http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
About the Diamond skin trait; i think i understand what anet is trying to do.
This seems like a classic case of good for the game, bad for the player. 1 Ele with diamond skin will necessitate the use of a direct damage class and a direct damage class will in turn necessitate the use of a Condi class and then a Condi cleansing class and so on.
The thing about this chain is that it breaks down when the team begins to split up to take different points, it becomes less about team fights and more about solo 1v1 battles. And in those cases trump cards like diamond skin stand out a lot.
If anet wants to introduce diamond skin and also keep the other slightly powerful traits they’ll need to change the game mode because like i was alluding to earlier only the re-enforcement of the team fights will make such a change stand.
Senso, I DO time my interrupts. My entire build revolves around shutting down my target not by permanent daze, but by precise interrupts. I do predict casts from time to time, like people tend to mash a skill when they are dazed to use it as soon as daze ends so I do an other daze 1/4 second after the first ends.
The only random interrupt in my build is F3.
I have sword offhand, Greatsword and the daze mantra.yea but the problem is that such a lockdown build is hardly tourny viable..especially not in the current meta
That depends on how your team is built. Such a build can shutdown a Necro or an Engineer or any class that is a problem for that matter.
For me the bigest condi problem atm is burning why?
necro got burning->guardian have burning and he can stack might->war have buring + might stack -> spirit ranger burning for whole team so basicly ppl runing with might and perma buring every one.
Before we had team runing engi+ necro epidemic combo and noone was complaing about condis but now we have so much burn stack that we are taking HUGE dmg from burning , even without might burn hits for 300+
So in my opinion is not the amount of condi stack is a problem but amount of buring that whole team can stack.
This is something I’ve been trying to convey for a while now. The game, the classes, everything needed to be built with team play in mind not just solo play. Especially in PvP.
If Anet wanted to give Necros burning in PvE, great, go ahead but in PvP try to make people come up with strategies rather than spoonfeeding them abilities that may or may not upset the balance of things. People already said that in order to make necros powerful in the old days before the burning buff, the team needed to run a Condi engineer or a Spirit Ranger and that’s not necessarily a bad thing. A team game should be all about team work right?
I look forward to the livestream and I do hope that what is shown is a move in the right direction rather than another ride on the passive ability rollercoaster.
(edited by Dirame.8521)
Halting Strike… not dodgeable?…. WHAT??
Yes. Halting Strike damages an opponent if a Mesmer successfully interrupts their cast. So it requires a precise attack at a precise time to score the damage.
That’s exactly why I am absolutely flabbergasted by the comment that Halting Strike is instant and undodgeable. How the heck does a skill that requires such timing, become instant and undodgeable?
People were complaining that the old shutdown mesmer wasn’t available anymore, it becomes available and all of a sudden, Halting Strike is OP? So what the OP and some of you guys are saying is that you don’t want the Mesmer to be rewarded for successfully timing an interrupt?
well i see your point but no one times his interrupts..because the clones reach the target at random times and chaos storm is also random
you can of course dodge the clones and the knock from time to time and i never said that halting strike is op..its just that it also is instant damage which you cant predict..ofc you need much more skill to interrupt an enemy than just switching to air for the instant lighting strike but still it is instant damage and instant damage as well as too much immunity destroy a balanced game…there is almost no counterplay to a timed interrupt
Nah, instant damage is lightning strike like you said. Halting Strike is not instant. Even if you drop a Chaos storm on someone, you may only interrupt them once, you may not even interrupt them at all. Even if you diversion shatter on someone, you may only interrupt them once, it’s a dice roll.
Yes 4k damage repeatedly is a lot of damage, but the person who is casting a skill whilst getting repeatedly dazed is the person making the choice to take that damage, you have nothing to do with that apart from choosing when to use diversion.
If they don’t want to take the damage, they should choose better times to activate skills or they should start learning to juke mesmers like people did in GW1.
Halting Strike… not dodgeable?…. WHAT??
Yes. Halting Strike damages an opponent if a Mesmer successfully interrupts their cast. So it requires a precise attack at a precise time to score the damage.
That’s exactly why I am absolutely flabbergasted by the comment that Halting Strike is instant and undodgeable. How the heck does a skill that requires such timing, become instant and undodgeable?
People were complaining that the old shutdown mesmer wasn’t available anymore, it becomes available and all of a sudden, Halting Strike is OP? So what the OP and some of you guys are saying is that you don’t want the Mesmer to be rewarded for successfully timing an interrupt?
Halting Strike… not dodgeable?…. WHAT??
And how are you able to stack both poison and bleed at the same time for 10 seconds?
Elite and weapon swap. That’s as a human anyway. As an Asuran you just run Radiation field. Those two races are the only ones with the ability to get poison without sacrificing damage.
(edited by Dirame.8521)
I noticed there was a minor miscalculation with my inital numbers but nonetheless here is breakdown.
With all the ascended you can get and Exotics to fill the gaps as well as food your max condition damage will be: 2320Formulas;
Burn: (0.25 * Condition Damage) + 328
Bleed: (0.05 * Condition Damage) + 42.5 per stack per second at level 80
Poison: 84 + (0.1 * Condition Damage) per second
Binding Blade: (0.2 * Condition Damage) + 160 damage per secondWithout Might/Corruption stacks
Burn = 906
Bleed = 158 (3 stacks)
Poison = 315
Binding Blade = 622
=2317 per second
10s = 23170With max Might/Corruption Stacks: 3527
Burn = 1209
Bleed = 218 (3 stacks)
Poison = 436
BBlade = 865
= 3164 per second
10s = 31640Direct damage covers the rest.
Can you keep all of these conditions up the entire time? If you can then that is pretty good. If you cannot then this is misleading.
For example binding blade, you couldn’t keep up the entire time. It would have a 35 second cool down between condition damage application.
It clearly says for 10seconds not 35s though and Binding Blade lasts for 10s.
so wt about my build/stats then dirame:D
For the calculation?
(edited by Dirame.8521)
Interesting. Dub and haviz make a thread with a terrible build and they both get removed and yet this one stays. The Druid build was demonstrated by the Lupicus video to work while this has zero credibility. Gotta love this forum.
It wasn’t removed because it was a bad build. It was removed because of the trolling. Stop trying to martyr yourself.
Anyway, @OP: The problem with a build like this has been and always will be that the extra DPS that you gain from Burning and even Burning + Poison will never equal the extra DPS you could have gained by simply investing in Power instead of Condition Damage. The only time that even remotely begins to stop being the case is when you can hit more things with conditions than you can cleave with your Power-based attacks. The opportunities for that are slim, however – and you aren’t using any skills that allow you to take advantage of that fact.
Anyone could easily modify this build to their liking. Like Obtena has suggested, going into virtues for the AoE burn would be effective and I believe quite a bit more effective in PvE. But I never really liked that trait because the burn is centred on your location.
Let me say this clearly to all you guys; I’m not stopping you from playing what you think is best, I’m just trying to put together an effective condi build in it’s own right and get ideas and information flowing. I did not measure it up against any power builds, I did not say it is more effective than any of the other builds you’ve seen, I was just trying to create a good GUARDIAN condition build.
Now if you feel another condition build for the guardian can do more damage then that is an argument I would be much obliged to get into because that would give me more ideas on how to improve the build.
Whatever other angry comments you have about a mod closing down the druid thread, that has nothing to do with me, take it up with them.
I noticed there was a minor miscalculation with my inital numbers but nonetheless here is breakdown.
With all the ascended you can get and Exotics to fill the gaps as well as food your max condition damage will be: 2320
Formulas;
Burn: (0.25 * Condition Damage) + 328
Bleed: (0.05 * Condition Damage) + 42.5 per stack per second at level 80
Poison: 84 + (0.1 * Condition Damage) per second
Binding Blade: (0.2 * Condition Damage) + 160 damage per second
Without Might/Corruption stacks
Burn = 906
Bleed = 158 (3 stacks)
Poison = 315
Binding Blade = 622
=2317 per second
10s = 23170
With max Might/Corruption Stacks: 3527
Burn = 1209
Bleed = 218 (3 stacks)
Poison = 436
BBlade = 865
= 3164 per second
10s = 31640
Direct damage covers the rest.
Don’t bother pulling it apart for dungeon use as the op requests.
I already explained how terrible it was and all I got for it was an infraction.Fact is this is terrible for use in any serious dungeon/fractal group. I fear by promoting this build so close to the fractal patch you will cause a lot of suffering to a lot of groups because their guardians were foolish enough to try this build.
Fully expect the advice of good players to be ignored in this thread, and those players to be labeled elitist and rude.
None of this applies to pvp. I don’t know enough about that to bother commenting.
I didn’t report you so if you think I was being malicious, I ain’t that kind of guy.
With regards to the damage in PvE though, it probably won’t be as damaging as a power build but in 10 seconds I can get up to 28808 damage without might stacks and corruption stacks and 48,135 damage with might stacks and Corruption stacks based off of the 4 conditions that I can apply with a Human Guardian or Asuran Guardian alongside the direct damage as well.
(edited by Dirame.8521)
Please go away with your arrogance . “Equal skill” is immeasurable. It’s all about the choices you make in a fight. There is ABSOLUTELY NOTHING a person can do apart from try to hit you and when they do it’s just down hill from there.
Sorry if i come across as arrogant, i blame the media for that. My arguement wasnt towards your build in particular, it was towards guardian condition builds in general and contrary to your belief i have played your build rather extensively, hoping it to be a competitive tpvp build. it turned out it wasnt competitive. It just lacks to much in damage, survivability, support and condition removers for it to be an option.
And there is indeed hard counters versus that build and also retaliation builds.
And beating randoms in spvp doesnt make it competitive. I can beat people without a single point in the trait lines, it doesnt make my build competitive.
Tbh the reason i havent responded to your previous statements in other threads regarding the greatness of conditionbuilds is that i sincerely hoped that you were on to something that i could use. Now when you have posted it i find it a bit lackluster.
You can tell from the video that i understand that it isn’t a competitive pvp type of build. For roaming it isn’t the fastest and for damage it isn’t the best condi damage build in the game. But the fact I’m trying to point out is that it is pretty good for a Guardian build and it relentlessly ruins people who don’t do much of paying attention.
In a 1v1 scenario its incredibly hard to beat if played well. Spirit Rangers? Check, Warriors? Check, Thieves? Check, Engies? Check, Necros? Check. It all depends on how well you time things. The counter to the build is good condi removal (which i stated in the guide) but i haven’t yet seen a build without a counter.
As Nike has stated, ’ “PvX” is a good sign the build isn’t good for any game modes despite being applicable to all of them.’
The re-trait merchant is just a waypoint away. You’re not converting anyone except those who are lazy.
I suppose it could be worse, you could be promoting it as a dungeon guide.
PvX is a sign that the build can be modified for any game mode. I did that because there have been a few times people have asked me about converting a build into it’s WvW form or PvE form.
At which point (for dungeons) I would pull the whole thing apart and start over. I don’t mean that to be insulting either. It’s just definitely not a good idea in dungeons.
Please, pull it apart just as long as you understand that the specc I would run for dungeons isn’t the same as the specc I would run for PvP as clearly illustrated in the written guide. In fact, I hastily put the PvE builds together without considering some other factors as well but regardless of that, please tell me why it wouldn’t work for PvE.
The damage I would do in this specc combined with a Staff Guardian giving me might is just crazy in dungeons.
As Nike has stated, ’ “PvX” is a good sign the build isn’t good for any game modes despite being applicable to all of them.’
The re-trait merchant is just a waypoint away. You’re not converting anyone except those who are lazy.
I suppose it could be worse, you could be promoting it as a dungeon guide.
PvX is a sign that the build can be modified for any game mode. I did that because there have been a few times people have asked me about converting a build into it’s WvW form or PvE form.
If you wish to see that as a bad thing, more power to you.
It’s about skill.
Burning uptime is based on how long the target hits you while you’re blocking.
The combined direct and condition damage is huge,
and when equal in skill this build falls short, which is my point. Not just this build, any condition based build but we could argue if this really is a conditionbuild. Imo its not, its a build that has burning as secondary damage component. It just dont have enough types of conditions to cover the burning and the uptime is low. Basically its a retaliation build (that isnt traiting for retaliation) with burning as an option with low direct damage.
I know how the build gains burns, its reactive and the build it self put the other player in control of how much burning you put out. Its extremely dependent on cool downs. If i played any profession that could stack conditions this one would die in 10 s flat with 4 applications. If i run my zerker 0/5/30/30/5 it would take less than that after you used the cds to block and i removed the burning passively and actively.
No its not huge in output, its actually pretty low damage, even for a retaliation build.
I would follow Obtenas advice and move more points in virtues. You will have much higher uptime on both burns and retaliation and at the same time more uptime on protection which i the best boon to have when you play reactive builds or bunker style.
x/x/x/30/30 beats this hands down.
So bascially you could build for more damage (both direct and indirect), more survivability and more support.All from a tpvp perspective ofc.
Please go away with your arrogance . “Equal skill” is immeasurable. It’s all about the choices you make in a fight. There is ABSOLUTELY NOTHING a person can do apart from try to hit you and when they do it’s just down hill from there.
You just don’t get it. I don’t have to specc into retal to get a good amount of retal uptime when I need it.
In regards to damage, I still maintain the thought that you haven’t actually tried it even if you say you have. I don’t know what you expect from a Guardian condi build really, do you want it to instantly down a target as soon you drop on them or something? Because I hear that isn’t going over very well with the PvP community.
To be quite honest with you, if this build sucked, I wouldn’t be playing it. It works and it works extremely well. Yes survivability is low but damage and in-fight decision making is quite high. And the people you say would beat me, I’ve beaten…. repeatedly. Having over 2k max condition damage in WvW/PvE with full Ascended is nothing to scuff at. Burning literally ticks for 900 base at that point and let’s even get me started on binding blade.
And the duration of the burning, like I said earlier, is dependent on how many times the target hits you. You ask me to go for supreme justice, isnit a little contradictory to then say that stacking duration is bad? You do remember that SJ gives 25% more burning duration?
No. The intention is to use VoJ passively with this trait, allowing you to apply burning in a timeframe short enough to reduce/eliminate cleansing impact but keep burning applied enough so that it’s consistent, if not constant on a target. Doing that also opens up weapon choices a bit more. It’s even better if you go Virtue 30 and apply it in AOE.
The whole premise of the build I was using is that it did something exceptional in my engineered team … permastealth theifs and bunker builds. Melting a bunker Guardian is very satisfying.
Whilst your build probably has more burning uptime, I feel mine has more damage. I also enjoyed the idea of people hitting me and dropping dead because they decided to poke me.
If I wanted to go for an AoE burning build, then I’d probably work down the road you suggest but I personally wasn’t looking for that. The retaliation uptime would also be good as well, which is something I struggled with at first but then I realized I could keep retal up through combos if I so desired.
But it really is just a matter of preference though, if you want to go the AoE route, then more power to you.
I have some constructive criticism … and to curb off any doubts, I’ve played my share of condition builds, even on Guardian. I’m going to skip the stuff about ‘bad condition damage’ because there is some truth there so it’s not worth belaboring that point.
To start off, burning is not a competitive build for PVE. Burning is a supplement to your direct damage. Nothing you will be able to do will make condition heavy + direct damage build compare to heavy direct damage + moderate condition, especially with currently available gear and condition damage trait support. If you want to make the most of a burning build for PVE, you must understand very well where that burst of burning benefits you the most. You can figure it out for yourself or you can take my word for it: It’s Orr trash farming.
On to PVP .. again, a burning build only works in a specific situation for me: An specific build (similar to my sig) roaming with an engineered team.
As for your specific build, I find it hard to dissect. You seem to take some traits based on the fact that they inflict burning on specific event triggers. What I don’t get is why you avoid the most obvious, dependable and cheapest path to do this: Virtue 20 (which would also benefit your retal). In addition, the approach is questionable … stacking burning duration is the death of a burning build in PVP, especially in the current meta. Ideally, you want many small, short applications of burning, not a single, long one. This will be why I advise you rework your build to consider getting burns through a more passive VOJ approach.
I personally wasn’t avoiding anything. I was looking for a way to balance survivability with damage and I can say I found it.
If someone wishes to specc in such a way that they want survivability, Monk’s Focus is just 5 points away and whilst they lose a bit of damage, they gain survivability in return. The Might on block makes up for the lost damage as well.
Going for burning on certain triggers is a sensible way of doing it in my opinion because I move the decision of when to take damage on to the enemy rather than on myself. Going for Supreme Justice makes me susceptible to retaliation because then I have to focus on getting a lot of multi hit skills in there. With this build, I could just focus on single hit attacks when a couple of people have retal on them.
And the duration of the burning, like I said earlier, is dependent on how many times the target hits you. You ask me to go for supreme justice, isnit a little contradictory to then say that stacking duration is bad? You do remember that SJ gives 25% more burning duration?
Frankly, all I’m seeing is a bunch of people who haven’t tried the build spout ignorant comments.
I tried to get a condi build to perform as well as a direct damage since beta and tbh i havent been able and this one isnt an exception. Compared to a competitive tpvp build it performs rather poorly and have mediocre survivability.
Is it fun? For you it seems to be and that is alright, does it have equal or better survivability compared to meta, nope it hasnt, the same goes for damage.
tbh i dont know if it can be called a condition build considering the low uptime on conditions. In one of the fights versus an ele it was like 60% uptime which can be achieved with basically any build.
To me its a mediocre retaliation build with very low direct damage output and low survivability
So yeah i have played this build and pretty much any variation of builds this game can offer, including pure conditionbuilds with higher uptime on retaliation than this one.
Not every build is going to be like the Meditations build. You need to get over trying to make builds similar in power or damage out put because from what I can see, and from what I have played it really isn’t about damage output. It’s about skill.
Burning uptime is based on how long the target hits you while you’re blocking. The strat is to get hit as much as possible while you’re blocking and when you’re aren’t blocking, your opponent is taking retal damage.
The reason why the Ele wasn’t taking much damage was because he was trying his best not to hit me. He knew what I was trying to do and was trying to minimize the damage I was doing. On a capture point there would be little space for him to run or prevent me from hitting him.
The combined direct and condition damage is huge, make no mistake. Even though necros can easily beat me, i still give them a run for their money. Especially when I interrupt their heal.
Frankly, all I’m seeing is a bunch of people who haven’t tried the build spout ignorant comments.
Yeah, I’m sure about that. At least druids completely negate the damage of Lupi’s bubble, as haviz’ glorious video showed us.
What does having a Bubble shield have to do with a build? Anyone could easily just grab the Spirit Shield on ANY build to protect against that guy’s attacks.
If you guys want me to show you the maths behind the build, I’ll be very obliged to do so but calculations won’t do you much good. You’ll have to take the build into the field to actually see how well it works because even when I started putting the build together I didn’t think it would work until I actually started playing it.
Take the build, use the tips I’ve given you then come back and tell me how it goes.
Not sure if druid or not..
I don’t seen any spirit weapons in this build.
Druid is way superior to this.
Suuuuuuuuuure.
Nope, this build is not even OP when I play a class without much condition removal. You should try playing the build yourself. I personally get frustrated by how slow it is.
Hey guys, it’s been 2 weeks and I have another build to show off for your viewing pleasure. This week it’s all about the Guardian and it’s all about conditions.
Quite a few people believe that the only condition the Guardian can reliably apply is burning and due to that their damage is crap. Well I beg to differ. With a bit of ingenuity and one of the highest (if not the highest) max condition damage in the game, the guardian can put out a number of conditions that can really lay in the hurt on targets.
To see more from this build check out my written guide here: http://www.bloodytech.net/forum/ceimashs-guides-hit-me-with-your-rhythmn-stick-guardian-condition-build/#simple-forum-post-171
And my video guide here: https://www.youtube.com/watch?v=KmuNwDjTZbs
Both contain a few tid bits and of course the video contains a few fights starting at 21:22.
(edited by Dirame.8521)
I already gave my opinion on diamond skin in the Patch preview thread. It’s a passive I win trait that should be changed to something that focuses on pushing players to be better.
My idea was this; Successful Blast finishers whilst in Earth attunement grant you and nearby allies Diamond skin for 3 seconds. And I also suggested something similar for the auto-cleansing fire trait that was previewed as well because I feel we could do with less of these things rather than more.
(edited by Dirame.8521)
yeah prolly moving over to wildstar. gw2 pvp is trash as this is a PVE game
I anxiously await similar comments about Wildstar.
I’d like to ask a question;
What if the way runes functioned was changed?
What if they worked like this;
Rune of Awesome;
Head: +28 Condition Damage
Shoulders: 15% increase in awesome duration
Chest: +55 Condition damage
Hands: 50% Chance to summon an Arenanet dev to fight by your side
Legs: +100 Condition damage
Boots: Gain Stealth as a F5 ability.
What I mean by the above is, I can take “Boots:Gain stealth as a F5 ability” and put it in combination with any rune set but I have to put it on the boots in order for it to give me that benefit and I can do the same thing for the rest of the runes so (now using real runes) we could have something like;
Head: +28 Condition damage (Rune of the Afflicted)
Shoulders: +15% Burning duration (Rune of Balth)
Chest: +55 Condition damage (Rune of the Afflicted)
Hands: 50% chance to summon an Arenanet dev to fight by your side (Rune of Awesome)
Legs: +100 condition damage (Rune of the Afflicted)
Boots: Gain Stealth as an F5 ability (Rune of Awesome)
Swapping the layout around would see the benefits be completely different.
Build diversity increased by 100%. Balance changes to be made probably increased by 50%…
Pistol Auto is AoE. This is probably the reason why it has very low damage.
3 things are wrong with conditions:
1) spammy autoattacks
2) dire\rabid ( or whatever ) set OP, tank stats with condi dmg GG
3) not enough condi cleanse in the game
Yea let’s increase the amount of condi cleanse so that we can get back to complaining about how much cleansing there is in the game!
The issue with conditions; no healers.
How to fix it? Make better healer speccs… Oh wait, those don’t do damage so no one plays them….nvm.
The build is pretty insane and has nearly no Counter. We tried it yesterday in Team-Q and our engi could outlast 2 warriors for about 1 minute. It’s more or less the new-bunker ele, with more cc.
If you want to kill an engie, immobilize him. Don’t send a Warrior because they counter those.
How to beat an Engie; get a mesmer or and a necro together and stand outside the point.
Btw, why to normalize sizes when you can just normalize hit boxes for PvP?
Hit boxes are nomalized. The visual cue disparity between a Charr and an Asura is where the problem lies. People make tiny Asuras so they are harder to spot/follow.
oh I wasn’t saying it was a bad thing I just was thinking of if I got them that was the way that I might use them…and that others may complain about thieves blocking while stealthed.
I think thieves would be more interested in using Lyssa to be honest. Full cleanse gives them a chance against condi classes, aegis doesn’t.
The speccs that will benefit from these classes; mesmer, Ele, Necro, Warrior, Ranger, Guardian.
The most interesting interactions will come from the Warrior and Guardian in my opinion but the rune itself doesn’t seem like it would be that big a deal.
(edited by Dirame.8521)
Because you’ve obviously never played it. Its easy to make biased judgments. I can show you the difference between a bad MM and a good one.
Right right, so you skillfully sidestep into your minions all the time. None of it happens randomly it’s all skill. With about, 6 of them running around all the time, it’s totally all about skill nothing to do with you having 6 bodies running around… cool, I got ya.
Well, in a sense they don’t. And by fixing this it TECHNICALLY would be dumbing down the game, as purposefully using minions to body block is a skillful tactic, as many single target melee and ranged attacks hit what is closest to you, it has nothing to do with them being pets versus players. That said; I see why its annoying/frustrating. But my point is fixing this would leave classes like MMs even more vulnerable then they already are with their lack of defensive tools, and thus would likely need to be compensated.
“Skillful tactic”? Really? MM necro is skillful to you? Doing it with mesmers or rangers I can consider skillful but Necros? I personally don’t consider flooding my screen with minions “skillful”.
We’ll be reducing the maximum amount immobilize stacks in the near future.
Or just change it back. The game was DESIGNED with ONE stack of immobilize in mind.
Not five, not four, not three nor two, designed for just one.
Stop adding/changing mechanics without considering the entire game! (AHEM torment)
But… torment isn’t that bad though…..
Hammer, for me, is for setting myself up. So things like Judge’s whilst activating Ring of Warding setting yourself up for Whirling Wrath and Symbol of Wrath or Banish into Zealot’s embrace to set yourself up for a Leap of Faith into Whirling Wrath or several other pieces of craziness.
Other then cleansing your conditions there is very little counter play to it.
A few of us have already suggested that Regen and Weakness should affect condi damage more effectively but I have heard very little as to why that may not work very well.
They did try to nerf durations but I’m not sure how that worked out or was that not part of the last balance patch?
I see that as options, not oversimplification. If I can CHOOSE to apply poison with gear and traits, that actually needs more consideration when creating a build, not less.
Good point but I would still love to keep that 10%(13%) condi damage increase. Losing it would be disastrous to the build I currently have.
(edited by Dirame.8521)
That’s a matter of opinion really. It’s simply a label. If ‘poison’ was called ‘wrath’ or ‘spiritwind’ or some other Guardian-like thing, that would change the perception of how fitting it would be for the class. I’m not certain how you think maintaining and improving the variety in builds for a class is a homogenization of all classes, but that’s certainly not how I see it.
I don’t want to be given something I can already apply with gear. Why remove the need for gear? Why reduce the amount of brain power it takes to create a build? This is what I mean by homogenization or in other words, oversimplification.
Poison actually fits with the idea of outlasting your opponent. By reducing their healing, you raise your effective HP against opponents that use heals as a primary method to mitigate damage.
Of course, removing Condition Damage elements doesn’t solve the problem of the poor condition damage implementation on the profession. it simply puts the nail in the coffin. I don’t believe that reducing access to game elements is a direction we should be supporting.
It fits the idea of outlasting your opponent but does it fit the idea of a Guardian? Nope. And that’s the point I was trying to make.
I don’t think homogenizing all the classes is a direction we should be supporting.
I can see torment being something a Guardian can apply but poison… nah.
It’s unfortuntate that you got disconnected but it’s really had to tell the difference sometimes.
I play Engie a lot and I consider myself to be the most unbiased person who plays the class. I was probably one of the first people to call out Automated Response as OP. So when it comes to analyzing the Engi class as a whole, my opinion sits on, nope they aren’t OP it just Automated response.
And here’s why, they can easily be killed by staying out of their effective range. Yes grenades and bombs can really mess up a team fight but that’s just a player taking advantage of a situation that plays into his favour. That very build is easily swatted down by a long range GS mesmer, heck even a dual pistol thief can bring an Engie down fast.
Strongest heal in the game? or do you mean “potentially” the strongest heal in the game? Because a team can get up to 10k heals in that 3 seconds if sitting on a point but if the engie can’t manage to land his blast finishers, it’s pretty much useless.
For right now, I think Engineers are fine. Mr. Big you may be jumping the gun a little. Call me when Bomb heal improvements hit live then ask me again if Engies are OP . I have a feeling it won’t even be a question at that point.
They need to nerf Stand Your Ground.
30 sec cd AoE stability for the group is so ridiculously overbudget. Other classes pay a much steeper cd for a SINGLE player stability cd.
Other classes have viable condition builds, viable ranged weapons and mobility.
Which are those classes. I count only necro and engineer, with spirit ranger somwhat cutting it.
Viable ranged weapons lol. Guardian scepter auto has the highest base damage even if the speed of the projectiles is slower to make up for it. And in a format where close quarters combat is mandated to conserve points, arguing about ranged weapons is moot.
And none of those condition builds or ranged weapons make them mandatory. You can swap a conditionmancer for a spirit ranger or engineer for largely similar results in aoe condition pressure.
You cannot build a team without a guardian bunker. No other class is as essential as a guardian.
Even if it were true, which it isn’t , don’t you think that Guards need less nerfs in terms of the thing they were meant to do? It’s not like Guardians can do anything else in Tournaments because of their wonderfully low base health?
Their DPS spec just needs a kitten snare. That’s about it.
And bring me recent tournament winners who didn’t have a single guardian in their team.
Alright I’m going to list all the possible snares that a guardian can have in a build and you tell me if they need more; 4 second immob, 3 second kd, 2 second kd, ring of warding, line of warding, Binding blade, chains of light, Zealot’s embrace and that’s not including the teleports they have but hey, they need more.
Feels like its just taking 2 players with decent MMR, splitting them into the 2 teams and then filling the rest with anyone else regardless of their MMR. so its basically creating teams with a mix of dedicated players who want to PvP and people who are just learning to PvP.
The amount of leaver/afk is absurd, and they are mostly players who stayed off the ladder for those exact same reasons.
Personally, I hate the new matchmaking system. now not only you have to deal with the terrible balance and who’s running the most cheese ( wars, rangers ) but now who has the better noobs. it’s pathetic
Anet is improving the game, but somewhere along the path they forgot how to make it enjoyable
I’m not exactly sure what you want. It’s either you have a really small pool of players and lenghty wait times, or you have this.
I haven’t tested this yet but I don’t think it can get any better.
In addition to that, solo queue is pretty much like Random arenas in GW1 which was pretty much the same thing. Whoever had the better team players won.
(edited by Dirame.8521)
I dont enjoy! got 2 more matches… both horrible even if we won the second one -.-
People are not using the chat and “forgot” to mention the are running a bunker necro -.-
And this is defenitely a matchmaking issue…First match i lost, because we got 0 dmg in the team… and i was studip enough to reroll to ranger from war -.-
Second match was a 4 vs 5 which we almost lost because we lost a 3 (they) vs 4 (us) multiple times…
And Athena was flamed for not dealing dmg but just attacking with staff…
Why we have to deal with such bad players? SoloQ right now is just a desaster! Don’t know about top 200 matchups, but down here at 500-700 it is unplayable…
I think even RNG matchups would be better then this…!I realy think about quitting the game… pve is just about farming, pvp is in solo Q a lottery and as others have mentioned above team arena is just about farming bad teams and beeing farmed by high rank teams! Fun i have right now? Somwhere smaler than zero…
I really don’t think you’ll like any game if you hate lotteries.
When I ran the Hammer/Longbow build I noticed people would would insult me from time to time in matches, I noticed the complaints on the forums as well. I didn’t see very much complaints about the condition build, however now that I’m running it I’ve had a handful of people complain that this build is OP as well.
So I’m curious, what are you thoughts on the Warrior builds that are currently being run? OP? UP? Balanced?
Hambow
S/S+LB condi
Banner bunker
GS/LBYou name it, I want know if there’s any builds the forum believes are not OP.
Also, hope you’re all enjoying the double rewards we’ve been getting
Condi build isn’t OP, its sluggish as all heck (apart from the 5 skill on longbow) and is very cleansable. The stun-lock build is the main one that is hard to counter.
When they do over 5k damage because you just gave them 25 stacks of might.
Wait… did I do it wrong?
(edited by Dirame.8521)
what it comes down to is never let the mm necro or his minions get anywhere near you. this is why its horrible to play against because you are forced to basicly kite them to death like in pve. unless you have some massive fast acting aoe like dps guard with spin/smite condi/tele you’re in for a long running away fight. but the putrid explosion isnt really the issue tbh, its just an ugly form of play which relies on AI. anyone who says it doesn’t rely on AI is lying to you.
Saying it relies on AI is kinda silly though. Eles have arcane spells that are instant. Engies have Static Dischage when can send out 3-4 bolts of lightning in an instant that does more damage. And all AI does is slow you don’t from positioning and lets it get killed before you can use it. I’ll tell you I’d pretty well rather have an unblockable ground targeted version of it instead. that’d be worse :P So don’t complain its AI. It could be worse if it wasn’t.
Arcane spells, instant but blockable, static discharge, not instant, but blockable.
What I personally want to to actually have a chance at fighting these guys with the tools at my disposal.
Live I’ve said many times, i have no qualms with it being instant. I have a problem with it being unblockable whilst also being instant.
If it was instant but blockable then this thread wouldn’t have been created but it is instant AND unblockable.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.