Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
What keeps me away from trying Guardian Healer again are:
Mace #2 and last hit of #1 are too slow. The mace #2 should be reduced to ~0.75s cast time and the last hit of chain of #1 should be reduced to 0.5~0.75s but reduce the damage to keep the same of the current DPS. Mace now is the worst weapon that Guardian have, it could have some small changes like the cast time.
As you pointed out, the Signet of Courage is useless – both passive and active. It really needs some changes/buffs. The active Should have 2~2.5s of cast time or allow to cast while moving. Your suggestions for the passive seems good.
I never bothered to use Battle Presence because this trait does too little (even with high healing power), ever more if compared to Indomitable Courage. It should at least be able to work even when the Virtue of Resolve is on cooldown or at least other change/buff.
Battle presence does work while virtue of resolve is on cd.
I still want the duration change ( and coeff tweaked to at least maintain current hp/s).I just tested. the Battle Presence does not work when Virtue is on cooldown. Test by yourself. I tested both core Guard and DH, none work when the virtue is on cooldown.
Battle presence doesn’t apply to yourself. Go test again. With an ally this time.
What would happen if you bought gems and spent them to join a specific guild, only to get kicked out or the guild disbanded? I wouldn’t want to buy gems for a guild slot that another player has control over.
you’d be free to join another guild?
Historically I’ve been against it, due to the way chat, and influence worked.
Ever since that set of changes, more guild slots should have limited to no negative impact. Only thing I can think of is: imagine 10 active guild chats going off at once? But even that can be managed with chat tabs.
What keeps me away from trying Guardian Healer again are:
Mace #2 and last hit of #1 are too slow. The mace #2 should be reduced to ~0.75s cast time and the last hit of chain of #1 should be reduced to 0.5~0.75s but reduce the damage to keep the same of the current DPS. Mace now is the worst weapon that Guardian have, it could have some small changes like the cast time.
As you pointed out, the Signet of Courage is useless – both passive and active. It really needs some changes/buffs. The active Should have 2~2.5s of cast time or allow to cast while moving. Your suggestions for the passive seems good.
I never bothered to use Battle Presence because this trait does too little (even with high healing power), ever more if compared to Indomitable Courage. It should at least be able to work even when the Virtue of Resolve is on cooldown or at least other change/buff.
Battle presence does work while virtue of resolve is on cd.
I still want the duration change ( and coeff tweaked to at least maintain current hp/s).
In my opinion – no, no, and no.
Why fix what isn’t broken? (that is, the current state of healers at the moment)
Each to their own.
In my opinion, the descendant of the gw1 monk ( The healer class of the game) not being at least viable ( competitive with others) is silly.
Also, there’s a good chance you will be disappointed when we get new elite specs. With 9 of them, there’s a good chance at least one will be a healer spec.
I guess what I fear the most here isn’t the grind in itself, but the non-permeability of it all.
I want to put these runes into ascended armour. Unlike exotic armour, I can’t just use a BLT-salvage set on them and re-craft the armour. The beauty of ascended armour is that you can change it’s stats – but the idea of having to redo the Leadership rune farm?…
I don’t see how people can be so comfortable with putting leadership runes into anything but legendary armour.
A lot of mesmer’s aren’t bothering to farm/buy leadership runes for this very reason. Personally I’m sticking with just a commander/herald set, swapping trinkets about until at least the next xpac, in case we get seekers stats. Even though I have the currency to buy probably 3-4 full sets of leadership runes.
Just want to point out that you have a few numbers confused. Especially when comparing to Soothing Mist which has a 1.0 (not 0.1) scale on HP. That’s before the trait is taken into account as well.
Somewhat incorrect.
The soothing mist scale of 1.0 is over the 10 second duration of the buff, not per second.
edit: I’m wondering if the scale on resolve is over the 3s duration, or per second now though. I didn’t check that. Which may further justify a slight raise in that scale. Particularly at least to keep the hp scale/sec the same with a duration increase from BP.
I’d have to math it, but i’m pretty sure the scale is not based on time but on how much it increases per point of healing power.
IE soothing mist takes 100% value from healing power, while Resolve takes .06 or 6% of your total healing power into account.
Yes, soothing mist heal is increase by 1.0 * healing power.. over the full 10 second duration of the buff. Which is 0.1 coeff/second.
If it was raised by 1.0 on each tick, soothing mist alone could heal for more than 1.5k/s, just from healing power alone ( not counting base healing, or any other outgoing buffs). Which it does not.
As I said.. I didn’t think to check if virtue of resolve is scaling in the same way ( I suspect it is). Though I still wouldn’t justify much above say 0.06 (coeffs/second) vs soothing mists 0.1/s due to other effects available with the virtue. However that might actually be a coeff ( with the current 3s buff) of 0.18 (up from 0.06).
If the duration were to be raised, the coeff would have to rise in line- to maintain the same heal/tick.
Again though Soothing mist tick isn’t 1 per 10. The duration of the buff is 10 seconds if you swap. It ticks once every 3 seconds. So even using your version here its a .33 coeff not a .1
Soothing mist heals once per second, for 10 seconds. The total heal over that 10 seconds has a coefficient of 1.0. Coefficients per second is 0.1.
It’s ok, math is hard.
edit: just realised, I (probably incorrectly) assumed virtue of resolve would scale the same way regen does.
That is recalculated each second, how much to heal for. With its coefficient being per second ( if it wasn’t, long stacks would be trash, while short stacks would be brokenly OP).
Which no doubt muddys the puddle even further.
(edited by Artemis Thuras.8795)
Something to keep in mind, if we get this stat:
https://wiki.guildwars2.com/wiki/Seeker's_Amulet
(commanders – toughness, + ferocity)
Then seekers + scholar with be statistically superior to zerk+leadership.and with an xpac on the horizon, I’d be willing to bet that it will come with new stats ( for PvE) such as seekers. Honestly there are several of the PvP amulets I’d like available, and this is one of them.
Maybe, but not necessarily. Leadership runes for utility spot mesmer are only mandatory since without them hitting the boon duration cap is quite hard (unlike minstrel for example, which you are essentially comparing this set to). Yet even minstrel tank mesmers are required to take boon duration in either rune or doublon form. Using sholar runes might be to much a hit in boon duration loss.
To lazy to do the exact math, hence why I said, maybe. The fact that you have an alternative to leadership is interesting though.
lose 30% from leadership, gain 42% from concentration ( 633 from a full set).
633/15 = 42%. Same concentration as on a full commander set. Granted, min-max would dictate taking commander legs on a zerk build, but that isn’t 12% worth of concentration.Compare zerk leadership with full commander + scholar on gw2skills.net. Just remember to reduce toughness by 633, and raise fero by 633.
Edit, found the mistake.
Still with 633 concentration you are not addressing how you plan to get to 100% boon duration. What you are conveniantely leaving out is:
Current builds running commanders have boon duration runes in place, use exotic trinkets for doublon slots, use concentration sigils for boon duration on weapon swap, use boon duration buff food, or any combination of the above.
Let’s assume 42% boon duration base, with Sharpening Stones (+10%) and 20% boon duration food, and Sigil of Concentration (33%) is literally the only way to run Scholar runes. You now have effectively 72-100% boon duration depending on how well you manage with Sigil of concentration in your rotation.
I stand by my assessment, it is a nice sidegrade for opening up other rune possibilities, not sure Scholar is the best pick though, especially on still the worst dps in the game.
Except you don’t need 100% boon duration to perma quickness.
And you just explained a way of getting 100% boon duration.No you don’t true, but then again you also don’t need damage maximisation on the WEAKEST damage dealer in your raid group.
Put on some Herald runes and provide protection freeing up one of the other classes which is actually decent at doing damage to do just that (elementalists for example).
Stick to leadership runes for easy condition cleanse and freeing up trinkets to be ascended instead of exotic (as in current meta) or any variation thereof or drop the sigil of concentration in favor of a simpler rotation to make room for error.
It’s a sidegrade on a not even yet implemented stat combination.
I’ll just wait for you to run the numbers for yourself.
Something to keep in mind, if we get this stat:
https://wiki.guildwars2.com/wiki/Seeker's_Amulet
(commanders – toughness, + ferocity)
Then seekers + scholar with be statistically superior to zerk+leadership.and with an xpac on the horizon, I’d be willing to bet that it will come with new stats ( for PvE) such as seekers. Honestly there are several of the PvP amulets I’d like available, and this is one of them.
Maybe, but not necessarily. Leadership runes for utility spot mesmer are only mandatory since without them hitting the boon duration cap is quite hard (unlike minstrel for example, which you are essentially comparing this set to). Yet even minstrel tank mesmers are required to take boon duration in either rune or doublon form. Using sholar runes might be to much a hit in boon duration loss.
To lazy to do the exact math, hence why I said, maybe. The fact that you have an alternative to leadership is interesting though.
lose 30% from leadership, gain 42% from concentration ( 633 from a full set).
633/15 = 42%. Same concentration as on a full commander set. Granted, min-max would dictate taking commander legs on a zerk build, but that isn’t 12% worth of concentration.Compare zerk leadership with full commander + scholar on gw2skills.net. Just remember to reduce toughness by 633, and raise fero by 633.
Edit, found the mistake.
Still with 633 concentration you are not addressing how you plan to get to 100% boon duration. What you are conveniantely leaving out is:
Current builds running commanders have boon duration runes in place, use exotic trinkets for doublon slots, use concentration sigils for boon duration on weapon swap, use boon duration buff food, or any combination of the above.
Let’s assume 42% boon duration base, with Sharpening Stones (+10%) and 20% boon duration food, and Sigil of Concentration (33%) is literally the only way to run Scholar runes. You now have effectively 72-100% boon duration depending on how well you manage with Sigil of concentration in your rotation.
I stand by my assessment, it is a nice sidegrade for opening up other rune possibilities, not sure Scholar is the best pick though, especially on still the worst dps in the game.
Except you don’t need 100% boon duration to perma quickness.
And you just explained a way of getting 100% boon duration.
Just want to point out that you have a few numbers confused. Especially when comparing to Soothing Mist which has a 1.0 (not 0.1) scale on HP. That’s before the trait is taken into account as well.
Somewhat incorrect.
The soothing mist scale of 1.0 is over the 10 second duration of the buff, not per second.
edit: I’m wondering if the scale on resolve is over the 3s duration, or per second now though. I didn’t check that. Which may further justify a slight raise in that scale. Particularly at least to keep the hp scale/sec the same with a duration increase from BP.
I’d have to math it, but i’m pretty sure the scale is not based on time but on how much it increases per point of healing power.
IE soothing mist takes 100% value from healing power, while Resolve takes .06 or 6% of your total healing power into account.
Yes, soothing mist heal is increase by 1.0 * healing power.. over the full 10 second duration of the buff. Which is 0.1 coeff/second.
If it was raised by 1.0 on each tick, soothing mist alone could heal for more than 1.5k/s, just from healing power alone ( not counting base healing, or any other outgoing buffs). Which it does not.
As I said.. I didn’t think to check if virtue of resolve is scaling in the same way ( I suspect it is). Though I still wouldn’t justify much above say 0.06 (coeffs/second) vs soothing mists 0.1/s due to other effects available with the virtue. However that might actually be a coeff ( with the current 3s buff) of 0.18 (up from 0.06).
If the duration were to be raised, the coeff would have to rise in line- to maintain the same heal/tick.
Something to keep in mind, if we get this stat:
https://wiki.guildwars2.com/wiki/Seeker's_Amulet
(commanders – toughness, + ferocity)
Then seekers + scholar with be statistically superior to zerk+leadership.and with an xpac on the horizon, I’d be willing to bet that it will come with new stats ( for PvE) such as seekers. Honestly there are several of the PvP amulets I’d like available, and this is one of them.
Maybe, but not necessarily. Leadership runes for utility spot mesmer are only mandatory since without them hitting the boon duration cap is quite hard (unlike minstrel for example, which you are essentially comparing this set to). Yet even minstrel tank mesmers are required to take boon duration in either rune or doublon form. Using sholar runes might be to much a hit in boon duration loss.
To lazy to do the exact math, hence why I said, maybe. The fact that you have an alternative to leadership is interesting though.
lose 30% from leadership, gain 42% from concentration ( 633 from a full set).
633/15 = 42%. Same concentration as on a full commander set. Granted, min-max would dictate taking commander legs on a zerk build, but that isn’t 12% worth of concentration.
Compare zerk leadership with full commander + scholar on gw2skills.net. Just remember to reduce toughness by 633, and raise fero by 633.
Just want to point out that you have a few numbers confused. Especially when comparing to Soothing Mist which has a 1.0 (not 0.1) scale on HP. That’s before the trait is taken into account as well.
Somewhat incorrect.
The soothing mist scale of 1.0 is over the 10 second duration of the buff, not per second.
edit: I’m wondering if the scale on resolve is over the 3s duration, or per second now though. I didn’t check that. Which may further justify a slight raise in that scale. Particularly at least to keep the hp scale/sec the same with a duration increase from BP.
(edited by Artemis Thuras.8795)
On the topic of guardian healers, I posted this after trying it out:
in Guild Wars 2: Heart of Thorns
Posted by: Artemis Thuras.8795
I’ll be honest, I feel like only half the guild hall “stuff” ( bit ambiguous, because i have only slight ideas what that “stuff” is) was released with HoT..
There seems to be so much space for more npcs, and lots of other things.
As if crafting stations, vendors, tp, and other things have a space, but aren’t populated.
I much prefer Teapot’s version in general, at least for its apparent purpose to carry groups, because it has much more healing. The extra toughness/damage reduction may be helpful for some mechanics/encounters, but if I had to choose one variant to invest in, it would definitely be something more like Teapot’s
This may not be apparent, but by virtue of running a Minstrel’s Chronomancer you’re actually hurting your groups overall sustain (and DPS) by preventing the Druids from building CA as fast. If your goal is to carry, an extremely good magi’s Druid coupled with well-played normal Chronomancers is generally superior outside of extremely high-pressure encounters like Xera or Matthias or encounters where you’re forced to split regularly like Deimos.
[qT]‘s gear has substantial healing as-is, and you can easily substitute food/runes/sigils/traits to reach higher levels without swapping the stats on your gear. Let’s also not forget that by taking domination over chaos you get access to signet distortion shares, which can be far superior in damage mitigation to any level of healing.
I’ve had similar issues when using a full minstrel heal ele along side a druid for say matthias.
I’ve also seen druids insist on bringing full magi’s in a group that doesn’t need anything close to that much healing. Druid can end up gimping their own CA regen due to overheal, thus resulting in fewer ca rotations.
But explaining that too much healing (power) actually ends up lowering healing output when it is needed ( and gotl stack average) is like getting trying to get blood from a stone at times.
on topic: like any build related to healing, min-maxing is required, and is very much relative to your group.
Something to keep in mind, if we get this stat:
https://wiki.guildwars2.com/wiki/Seeker's_Amulet
(commanders – toughness, + ferocity)
Then seekers + scholar with be statistically superior to zerk+leadership.
and with an xpac on the horizon, I’d be willing to bet that it will come with new stats ( for PvE) such as seekers. Honestly there are several of the PvP amulets I’d like available, and this is one of them.
Main healer struggle in GW2 is not healing output, but absolutely horrendous interface and healing delivery model. “I will run away from all your heals and there is nothing you can do about it” – this is a pretty funny joke for the most of MMOs, but harsh truth for GW2.
This has a lot to do with the original design of using active defences ( blocks, dodges, blinds etc), and not being hit in the first place rather than effectively being almost Nearly Headless Nick, only to be healed.
Healers are essentially tacked onto raids via constant damage auras – without which healers wouldn’t actually be needed. However that is definitely a topic for a different thread. One which has, i suspect, become a dead horse already.
So, to simulate this.. option for the ally golems to run around in circles/figure of 8?
So at the moment I find new healers sometimes struggle adapting to the healing playstyle in gw. Sometimes simply not understanding weather or not their healing is enough, or not being able to “change gears” when more or less healing is needed.
By “changing gears” think like riding a bike. You’d change gear if the terrain changes ( such as a steep hill). In this case the steep hill is more healing needed.
Below I will outline what I think would be a useful tool for creating controlled environments to test, and improve druid capabilities.
Allied golems
Along side the dps golem, the ability to spawn 1-9 friendly golems, in a (3×3) grid pattern.
These golems would also be affected by the “apply buffs to group” option available to commanders in the special forces training arena.
Other patterns may be useful, such as two distinct groups ( 2 2×2 grids) ( to simulate scenarios like: green circle & vg).
Or a much larger 3×3 grid to simulate a more spread out squad.
User programmable damage ticks
These would have variable frequency and potency. Specifically being able to program more than one “damage aura”.
Frequencies ( in seconds):
1, 3, 5, 10, 15, 20, 30, 60, 90, 120, 180, 240.
damage intensity:
500, 1500, 2500, 5000, 10000, 15000, 20,000, 25000
Using multiple damage auras, you would then be able to simulate damage auras, attacks from adds, even the occasional mechanics failure ( eg missed green light).
Utilising different tick frequencies, you could also simulate the variable damage a group will take during a fight – particularly due to speudo-random mistakes made by other players. Thus giving healers the ability to test/practice “changing gears” during a fight.
Streamlining this damage aura setup with pre-set patterns designed to simulate raid encounters would be absolutely amazing also.
Cumulative healing output, along with wasted healing ( eg, golem at full health, but still receiving heals) would be very beneficial for the learning process also.
That would make some classes extremely OP like druid, ele and engie which fart regen.
https://wiki.guildwars2.com/wiki/Illusionary_Inspiration
you forgot mesmers.
preface:
This is thinking in the context of pve/raids.
There is a lot of potential, but it is falling just a bit short compared to taking an ele healer, which can in a pinch cover heals for an entire raid squad, just like a druid. Obviously both fall short of druid, but they should be able to fill a niche where greater support is favoured over raw dps buffs.
Guardian as healer is an interesting playstyle, heavily using aegis with Pure of Heart
proposed improvements
Signet of Courage
Increase passive radius to 600, in line with soothing mist and virtue of resolve
Increase the tick frequency to 3 seconds ( from 10),
Reduce base healing to 1/3 266 ( from 808), reduce hp scale to 0.15 ( from 0.5).
Increase the duration of the buff provided by Battle Presence from 3s to 5/9/10 seconds, in line with either: banners ,buffs, or Soothing mist.
Possibly:
A slight raise in healing power scale, to 0.1 ( from 0.06)in line with Soothing mist
OR
A slight buff to Absolute Resolution to 33/50% healing raise ( from 25%). Comparing to Soothing Power, while considering the addition of condi cleanse, and lower tier trait.
Reasoning:
The changes to the elite signet is mostly QoL, the range making it much easier to distribute the heal ticks to allies, while making them smaller and more frequent also makes it less likely to be wasted by overhealing.
The change in duration to virtue of resolve/battle presence is simply to bring it more into like with other healer capabilities in raids – to in a pinch heal the entire raid. Watching soothing mist uptime in bgdm – uptime is typically more than 75% on average amongst all 10 squad members. Obviously subject to some fluctuations.
Comparing
Ele: which has to be attuned to water, with soothing power traited
Guard: which has to occupy it’s elite skill slot, and two traits.
Guard should be able to compete at raid-wide heal ticks – though with slightly lower heal ticks due to also providing 15% endurance regen via Purity of Body.
I’m unsure if resolve needs a boost to heal output, given the endurance gain, and option to use the elite signet. Though it would be nice.
(edited by Artemis Thuras.8795)
3 things I find help at cairn considerably:
turn shaders up to medium ( or above),
turn on effect lod,
turn off player & npc names ( two checkboxes).
The latter 2 for visibility of tells.
if you didn’t make the exotic insignia again already, send in a support ticket – ask them to swap the asc for the exotic. They may be willing to help you.
Cons:
- An influx of players could lead to increased abuse and harassment towards players attempting to complete the jumping puzzle.
Isn’t that the entire point of obs?
Pretty sure that isn’t a “Con” ;-)
[…] confusion doesn’t get applied by epi. Consider asking for the cause to be fixed, not a symptom
Confusion is part of the Corrupt process. See there:
https://wiki.guildwars2.com/wiki/Corrupt_Boon
https://wiki.guildwars2.com/wiki/Well_of_CorruptionI’m asking for a counterplay, something that can be done after being hit – or a way to avoid being hit, beyond just being lucky or staying away from the heat of battle and letting others being hit. Similar to Meteor Shower for example, one can see it, the damage comes in waves and there is time to react.
right, and when did epi start corrupting boons?
Or are you complaining about multiple skills being used in a sequence?
Coordinated bombs are fine, that’s part of skilled play. Any other bombs are mostly wasted.
Condi cleansing when needed, without wasting cooldowns too fast, is also normal play, nothing wrong in having to cleanse condi.
Epi after corruption, leaves nothing to do, being instantly downed at least, in a WvW group play. Isn’t a question of – I’m “skilled” enough to avoid it — but instead, it is a fun play using it, or being hit by it? A game has to be fun.
It’s not me who started this thread, I just contributed. The balance team needs to consider WvW group play too when balancing, though, true balance cannot be ever achieved, but extreme problems should be taken care of at least.
There has to be a something that we can do, to either avoid being hit by epi corruption – a special, visible AOE marker on the ground, for 1-2s, before area being hit, or some other function we can use after being hit; to cleanse high stacks of confusion and then the most damaging condi stacks next. So we can blame ourselves for dying from epi.
Please refer to step 1 ( hint, you previously quoted it).
Also, confusion doesn’t get applied by epi. Consider asking for the cause to be fixed, not a symptom. – Stop thinking like a big corporation ( selling drugs to relieve symptoms because they are more profitable long term, than selling the cure).
(edited by Artemis Thuras.8795)
“So unless you actually have any constructive advice on “how to handle conditions” I suggest you try another thread.”
Your just a TROLL , a complete and utter troll that’s the only explanation how can you defend this meta? why do you defend this meta? is someone paying you ?
going to make this pretty obvious why this is a rude and pointless post only meant to troll and irritate people. . .
IT’ IS IMPOSSIBLE TO CLEANSE AFTER BEING HIT BY AN EPI BOMB, ANY SKILL WILL KILL YOU FROM CONFUSION!!!! GOOD LUCK EVEN HAVING A SINGLE FRAME TO ACTIVATE SKILLS OR EVEN SEE THE CONDITIONS. It’s UTTERLY unbelievable how people think epidemic is a “fair skill” please kitten you are completely and utterly wrong.
Step 1) deal with condi before epi.
step 2) oh look, you aren’t dead.
Step 3) victory cheer. You successfully learnt to play. Take a bow.Try the “L2P” option before throwing around insults.
However if you know someone willing to pay me for wearing a captain obvious hat, please dont send me their names.PS. drink some water. You look like you’re at risk of death by salt overdose.
Ignoring insulting parts, you are wrong Artemis. Do you even play WvW? Anyway, doesn’t matter. Our voices won’t be heard, unless the Balance Team of what this game has comes in WvW and see for themselves.
Condi bombing works by overwhelming a focused target or area with condition, and the more coordinated it is, the more difficult is to “avoid it”. By avoid I mean either kill them before they can condi bomb you, keep them in CC or whatever pressure to prevent them to do it, but these will only delay the moment. So basically kill them or you will be hit sooner or later.
The problem is that after you are hit, there is no counterplay. It’s over.
How to prevent it? By clearing condis constantly? That helps, but when a focused attack is initiated, they will corrupt those nice, clean boons on you, and then spread it with epi. That’s not really preventing…
The ONLY “counterplay” is to kill them before they can do it… which isn’t counter at all. Should be a way to react after, to remove those condis. But there isn’t. Despite the “nerf” to epi. Just die and respawn.
You complain about coordinated bombs. That doesn’t require epi.
You complain about having to cleanse constantly. But what do you do to deal with direct damage? You HEAL constantly. or you dodge constantly ( which also works on attacks which apply conditions). Or you simply reposition so they can’t focus on you.
So when epi is nerfed, you’ll be back here QQing about the next skill you manage to notice in a sequence of skills used to “bomb”.
tl:dr: problem isn’t the skills, it’s you ability to not get hit in the face by the lawnmower zerg.
“So unless you actually have any constructive advice on “how to handle conditions” I suggest you try another thread.”
Your just a TROLL , a complete and utter troll that’s the only explanation how can you defend this meta? why do you defend this meta? is someone paying you ?
going to make this pretty obvious why this is a rude and pointless post only meant to troll and irritate people. . .
IT’ IS IMPOSSIBLE TO CLEANSE AFTER BEING HIT BY AN EPI BOMB, ANY SKILL WILL KILL YOU FROM CONFUSION!!!! GOOD LUCK EVEN HAVING A SINGLE FRAME TO ACTIVATE SKILLS OR EVEN SEE THE CONDITIONS. It’s UTTERLY unbelievable how people think epidemic is a “fair skill” please kitten you are completely and utterly wrong.
Step 1) deal with condi before epi.
step 2) oh look, you aren’t dead.
Step 3) victory cheer. You successfully learnt to play. Take a bow.
Try the “L2P” option before throwing around insults.
However if you know someone willing to pay me for wearing a captain obvious hat, please dont send me their names.
PS. drink some water. You look like you’re at risk of death by salt overdose.
How does any of this have anything to do with not being able to chase/kill the person who is tapping your keep? Even if you killed the person every single time they tapped, if the player is dedicated to tapping your keep, they can respawn and run back in time to tap the keep again – and die again.
This is a non-issue, contesting a keep to prevent waypoint usage is a valid tactic that has been around for years. The fact that it inconveniences you since you have to run slightly further to get to your destination – means that this tactic is working.
Not strictly true. WP’s used to be open for a moment once every 3 minutes. Now they are not. So no, perma contesting WP’s has not “been around for years” as you put it.
So every one play bunker but the condi dmg players who am i kidding they are already bunker. What a boring game that would be and is becoming. Your counter is asking for players to put every thing into counter condi where ppl only need to do a much smaller amount to deal with power dmg. There is something wrong with that.
Condi dmg will not be fixed untill they treat it like power dmg or they start to treat power dmg like condi dmg anything less then that is a waist of time and suggestions.
Because condi clears are tied to toughness/vitality/healing power.
/sWell ya condi clears are def tool so they would be tide to def combos the problem is you need to run every thing to counter them you cant just run one thing to kind of get by. Its too all or nothing where the ones using the condis them self can go both high bunker and high dmg at the same time with condis. It is the only thing in the game that can do that and it makes all other builds pointless beyond you must run the same condi dmg build or the super counter build. That a real problem in a game that is made to be played any way you want. It would be a problem in any game even the super meta build gear score games.
Runes of hobrik is the best example of showing what is wrong. Before condi was there but it was not the end all be all so hobrik runes where super expensive because you could run that power build with some counter condi -20% duration was enofe most of the time and that was more to counter soft cc. But once they added in stacking hobrik drooped like a stone (i understand that -40% duration food got nerf too but the condi duration food got hit all though they added in gear that give condi duration ontop of that with out adding in gear that was -% over all part of the problem) now its at 10s on good day or such when it use to be in the 10G ranges. Its a crazy telling of ppl behaviors to condi -% duration and where the game is.
That was incredibly hard to read. I’ve seen other posts by you, so I’m reasonably sure you are attempting to troll again. Unfortunately ( for you) you’re just highlighting your true nature.
The gist seemed to be:
you think condi clears should be improved by a gear stat. Or I’m misunderstanding and you are attempting to assert that they ARE tied to a defensive stat..
And that you are totally ignorant to the fact that “condi builds” still deal direct damage, however that is sacrificed when running bunker gear with condi dmg.
If you truly believe that a build (any build at all) can dish out the same damage output with trailblazers, than it can with vipers then you are going to be disappointed.There is at least one other false assertion in there, but that horse has been dead so long, there is no longer a corpse to beat.
There is room for discussion regarding condi damage attempting to compete with power, instead of ferocity as a stat, and also changes to resistance, and duration/damage. However that is a different topic for a different thread.
So unless you actually have any constructive advice on “how to handle conditions” I suggest you try another thread.
That the thing about condi dmg it dose not need to give up def to run effective dmg as though condi. That and condi effects have there own build in counter to the counters your talking about that is simply having a cover condi effect. Most removal do not let you chose what your clearing. So to clear that high hitting condi effect you must clear all condis over all costing a few skills where the condi player is only burning 1 to 2. It just dose not work out.
Ppl who use vipers tend to run other means of def be that stealth build in taking 0 dmg. The power dmg is ok on things like vipers but with out a crit dmg over all its not that effective for the pure condi builds. Trailblazers as giving condi dmg condi duration vit and def is very powerful for over all play and has no counter gear set up.
I am not sure why you think full trailblazers is not good for condi dmg.
Reading is hard.
Heres the bit you misunderstood again.
same damage output with trailblazers, than it can with vipers
To further enhance this: damage =/= condition damage.
Should have to kill at least 1 guard, not cast 1 thing at it.
Contesting the structure without siege shouldn’t be a thing at all.
I would consider going one step further – SMC/keeps don’t contest til inner is being hit – since there is two walls between the enemy and the WP.
But yeah.. It should take a credible threat to the structure to contest it’s wp.
Tapping a keep really isnt a problem until you factor in a single class – thieves. Perma-stealth ghost thieves is what I would classify as taking it so far that yes, its an exploit. Sure nike warriors or druids etc can hit and run but you can still bring 5 peeps if needed and lock them down and kill them. Ghost thieves you never have enough time to kill because they will never be visible and by the time a guard or you steps in a trap, they are long gone even if they where next to you a couple secs earlier. Cant counter it, cant fight it. Bring reveal or stealth traps you say? Hahaha… Have fun covering an entire keep. And he will still be 10,000 distance away in 3 seconds once revealed and back shortly after in permastealth.
I think guards should automatically reveal all stealthers within 3K range. Problem solved. Mesmer, Thief, Druid it doesnt matter. They want to tag guards? They do it in the open.
3k range seems a bit crazy.
A 240-360 radius “aura of revealing”? with reveal lasting 4s – but no icd. That would be interesting. The patrols would have an interesting purpose.
I have some potentially interesting leek info..
It’s annoying as hell but it’s a viable and clever tactic. Rather than everyone following the commander in the omniblob, it encourages single players to lose out on personal reward for the greater good of the server. Tap keep, slow down enemy reinforcements from getting back to SMC or bay/hills.
That losing out on personal rewards is going to make it feel bad for most players.
Sure there is shared squad participation, but you’re still losing out of bags/event credit etc.Making people choose to lose out on rewards is something that hurts the population in wvw imo. It wouldn’t be so bad if those rewards were less significant, but wvw rewards are lacking at the best of times.
Not really. It’s a lot like scouting or running yaks. Its an important solo job that more people enjoy than you realise despite the loss in reward (aka the selfless people of wvw). Once you nerf these roles, WvW will turn purely into omniblob wars, more so than it has already.
It was a subtle attempt to say the rewards from bags/events shouldn’t be so significant in the grand scheme of wvw loots. I guess it was too subtle
i think its a bad thing for me adleast am full cleric build and my dps is low
so am sure no1 wants you duo the lack off dps i can domy dps mostly comes from my pets ad least i can heal good and my pet can tank allot to
duo my beast masterbut yea like most mmorpg partys only want upper dps to kill everything fast if not your out
its pretty sad how mmorpg turn out players don’t enjoy it anymore
its all about rush ad fast ad possible and that itbut if you have a good guild that don’t ask anything from you only if you come and enjoy it then your good
Pet.. cleric gear?
You sound like a druid..
And no one gives a skritt what dps a druid gets. Their “damage” comes from party buffs raising allies damage output.
You should try taking tiger for group content though. They have that lovely fury buff on f2, which also helps group dps considerably.
It’s annoying as hell but it’s a viable and clever tactic. Rather than everyone following the commander in the omniblob, it encourages single players to lose out on personal reward for the greater good of the server. Tap keep, slow down enemy reinforcements from getting back to SMC or bay/hills.
That losing out on personal rewards is going to make it feel bad for most players.
Sure there is shared squad participation, but you’re still losing out of bags/event credit etc.
Making people choose to lose out on rewards is something that hurts the population in wvw imo. It wouldn’t be so bad if those rewards were less significant, but wvw rewards are lacking at the best of times.
Proposal:
1)Require one of the following to contest:
damage over a certain threshold to a gate/door in a single hit ( aka, this thing has been hit by siege, and is actually under credible attack)
2)a gate/wall is broken/destroyed
3)any damage to the lord ( or inner guards?).
Possibly only counting inner gates/walls for SMC/keeps on scenario 1/2.
I do appreciate this means they could PvDoor and not contest ( thus not be noticed).. But honestly that doesn’t seem like a terrible compromise considering how long PvDoor alone would take.
The first option could be redesigned to “gate/wall takes x% damage over y seconds” but I suspect the calculations and constant polling of hp would add substantial workload to the servers – and WvW lags enough as it is.
Nerf resistance to a damage and duration % reduction, while simultaneously making it more accessible to more classes.
Water ele, blood necro, and engi ( maybe via med kit) seem like prime candidates for access to it to me. Maybe traited ranger water spirit.
Alternatively remove the ability to apply resistance to others – but that just feels bad.
runes + food + resistance could yield very high duration reductions this way. While still leaving condi cleanses as an actual worthwhile skill to bring ( now resistance totally overshadows them).
I’ve met a lot of pugs who were actually really interested to know their dps numbers.
I think you’re overreacting to them a bit.
People getting kicked from pugs happened before dps meters for gw2 even existed ( let alone green light from anet). You also need to consider what’s going on in the group. Most people won’t give a skritt if the run is going smoothly & people aren’t dropping like flys.
edit: @ miku, try bgdm. It has an awesome UI now and you can see uptimes of virtually every type of buff you could want to see. Along with healing and damage numbers.
/forum bug.
.
So every one play bunker but the condi dmg players who am i kidding they are already bunker. What a boring game that would be and is becoming. Your counter is asking for players to put every thing into counter condi where ppl only need to do a much smaller amount to deal with power dmg. There is something wrong with that.
Condi dmg will not be fixed untill they treat it like power dmg or they start to treat power dmg like condi dmg anything less then that is a waist of time and suggestions.
Because condi clears are tied to toughness/vitality/healing power.
/sWell ya condi clears are def tool so they would be tide to def combos the problem is you need to run every thing to counter them you cant just run one thing to kind of get by. Its too all or nothing where the ones using the condis them self can go both high bunker and high dmg at the same time with condis. It is the only thing in the game that can do that and it makes all other builds pointless beyond you must run the same condi dmg build or the super counter build. That a real problem in a game that is made to be played any way you want. It would be a problem in any game even the super meta build gear score games.
Runes of hobrik is the best example of showing what is wrong. Before condi was there but it was not the end all be all so hobrik runes where super expensive because you could run that power build with some counter condi -20% duration was enofe most of the time and that was more to counter soft cc. But once they added in stacking hobrik drooped like a stone (i understand that -40% duration food got nerf too but the condi duration food got hit all though they added in gear that give condi duration ontop of that with out adding in gear that was -% over all part of the problem) now its at 10s on good day or such when it use to be in the 10G ranges. Its a crazy telling of ppl behaviors to condi -% duration and where the game is.
That was incredibly hard to read. I’ve seen other posts by you, so I’m reasonably sure you are attempting to troll again. Unfortunately ( for you) you’re just highlighting your true nature.
The gist seemed to be:
you think condi clears should be improved by a gear stat. Or I’m misunderstanding and you are attempting to assert that they ARE tied to a defensive stat..
And that you are totally ignorant to the fact that “condi builds” still deal direct damage, however that is sacrificed when running bunker gear with condi dmg.
If you truly believe that a build (any build at all) can dish out the same damage output with trailblazers, and it can with vipers then you are going to be disappointed.
There is at least one other false assertion in there, but that horse has been dead so long, there is no longer a corpse to beat.
There is room for discussion regarding condi damage attempting to compete with power, instead of ferocity as a stat, and also changes to resistance, and duration/damage. However that is a different topic for a different thread.
So unless you actually have any constructive advice on “how to handle conditions” I suggest you try another thread.
It is capped at 25 stacks. Also it makes you wonder why epidemic hasn’t been part of wvw meta, despite being the same for 2 years.
It is not capped in WvW (unless they stealth nerfed it in the last patch). Besides a single a 25 stack of any damaging conditions is a lot of DPS across 5 players. Add on that it copies ALL conditions.
As noted above Epi became stronger as the meta switched from Power to Condi. When a few players were running condi builds it wasn’t as effective. Now at least in small scale condi builds dominate. Epi also feeds itself. The more Necros used it, the stronger the skill became in the meta.
Nice picture. Very pretty that GH arena floor.
Oh right, thats a PvE flagged map, not WvW.
However if it is copying more than 25 stacks of condis per epi anywhere.. That does need a fix..
You’re suppose to pve in pveland for your gold silly.
Kinda funny pve gets a tag unlocked through mastery in HoT though. Wvw? nah fork over 300g.
I don’t see a problem with a wvw mastery line having a mentor tag for wvw at the end of it..
In theory it shouldn’t take too much work, considering the graphic assets and everything are essentially already there.
We did at one point explore the possibility of account bound AR, but in the end decided on simplifying the agony system (back when we simplified infusions) rather than doing a huge system change.
A larger system change would have taken many resources away from actually building content, and would have caused other problems. Like.. what happens to agony infusions? All those infusions on the market suddenly either become worthless, or need some other reason to be consumed. Additionally, what would the effect be on ascended gear? Would you need ascended gear still? What happens to demand?
Ideally we would have designed the system as account bound in the first place, but that is not the reality we live in.
Unfortunately, at this point I do not see a switch to account bound AR any time in our future
Mechanically it could work like essence of luck/magic find.
the potions would be hilariously OP at 300 AR mind you..
edit: someone beat me to that idea.
& I’d agree that atm it’s not worth the time/effort to change it.
Content > system reworks.
We ( as a player base) are desperately hungry for more content
(edited by Artemis Thuras.8795)
^Question.
Gold does not dictate how much experience a player has in WvW. As someone who exclusively plays wvw, I still don’t have a commander tag because it’s still too expensive. I do, on the other hand, have plenty of proof of heroics, and badges of honor. (WvW is the least rewarding mode in gw2 even with reward tracks still, and also the most expensive. Requiring food/utility and siege)
Suggestion: Change the price of Commander’s Compendium to 10 gold and 5000 badges of honor or 500 proof of heroics, require a minimum World Level of 1000 to unlock.
Why bother with a proof of heroics AND a rank requirement?
badges: achievement chests.
ranks: eotm/ktrain.
Having rank x doesn’t mean a player knows how to be effective in wvw.
Also requiring a rank as high as 1000 would mean perfectly good commanders would not be able to tag up because they didn’t grind enough.
While I totally agree, having a tag mean something would be amazing. The problem is: how do you put a mathematical value on commander ability? It’s entirely heuristic.
The effect in siege seems perfectly reasonable.
However the other part of the change is much more a buff to resistance than it is a nerf to epidemic.
Resistance should’ve been a “here’s a couple of seconds to get your condi clears off” but it’s become a be-all-end-all. To the extent people are objecting to having to take condi clears to deal with condis.
As it stands resistance needs to be available to more classes, possibly in place of some condi clears
However I’m concerned about how strong condi builds might become to compensate for having enemies having 100% damage reduction. Particularly with new elite specs.
Alternatively, resistance needs changing to condi damage and condi duration reduction, which changes the nature of resistance considerably ( soft CC’s taking effect).
So every one play bunker but the condi dmg players who am i kidding they are already bunker. What a boring game that would be and is becoming. Your counter is asking for players to put every thing into counter condi where ppl only need to do a much smaller amount to deal with power dmg. There is something wrong with that.
Condi dmg will not be fixed untill they treat it like power dmg or they start to treat power dmg like condi dmg anything less then that is a waist of time and suggestions.
Because condi clears are tied to toughness/vitality/healing power.
/s
So wait, if I stack a bunch of base guards and some revs with healbot eles and a boatload of reapers all running chill traits with Reaper runes, your lil wiki is going to save you?
If the players on my server have equal or greater skill and coordination – Yes.
Knowledge is power.
Troll grade: F
(edited by Artemis Thuras.8795)
Can’t say I’ve gotten epi-owned in small scale; condi owned yes, but maybe that’s just my luck. I run power and have about 15k health so I can and will get one shot by like, anything.
However, I’d like to say that a lot of this so called “advice” dispensed to Straegen here simply will not help, because simply linking skills and broad advice does not address any real world scenarios. Easier said than done, so to speak and this kind of thing I find comes across as patronizing.
Anyhow, I think the tactics described aren’t going to be effective in winning any given fight, because you have built around dying slower and not really winning a fight. So what happens is that you’re surviving, your allies die, and you’re all that’s left, which means you will either die or have to run. If your enemies know that you can’t actually kill them, then they can press whatever buttons like that.
It’s the same principle as fighting a glass thief. 90% of people get rekt by them because they panic and run. What they don’t know is the fight looks really different when they hit back.
The other thing of curiosity is how are you in 600 range of so many people to begin with? There’s little reason unless you’re ressing people. Sure, when it’s 1v1 as a thief, you can pogo stick around any time you want, but you have to be conservative when you’re subject to focus.
CC/Pressure necros. Now before you say “omfg they have 40k hp”, I didn’t say kill them. But if you can stop them from offloading their payloads as long as you can, then the rest of your group may be able to pressure the rest down, and obviously, you as a speedy thief can shift gears much faster than a necro can. Of course, if your allies are garbage, then it’s time to jet and you shouldn’t blame yourself. It’s just how the game mode works. Sometimes you will lose, and it’s not on you.
you criticize the advice I gave him (essentially watch positioning, and stay away from people loaded with condis), then question why is he within range of so many people?
Reconsider yourself before calling people patronising pls.
GG.edit:
Also, epi now appears to have two green/black explosions. I haven’t tested when the condis get copied, but I suspect the second explosion, making it a LOT easier to dodge.I didn’t actually criticize you for bringing up positioning? I am not sure what you’re on about.
What I am criticizing is the general tone and oversimplification of issues, because such advice tends to go out the other ear.
KISS – Keep It Simple Stupid.
Works wonders.
People in this game have a tendency to overcomplicate and overthink a problem.Sounds like a good slogan, and against clueless players that is fine. When people start to actually not stand there and die, then it requires a bit more nuance. There’s quite a few variables that matter. For example, like, the class you’re playing. I think that warrants a specific perspective, since I am sure that you are aware that the classes play quite a bit differently. Would you not agree the best way to help someone win fights on a thief, would be to focus on how a thief works?
And my approach is simple too. I simply read that the build used to fight was mostly described as having a lot of (self) condi clears and 3k armor. And so I asked “then what?” And there’s the problem.
There are a lot more subtle hints, like, well, perhaps some toughness could be dropped. If enough people are running condis, of which armor does nothing against, then would it help to drop armor for some other stat?
There’s just a lot more to it than that.
Positioning is just one of the things here.
And furthermore, it may only seem simple to you, because you have already learned something and thus it became second nature. This is what I think is a problem with an aging game, when people of different experience levels are talking.
Aye, while i don’t disagree with you, the purpose of the thread was regarding conditions, and how to cope with them.
Detailed advice on how to play better should probably be directed to the players helping players, or the class subforum. Also there is only so much we can do to help someone, without seeing them play, and observing what is actually killing them.
Can’t say I’ve gotten epi-owned in small scale; condi owned yes, but maybe that’s just my luck. I run power and have about 15k health so I can and will get one shot by like, anything.
However, I’d like to say that a lot of this so called “advice” dispensed to Straegen here simply will not help, because simply linking skills and broad advice does not address any real world scenarios. Easier said than done, so to speak and this kind of thing I find comes across as patronizing.
Anyhow, I think the tactics described aren’t going to be effective in winning any given fight, because you have built around dying slower and not really winning a fight. So what happens is that you’re surviving, your allies die, and you’re all that’s left, which means you will either die or have to run. If your enemies know that you can’t actually kill them, then they can press whatever buttons like that.
It’s the same principle as fighting a glass thief. 90% of people get rekt by them because they panic and run. What they don’t know is the fight looks really different when they hit back.
The other thing of curiosity is how are you in 600 range of so many people to begin with? There’s little reason unless you’re ressing people. Sure, when it’s 1v1 as a thief, you can pogo stick around any time you want, but you have to be conservative when you’re subject to focus.
CC/Pressure necros. Now before you say “omfg they have 40k hp”, I didn’t say kill them. But if you can stop them from offloading their payloads as long as you can, then the rest of your group may be able to pressure the rest down, and obviously, you as a speedy thief can shift gears much faster than a necro can. Of course, if your allies are garbage, then it’s time to jet and you shouldn’t blame yourself. It’s just how the game mode works. Sometimes you will lose, and it’s not on you.
you criticize the advice I gave him (essentially watch positioning, and stay away from people loaded with condis), then question why is he within range of so many people?
Reconsider yourself before calling people patronising pls.
GG.edit:
Also, epi now appears to have two green/black explosions. I haven’t tested when the condis get copied, but I suspect the second explosion, making it a LOT easier to dodge.I didn’t actually criticize you for bringing up positioning? I am not sure what you’re on about.
What I am criticizing is the general tone and oversimplification of issues, because such advice tends to go out the other ear.
KISS – Keep It Simple Stupid.
Works wonders.
People in this game have a tendency to overcomplicate and overthink a problem.
Can’t say I’ve gotten epi-owned in small scale; condi owned yes, but maybe that’s just my luck. I run power and have about 15k health so I can and will get one shot by like, anything.
However, I’d like to say that a lot of this so called “advice” dispensed to Straegen here simply will not help, because simply linking skills and broad advice does not address any real world scenarios. Easier said than done, so to speak and this kind of thing I find comes across as patronizing.
Anyhow, I think the tactics described aren’t going to be effective in winning any given fight, because you have built around dying slower and not really winning a fight. So what happens is that you’re surviving, your allies die, and you’re all that’s left, which means you will either die or have to run. If your enemies know that you can’t actually kill them, then they can press whatever buttons like that.
It’s the same principle as fighting a glass thief. 90% of people get rekt by them because they panic and run. What they don’t know is the fight looks really different when they hit back.
The other thing of curiosity is how are you in 600 range of so many people to begin with? There’s little reason unless you’re ressing people. Sure, when it’s 1v1 as a thief, you can pogo stick around any time you want, but you have to be conservative when you’re subject to focus.
CC/Pressure necros. Now before you say “omfg they have 40k hp”, I didn’t say kill them. But if you can stop them from offloading their payloads as long as you can, then the rest of your group may be able to pressure the rest down, and obviously, you as a speedy thief can shift gears much faster than a necro can. Of course, if your allies are garbage, then it’s time to jet and you shouldn’t blame yourself. It’s just how the game mode works. Sometimes you will lose, and it’s not on you.
you criticize the advice I gave him (essentially watch positioning, and stay away from people loaded with condis), then question why is he within range of so many people?
Reconsider yourself before calling people patronising pls.
GG.
edit:
Also, epi now appears to have two green/black explosions. I haven’t tested when the condis get copied, but I suspect the second explosion, making it a LOT easier to dodge.
(edited by Artemis Thuras.8795)
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