(edited by Zenyoga.6910)
How about you guys show a Condi Warrior build, everyone thinks that they can’t work because the conditions get cleansed by any decent cleanser, blah blah blah (unless I’m some godly player who can beat all the frequent duelers on the server, which I’m not, condi spec warriors are legit).. I’m trying to break this notion myself, and since you guys represent the warrior forum, I think you guys would do a better job since I don’t have a lot of time, just knowledge and some skill. You don’t have to use my build, but its something to go by and its the best one I’ve found.
Hybrid sword/shield or sword/sword and LB.
http://intothemists.com/calc/?build=-sFwo;1RK-Q0f4cL-60;9;44JT-E;128-08A;12;0ao03;2isXAiJG41Zz
(edited by Zenyoga.6910)
You stack bleeds slower than most passive condi clear can remove it and don’t have condition applications in other places to cover those bleeds so they don’t get removed.
Hey man,
I’ve watched you guys and like what I’ve seen in your team.
This is a common response that I’ve seen from everyone, however this has not been my experience. If it were I would of lost a lot more duels since D/D ele’s and Guardians and Rangers would of just cleaned everything I had to throw at them, but this was not the case, plus I was dueling on a non-point, which makes it easier for them since they can move out of the fire field easily and not suffer losing a point in tpvp.
Also if what you say were true, then this problem would be eliminated even more with your teammate giving cover with their conditions as well.
Hey all,
So I’ve been playing since beta off and on and feel I have a decent understanding of the game and the meta’s in the past and current (although the new one’’s still in flux). I played on a relatively decent top team during the first two months and while I don’t have time for one at the moment, I’ve been dueling when I can.
I’ve become pretty decent with a sword/shield (and going to try new sword off hand) and LB condi build. I’ve beaten everyone who goes to the duel server over the last month (and had my share of losses and learning curve). To me the build seem’s able to handle itself and offers even more in a team environment with its large fire field and blast finisher as well as multiple 3.5-5 sec immobilizes. This has lead me to believe the build would work in a legit 5v5 team.
Is it because the OP necro just offers more? (however I found necro the easiest to beat if they were not a MM necro with condi removal traited with minions).
Id really like to see someone represent condi warrior in a top team since I’m 100% certain it can offer a lot. Until Defektive showed what a CC warrior could do, no one though warrior offered anything, I think the same is true for condi warriors.
Edit:
This is the build I’m referring to
http://intothemists.com/calc/?build=-sFwo;1RK-Q0f4cL-60;9;44JT-E;128-08A;12;0ao03;2isXAiJG41Zz
(edited by Zenyoga.6910)
Staff ele, walk away, why?
Because both of you will be in a stalemate for 5 mins.
Hey man glad to hear another condition spec warrior is having success. I personally think they are the overlooked and in my experience better than the power based counter parts. I do think you could improve your spec, its not optimized to its fullest.
I’ve been in the dueling server for the last month, and pretty much have won against everyone, with some losses as well. The hardest spec I found was the Minion Mancer necro with condi cleanses from their minions. I did beat a few, but lost for sure. Also this silly little phantom mesmer spec got me.
Here’s the spec I use, its made in the mist, so you don’t get all the extra buffs.
http://intothemists.com/calc/?build=-sFwo;1RK-Q0f4cL-60;9;44JT-E;128-08A;12;0ao03;2Rk06Rk061Zo
If your interested I could give you a little advice on your spec to optimize it, but ya condi build warriors can beat pretty much everyone and I think they offer a lot to a team in tpvp (I just don’t have the time to play on a Top Team again at the moment to prove it, hoping someone will take the reigns, because I know they have a place in meta).
(edited by Zenyoga.6910)
I would agree with you in regards to Beserker Stance, it really makes us on par. I’m gonna get some footage up before Wed. (going on vacation), but I’ve been doing very well vs people in 1v1 dueling arena and in tpvp with this build.
So I’ve been doing 1v1’s regularly on the duel server and tpvp tournies and can safely say Berserker stance is a must have and makes us viable.
If you wanna know why “suddenly” everyone hates conditions so much I suggest reading the first post of this thread:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Reasons-why-we-have-a-cond-meta/first
nothing more to add…
Ya I read it and its a good read, however these things have been in the game for a while, the only big change is necro burn and weakness that I agree is a good thing to adjust (maybe 10-20% like I mentioned). I think this potential has already been there, and no one tried it untill necro got a change. I think if they changed things back this potential to have a strong condi meta would still exist, and I think its a good thing with perhaps a slight adjust, but we don’t want powe>all again.
the thing is that at the minute, conditions carry almost all the benefits of high power (solid ‘burst-y’ damage) with none of the drawbacks, and they even have some benefits to boot: when you spec into duration you get stronger cripples, great spammable CC and so on; rabid ammy carries high toughness, giving great defense; condis ignore toughness and go straight for the health pool, and so on.
i think there’s an issue with balancing the benefits of ranged attacks as well but this isn’t exclusive to condis in my opinion.
I agree with your last point, however condi’s can and do get cleansed frequently against a lot of the common strong builds at the moment and if you add more its just going to make power > all.
Power damage is off loaded all at once and thats that, condi’s against most builds have a chance of being stripped every 8-10 secs ( Ele’s clear 2 every 8 seconds, guardians 2 every 10 secs and more if you include side skills, theifs clear 1 every 3-5 secs in stealth, necro’s can clear a bunch frequently, rangers 3 every 10 seconds, engi’s can clear 2 every 15 secs and more through skills, mesmers are hurting but can have them cleared if speced, but lets be honest mesmers are just fine)……
I mean it wasn’t to long ago that people complained that it was power > all and that was limiting, teams ran shatter mesmers, burst thiefs, 1 bunkers and a power ele and something else (condi engi).
Now necro’s have a burn (which i agree is way overkill), weakness got buffed (for the better, but perhaps a little to much ajusting 15%-20% is worth a try) and they added a little bit of tourment. I will say that increased mark size may be a little to large
I really don’t see what changed so much. I think the proposed make heals clear conditions and then make you immune or adding more condition removal will just radically swing balance back to power > all and I dont want to see that. I think small adjustements which Anet is aware of with the necro will go a long ways ( and maybe slightly nerfing engi burn trait as well).
Also I think the AOE of condis that everyone is complaining about is the 2-3 necros on a team spamming large aoe condi’s (which will hopefully change when they do the balance change), aside from that I think conditions are fine and at times underwhelming against the consistent strong builds prior to this patch due how fast you “can” clear conditions.
(edited by Zenyoga.6910)
Not even close, lets have it in a open format where we can try it out. I want the map rotations to be maps people know with some mod. level skill.
My opinion the map is horrible. The mesmer thing mentioned above, missing a jump pad up does 2k damage is from falling, knockbacks, fears, launchers are way to punishing on this map at points (engis have fun here), another lame cannon mechanic (who likes this type of stuff in a 5v5 anyways?, I’d rather fight players).
All and all serious disapointment in Anet and thei decisions making process, the game has had so many bugs and issues with classes and they make new maps? How about flushing out the classes, seriously….
So… I managed to understand the usage of runes of the forge, but…
I just can’t understand why it seems that everyone and their mama use the “on crit” sigils on their weapons without high enough crit chance (and yes, I am counting fury).
I mean, seriously here, the chances for the sigil of earth to work on hit with fury is 25.2%, and without fury it is 13.2% on hit.
Moroever, there is actually a cooldown for the sigil, which is a 2 second cooldown (from the wiki).What I think would be better, is the the sigil of 5%+ crit chance and the sigil of doom, while the longbow might have the sigil of smoldering.
44% crit chance is not a poor choice to use a crit sigil, especially when you have a fire field down that takes up the whole point and ticks 10 times, plus the attacks you are using (2 arrows per shot, flurry 15 hit attack, decent speed sword attacks). It adds up to more than you would get out of an increase of 5% to crit, or 5% damage ( considerably more). You also don’t need smoldering since it won’t gain you anything.
Updated build, been using balanced stance more and think its better overall, but in team play the bolas is pretty clutch to.
If you haven’t given this build a little go, you should it can beat any class 1v1 minus bunker staff ele and offers plenty of team fight options.
1v1 it is a decent build, can beat most warrior builds unless they have average condition removal. Isn’t the best build 1v1 for the warrior, but it does ok. Hybrid is better though for 1v1.
How is my build not a hybrid? If you were responding to me, by def. as i understand it it is.
If you want a serious tried and true condi build, look to my thread, go with the orrion runes and put 5 into the strength line and 5 less in arms.
I know ur talking condi build and arms 25 only applies to direct damage, but the roll scales on power too and without vigor… I just don’t see it doing more than giving you 5% condition duration (while losing a little more than 2% crit chance, 50 condi dmg, and a larger boost to your power attacks than 50 power).
So the 5 in strength was more to get your sigil of doom an extra tick as an experiment, but you don’t lose as much as your thinking if anything.
2% crit = .5% increase in damage, 50 condition = 500ish damage over 30 seconds lost, the difference in 10% damage increase vrs 50 power = approx 6-7% damage loss from power attacks. General damage done for a condition build is roughly 1/3 power 2/3 condition maybe or more. Say you need to do a total of 24K to a opponent means, 8K roughly is physical, 6-7% is 5-550 damage. So thats a total of 1550 damage lost, but made up for if you hit about 2 dodge rolls over 30 seconds vrs a guy (which is very easy, maybe you can hit 3, and do more damage overall), plus your doing an extra 200ish per tick of doom sigil, which increases your total gained.
The most important thing and this is perhaps play style, but having a 4.25 second immobilize on your max flurry, allows for you to hit both the full flurry and the final thrust before they can dodge (from my experience, they can just dodge without it, and I find that very usefull). Plus the other 2 immobilizes last an extra .25, and for some reason i feel like it makes it that much easier to land more usefull timed attacks.
If you want a serious tried and true condi build, look to my thread, go with the orrion runes and put 5 into the strength line and 5 less in arms. You’ll have 66% up time of poison, good sustain, and if your a half decent player who can continually close the gap and use your skills right, you will be strong in 1v1….. If you need more survivability go with the original spec.
Trust me, most people don’t know how to make a min/max spec in this game, try it, give it a few days to get the hang of, if you pick it up, you will be a force.
(edited by Zenyoga.6910)
Been tried before.
Why do you think there are no current vids of warriors in high end tourney teams that are not carrying them?
Without stability you’re just asking to get rolled as a war. Condi war isn’t good because they have 2 main condi: fire and bleed. Most classes can cleanse that with ease.
Your looking at this from a 1v1 point of view, 2v2’s your allies condi’s will be in the way as well. Plus your fire ticks are constantly being put on, and timing a 1-3 sec burning cleanse is tough and generally a waste.
Also I never said don’t se stability, I said use per situation and sometimes you don’t need it. Especially if your team is there and your enemy tries to focus you down with 2 endure pains and a shield block, its gonna give your team a good amount of time to counter.
I’m willing to give it a shot, but I’m worried about the emphasis on condi. Most classes should have no trouble clearing bleed stacks or fire.
Ya, they will get cleansed, and sometimes more times than others. But don’t worry, follow my tips, keep your eyes open for how you can set up better and keep the pressure on, you’ll do enough damage to beat good engi bunkers (if they don’t have their ulti up, then its harder), good ranger bunkers, any class (except very good guardians and staff ele, a good staff ele wont even budge vrs this build, nor will it), just keep on pressuring, you do decent straight damage as well.
(edited by Zenyoga.6910)
Are you sure to run without any stability?
I find stability great and all and definitely has its uses (and do use it if I know I’m gonna be knocked/feared around a lot), but Bolas used general x2 a fight has its killin merits to, so its a trade off. I will say though that the build has from my experience enough survivability to win enough without it (x2 stun breaker and immunity to direct damage, shield, 12 seconds of protection).
I guess its up to you to find out.
My experience is that warriors without stab are incredibly easy to shutdown. And dont you like stability stomping?
No way I would go spvp as a war without stab.
Then run with stability instead of Bolas, your choice.
Are you sure to run without any stability?
I find stability great and all and definitely has its uses (and do use it if I know I’m gonna be knocked/feared around a lot), but Bolas used general x2 a fight has its killin merits to, so its a trade off. I will say though that the build has from my experience enough survivability to win enough without it (x2 stun breaker and immunity to direct damage, shield, 12 seconds of protection).
I guess its up to you to find out.
Alter E ( Little Golem )here,
This build is fine vrs condition cleansers, I’ve faced all the top builds who use a lot of condition cleanses and its not a problem and conditions vrs you are not a huge issue!!******
As I’m sure many of you have been trying to find a way to make warrior viable, Defektive has done a lot of theory crafting and come up with a build many have found to be very useful and I’m sure like many of you I’ve learned a lot from reading and watching his threads/stream.
At the same time I’ve also been crunching numbers, reflecting on the class and have come up with a build that I think perhaps raises the bar and would be interested in hearing what other warriors see in it after giving it a go for a week (its got a its own learning curve as all builds do).
http://intothemists.com/calc/?build=-sFwo;1RK-Q0f4cL-60;9;44JT-E;128-08A;12;0ao03;2Rk06Rk061Zo
Amulet:
Carrion / Rampage
Rune’s: Runes of the Forge (you should save a total of 5-6K life gain over a course of an average 25-30 sec fight).
Edit:
I now prefer lyssa/4 orrian runes/sigil of doom for 80% uptime of poison, greatly helps if your going to be in 1v1’s and 2v2’s vrs ranger/guard bunkers or ele’s in general. Or if your going to be in more 3v3-4v4, Id go with sigil of battle and rune of the undead.
Primary Weapon Set:
Mainhand:
Longbow
-Sigil of Superior Poison
Second Weapon Set:
Mainhand:
Sword
-Sigil of your choice
Offhand:
Shield/Sword
-Sigil of Doom
Utilities:
‘Endure Pain’
‘Bolos’, Balanced Stance, Your Choice’ – Dependent on team needs.
‘Beserker Stance’
Elite:
‘Signet of Rage’ or “Battle Standard” (Since you have so much fury potential already, and run 25% and dont need swiftness as much as you use to with past builds, this is a solid all around choice)
The Low Down:
From my testing on the golems/players and factoring in condition cleanses every 10’s, the build does about 8% less damage than the Defektive build (sometimes it does considerably more if bleeds/burns continue to stack),but has about 10K more health through amulet choices and rune of the forge, +an additional endure pain for 4s, which is up almost every fight (if you play smart). You have more health for more resistance against condi-damage.
The build does have less burst in its Arching Arrow, and Final Thrust (but this is not always easy to land), but more than makes up for in its Fire Field burn damage, Pin Down Bleeds and Flurry damage increase. You don’t have as much adrenaline regen, but from the last week, with fire field, constant weapon switch and getting attack I’m at full adrenaline more than I can use already.
Some tips:
-Always use adrenaline heal at start of match and in between points if you think you wont fight for 15+ seconds.
-Vrs Bunkers and Rangers, don’t blow your high bleed attacks at the get go, put a burn field down or auto attack/apply a small condition so it uses up their automated cleanses, then blow your Pin Down/Fury, and make us of your cc combo potentials (Pin Down, Bolas, Shield Charge, Fury).
-Vrs Ele’s (staff ones just walk away….) apply moderate condition pressure not blowing your big bleeds, wait for them to go into water, then apply your bleed burst +cc combo’s. (their invulnerability skills still get effected by bleeds)
-You make an excelent CC/target caller for your team, and the better your focus fire, the better this build shines.
-Running with another build that applies non-bleed/burning conditions considerably ups your damage since your bleeds are less likely to get cleansed.
(edited by Zenyoga.6910)
You made a math error. Over a 30s fight you’ll get 3 procs. You could get 4 in 30.5s if you had 100% crit and were super awesome (lucky) with your attack timing, but it will take another 6 seconds for the burning to tick.
Dhuumfire is a very big increase though, you’re right. It increases my auto by about 18%, and scepter auto was already very good.
At 1’sec for 6 sec. Fire, At 10’sec 6 sec, at 20 sec for 6 sec, at 30’s for 6’s = 4 seperate operations of Fire stackingx24 ticks
(edited by Zenyoga.6910)
Alter E here,
Been a long time Necro since beta, and I must say the patch just OPed us and I don’t like its impact on the game.
Anyone who’s done any quality Tpvp knows that Necro’s didn’t need much of a damage buff, and main issue was mobility/ways to escape focus fire before they had a decent stock of Life Force.
I think allowing for their spectral armor to remain on in Spectral walk and Armor and if equiped with a Flesh Wurm/New Spectral Wall allows for plenty of escapes and time for your team to focus some of them down (yes you have to play smart and position well!!).
1. I would recommend making the new necro apply the immobilize instantly at the start for 1 second only, giving the kiting time the class needs, then move into applying the condition.
However Necro’s got a huge dps buff with Burning. Over a 30 second fight (which is pretty standard) if equiped with a pretty standard 20% increase in condition runes, a necro will have 6 seconds of burning which equals, four applications for a total of 24×600ish damage = 14.4k additional damage!!!!!!!
Did someone make a math error in their programming? This needs a major adjustment.
2. I recommend changing this to more fight power builds/hybrids and add to necro’s team flavor.
I’d bring the apply the condition every 4 seconds and bring burning down to 1 second and apply 4 stacks of vulnerability for 8 seconds. This would still give a very generous 4-5K damage boost (for condition specs) over 30 seconds +vulnerability which will add up for power necro’s and the team. (this also helps prevent bleeds from getting stripped, which has always been a necro problem).
Also I’d say AXE still needs a damage adjust. I really couldn’t see any imbalance in giving it an additional 15-20% damage increase on its standard attack and lowering the cast time of the aoe attack so its worth casting.
(edited by Zenyoga.6910)
It is not his ISP. I constantly run ping tests when I experience this “unresponsiveness” and expect my ISP to be the cause but it never is.
As mentioned, the warrior (sadly) is the worst bearer of this burden. Weapon swap delays and bulls charge/savage leap delays are very darn frequent.
I also sometimes experience a skill “not being used”. The skill icon gets pushed (as if I was using the skill) but nothing more happens unless I press the skill again.
Weird I know, but it does happen sometimes :-(
Skills not queing is the main reason I decided to invest time in this game. From what I could gather it has to do with server checking before a skill will be qued. So for example, you hit a key such as heal or weapon swap, and if there is a inability for your game to connect to the server in that split second ( lag, which happens in all games) the skill will not que. This is the worse choice they could of done, because in almost any other game I’ve played, if you hit a key to do something and say in that micro-second you lagged, it would just go off a micro second later, instead GW2 just doesn’t even trigger the skill period, which means, when your in the mid of a intense battle, and you click one skill and then another expecting them to go off “eventually” it just won’t, and you waste your time. The only way to play this way, is you have to look at all skills you’ve used, AFTER you use them to make sure they worked, and this is a waste of time.
Someone from the engi. forum said that this would get fixed faster if I posted this here.
Rate of fire says one shot every 2 seconds, its about every 3 seconds. The overcharge skill says it improves rate of fire 50%, it maybe improves it 15% at most, I notice very little difference and I’ve stopped watch it.
This turret use to work properly on release, but something happened.
Title change to make known its a bug.
Is a extra 2% to crit damage really worth losing power over? I’d like to see some maths on that.
I don’t know exactly what you are talking about but Power wins over Critical Damage, always, in any build, doesn’t matter what or how. This is always true because Power affects normal hits and critical hits, while Critical Damage is critical-only.
And even if you have base Power (916) and 100 critical rate, 2% of it is 18. So increasing Power by more than 18 points will be better than increasing Critical Damage by 2%.
This is not exactly right if I remember correctly (I invested a ton of time in understanding the min/max of all things GW2 before I left about 1.5 months after release). While yes its a linear increase of 10% more, its in relation to the original weapon damage the skill does, so if the original skill does say 400 damage and you have approx. 2000 power invested (200% increase, although I believe its every 900ish power does 100% more damage) your doing 1200 damage with the skill. Another 100 power will yield 40 damage while 10% crit damage will yield 120 damage if you had 100% crit chance, or 60 if you had 50% crit chance.
So yes there is a time when you want to invest more into something other than power.
Ya good mesmers are the hardest for me as well, and I run something similar.
Nice video’s and duel. Only advice I’d give to improve is with the second or third fight vrs theif, get out your wrench and shield and start swinging when you know he just disappeared in front of you. sometimes he was cc’d but went invis. and you just waited. Other than that, good stuff. Also you can use your throw wrench skill as well if you see him invis just in front of you cc’d or not, it has a chance of hitting him.
I don’t have the ability to do this quickly. It’s pretty easy to see for one’s self if you have a watch.
I remember the rate of fire for the overcharge being noticeably faster at one point in time, so this is new.
Rate of fire says one shot every 2 seconds, its about every 3 seconds. The overcharge skill says it improves rate of fire 50%, it maybe improves it 15% at most, I notice very little difference and I’ve stopped watch it.
Toolbelt skill of this ability does not replenish 10% endurance if you have the first trait on the last skill line (dont recall of the top of my head).
About Time Warp.
I think the ability could be balanced if it was on a different class.
But the fact that it’s part of the Mesmers already amazing repertoire is what makes it OP. If Mesmers weren’t so amazing at pretty much everything we’d see a lot less QQ about Time Warp.
I mean imagine it was an Engineer ultimate.
I think you could balance it by making Portal and Time Warp, both ultimate abilities. That way a Mesmer would have to chose.
Honestly I think its just poorly thought out design. Having played pvp games for 10+ years the idea that you would give an ability that grants your team effectively double damage for all players with no draw backs for 10 seconds is absurd, utterly. Its an ability that in most cases wins a fight and those who have theirs up win that fight. That is not skill, it is an “I have my I win button ready”. On the same subject there are a few other things that fall into poor design on many levels, such as thief burst w/quickness and 100b. While 100b is much easier to avoid, the design of such things has cost many a new player frustration from day 1 however they thought it was a good idea to keep, rather than make changes that would strengthen the character all around.
That is pretty annoying. It’s caused by the death breakdown dialog popping up. Usually you want dialogs to clear key focus. For instance, pressing the hero dialog button. This is a special case (maybe the only case) where a titled dialog pops up without player input. I’m fixing it now.
Lol there are so many more meaningful threads that players would like to hear about and you guys respond to this one.. Hell I just wrote one a few days ago logging a few of the things that people dont like and are limiting the games potentia. You guys buff mesmers and thiefs last patch when no one asked for any of that when there were more pressing buffs to other classes and changes that could of happened. Who ever is calling the shots over there should think about whats important or they will cost this game more…
There really is no need for ranger, engineer, and warrior in the current metagame.
The team QT runs a warrior and wins paid tournaments.
Sataarcoeny’s team periodically runs Ranger and Engineer at the same time and wins paid tournaments.
My team runs ranger and wins paid tournaments.
We fought a super pug (a group full of top pvpers that aren’t all necessarily on the same team) was winning paid tournaments running Ranger/Ranger/Ele/Ele/Offensive Guardian. They were winning without a mesmer, and without a bunker. They beat us twice today, too.
There’s a big misconception that you cannot win if you don’t run certain things, and this is just not true. The reason certain things are considered “required” is because one top team started using it effectively, and everyone else copied them because it was easy to do that.
I imagine the other three are ele, guardian bunker and mesmer. Thats the real issue, 3 are far and above the right choice for what they do. There are 2 other slots which isn’t exactly a large body of choices.
I’m a thief myself running with the regular 900 toughness, this is where you may get hit for 6k and that is still a rare occurrence.
Name one trait that for 10 points gives a skill that hits for 6K, 4K if they area really armored. ???
No, you trait it at 10 for it to deal damage, you trait at 30 DA + 30 crits + full berzerker to deal 4-6k damage on paper targets, that’s a huge difference many people here don’t seem to grasp.
The only thieves you will hurt by nerfing mug are the ones who don’t run 30/30 full zerk.And on a really armored target you will never deal 4k mug, you’re also forgeting protection in your equation.
I don’t really want to derail my own thread, it wasn’t meant to be a nerf thiefs thread, but more about whats in the works. I was hoping to get a clear respons from Anet on this issue since its one that tons of people have an issue with, even top teams (not to many people like how it effects the game as a whole, and yes the the theif would need slight buffs to compensate elsewhere). That being said, I run a 1800 toughness med. armor class and I get hit for steal 4K all the time, so your math is not right.
1. Half mugs damage and not allow any precasting of abilities while using steal.
Why is this broken idea getting more popular every day ? Because you read it somewhere on the forum ?
First it hardly hits for 6k, and for the love of something, stop testing your numbers on golems
Second, it comes every 40-45s
Third, it’s not the only skill in the game that causes instant damage
Fourth, you’re not only adressing BS burst at all with this suggestion, as a matter of fact you’re on wrong way leading to a nerf that will affect much more than just the BS rotation, further forcing thieves into minmaxing their gameplay around… guess what, backstab, to keep decent damage output against this broken bunker/burst meta.Not allowing precast is far enough to cut down the burst potential.
I’m not sure how to respond to you. You either don’t max out Thief like I do or you run a 2K toughness plus build. On my ranger with 1800 toughness I get hit for backstab for 3-4K regularly. Now if a person has 900 toughness it will easily hit for 6K. Name one trait that for 10 points gives a skill that hits for 6K, 4K if they area really armored. ??? To powerfull for points spent, even if it were a 30 pt. trait it would still be. Add on top of that pre-cast CnD and yes there is an issue. Not to mention 7-8k crit backstabs with 1800 toughness on a medium class……
I’m looking for some advice on how to take down really good d/d or s/d valk. amulet elementalist as a non-trap ranger. I have 2100 power, 45% crit more than half the battle, 22000 health and 1650 toughness. I can beat any other class or know how to(minus jumped by backstab theif, but thats everyone). These ele’s I can’t even come close (not a pug or decent ele, I’m talking strong ele’s about this skill level maybe a touch less http://www.youtube.com/watch?v=deqScGtA01U ). I even manage to dodge a few combo’s drag the fight into 1 min, use all my burst (8 seconds of quickness total through he fight) and they may be at half when the stomp me….. How do you interrupt the heal it seems to go off so fast I don’t have time to interrupt (and most the time stability is up during this moment anyways). One issue seems to be the speed at which they travel around/through me that I can’t ever get sustained damage on them at times and my pet is always kitted. IF it were not on a point that I had to maintain it would be a little better since I could kite better, but given the tight space it’s much harder.
(edited by Zenyoga.6910)