The Chronomancer especially Condi is very strong but depends on player skill, now the easiest / best classes currently are DH, Warrior, Druid, Scrapper and Revenant they are the most forgiving classes to play, the others are decent but mostly rely on player skill to be good.
Awesome, thanks for clearing that up. A few questions though…
For one,how many achievement points is it worth? kappa (but no… srsly)
For two, are there going to be incremental tiers for only getting to ruby or diamond as in S2 and S3 or is it Legendary or bust as in S1?
For three, (and this one’s more of a request) would you guys consider reusing this first year’s achievements for future years? It’d make achievement hunters that didn’t have the hours and hours to grind PvP like myself very happy to have another go at those missed points. It’d also be a bit easier on your vocabularies.
No, the titles are only per Season each season has its own unique title that cannot be attained outside of the season it was made for minus the mistake with the Season 3 title not being deactivated before season 4 started.
Solution is to remove all safe stomps
Why? Why would this be a good thing? Safe stomps usually come at a cost and there’s at least SOME decision making required in whether or not to waste a cooldown to safestomp -_-.
If you remove this then the game just becomes more brain dead than it already is.
Because a stomp should NEVER EVER EVER EVER NEVER EVER be 100% guaranteed.
And right now 3 classes have basically 100% guaranteed, near-instant stomps with effectively no penalty for using them.
At that point, why even bother having downstate?
So what are those 3 classes I know Scrapper is one what are the others? Mesmer and Thief? Where they have to use their biggest mobility CDs when they have no access to Stability reliably And they can still be cc’d if you time the cc for when they return before they stomp? Mesmer is a little harder since they do have accesse to invuln.
Or are you complaining about Thieves elite which to get an Instant stomp they have to time it the moment you go down and have it already precast since it’s a three part skill that can be interrupted.
Scrapper (function gyro, shrink pot+reg. stomp)
Thief (Daredevil uppercut chain, stomp from stealth)
Druid (stealth+haste stomp)I think it’s bull that druids out-stealth the quintessential stealth class and with several different abilities that give them significant haste they have a half-cast-time stomp plus stealth plus immunity plus mobility plus stability.
Daredevil Upper cut chain isn’t guaranteed it can be interrupted, and Druids don’t have more stealth than Thief or Mesmer they have two main Accesses too it outside of trapper runes which is the LB 4 I believe it is and the trait for ending celestial avatar which both those only last 3 seconds which is on par for Mesmer and thief stealth skills if not traited by them.
And stealth doesn’t stop any Aoe CC or cleave from hitting them so it isn’t all that safe unless you are downed by yourself and in which most cases you will be dead either way.
Now Function Gyro could use some tweaks since it doesn’t force the Scrapper player to stay on the target they are attempting to stomp which can be a huge advantage vs all other classes that have to stop everything they are doing to stomp.
Haste stomp?
Anything that modifies attack speed also modifies all channels (including stomps).
Can’t decide if Lucred is saying facts wrong to trigger people, or he actually believes it
Considering I witness it firsthand every day (both on the giving and receiving end), I believe it. I’m not trying to be confrontational, but it seems like this is how it actually works.
Unless there’s another explanation for sub-1-second stomps from characters with no specialty stomp mechanic (like guardians and warriors) when and only when they’re on the same team and in close proximity to a chronomancer. I’m willing to learn here.
edit
According to the wiki, any and all Quickness shortens the channel on all actions.
https://wiki.guildwars2.com/wiki/Quickness
January 26th 2016
Reviving: Reviving characters will no longer be affected by time-scaled effects like quickness and slow.
So no, haste stomps aren’t a thing anymore, and when the Druid enters stealth it’s only for 3 seconds which still leaves a time where they are visible for the stomp same with Mesmer and Thief unless they waste everything they have to stack stealth or if the Thief drops SR on you.
The only skills that can stomp are Function Gyro which is 5 secs iirc or Thief Elite which can be timed exactly when you go to the downed state to finish almost instantly if they use those attacks before you enter the downed state.
Do daily events and PvP/WvW reward track
Also A-net can u also nerf key combat mechanics such as ressing. Because I’m too lazy to cleave ad co-ordinate finishing my opponents? Also do me a favour and remove more amulets, killing build diversity even more.
Better yet remove all stats, just have armor and weapon damage and see which classes shine.
Nerf all classes with R in their name………….woo par for the course.
But then Elementalist/Tempest will be OP
Crap forgot there was 1 class that doesn’t have an R,
Relementalist/Rtempest, new name fixed now we are gtg.
Nerf all classes with R in their name………….woo par for the course.
I think the channel treb mechanic is a bit inconsistent for attacking certain points, and having it turn and not be accurate on a point also might diminish the effect.
Why not restructure it in a way that it will always hit a set distance (directly on the point) and you can select 1 of the three points to directly attack? In other words, no more turning mechanic per say, but say if it were targeting far, the abilities would be something like ‘Turn to Home’ ‘Turn to Mid’ ‘Fire Far’. Then if you selected Turn to Mid in this case, it would turn like before at the same speed to mid, and change the options to ‘Turn to Home’ ‘Fire Mid’ ‘Turn to Far’.
Make all the shots the exact drop distance to the center of the point, remove the channel gauge and obviously implement like a 2-3 second mandatory channel, plus there’s enough space for the ammo abilities mentioned.
So remove any and all skill from using the treb, right now with treb being skill based makes it so a team has to make a choice chance someone being crap at aiming or have them help on point, not provide almost automatic point coverage with treb.
Good. Remove ‘skill’ from a mechanic that ultimately promotes a lack of PvP, make it just like the other map objectives that aren’t supposed to be impacted by how well a player can hold down a button.
The Treb in its current state is far too impacted by how well a player knows how to use the channel gauge, whether they are playing seriously or trolling, etc. Making it more streamline much like how the Skyhammer was changed to an objective circle:
- Removes much of the player disparity when using the treb, as long as a player commits to it the treb will always target one of the three points directly to hit upon a key-press.
- Diminishes the ability of the treb to interact with fights in-between points, or new players failing to play the map mechanic to its fullest potential from the get-go.It is stupidly designed right now, No Treb is better than the current Treb, my change would at least make it relevant and notable. Not to mention the other team can see how the treb is faced and make adjustments to how long it takes to rotate to a different point for pressure.
It’s stupid because it requires practice to use, and not all that much practice to figure out distances, especially since they have a training site that doesn’t impact any matches if players want to get better, in good hands it is very impactful and should be should strategically, not to be spammed for easy cc point control.
What you want will make it mind numbing point click point control, that requires no thought to use and no repercussions for being bad with the mechanic.
Contrary to the OP’s premise, P/P doesn’t need to teleport in, in fact it needs a teleport out. This proposition will ruin P/P once again with a BP “buff/nerf”. I take personal issue on unnecessary nerfs to P/P.
Black Powder would not be a Shadow Shot clone. It would be used just as Infiltrator’s Arrow is used… to reposition and escape. It will be the teleport out, although it could be used as a teleport in, even though I have no idea why you would use it that way unless you were planning to switch to a melee set afterwards.
The very fact that this suggested change can teleport a P/P user in is the problem. What P/P needs from BP is this; it drops an AoE smoke field and evade-leap/ss backwards. Obvious what P/P needs will needlessly empower (or nerf) both S/P and D/P.
P/P don’t need a teleport in or a skill that can teleport them in and the current BP is very beneficial for P/P despite the fact that it only ticks once every 2 seconds.
So a P/P Thief would engage from range as normal. If an enemy got too close, the Thief would Black Powder away from the enemy while still being able to engage with P/P instead of having to switch to Shortbow to escape. He would simply escape/reposition with P/P now.
That’s too clunky. What P/P needs is something like Disabling Shot (SB#3) — a leap or shadowstep away that includes an evade frame.
As I mentioned before, I would also propose that Body Shot be given a Blind due to Black Powder losing the ability to Blind while maintaining distance. Both skills would gain much more use.
That’s another thing. Spending 4-init to blind is not an ideal solution for P/P or P/D. Body shot just need 3 things — 1) cheaper cost, 2) faster projectile, 3) instant cast.
A good play lay BP then use unload, for many blinds, such wow.
So its not traps that are the problem now its heal on DH?
Haha everyday something new to nerf on DH. Could you all make up your mind what is needed to nerf
The main offending heal is a trap…………just saying. Hahaha
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For the second time in this thread. Mesmers only gain a 10% increase to revive speed with that trait. The “dome” is just a feedback that reflects projectiles. Its hardly OP, get inside it and wreck them. Or just use AOE, or unblockable projecticles. There is nothing OP about that trait
I don’t think it’s all about “Oh this is op that is op”. Part of the reason for thesse demands is normalizing rez capability. Once normalized then numbers and other such things can be looked at but when you have to balance around random factors then it makes balance impossible. Say we buff base res speed, then all the 10% traits would be op as kitten but if we nerf it then they may be mandatory to get a res off any time.
Solution is to remove all safe stomps and res buffs so that the actions are normalized and then change functions accordingly. Cap on rally range would be a fine implementation just by itself so that can go in regardless. (Tired of killing someone once they deem it safe to leave a teamfight only to have them rally from someone across the map who happened to die)
Except that most classes already have a 10% increase in revive speed trait.
Necros do.
Mesmers do.
Elementalists do.
Thief does (and gets stealth as well).
Heralds do.
Rangers do (though it automatically activates search and rescue, which does make this trait more powerful).6 out of 9 classes have access to these revive speed traits and yet he only complains about mesmers.
You missed guardian which is prob one of the most annoying ones in a 2v2 or 1v2 fight due to the knockback. Scrapper can count if function is up and off cd pretty sure the only class that doesn’t have direct speed increase is warrior.
I don’t know if it was ever fixed but Warriors Determined Revival had a bug where it increased Rez speed by 20%,
The only class that can abuse stealth stomps are Engies do to Stealth Gyro, who funnily enough have the most Safe stomp skills, Thieves and Mesmers have short duration Stealh that don’t last the duration of Stomps and would negatively impact them more so than anyone else.
Solution is to remove all safe stomps
Why? Why would this be a good thing? Safe stomps usually come at a cost and there’s at least SOME decision making required in whether or not to waste a cooldown to safestomp -_-.
If you remove this then the game just becomes more brain dead than it already is.
Because a stomp should NEVER EVER EVER EVER NEVER EVER be 100% guaranteed.
And right now 3 classes have basically 100% guaranteed, near-instant stomps with effectively no penalty for using them.
At that point, why even bother having downstate?
So what are those 3 classes I know Scrapper is one what are the others? Mesmer and Thief? Where they have to use their biggest mobility CDs when they have no access to Stability reliably And they can still be cc’d if you time the cc for when they return before they stomp? Mesmer is a little harder since they do have accesse to invuln.
Or are you complaining about Thieves elite which to get an Instant stomp they have to time it the moment you go down and have it already precast since it’s a three part skill that can be interrupted.
I think the channel treb mechanic is a bit inconsistent for attacking certain points, and having it turn and not be accurate on a point also might diminish the effect.
Why not restructure it in a way that it will always hit a set distance (directly on the point) and you can select 1 of the three points to directly attack? In other words, no more turning mechanic per say, but say if it were targeting far, the abilities would be something like ‘Turn to Home’ ‘Turn to Mid’ ‘Fire Far’. Then if you selected Turn to Mid in this case, it would turn like before at the same speed to mid, and change the options to ‘Turn to Home’ ‘Fire Mid’ ‘Turn to Far’.
Make all the shots the exact drop distance to the center of the point, remove the channel gauge and obviously implement like a 2-3 second mandatory channel, plus there’s enough space for the ammo abilities mentioned.
So remove any and all skill from using the treb, right now with treb being skill based makes it so a team has to make a choice chance someone being crap at aiming or have them help on point, not provide almost automatic point coverage with treb.
I don’t know if this is a thing or not still (Maybe fixed/changed?) because I have not seen this done to me in any match but…
Portal stomps….
Like, Anet how the kitten is this allowable? How is cleave damage going to affect THAT situation? Same goes for the thief teleport stomp…If anything needs some balancing………………
for one Thieves don’t have access to Stab or invulns like other classes and that puts their biggest Condi cleanse/ Stun break/ mobility skill on CD for 60 seconds.
And Same with Mesmer minus the Invuln part and portal not providing all that utility besides actually porting… So unless they remove every other classes safe stomp mechanics no they shouldn’t touch those.
They should remove safe stomp and safe rez entirely from all classes in all game modes.
Can’t really be done unless they stop people with stability from stomping or Rezzing since that is a form of safe stomping/Rezzing.
Okay, let me rephrase.
*remove function gyro entirely from the game (it’s the most powerful of all the downstate mechanics as the engi is free to go on about his business). Remove thief uppercut combo stomp entirely from the game. Remove mesmer rez dome from pvp. Remove Search and Rescue from pvp. Remove any and all other cheesy +rez or +stomp mechanics from PvP. Make all invulnerability abilities so that you cannot perform any actions other than run while invulnerable.
Let me reiterate if they remove all of the safe Stomps from game then they will have to stop Stability from allowing stomps, since that puts classes at a big advantage for stomping, yes the Ai stomps/Rez needs to be toned down, also every single class has a Rez speed increase buff which provides 10% faster Rez those traits aren’t an issue since every class has access to them.
I don’t know if this is a thing or not still (Maybe fixed/changed?) because I have not seen this done to me in any match but…
Portal stomps….
Like, Anet how the kitten is this allowable? How is cleave damage going to affect THAT situation? Same goes for the thief teleport stomp…If anything needs some balancing………………
for one Thieves don’t have access to Stab or invulns like other classes and that puts their biggest Condi cleanse/ Stun break/ mobility skill on CD for 60 seconds.
And Same with Mesmer minus the Invuln part and portal not providing all that utility besides actually porting… So unless they remove every other classes safe stomp mechanics no they shouldn’t touch those.
They should remove safe stomp and safe rez entirely from all classes in all game modes.
Can’t really be done unless they stop people with stability from stomping or Rezzing since that is a form of safe stomping/Rezzing.
I don’t know if this is a thing or not still (Maybe fixed/changed?) because I have not seen this done to me in any match but…
Portal stomps….
Like, Anet how the kitten is this allowable? How is cleave damage going to affect THAT situation? Same goes for the thief teleport stomp…If anything needs some balancing………………
for one Thieves don’t have access to Stab or invulns like other classes and that puts their biggest Condi cleanse/ Stun break/ mobility skill on CD for 60 seconds.
And Same with Mesmer minus the Invuln part and portal not providing all that utility besides actually porting… So unless they remove every other classes safe stomp mechanics no they shouldn’t touch those.
They need to bring the Elite specs in line with the core builds not the other way around, reduce the power creep not enhance it.
I think the only way they can do that is split core specialization from Elite Specialization.
Then ANet can return the 10 Second moa form to core mesmers and revert other nerfs done to core professions because of elite specs.
They wouldn’t need to, the elite specs by themselves are what the problem is if they need the elite spec lines/ abilities to Core spec levels it wouldn’t be an issue.
power creep was necessary. Only people who have followed development since near the beginning will be able to accept why.
The amount of power creep was not necessary, and now with separate skill balance they can act accordingly and tone down all of the elite spec power creep to reasonable levels without affecting the Pve crowd and making them cry.
But as stated by others a few things need to happen tone down the power creep and do a rework of each class and give each a focus on a concept as well as opening build diversity.
If you are a decent player you can carry very easily with DH do to the low skill floor for just starting out and higher level play if you time your defenses you can mitigate most unblockable damage in game easily, while still having good burst.
The main change I could see done to it is to reduce the splash/Aoe size of it, if the treb focuses mid it is almost guaranteed a hit due to the small area of the clock tower and possibly shave the damage but I don’t see that as being a big offender.
@Kuya, having preset Center mass hits removes the skill of the trebs and would make trebbing to be Braindead easy.
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Thief already has Condis on dagger AA, it applies bleeding at a pretty fast rate, one thing you should note, All thief weapon sets except staff and Sword are Hybrid weapons they have both Power attacks and Condi attacks.
They also have Venoms which allow higher application of Condies the same with traps, yes some traps need a re-design and Venoms could use a buff.
Before the August 9th change Viper Thief was pretty viable in Raids, as well as in open world content, as with Saerni I ran around using a Condi build mine was just D/D and solo most Hot champs minus the Arrow head from AB hero point.
I have never had that issue, that’s where map/terrain awareness comes into play, this would make it very clunky, it doesn’t heal for much and as it sits now allows for avoiding bursts from other professions and mobs with the evade happening when it initiates, other wise the heal would more likely be wasted
Yay…. PvP got Banner effects like WvW…….. Such wow. Much Pve. So awesome…
I love that they say 5v5 conquest that everyone loves……
I think it’s not that big of a problem for enemies that are downed because they usually get killed anyway due to the effects of attacks around them but when you have someone who is downed you can not rez them which will sometimes result in your ally going down as an enemy is downed and them getting back up because you can’t rez/protect your downed player :/ happened to me so many times now already and I’m getting sick of it too…
With half the classes having a move-while-downed ability it can pretty well guarantee they don’t get stomped.
Half of the classes have a move while downed ability? I count 3*
*Warriors is on a CD before it can be used so I don’t count it, since by the time it is off CD the War should either be stomped or cleaved to death.
All ranged attacks cannot shoot from behind the player casting them.
I just did a quick test with the Shortbow to be certain.
When standing still…
1, 3: Shoots where you are facing (without target) or rotates to face target, then shoots (with target).
2, 4, 5: Rotates to ground target, then shoots.When moving…
1. Shoots where you are facing (without target) or does not do anything at all if facing away from the target (with target).
3. Shoots where you are facing (without target) or rotates to face target, then shoots (with target).
2, 4, 5: Shoots wherever you ground target without rotating… at any angle, actually.So basically, the auto-attack is the only skill, at least in my experience, that you have to manually face the target (when moving) before it will activate. Sadly, it won’t even do a quick turn-around to shoot like Disabling Shot does :-(
All Ground target Aoe attacks can be placed in any direction, SB isn’t the only one weapon to do that, he was referring to the AA and number 3 since they are the only non Ground target Aoe skills
1 dodge eliminates traps…why its so hard to bind dodge key?
1 dodge doesn’t eliminate a trap especially in a game where standing on point is required, dodging only helps activate without taking the activation daze and initial damage.
wtf..dodge eliminates everything. Only PoB is still active cause its aoe whirlwind attack.
Standing on a point gives you nothing if both of you are inside, you dont decap anything….you should already know that….if you are pvp player.
Thats the problem of pvp, ppl are rushing into DH traps and die and yelling NERF NERF but they don’t know fundamentals of PVP at all (capping and decapping a point).
Let’s break this down, Test of Faith still persists even if you dodge through which will Proc on Shield 5 throwing you out of it and F1 pulling you in, on top of if you have to attempt to kite do to more Aoe on point, and I guess you have never had to contest a neutral point, which is something that does need to happen.
Again initially I was just stating that dodging doesn’t nuertralize DH traps since they persist, yes you can avoid the damage.
You can avoid everything, but your problem is that you fight under his terms cause you charge to him.
Symbol build doesen’t have stability………period. you can do to him what you like with all those cc’s flying around. DH is not even close to condi cancer.
Problem again is class stacking. When you have 3 of some same class you are doomed.
Fought 3 scrappers, condi warrs, …..that is….problem, not even DH can compare to those.Class stacking need to be removed. Max 2 per class.
Again you originally said Dodging Eliminates traps, it does not they persist and most DHs will JI and lay trap on top of you eliminating most of the just dodge through the traps argument, only time I see DHs pre-lay traps and wait to be stepped on are the full trapper builds that camp a point, yes dodging through pre-laid traps is simple, but not all traps are pre-laid.
Again I was just calling you out on your original statement of Dodging eliminates traps completely, which they don’t the traps are still there after the dodge locking players off of the point, since the main point of traps is area Denial and with traps being able to cover the majority of Node circles it is an issue in the game mode.
And I don’t engage DHs unless I am 1 on my own DH to fight fire with fire or two I am on my main wait for another party member to engage make the DH blow CDs then I burst them when there are no traps or burst heals available to them. I don’t have issues with the traps I was just stating you were wrong that it elliminates them.
I would propose reducing the Aoe size of the traps would balance things out a little more for the game type.
i let it upload over night.
roaming
https://www.youtube.com/watch?v=qTbwchasx2Qbtw, how many hours do you have on both your thieves?
My first one I have had since Septemeber 2012 and has been my main, most gameplay has been in sPvP and WvW. With 1099 hours on that thief and the other has 99 hours.
1 dodge eliminates traps…why its so hard to bind dodge key?
1 dodge doesn’t eliminate a trap especially in a game where standing on point is required, dodging only helps activate without taking the activation daze and initial damage.
wtf..dodge eliminates everything. Only PoB is still active cause its aoe whirlwind attack.
Standing on a point gives you nothing if both of you are inside, you dont decap anything….you should already know that….if you are pvp player.
Thats the problem of pvp, ppl are rushing into DH traps and die and yelling NERF NERF but they don’t know fundamentals of PVP at all (capping and decapping a point).
Let’s break this down, Test of Faith still persists even if you dodge through which will Proc on Shield 5 throwing you out of it and F1 pulling you in, on top of if you have to attempt to kite do to more Aoe on point, and I guess you have never had to contest a neutral point, which is something that does need to happen.
Again initially I was just stating that dodging doesn’t nuertralize DH traps since they persist, yes you can avoid the damage.
(edited by BlaqueFyre.5678)
They need to bring the Elite specs in line with the core builds not the other way around, reduce the power creep not enhance it.
A suggestion: drop deadly for daredevil and run CS / trickery / Daredevil with furious strikes, flanking strikes and trickster with withdraw. The damage buffs from DA are finicky there’s a good chance your opponent will have neither condis nor be below 50%.
Heck, executioner is effectively less than a 10% damage boost, as any hard hitting skills are going to do far more than the required damage when opponents are below 50% effectively wasting dps. Mug is nice, but its a long CD. Panic strike is also nice, but effectively useless after its first use and against certain builds.
Pulmonary impact, quickness access and bound will give much better effective DPS.
The Exposed weakness is up almost 100% of the time do to AA and shadowshot, yes Panick Strike can be harder to land an some classes. I have tried Daredevil a bit for the Dash and The Havok Mastery but running exposed weakness instead of PI
1 dodge eliminates traps…why its so hard to bind dodge key?
1 dodge doesn’t eliminate a trap especially in a game where standing on point is required, dodging only helps activate without taking the activation daze and initial damage.
Right now on my two thieves I run the variant of build 1 and my other I use the assassins build, I find the assigns build works better for quick bursts, yet I have problems with Revenants the Build 1 Variant forces me into longer more drawn out fights, but I can take almost any combo hit.
It shows the average effective power it doesn’t factor in high Burst or crits from having 100% crit so I use it a base to tweak and I run the average burst numbers manually using the damage formulas it’s a bit of work but in the end it gives you accurate numbers, also it all comes down to play styles on how effective builds work.
Your build is effective, no doubt I have thought of making a life steal style build they have promise, right now I am attempting a full burst build that won’t die to a stray breath of wind.
Your build profits on the non scaling Armor avoiding Life steal
A stack of 50 cost me 27g on the Tp last night after leveling to 450 Huntsman, and each time you craft it you get 5. The initial cost is expensive, but the upkeep isn’t bad if you craft 1 per day.
how about a mixer of our builds!? lol
It could work it loses out on Buffed potential since running CS you have Fury 100% uptime.
Still tweaking builds a bit trying to find a happy medium for me with HP to Damage output ratio. Right now I am trying my assassins build with Some Mara and maybe a piece of Valk’s for the boots I think around 16k hp will be nice just trying to not drop the 100% crit chance my build will afford me.
(edited by BlaqueFyre.5678)
how do you do with speed?
before the specializations, i was lacking movement speed so i was running full zerker with runes of speed.
I don’t lack Speed since I am used to not having Dash so I can forgo it since I have SB, if anything you can swap Daredevil in for Deadly Arts, but will lose control.
Honestly that variant one build you have looks really promising. I’m going to have to try that one
I am running that one on one thief but replaced the assassins chest with Marauder’s.
I will try this because YOTO! And I don’t really find the need for more vitality while roaming. Might as well burst And burst hard!
are you changing builds? it looks pretty hardcore, dude. all or nothing, huh lol
do you not use daredevil or don’t have access to it? i noticed your builds didn’t have the traitline
I have 2 full sets of ascended Armor, with two thieves, I don’t like Daredevil too much I find I don’t need it, the last few season j made it to diamond with running only Zerker Da/CS/Tri, in sPvP, I normally run Da/Tri/SA I find that better overall for how I play then using Daredevil.
I will try this because YOTO! And I don’t really find the need for more vitality while roaming. Might as well burst And burst hard!
what i did was to squeezed as much as vitality, as i could with the trinkets and weapons. by using zerker+val trinkets i gained +108 vitality but lost that precision. then, i made up some of that precision and gained +118 vitality with the marauder weapons. the only real damage i lost was from switching zerker to marauder weapons, compared to a full zerker build.
Since I can’t post the link from my phone here is a screen shot of the builds side by side.
Mine is the one on the right yours is the left
Fixed the link, and I have never recorded with Gw I guess I could but never found a reason too
Edit for some reason Link is not working.
(edited by BlaqueFyre.5678)
What were your divisions each other seasons? You most likely didn’t have the previous ones completed last season for year 3
There are foods that increase your downed state Health pool. Bowl of Fire Salsa
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It been known it was gone last season the aug 9th patch brought it back, you go to where they actually went down and cleave.
http://bit.ly/2bPzpmm Fixed link was not showing your to compare.
Your build compared to the one I am running currently
(edited by BlaqueFyre.5678)