https://twitter.com/TalathionEQ2
https://twitter.com/TalathionEQ2
1800 range stealth is underpowered.
I’m confused… what? Are you saying that you used Hunter Shot’s new stealth effect at a range of 1800? Are you mad? Keep that for close range so you can run away.
http://wiki.guildwars2.com/wiki/Hunter's_Shot
1800 stealth, GG
https://twitter.com/TalathionEQ2
Got to think it through, warriors CAN get protection. Imagine this trait, protection AND your armor mitigating damage. That would be total OP.
40% from armor
20% from trait
33% from protectionProtection hits first, I am guessing after the trait hits?
So 1000 damage – 330 = 670
670 – 134 = 536
536 – 214.4 = 321.6More than 66% total damage mitigation. And it makes armor even less important. It’ll make tank warriors walking castles.
Warriors can get protection from other sources, however not himself.
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1800 range stealth is underpowered.
https://twitter.com/TalathionEQ2
On-Critical Hit Sigils
Sigil of Air: 30% / 40% / 50% chance to cause a lightning strike on a critical hit. This sigil has a 5 second internal cool-down and no longer stacks with other Sigil’s of Air.
Sigil of Blood: 30% / 40% / 50% chance to life steal on critical. This sigil has a 1 second internal cool-down and no longer stacks with other Sigil’s of Blood.
Sigil of Earth: 11% / 22% / 33% chance to do a 1 / 2 / 3 seconds bleed on critical hit. This sigil has a no internal cool-down and no longer stacks with other Sigil’s of Earth.
Sigil of Fire: 30% / 40% / 60% chance to cause flame blast on critical hit causing AoE damage. This sigil has a 5 second internal cool-down and no longer stacks with other Sigil’s of Fire.
Sigil of Frailty: 15% / 25% / 35% chance to apply vulnerability on your foe for 5 / 7 / 10 seconds on a critical hit. This Sigil has no internal cool-down and does not stack with other Sigil’s of Frailty.
Sigil of Generosity: 100% chance to transfer a condition to your foe on critical hit. This sigil has a 10 second internal cool-down and no longer stacks with other Sigil’s of Generosity.
Sigil of Ice: 10% / 20% / 30% chance to cause a 1 / 2 / 3 seconds chill on a critical hit. This sigil has a 15 second internal cool-down and no longer stacks with other Sigil’s of Ice.
Sigil of Strength: 15% / 25% / 35% chance to apply might for 5 / 7 / 10 seconds on a critical hit. This Sigil has no internal cool-down and does not stack with other Sigil’s of Strength.
Superior Sigil of Purity: 100% chance to remove a condition on critical. This ability does not proc if you do not have a condition and has a 10 second internal cool-down. This no longer stacks with other Sigils of Purity.
Superior Sigil of Nullification: 100% chance to remove a boon on critical hit, this has a 10 second internal cool-down. This no longer stacks with other Sigils of Nullification.
Superior Sigil of Rage: 10% chance to gain quickness for 2 / 4 / 8 seconds on a critical hit. This no longer stacks with other Superior Sigil’s of Rage and has a 30 seconds internal cool-down.
Sigil of Water: 10% / 20% / 30% chance to Heal nearby allies for a small amount on critical hit. This no longer stacks with other Sigil’s of Water, this ability has no internal cool-down.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
A lot of the Sigils are simply bugged or not on-par with each other, I believe that the sigils should all have unique cool-downs and unique effects, especially in SPVP.
A long time ago you said in the State of the Game you were looking at Sigils and their effects, and here is my ideas for them.
Two-Handed Weapons now have 2 Sigil Slots.
Duration Sigils
Sigil of Agony: When you apply bleed it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Agony.
Sigil of Chilling: When you apply chill it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Chilling.
Sigil of Debility: When you apply weakness it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Debility.
Sigil of Hobbling: When you apply cripple it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Hobbling.
Sigil of Paralyzation: When you apply a stun it lasts 0.5 / 0.75 / 1 second longer. This no longer stacks with other Sigil’s of Paralyzation.
Sigil of Peril: When you apply vulnerability it lasts 15% / 25% / 35% longer. This no longer stacks with other Sigil’s of Peril.
Sigil of Smoldering: When you apply burning it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Smoldering.
Sigil of Venom: When you apply poison it lasts 10% / 15% / 25% longer. This no longer stacks with other Sigil’s of Venom.
On-Kill Sigils
Sigil of Restoration: You gain Regeneration for 10 / 20 / 30 seconds when you kill a foe. You are healed each time you kill a foe. This no longer stacks with other Sigil’s of Restoration and has a 15 second internal cool-down on the regeneration portion of the ability.
Sigil of Speed: Become Immune to Cripple, Immobilize, Chill for 5 seconds after you kill a foe. You gain Swiftness for 10 / 20 / 30 seconds when you kill a foe. This no longer stacks with other Sigil’s of Speed and has a 15 second internal cool-down for the Regeneration portion of the ability.
Sigil of Stamina: You gain Vigor for 10 / 20 / 30 seconds when you kill a foe. This no longer stacks with other Sigil’s of Stamina and has a 15 second internal cool-down for the Vigor portion of the ability. Your endurance is refilled each time you kill a foe.
Delayed on-hit Effect
Sigil of Conjuration: 5% / 10% 15% chance to gain a charge on hit. At 26 charges, you are invulnerable for 1 / 2 / 3 seconds. (You lose all charges on down) This Sigil no longer stacks with other Sigil’s of Conjuration or Sanctuary.
Sigil of Sanctuary: 5% / 10% 15% chance to gain a charge on hit. At 26 charges, you are invulnerable for 1 / 2 / 3 seconds. (You lose all charges on down) This Sigil no longer stacks with other Sigil’s of Sanctuary or Conjuration.
Sigil of Demon Summoning: 5% / 10% / 15% Chance to gain a summon charge when you hit your foe. At 26 charges you summon a fleshreaver for 60 seconds.
(You lose all charges on down) This no longer stacks with other Sigil’s of Demon Summoning.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
You use it, then cancel it half cast by sheathing your weapons. War banner actually gives the first pulse of buffs before the banner actually lands putting it on cooldown. It’s a massive hassle though so id say only do it when you can’t do anything else.
Basicly, its an exploit.
https://twitter.com/TalathionEQ2
To a berserker warrior its way less then protection, to a soldier tanky warrior it could be more.
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Please allow us to use spears and breathing masks on land!
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Defense Trait:
Armored to the Teeth
Every 1 Toughness (Not Armor.) is 0.02% Damage Reduction, capped at 2500.
(50 = 1%)
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Toughness becomes scaled down to almost nothing after 3000. Not worth it.
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There is a way to fix your problems my friend, its a little exploit I like to call: “War G”
Click your 80 Warrior, click ‘delete’, then click ‘create’ and click the shield picture, it should be called “Guardian”, then click ‘create’, using this exploit you can immediately fix all your problems your having with warrior.
https://twitter.com/TalathionEQ2
Yeah, its not that warriors are in a bad place it is just 90% of them are apparently bad.
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Or dealing damage like the mesmer one. Maybe 8 vulnerability + merging it with the physical trait.
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I wouldn’t mind being a guest as a long time warrior player, however i’ve been growing very tired of trying to fight for the class lately. Feels like my ideas just arn’t what they used to be.
https://twitter.com/TalathionEQ2
Rangers are fine for everything but damage. They do good sustained (not burst) damage.
In a long fight they actually out damage most classes, however they have no burst so they can’t really make a short fight end quickly.
However, they are very hard to kill if played correctly, probably the hardest to kill class in the game.
https://twitter.com/TalathionEQ2
That warrior ability only works for conditions applied AFTER that.. if you apply them all at once before he uses that ability, those abilitys are not effected at all…
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Argh… I HATE FLOATING HUGE SHOULDER PADS..
https://twitter.com/TalathionEQ2
I think a lot of necromancers forget we have a focus that melts buffs off warriors.
Warriors I fight with usually have 0 boons. Lol.
https://twitter.com/TalathionEQ2
Never, ever going to happen.
Firstly, this would be ridiculously strong in PvE, where downing is rather rare in the first place. Secondly, it would make the Warrior heals ridiculously strong (16,880 on Healing Surge?!).
Oh and thirdly, look at what you’re saying. Healing from all sources? Well, Regeneration would thus be 260 + 0.25*Healing, Healing Signet would be a passive 400 scaling at 0.066*Healing. Adrenal Health would be 720 + 0.3*Healing every 3 seconds. With zero Healing Power, those alone would total 900 hp/s. Throw in some Healing Power, say 1500 or so and we’re talking 1,524 hp/s healing.
That is kittened up.
New trait in Discipline line:
Endless stance – all stances have unlimited active timeLol, so we would take no damage from physical hits nor unmodified conditions and we would get permanent Quickness and Stability? And we would have ridiculous adrenaline regeneration? I counter with:
New trait in Tactics Line:
I win – Gain Unshakeable, Determined and Frenzy for 5 seconds when hit. 1 second cooldown.
Not really overpowered.
Healing Surge would heal for most of our HP, just like other classes healing.
It would make Regeneration Scale up to our level as well, since we take a lot more damage then other classes do.
Healing Signet 400? Sounds balanced to me compared to what other classes get.
Here is the trend I see these days: Other classes get amazing traits and abilities that heal them up, and damage reduction that reduces damage so their healing abilities, although the numbers are lower, heal them over time for a lot more.
Warriors? LOL If they ask for anything similar, even with a huge drawback.. IT IS immediately OP and would make them unstoppable monsters.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
@all the “warrior still guuuuud post U dont need longbuw lol”
A tanky warrior that runs around and stuns 1 person every 8~10 seconds while doing low-to-medium 1-1-1 spam damage to single targets.What happens when the opponent team ignores your meddling slow 17% crit mace and simply kills everyone else ?
Maybe I’m wrong, but it looks like you’re dedicating all your time to be a walking 1 man “road bump”.
An annoying little mosquito for a single Necro/Mesmer. While that very same Necro or Mesmer is molesting your team internally.
Even if the stars align, and you COMPLETELY shut out that necro/mesmer from kitten your team, all you did was turning the fight to a 2v2 or 3v3. Terms are still equal, your team didn’t gain anything. You’re still chasing after a necro while your team does the real fighting and capturing.You can build an elementalist in exactly the same way (soldier amulet, dagger+X, spread traits, defensive utilities) and gain more anti condition, more team play, more boons, more hard CC’s, sustain, combo fields, finishers, more AoE etc. While still having the durr 1-1-1 spam.
What do you provide that any other class doesn’t? Beside a high boon-less HP pool?
This is for the guys that did build without longbow.
How do I downvote a post?
This is not entirely true. While I do see a problem with actually landing your CC’s in the heat of combat, when you do stun and lock down someone you are not just removing the target’s damage from the fight, you are also removing his ability to use his survivability mechanics (with the exception of thieves and mesmers who have disgustingly low CD teleports) and thus the rest of your team can focus down the target easily. Then you move on to the next target. It’s not simply a matter of removing both of you from the fight for a few seconds.
When you know the counter to a gimmick it is really easy to avoid, I actually love fighting these useless warriors in SPVP.
Lobo is correct
Hahaha.
YES! Please start doing all of this!
They can’t use Dagger and Axe and also be a Staff/Scepter condi spammer. So yeah, please do the suggestions.
Can you imagine if all Necros swapped to stuff like this bc of stun warriors? That would mean stun warriors effectively crushed the current Necro condi spam meta and forced them to give it up. Win.
My build does spam conditions, having 25 vulnerability hurts a lot, especially as a warrior.
https://twitter.com/TalathionEQ2
@all the “warrior still guuuuud post U dont need longbuw lol”
A tanky warrior that runs around and stuns 1 person every 8~10 seconds while doing low-to-medium 1-1-1 spam damage to single targets.What happens when the opponent team ignores your meddling slow 17% crit mace and simply kills everyone else ?
Maybe I’m wrong, but it looks like you’re dedicating all your time to be a walking 1 man “road bump”.
An annoying little mosquito for a single Necro/Mesmer. While that very same Necro or Mesmer is molesting your team internally.
Even if the stars align, and you COMPLETELY shut out that necro/mesmer from kitten your team, all you did was turning the fight to a 2v2 or 3v3. Terms are still equal, your team didn’t gain anything. You’re still chasing after a necro while your team does the real fighting and capturing.You can build an elementalist in exactly the same way (soldier amulet, dagger+X, spread traits, defensive utilities) and gain more anti condition, more team play, more boons, more hard CC’s, sustain, combo fields, finishers, more AoE etc. While still having the durr 1-1-1 spam.
What do you provide that any other class doesn’t? Beside a high boon-less HP pool?
This is for the guys that did build without longbow.
How do I downvote a post?
This is not entirely true. While I do see a problem with actually landing your CC’s in the heat of combat, when you do stun and lock down someone you are not just removing the target’s damage from the fight, you are also removing his ability to use his survivability mechanics (with the exception of thieves and mesmers who have disgustingly low CD teleports) and thus the rest of your team can focus down the target easily. Then you move on to the next target. It’s not simply a matter of removing both of you from the fight for a few seconds.
When you know the counter to a gimmick it is really easy to avoid, I actually love fighting these useless warriors in SPVP.
Lobo is correct
https://twitter.com/TalathionEQ2
They could always do what they should do to guardian.
Make the Critical Damage Virtues instead of Valor, making the Valor tree have “Boon Duration” instead of “Critical Damage.”
That would make guardian a lot more balanced then it is now.
https://twitter.com/TalathionEQ2
Examples:
Guard: Virtue of Resolve, Protection/Regen utilities
Ele: Water attune regen. Some water weapon skills and water fields. Protection utilities.
Necro: Deathshroud/Lifesteal
Thief/Mesmer: Sustain is more complicated here, but essentially comes from evasion via clones/stealth, blinds, dazes, stuns, etc. Far more difficult to quantify, but no less effective in practice.
Engy: F1, Protection/Regen utilities.Ele has to trait for water attune regen and Necro has to trait for lifesteal. Those aren’t baseline abilities. And to pull out weapon skills is unfair, considering that at 0/0/0/0/0, the Vigor and AoE weakness of call to arms will probably provide more damage mitigation than an Ele’s geyser or cleansing wave, or a Necro’s Life Siphon would heal.
While it’s undoubtedly true that other classes have an easier time speccing for superior sustain, you can’t overstate these “baseline” abilities.
Ele’s water attunement line has healing built into it, so does the dagger ‘2’ for necromancer.
These are what he meant, please don’t take this out of line.
Other classes have things like: Protection/Retaliation/Regeneration/Healing/Sustain built right into there basic weapon sets/attacks while we do not, that is the difference.
https://twitter.com/TalathionEQ2
I don’t like gimmicky builds, so I made a counter for the necromancers.
https://twitter.com/TalathionEQ2
This is kind of an effort to help new necromancers and get warriors fixed, the only way is to make something that “they-think” is good not good.
How to beat a stun locking warrior:
- Use Minions, most of there stuns only can hit one target, so always be moving with your minions, watch them skull crack a minion and it explodes on them for lulz. (for even more laughs, play an asura that is colored exactly like the minions in tiniest form!)
- Use Soldier runes and mainhand dagger for the heal and the immobilize, this makes warriors useless since they have to run up and hit you, don’t bother stacking condition damage, your base agony/poison/bleeding/retaliation/power attack is enough damage.
- Use Axe and run away from them and use retaliation as well, each time they hit you they hurt themselves more.
- Use Melandru Runes, remember how warriors say its good? Every class can use it and you can too.
Have fun, I’m just trying to get the warrior fixed myself. <3
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
The stun build is ‘ok’ but it is pretty much trash against a good necromancer.
I main a necro in SPVP and use Melandru Runes (-25% Stun/Condition Duration.) Along with many ways to just avoid CC.
There is one small problem with that build: No sustain, no area of effect carnage besides Mace ‘5’.
Sure you can stun someone, and stun someone, and stun someone… however what next?
Ever try doing that while trying to get to them, or fighting a bunch of minions or clones infront of you? Skull crack only hits one target, and your bound to hit them before me trying to catch up to me.
If it works, it is probably amazing, however the chance for it to work is slim at best, it is more of a gimmicky stun-lock build that is only good if your team completely builds around it and carrys you, sorry to say… a necromancer fear lock build could do it better. (and easier!)
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The T3 medium coat clips with every kittening weapon ever made in the history of ever.
All coats do, its horrible LOL.
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Bk from vacations? I don’t rll understand that trait anyway
he remove warrioir down state and gave a warroir 1/4 damage reduction and 2 times more healing
this trait is pretty strong that in its current state it will be a mandatory grandmasters in all pvp build
Eh, only with condition damage. Not physical.
https://twitter.com/TalathionEQ2
Defense Grandmaster
You Only Live Once
Increases Healing Received by 100% from all sources.
Decreases all damage received from damage over time effects and retaliation by 25%.
When a warrior is downed he immediately dies.
https://twitter.com/TalathionEQ2
I made this guide to show the current balance system in GW2.
- Overpowered.
- A bit too powerful.
- A little overpowered, but mostly balanced.
- Balanced.
- A little underpowered.
- Very underpowered.
- Warrior.
https://twitter.com/TalathionEQ2
Honestly Forceful Greatsword should be moved from precision and stronger bowstrings/bow traits should be moved to precision line.
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More Sustain, More survivability…
https://twitter.com/TalathionEQ2
Please go back to the Necromancer forums, you obviously don’t play a warrior.
This would be the second time you claim I don’t play a warrior. And the second time you get proven wrong.
Oh and also, if it’s the combination of low heals and lack of utility on those heals to compensate, you better say that. Because that’s very different from claiming that we have the kittentiest heals.
Judging from your history so far, you have done nothing but tell people they’re ideas are overpowered, your one of the reasons this class is held back by false feedback.
That’s because most of the suggestions that people give are overpowered. And honestly, we already get enough complaints about ANet nerfing classes, the last thing we need is to give them reasons for nerfing. Because giving overpowered abilities and then nerfing them down would do just that.
And just out of curiosity, let me ask you. Just equipping Warhorn gives you 50% uptime on Vigor. Traiting for Warhorn makes it 80% uptime. What would you do to give us other sources of Vigor without enabling Warhorn users to get permanent Vigor?
Warhorn user could already get perma vigor. Warhorn traited + vigor on stance with a couple stances = perma vigor.
In the same effect a guardian spends 5 points in getting what we get spending 40 points. They don’t even have to waste there time refreshing it either it does it for them
https://twitter.com/TalathionEQ2
We also have no self-sustain path.
Shouts/Banner Regeneration are more group oriented.
Warriors are currently the only class without a self sustain path, every other class has one.
https://twitter.com/TalathionEQ2
Consume Conditions is one of the best healing abilities in the game actually.
It cures all conditions on you and can heal for more then healing surge can, conditions are what is destroying the meta right now and consume conditions removes ALL of them and heals you for each one. Not only that it has less of a cool-down to BOOT.
Please go back to the Necromancer forums, you obviously don’t play a warrior.
Judging from your history so far, you have done nothing but tell people they’re ideas are overpowered, your one of the reasons this class is held back by false feedback.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
After almost months of promised sustain we have gotten nothing but a nerf to our damage, and now that our damage is along the line or more along the line of other classes DPS wise, what are we going to get to make us as tanky as guardians, or atleast close to them?
Why should we be just as tanky as guardians?
Currently we lack damage reduction, sustain, good healing (worst healing based on % in the game atm.) and vigor.
Um, I’m pretty sure that Consume Conditions is worse than Healing Surge.
You want Vigor, you go Warhorn. Simple as that.
Honestly, to me it looks like you want Warriors to get high uptime on Protection and Vigor, along with passive condition removal and great heals. Well let me ask you: How the kitten would you do that without making Warriors OP or nerfing our damage to ridiculously low levels?
….
Consume Conditions is a necromancer ability.
https://twitter.com/TalathionEQ2
Vigourous Focus, Building Momentum (not vigor but still endurance regen), Signet of Stamina, Furious Reaction and Warhorn. Throw in Runes of Adventure and Sigil of Energy and I think if you wanted to specc a Warrior for repeated dodging, you can definitely do it.
Also, if you want to gain protection; just run Runes of the Forge or Runes of Earth. Warriors have really good access to weakness so they didn’t give them protection for that reason I’m assuming.
About Warrior Sustain. Trying to give everyone everything in one build is something you could possibly point out as the reason why Necros are the way they are right now. Warrior can spec into good sustain through Shouts and/or Regen so I don’t believe there’s any need to give them more than what they have already.
Shouts and/Or Regen? They are horrible sustain. Shouts are good for a team of players but not for the warrior and other classes do it way better. Guardian does it better without giving up anything and to be honest.
https://twitter.com/TalathionEQ2
Vigor?? We have alot of options to get vigor.
Not passive vigor, active vigor. Only with certain weapon sets as well.
https://twitter.com/TalathionEQ2
Can any of you show up on Adrenaline Rising or SOTG to talk about warriors and how we can help make them better?
It feels like everything you guys do just either makes us worse or is just not enough (Aka a total joke.)
After almost months of promised sustain we have gotten nothing but a nerf to our damage, and now that our damage is along the line or more along the line of other classes DPS wise, what are we going to get to make us as tanky as guardians, or atleast close to them?
“As a heavily armored soldier profession, warriors are only second to guardians in terms of enduring punishment.”
This is why I picked the class, however heavy armor means nothing in this game, its about 150 more toughness, that is NOT enough compared to great healing, protection and vigor.
Currently we lack damage reduction, sustain, good healing (worst healing based on % in the game atm.) and vigor.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Zerker Stance should be 25 seconds with a -20% trait.
https://twitter.com/TalathionEQ2
All this stuff about every race… except Sylvari.
I love sylvari and I feel like we’ve been left behind, there has not been a single thing added to sylvari. Lol.
I’m interested to know more about the Nightmare, Sylvari, and the Pale tree itself, it would also be nice to get new armor, maybe improve current armor (wink wink hint hint, add glow to Nightmare armor! give us more weapons!)
https://twitter.com/TalathionEQ2
Don’t see why Celestial Gear has this restriction.
https://twitter.com/TalathionEQ2
Warriors were actually a balanced pvp class when Omnomberry Pies had no cool-down, since our attacks were so fast, it gave us some highly-skilled sustain that we had to perform well to achieve.
When they removed the pies, they pretty much removed tank warriors from the entire game.
Lifesteal Sigils have been worthless for a very long time, and none of the developers had bothered fixing them. :<
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
One word: Sandbox.
Unless an MMO company chooses Sandbox as there gaming style it will just be boring at level cap forever.
https://twitter.com/TalathionEQ2
Nobody is forced to use bullkitten gear like celestial is.
/thread
Celestial gear is bad in 99% of situations and builds, i’m glad they made this idiotic time-gated-account bound crafting thing on celestial rather than a useful stat set.
I am glad you proved how hilarious you are, I want it for a WELLOMANCER, who uses ALL STATS. I have more then one level 80 character.
A 0/0/10/30/30 Necromancer would benefit greatly from all the stats, and I am actually annoyed since they made it so hard to get.
Pull your head out from that dark place for a second. No other armor in the game has these restrictions and honestly for that build that armor set is the best, because it has everything I need, Condition Damage, Healing Power, Toughness, Power, Vitality, Critical Damage. It has it all.
Now I’ve been a theorycrafter for years since old PreCU SWG, just because you can’t see something does not mean other players can. Quit being rude and let others enjoy the game.
https://twitter.com/TalathionEQ2
Sorry, but the weapon you describe may have the same appearance and just different colors, but the inquest version has Red Lightning, where the Mystic version has Blue Lightning.
The colors may be changed to be the same or different, however the effect will stay the same.
https://twitter.com/TalathionEQ2
It doesn’t affect conditions already on you, its pretty much worthless unless you know your going to be struck by a bunch of conditions.
Ah…now you see why I have sig of stamina AND berserker stance on my bar.
And if I should feel I need it, I will swap runes for Lyssa and have two full condi cleanses I can use before popping it.
Having 2 utilitys for what guardian can have for the entire group with 1 or an ele can do with just a dodge roll… How nice.
https://twitter.com/TalathionEQ2
1 It doesn’t affect conditions already on you, its pretty much worthless unless you know your going to be struck by a bunch of conditions.
2 it doesn’t help your team, its nothing compared to what a guardian can do, taking away all his allies conditions and giving them to himself or completely converting all of them into boons.
3 The CD is very long, so long I don’t see why you bother with it, it doesn’t remove conditions it simply reduces the CD, and its only really good for running away.
4 I would much rather take a guardian or elementalist and help my team.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Can you sell us an item that can color weapon skins? It would not only make a lot of money but use our dyes as well.
We could just pay you every time we want to dye our weapons.
https://twitter.com/TalathionEQ2