but now you can have air/fire or battle/energy proc at the same time.
Meh, its health/defense i need and know Necromancers arent meant to dodge, otherwise we would have been given access to Vigor….
ok you can have 2 in the same set, but you will be wasting the second sigil because it wont give you any added bleeds or increase the % chance to apply a bleed.
That is what i was asking, so they basically share EVERYTHING? Shame as i was thinking of going with 2x Sigils of Blood 60% Chance to gain Health on crit, 2 second cool down….knew it was too good to be true lol
In what way can’t you? I mean my example of 2 x Earth, why cant you have 2 of the same? Is it built into the game that it refuses to allow you to put another sigil on a weapon if your other one already has it?
By the way i am talking MH and OF weapons, not 2hander weapons
Update Necro) Putrid Explosion, No longer UNBLOCKABLE (Bone minion skill).
Training of the Master (MM Power line) Reduced damage from minon 30% to 25%
Changing Dhuumfire so it doesn’t throw out lots and lots of burning DPS.
So basically nerfs to MM builds and condition builds and nothing else, why i am i not shocked :/
MM wasn’t even that strong in anything bar 1 Vs 1, 5% i doubt will be that huge of an issue. Dhuumfire change is REALLY dumb – considering that Going INTO DeathShroud means you can’t stack any conditions outside of it so yeah that was a great idea….
I bet even with the BIG nerf to Dhuumfire they won’t undo some of the VERY unnecessary nerfs they did to other conditions…
If you’re still talking about PvP, I simply disagree. Based on my experience against high-level teams, I think Death Shroud is incredible survivability in PvP. I strongly advocate against buffing it further.
The problem is, it scales TERRIBLY for how the fight is. 1Vs1, Very strong and the more out numbered you get – the worse it gets and that’s the OPPOSITE of all Invul skills.
While it is good when traited, it still has issues that need to be resolved.
Even with the change, i still wouldn’t take it in my DS build over Close To Death. Currently none of the changes to Necromancer affect me – except the change to Crit Damage but that affects everyone even if its in a small way to some
Putrid Explosion will now be blockable.
Flesh of the Master lowered to 25%.
Dhuumfire changes — your lifeblast applies 3s burning on 10s cooldown (poster note: way to take the worst possible suggestion and roll with it, guys)!
Vampiric Master — lowered this, because its so OP
//continues to play my Mesmer, as that didn’t change a thing of build diversity//
Wow, seriously they have NO idea what so ever, forget any new MMOs it will be ANET that kills this game.
Now IF the Dhuumfire change was built into the class and not a trait – thanks would be amazing, if not i still won’t use it.
Right, i have no idea where this question would be better placed so here goes…
Say i have 2 X Sigil of Earth. Each one giving 60% Chance to inflict Bleeding on Critical hit. I was wondering do these stack meaning that i would in effect have 120% Chance to inflict Bleeding on a Critical hit
I know they share a cool down, so if one procced then both go on cool down but do the chance on crit stack?
^ this
At the moment i don’t really care in PUG’s which set of gear everyone is running because I know that I can carry them with my damage. If they are nerfing the damage output of a zerker i will probably do gearchecks before dungeon runs and kick everyone who is not BiS equiped.
Lol, acting as if Dungeons require a special skill or something. Guess what – They don’t. Before the nerf to Zerkers it was easy after the nerf it will still be easy. Rather than focus on gear they should be looking at the CONTENT and why it leads people to go the gear route they do – it is because most of it is SO easy.
They need the under water one fixed as well, cant even target the pet and it was out healing me hitting for 2-5k pera hit every hit until he was revived -.-
I still wouldn’t take Staff depending on what you are doing. Zerging with it is easy. I just still find it rather meh as a solo/roaming weapon. In small groups it is pretty solid. I think it gets better if you take the traits for it, but they come at the cost of better solo/roaming traits imo
Without healing signet they are nothing!. If you cant out damage 400 hp/s then you should reconsider you’re build. They have no protection, no stealth,no pets etc.
It take skill to play warrior. At least in wvw, Its do or die. They have little room for error.
Yeah just ignore the mobility, the CC, the Condition and Damage immunities, the high health, the high toughness and everything else they have…
We had all that before HS was buffed and we were regarded as absolute trash in all forms of PVP.
The problem being all the buffs and nerfs to everyone in between everything else
If you solo Roam,you fight alot of thieves,Axe is useless vs them.With Dagger you can spam 1 and still hit them in stealth,then when they come out you can dagger 3 then drop a well on them.
If you start Ghastly Claws and they go stealth, the skill continues to hit them…
You can do the same thing with Dagger 2 and get a free heal.
Very true, Though i would take the Life Force regen and high damage over a poor heal, though i guess 2k isnt to bad, should be better though and the damage is like less than a quarter of that of Ghastly Claws
1. You’re vunerable in melee. In Zerk/Valkyrie Gear your surv is centred around cooldowns, positioning, kiting, vitality and Death Shroud
2. Besides #1 spam, Dagger has meh #2 and #3 – one target immobilize. While that immobilize would be nice when having some well, like Well of Suffering, it isn’t really that amazing.
1. You wouldn’t go full Zerker anyway, It would be better to get a mix of P/V/T and add a bit of Precision and Crit Damage in. You will still hit like a truck, i can hit for 2-3k+ with Auto attack alone
2. I agree that Life Siphon is rather meh, mostly due to the Siphon traits, it can still heal for a nice amount, i get 2k+ healing from it. Dark Pact is pretty much a must, seeing as how EVERY class will be able to out run/teleport/leap you you will need skills that will make it as hard as possible
Thats why i also run with Warhorn with my Dagger being in Melee means that WoD will hit pretty much every time i use it and the LF gained from LS is great combined with the swiftness, cripple and the decent damage it is pretty great.
If you solo Roam,you fight alot of thieves,Axe is useless vs them.With Dagger you can spam 1 and still hit them in stealth,then when they come out you can dagger 3 then drop a well on them.
If you start Ghastly Claws and they go stealth, the skill continues to hit them…
So yeah… better idea is to introduce a new stat for that… but that’s too big.
The base would be 10% and then any added on Toughness via traits, gear, weapons, accessories would increase it. So you pretty much ignore what every class starts with Toughness wise as no matter how high or how low it is, it would always be 10%
I think something similar to how Precision into Crit Chance would work for the required Toughness for 1% Condition damage reduction.
Though, lets be honest, we wont get EITHER conditions will just be left alone and left to grow ever more powerful…
4. Necros problem is not dps, they can deal a bit more then warriors. They lack of support and cleave dmg.
I would say they lack defense and Stability. They have what 2 skills with high cool downs and low duration as well 3 seconds Stability at the cost of 30trait points…
Then you get onto the defense Protection wise, 2 long cool down skills for 5-6seconds each isn’t enough for a class that is MEANT to be about attrition. Every other class gets stealth, Invul and immunities – what do we get? DeathShroud which worse the more people are attacking you – the opposite of immunities which are STRONGER the more you are attacked.
Damage wise, they are okay. With the right build, the right setup and everything they are okay. Considering that they have very little means of escape very weak against CC and such i think they could have a few things tweaked and improved.
Healing inside DeathShroud would be a start, Siphon traits working and all Signets working in DeathShroud would be good as well.
What i meant was that the % reduction would be balanced in a way that every class at level 80 would have the same reduction, this would mean the lower armor classes would need a higher base reduction to counter the fact they have less Toughness.
So basically, come level 80 every class has say 10% Condition Damage Reduction and then adding more and more Toughness would increase that.
…Right there, that’s the thing I was talking about how heavies would get buffed, mediums would receive a slight buff and lights wouldn’t get buffed…
How so? Everyone would start at 10% and then get more by taking more Toughness. Though i think a better solution would be a new stat that would perform the same way but wouldnt be connected to Physical damage reduction
Jon, why have you balanced the entire warrior profession around a single heal?
Because this is Anet…
As if all the mobility, toughness, armor and defensive skills they have are not enough…
whos Gabe Amatangelo?
THINK he worked on Star Wars: The Old Republic
That’s a bit confusing, if you mean that everyone would get the same reduction at 80 regardless of which armor category they fall into would mean that there would have to be another stat added to the game (say Resistance (popular in most RPG’s))…
As soon as you add the befinites of what armor category they fall into, it’s becomes the same thing I’ve mentioned.
I wouldn’t mind having another stat, though, what would I have to sacrifice (what other stat? Toughness? Health?) in order to increase it? And this is where we should stop because, it would get into talking about how it’s implemented, what kind of runes… what kind of trait-lines/traits… what are the trade-offs… how it effects class X… how it effects class X vs Y vs Z…
What i meant was that the % reduction would be balanced in a way that every class at level 80 would have the same reduction, this would mean the lower armor classes would need a higher base reduction to counter the fact they have less Toughness.
So basically, come level 80 every class has say 10% Condition Damage Reduction and then adding more and more Toughness would increase that.
Another possible solution as you stated, add another Stat Condition Toughness, Condition Resistance or what ever. they would need to find a way of how to get it onto Armor, weapons and such.
One way they could do it is by allowing ALL armor, accessories, weapons and such would be able to have X amount of resistance added for free OR the player could choose a little buff to one of the other stats to give you a choice either go for say power or go for resistance against conditions
They do need to do something about conditions. Why not add a stat that acts like Toughness does for Physical damage?
(IMO thieves have always been broken, still are broken, and the only fix would be changing the class a LOT – same boat that rangers are in.)
Thieves are NO where near as broken as Ranger’s.
Oh, and breaking thieves ability to hit for insanely high amounts from stealth on roamers? That’s a good thing. They just need to be given something else to compensate.
How about no. If no other class which would all see the same nerfs don’t get buffs to compensate – why should ONE class be buffed?
Buff to everyone… slightly..
necro/ele/mesmers – wont be getting a buff since they’re at the lowest base armor/toughness… they would have to invest into something that makes them more “tough” thus sacrificing something for it.
thieves/rangers/engies – a slight buff, since they’re the 2nd lowest base armor, won’t be taking as much damage as necro/ele/mesmers… still to become a bit more tougher they would need to invest…
warrior/guardians – a buff, since they’re the the highest base armor, they can invest to become even tougher but they wouldn’t have to, since they would be say as tough as mediums investing a bit and lights investing a lot.
That’s kinda without numbers and very general… but yeah something like that would happen.The illusion of it being a buff to everyone including the light armors would be that they see lower condition numbers, however… (With anything additional, aside from toughness from armor/gear, to make it simplier), Conditions ticking (doing damage) on a light armor wearer would be the maximum that conditions can tick for, while on the heavy it’s the minimum.
I would say the % reduction would be different across the classes so that at level 80, no traits, armor, accessories, weapons, runes or anything they would have have the same base % reduction and then it would be how you built, what stats you took, what trait lines you went into and such.
For the people worrying about PvP – read more of the forums! They’re specifically talking about berserker being too powerful in PvE. You can unbunch your panties now, and go back to controlling those nodes.
I would actually WAIT and see what they have planned before just jumping out and assuming its going to have no affect on WvW…
Are you a warrior main…?
God no One class that i tried about 9 months ago and hated it. Just curious as to why you would think that? surely this would be a BUFF to EVERYONE’S defense if this sort of change happened.
What they could do – Make Condition damage just like Physical damage with a reduction on damage based on on much Toughness the target has.
just to add my own stink on the subject…
Condition transfer is very strong no matter what type of build you are running imo. You can transfer vuln or chill or whatever else is on you and add blind to boot.
The fact that your damage output can be cut down by weakness and your healing can become less than optimal via poison is an added dimension. These can all not only be removed but transferred with dagger. Aoe weakness is pretty stronk also….
It’s of course completely up to you what you feel comfortable with.
Yeah the problem is that not everyone runs conditions, why take a weapon just for those situations when you would die with or without it, if you are going to die due to conditions i highly doubt considering how terrible we are at escaping anyway that sending 3 conditions back would really do anything.
That is the point i am making, this sort of weapon might be okay for those mini condition builds that aren’t really condition builds but have decent enough access to them but i find in those situations DeathShroud and Consume Conditions to be more than enough.
If i get burst with conditions i am more than likely going to die if its THAT bad, i have fought and killed Condition builds and i have fought and died to condition builds and not once have i thought “wow that fight would have ended differently if i could transfer 3 conditions every 18seconds”
Poison is laughable against a Necro considering that Consume Conditions takes advantage of Poison and heals for me, if you have it during any other time its useless anyway due to the fact you aren’t healing anyway.
No point being at range if you simply are not doing enough damage to threaten anyone.
This is a silly statement. It’s fine to prefer the other options but now you’re just overcompensating.
How? This whole subject is about Poison access for Power builds to help kill Bunkers some of whom are simply unkillable without it.
Taking Scepter would be seriously weakening yourself just to gain Poison, the HUGE difference in damage alone would mean that you wouldn’t be able to take advantage of the poison due to the huge lack of damage you would be doing.
I meant base healthpool – IE Thief/Ele/Guard start with 50% crit damage, Mes/Ranger/engi start with 30% crit damage, Necro/Warrior start with 10% crit damage. Not advocating those numbers, or this change, just throwing out some random ideas.
I would switch Thief and Necro around. Considering that Necro has next to zero defense, no mobility or anything else why should they also be given the lowest Crit damage? Compare that to Thief who have stealth, VERY high movement and defense.
if Necro and Warrior get 10% Crit Damage then one of 2 things would need to happen:
1) Necro gets BUFFS! They would need mobility, they would need defense, they would need sustain
2) Warriors have theres removed, they have to much sustain, insane mobility and plenty of defensive skills.
Considering that Mesmer has Stealth, combat movement, Phantasms and everything else i think 30% would be too much for them as well.
This is why basing it around base health would simply not work. Look at all the defensive options Guardians have, all the healing and support thats how they counter the low health. Thief use insane mobility and stealth….
Honestly, since necro patch I was sure there was a problem in sPvP with condition meta.
It seems that things have deeply changed without being noticed.
I feel sorry for mesmers. (obviously at high level nothing but shatter zerker is still sometimes used). They will have to wait one more year.You do know that Necromancers are WORSE off damage wise since the introduction of Dhuumfire than they were before it right? This has been tested and proven by several different people.
Are you arguing that condition bunkers are not the meta today ?
No i am saying, Necro is weaker now than before it even got Dhuumfire. Even with how strong Conditions are now, if they nerf Zerker builds TOO much it will make the Condition meta EVEN worse.
If they are going to hit Zerker builds, they have to nerf Condition builds as well.
I have started this game 4 months ago, I have started it off with a thief and I really enjoy my class. I have a complete ascended set for my thief. I will be really disappointed if they nerf zerker build. I am sick and tired of this thief nerf.
It is NOT thief nerf when it happens to EVERYONE.
Honestly, since necro patch I was sure there was a problem in sPvP with condition meta.
It seems that things have deeply changed without being noticed.
I feel sorry for mesmers. (obviously at high level nothing but shatter zerker is still sometimes used). They will have to wait one more year.
You do know that Necromancers are WORSE off damage wise since the introduction of Dhuumfire than they were before it right? This has been tested and proven by several different people.
An element you’re not factoring in is range. Your damage output with Scepter is lower because you can use it at a safer distance, add in the directionless AOE cripple and it makes Scepter the better option for kiting.
So really it’s not inherently about power vs condition builds.. it’s about your usual engagement range and density.. which depends more on your play style than your build archetype, imho.
the problem with that is just how much time it would take to skill someone with it. counter in the fact that every class has long range high damage skills (bar Necro) Take my GS Mesmer, that thing hits for 2k+ and that is from FURTHER away than the Scepter Range. So i disagree with it being about range. No point being at range if you simply are not doing enough damage to threaten anyone.
The damage just isn’t high enough in my opinion
I agree, “A change to crit damage” doesn’t necessarily mean a nerf. Maybe they’re trying something really new and changing base crit damage % based on health pool? Who knows?
That would be pretty bad choice. No one would then go for Vit stats at all if it means taking less Crit Damage, Condition builds don’t really go for Crit either just high, high Toughness.
Maybe it could just be tweaking what damage it deals based on Armor/Toughness?
Condition builds is a easy mode. If nerf critical damage, Anet incentives a skill less players and casual.
No alternative for player who want more competition = Incentive to look for other games.
Yep, it is already Easy Mode, take away our burst against them and they will become godmode. You can bet NOTHING will be done to fix Conditions though.
Well we already know that Powermancers WILL be nerfed simply due to the changes in Crit Damage, what those changes are we have to wait and see but that a long with the inevitable other nerfs coming Necromancer way…It doesn’t look good
Neither Zerk stat or Crit Dmg mechanic have ever been broken.
yeah because getting hit for 12-16k damage when you have high toughness and Armor is perfectly fine.
Because that’s not due to Armor/Thoughness being crap, instead of dmg being too high.
Because you’re not supposed to avoid dmg, instead of facetank it (be it pvp or pve).
Because that’s not a issue limited to few not-so-well-balanced builds and skills./sarcasm
Yeah because it is just THAT easy to defend yourself against damage from someone you can’t see and don’t know is there…
Damage IS to high when someone with high Toughness and Armor can still take more than 50% of there health in damage in under a second…
I believe a nerf to Crit Damage % is not so much meant to encourage condition use specifically, but rather to encourage other builds than just “zerker only”.
The recent boost to support skills was meant to encourage use of defensive and support builds.
I recall a quote from a recent interview that upcoming content will offer some new enemy builds that have specific weaknesses to conditions. That is meant as a specific tool to encourage conditions.
We all know that everyone will just ship to Conditions seeing just how easy it can be to “burst” someone to death with conditions will just take the place of bursting someone to death with direct damage and considering how it is VERY unbalanced how easy it is to apply conditions compared to how easy they are to remove.
Condition damage is limited by the cap, zerker damage is not. Even if they nerfed critical damage in pve to the point it gets under condition damage wed still run only 1 condition user and 4 critical damage for maximum damage effectiveness. You dont have to worry about teams becoming a 5 cond user meta
The cap means nothing in Solo/Roaming and even less when you can just burst loads and loads of conditions. Now if Condition builds only had access to ONE condition then maybe but seeing as how they can easily burst loads of conditions onto people it doesn’t mean anything about the Cap
Sure, Myabe in PvE but this change without fixing the Condition meta and the issues with it in WvW would end up meaning that everyone would go Condition build.
Neither Zerk stat or Crit Dmg mechanic have ever been broken.
yeah because getting hit for 12-16k damage when you have high toughness and Armor is perfectly fine. Crit damage/zerker NEEDED adjustments everyone knows it (Talking WvW, screw PvE its terrible anyway) The problem is if they dont adjust and fix the Condition damage and burst as well EVERYONE will start running condition builds again…
hello,
i am speaking from a condition builder side of view. the condition cap is hindering our damage especially our bleads. bleads stack way to fast and the 25 cap limit can be reached by only one player thus 2-3 condition builds in one party just cancel each other out. what are you going to do about the 25 condition cap and the bleeding problem?
also i think poison is such a weak condition that should be buffed either by increasing the damage or making it stack.
a sugestion about the bleeding problem is to make it unstackable like poison is right now (but stackable in length) and raise the damage output of both bleeds and poison alike.
i like to play with conditions a lot but i don’t want to be pointed fingers at because of the zerkers being so overpowered compared to the condition builds. i hope you do something is that regard to balance damage and condition damage. right now things are way to unbalanced against condition builders.
thank you.
A long with Crit Damage, Conditions need to be looked at and reduced as well. We all know that if Zerker gets a BIG nerf SO many people will just jump to conditions. I think the over all access and ease of afflicting conditions especially on “burst” needs to be looked and reduced as well.
As for Poison, No it is fine the way it is, sure it could use a bit more access to it but its NOT the damage it deals that makes it good – it is the reduction in healing. Some weapons have a bit to much access, while other build types need more access to it.
Why changing something that isn’t broken?
In spvp/wvw, if you run berserker, you have no defense and quite low hp. It comes with a price. High dmg for low survivability.
Say that to Warriors, Thieves, Mesmers. All have plenty of access to skils that reduce damage/make it hard to be hit and still have plenty of Zerk stats.
I think the bigger problem is, some classes and mechanics are to strong and make not needing any defensive stats on gear easy. All 3 above can do that, Go Zerker and still have plenty of defense thanks to skills, mechanics and other things.
While the adjustments ARE needed to Zerker, they also need to look at why classes CAN go full zerker on gear so easily and not have much fear – thanks to skills and mechanics that are just a bit to strong.
I have 2 ideas. The first thing I would like to suggest is – swap Condition Duration from Spite with Crit DMG from Soul Reaping. It makes possible to create interesting builds with DS and spectral skills. And the second one is about changing grandmaster Soul Reaping minor trait(Strength of Undeath) from “You do more damage while above the life-force threshold.” to “Signets passive effect works in DS.”
An interesting idea. The problem is the lack of “power” based weapons that can still do decent damage with conditions. Look at the Scepter, has conditions but the damage is SO insanely poor I can do MORE damage with ONE hit of The Dagger as i can with 3 hits of the Scepter, ignoring the Conditions of course
You also have the problem of that change having NO affect on MANY power DS builds seeing as they all take 30 into both Spite and Soul Reaping.
How About this:
Condition Damage(Curses) moved to Soul Reaping
Crit Damage(Soul Reaping) Moved to Spite
Condition Duration(Spite) Moved to Curses
This would then be a “nerf” to Condition builds in the lose of 250Condition Damage but would gain Crit Damage so rather than having to go tanky due to it taking a while to kill people with Conditions they would be able to go a bit more bursty damage wise at the cost of conditions.
This is something that could open up a DeathShroud Condition option and would stop the Stacking of bother Condition Damage and Condition Duration and would allow people to mix it up a bit
I disagree with the signet thing, they SHOULD already work and so should Siphons shouldn’t require a trait for a CLASS mechanic to actually work with traits and skills.
Maybe turn it around and have it so that you deal MORE damage the lower your Life Force is something like:
100% – 75% = 5% Damage Increase
75% – 50% = 10% Damage Increase
50% – 25% = 15% Damage Increase
25% – 0% = 20% Damage Increase
Staff is almost must for roamer, it just brings so much crowd control and survibility, 2nd weapon set can take whatever you want, probobly axe if you roam with other people and just dps from back.
I very much disagree, i never use it in roaming and have no issue at all. If you are a Condition build, sure its worth having as backup. Still wont be main weapon but as anything else i just find it rather lacking and especially so in a DSPower build.
cool.. really ty, is what i m looking for.. just a question: i saw many people using staf like secondary weapon.. don t u like it??
As i roam i find the staff useless. It is more of a team/zerg weapon in my opinion, some people still use it i just find it:
A) VERY boring
2) Skills are terribly designed
3) No defense (minus Fear Mark on a long cool down)
Well they haven’t made the announcement yet, but yeah, I’m pretty terrified. I would absolutely hate to have to quit this game on such short notice and under such bitterly illogical terms.
Are people REALLY going to quit for them FIXING Crit Damage? I mean it is out of control, Now i understand if you were to crit for the VERY likely result of them over nerfing it but if its a BALANCED nerf and allows us to change our stats to something else – would you still quit?