I notice a few people here saying “well Power damage is OP too!” as a sort of counter-argument to the problem of condis in this game.
That really doesn’t say much. Power damage is also pretty over the top, and certainly a LOT of skills and certain burst combos need to be toned down.
But I just wanted to point out here that stating that “something else is OP too” doesn’t necessarily constitute a solid argument, when it comes to balance. I feel peetty cheated when a Warrior lands Pin Down + Impale and heals for at least 400 per second while retaining decent mobility with Sword, and I also feel cheated when a Thief kites around with Shortbow and does some pretty crazy damage with just power auto-attacks and spams evades, teleports, and sometimes goes invisible too.
There’s a lot of things wrong with this game. Don’t let the existance of other stupid stuff fool you into thinking that whatever balance issue you’re currently observing isn’t an issue.
The thing is, when everything is “OP”, then perhaps the truth is that none of it is?
This isn’t quite the case, of course. Some things in the game are actually overpowered (such as Pin Down right now, though it will be nerfed with cast time and becoming much more readable), but people like to make broad statements about some facet being OP without thinking that it’s actually just on-par with other things that they are perfectly fine with.
Right now, people are screaming about how OP conditions are when, in fact, they’re still weaker than other options that are considered “balanced”.
When OP < balanced, there’s a bit of an issue with people’s reasoning.
“Cleanse”, lol. Engineers can apply up to 5 condis with a single grenade skill. Most builds don’t even have instant access to half that many condition clears. Condition application vs condition clearing has been in a kittened spot ever since the introduction of Torment and the balance changes surrounding it.
5 conditions you say…
Soo…from the tool tip of these skills…
We see bleeding, poison, chill, and blindness…
without traits.You can trait to have bleeding, burning, and vulnerability on crit and impact.
Soo
bleeding,poison,vulnerability, and burning….
SO that’s 3 damaging conditions from a single grenade skill..
4 total……….
………….
Perplexity runes? Though that’s not the engineer.
The problems in the Stats ya see. A Power use and a Condi user walk up to each other. The Condi user says hes going to pick vitality as a sub stat so he’ll survive longer. The Power user says fine and does the same. The Condi user says he’ll also grab toughness to reduce the other guys damage. The Power user says fine and does the same. The Condi user laughs as hes just won.
A power user and a Condi user go picking their skills. The Condi user grabs some heals to stay alive longer. The Power user does the same. The Condi user laughs as hes just won
A Condi user and a Power user are deciding what traits to get. The Condi user grabs some traits to proc his conditions more. The power user in rebuttal grabs some traits to help him remove more conditions….you see where Im going with this right?
Not really, since you’re working off of the faulty premise that conditions do more damage with one stat than power builds do. I’d do Heart of the Mists tests to prove it to you, but Dire amulets aren’t available there, so it’s always two offensive stats for a condition amulet minimum. There is no amulet with Power prioritized and Precision secondary that doesn’t have a third damage stat (condition damage or crit damage), so that is also out.
As for condition cleanses being less frequent than conditions…duh? Any offense must be greater than its respective defense for a game focused around interaction. If you could cleanse every single condition that got put on you, then what would be the point of even attempting to put them on you in the first place?
Chillblains and Reaper’s Mark look the same, but the cast animation is very different. If you didn’t see it getting cast, then expect the worst and either avoid or nullify the mark.
Anecdotal evidence is not that great for proving a point, but I have two different gear sets for my necro. Dire and Knights (I don’t like being squishy).
Here are the two gear sets and trait setups I use:
Knights: http://gw2skills.net/editor/?vQAQRAnd4Yjc0UTbLNW2whbCB6RuULOTUhjh6x64OfIA-zAEBoLAINwYNgoNQEEgk0w0FAEGQJQFRjtEMaVRhtcKIKZoqaAqbY6XKyAA-e
Dire: http://gw2skills.net/editor/?vQAQNArYWjc00dbNNW2webiASx7xV0DiFskRpocpD-zwCBYhAoMQINg0CgUFQk3AZSFRjtGsIasKZJVdDTHTQGA-eIt’s apparent I put more effort into my condition damage set, as I have an ascended weapon, plus appropriate ascended amulet, back-piece, and trinket. Yet, I do nearly double the DPS with my power set. My DPS with conditions is roughly 1k, but my Knight’s build (which is less focused on the offense, stat-wise) is usually running 2-4k DPS.
Similar levels of durability, yet one deals a lot more damage.
Your subjective DPS doesn’t fly.
Your condis may on average tick for 1k, but that’s 1k always.. Also you’re ignoring what your actual damage ticks for.
I’m going to guess they tick roughly evenly.
Power builds can’t hit their DPS every second, which makes your DPS lower than you think. Certainly not 2-4k per second.
Think about it. Do you hit people for 40k health, down each person within 10 seconds with a power build? No.
Do you usually hit people for 20-30k health in 20 seconds with conditions, downing them? Yes.
You just don’t get it, do you?
Yes, I am ignoring the direct damage on my skills on the condition build, because they cap out at 300 damage. Not 3k, 300. At best, I’m looking at 1600 DPS, even factoring in direct damage.
Condition builds can’t hit their DPS every second either. When they have to dodge, they lose DPS. Their attacks get blocked/blinded/dodged/invulnerabilitied, they lose DPS. Their conditions get cleansed, they lose DPS. In fact, they lose DPS in all of the ways power builds do, and then some. Yes, they have damage ticking, but it is damage they already dealt.
Then you screw things up with your attempts at math as well. 40k in 10 seconds is equal to 20k in 20 seconds now? No, not even close. If I take down a 20k health target in 20 seconds (which is reasonable) on my condition build, I can take down the same target in 10 seconds with my power build, assuming their armor isn’t massive. If they dodge/block, both kill times get extended by the same duration.
Also, I don’t see how Ghastly Claws would fit as a whirl finisher. And even if it did, I think it’s already a decent skill and clearly not intended for any utility purposes.
You spin the axe at like 500 RPM. Seems like a whirl finisher could work.
The Burning should really be improved as well. It needs to be 2-3seconds at base and be increased by player condition duration.
It is already, actually. Summons of all types are affected by their master’s condition duration and condition damage. Remember that Ranger Pets are not summons, though (they have their own stats for both).
Anecdotal evidence is not that great for proving a point, but I have two different gear sets for my necro. Dire and Knights (I don’t like being squishy).
Here are the two gear sets and trait setups I use:
Knights: http://gw2skills.net/editor/?vQAQRAnd4Yjc0UTbLNW2whbCB6RuULOTUhjh6x64OfIA-zAEBoLAINwYNgoNQEEgk0w0FAEGQJQFRjtEMaVRhtcKIKZoqaAqbY6XKyAA-e
Dire: http://gw2skills.net/editor/?vQAQNArYWjc00dbNNW2webiASx7xV0DiFskRpocpD-zwCBYhAoMQINg0CgUFQk3AZSFRjtGsIasKZJVdDTHTQGA-e
It’s apparent I put more effort into my condition damage set, as I have an ascended weapon, plus appropriate ascended amulet, back-piece, and trinket. Yet, I do nearly double the DPS with my power set. My DPS with conditions is roughly 1k, but my Knight’s build (which is less focused on the offense, stat-wise) is usually running 2-4k DPS.
Similar levels of durability, yet one deals a lot more damage.
While a Blast Finisher would fit Unholy Feast, I vote “No” on adding that functionality. The skill already does quite a bit, and I don’t want to see any of that get nerfed just for a blast finisher.
However, adding a whirl finisher to Ghastly Claws (axe 2), I am all behind.
There is a reason why on duel servers necros are allowed to start with 20% life force.
So i agree, but the 2 second delay on leaving ds kittenes me off more…
This ^
I cannot express how frustrated I feel the many, many times I have been killed when leaving Death Shroud because my utility bar has a delay after… If you’re going to enter Death Shroud be it offensive or defensive you better get a bit of distance before coming out of it.
ANet announced that this will be fixed in the balance patch, thankfully.
And no, swarm aint going to stick you to anyone with a teleport who also has access to swiftness, which is most teleport or leap users like warriors, thieves, and mesmers.
http://wiki.guildwars2.com/wiki/Summon_Flesh_Wurm
http://wiki.guildwars2.com/wiki/Spectral_WalkPoor comparisons at best to leaps/blinks, since both can only take you to a per-determined point. They both work more like personal, single-use Portals.
I still find it funny that he used Mesmers in that list, since their access to Swiftness is very poor, though they are typically packing Blink.
Those are the two strongest teleports in the game, given the way Necromancer is at the moment. When used properly you can completely guarantee a win at mid-fight since you’re impossible to peel.
Ummm. No. Not even close to “strongest teleports in the game”. And they are terrible (immensely so) for chasing.
Flesh Wurm: by the time you finish casting it, you’re about 300 range away from where you would teleport to, if you were chasing someone down. 40 second cooldown, 300 range teleport is pointless. Otherwise, the flesh wrum is vulnerable to being killed and is useless for catching up to someone unless they are idiots and run toward it.
Spectral Walk: Long duration Swiftness (tied for the longest in the game, in fact), but otherwise is useless for trying to catch someone. It’s handy for being tough to knock you out of a point, but for catching someone, it’s again useless unless somebody is running toward the very visible point where you activated the skill.
Yeah its nearly the same as stating that “i eated the damage of two 100blades, nerf power!”.
Thing is, a single 100 blades would have killed him if a single Impale did.
And no, swarm aint going to stick you to anyone with a teleport who also has access to swiftness, which is most teleport or leap users like warriors, thieves, and mesmers.
http://wiki.guildwars2.com/wiki/Summon_Flesh_Wurm
http://wiki.guildwars2.com/wiki/Spectral_Walk
Poor comparisons at best to leaps/blinks, since both can only take you to a per-determined point. They both work more like personal, single-use Portals.
I still find it funny that he used Mesmers in that list, since their access to Swiftness is very poor, though they are typically packing Blink.
Btw there is no different power scaling on different weapons. They all scale the same. The only difference is base damage. Scepter has low base damage due to the conditions it applies and the fact that its ranged. Which means more of the damage is from the condi portion which is why its not great for beserker builds. I guess thats what you mean by power scaling, but thats a misleading way to refer to it.
There is different scaling, as each skill has its own power coefficient. My calculations on the matter showed scepter to have .35-.35-.5 on the auto attack, .7 on grasping dead, and 1.1 on Feast of Corruption. By comparison, Dagger main hand has .45/.45-.7-1.2 on the auto chain, .3 (*9, so 2.7 total) on Life Siphon, and .75 on Dark Pact.
This shouldn’t be a surprise, since it’s well known that dagger kills much faster than scepter, despite having lower weapon damage.
Just for the heck of it, I tested with no amulet, too. I edited that in above.
While they could take it as evidence that condition damage is nearly matching zerker with fewer contributing stats, these particular numbers are brought on by the necro scepter’s horrid power scaling. I suppose I could do one more test with no amulet at all, though. I have a feeling the difference will be surprisingly small.
EDIT: Edited in the results for no amulet on the heavy golem. Sizeable difference in time to kill between no amulet and either amulet.
(edited by Drarnor Kunoram.5180)
What I’m saying is, with only the amulet stats from PvP (so generally, all exotic gear of the appropriate type), the kill time is similar, assuming only using the Scepter skills. Anything less than heavy armor, it’s faster to kill with Zerker gear (though not by much).
Given all those whiners that condition damage is sooooo OP. Well…
(edited by Drarnor Kunoram.5180)
I posted the following in one of the many condition damage whining threads in the balance forum. It was suggested that for every weapon in the game, power builds had faster kill times. I decided to test this. I realize it is not a perfect test, given the multiplying effects runes, sigils, and traits can have on results, but it is, at least, a fair test.
Okay, Necro Scepter with no traits or armor. No sigils, only auto-attacking. Time to kill Heavy Training Golem.
Berserker amulet: 33.16 seconds
Rabid amulet: 31.93 seconds
None: 53.17 secondsInterestingly, even with the Berserker amulet, about half of the damage dealt was still from the 0 condition damage/duration bleeds. I knew Necro Scepter scaled poorly with power, but I didn’t expect it to be that poorly.
Now, using other skills (still only using skills 1-3, though, rotation being Grasping Dead, 3 autos, then Feast of Corruption for maximum damage on Feast)
Berserker: 31.52 seconds
Rabid: 30.70 seconds
None: ~48 seconds (stopwatch locked up)So, there is at least one weapon that kills heavy armor faster with conditions than power in a scientific test.
Now, on medium, I repeated the tests:
Autos only
Berserker: 25.33 seconds
Rabid: 26.10 secondsAll scepter skills:
Berserker: 22.89 seconds
Rabid: 24.27 secondsSo, somewhere between the Heavy armor golem and the Medium armor golem, Zerker becomes optimal damage output even for necro scepter and its horrendous power scaling.
Just figured it would be interesting conversation here.
(edited by Drarnor Kunoram.5180)
Sorry for the double-post, but oZii, here’s some info for you.
Okay, Necro Scepter with no traits or armor. No sigils, only auto-attacking. Time to kill Heavy Training Golem.
Berserker amulet: 33.16 seconds
Rabid amulet: 31.93 seconds
None: 53.17 seconds
Interestingly, even with the Berserker amulet, about half of the damage dealt was still from the 0 condition damage/duration bleeds. I knew Necro Scepter scaled poorly with power, but I didn’t expect it to be that poorly.
Now, using other skills (still only using skills 1-3, though, rotation being Grasping Dead, 3 autos, then Feast of Corruption for maximum damage on Feast)
Berserker: 31.52 seconds
Rabid: 30.70 seconds
None: ~48 seconds (stopwatch locked up)
So, there is at least one weapon that kills heavy armor faster with conditions than power in a scientific test.
Now, on medium, I repeated the tests:
Autos only
Berserker: 25.33 seconds
Rabid: 26.10 seconds
All scepter skills:
Berserker: 22.89 seconds
Rabid: 24.27 seconds
So, somewhere between the Heavy armor golem and the Medium armor golem, Zerker becomes optimal damage output even for necro scepter and its horrendous power scaling.
(edited by Drarnor Kunoram.5180)
Actually chapter 2 of the book, Playing to Win. It’s a very good book and I do recommend it to anyone looking at being competitive in games.
Truthfully, I’d probably use the skill more if they shaved the recharge. 35 or 30 seconds would be awesome.
look at ferocity change, look at all new sigils and runes… it is obvious there is strong favoritism toward condition dmg in pvp/wvw
Ferocity change will result in no change at all in sPvP. The amulets there were chosen as the balance point, so the crit damage you can get in PvP will remain identical.
If you’re using warhorn you’re missing either boon strip or condi transfer, in which case your only cleanse is consume conditions and putrid mark.
And no, swarm aint going to stick you to anyone with a teleport who also has access to swiftness, which is most teleport or leap users like warriors, thieves, and mesmers.
Good luck building life force while CC’d to death, though. I love how you assume every necro starts every fight at 50%+ life force all the time.
There’s a reason why power necros are absent in spvp, and why necros as a roaming class in wvw suck.
Necros are a team class, and condi necro has much better aoe on top of team support and can actually scratch bunkers unlike your power necro who won’t kill a guardian or bunker ranger ever.
You do realize I main necro, right? Locust Swarm does mean you lose out on one source of condition transfer or boon stripping, but necros have access to multiple methods of doing both.
I do not assume necros start with ~50% life force. It’s one of their biggest issues in PvP right now is the fact that they need significant time to access the skills they were balanced around having as well as the defensive benefits of death shroud. However, popping Locust Swarm generates life force nicely, even when CC’d afterward. Spectral Armor (which is very commonly taken, plus Last Gasp) is also highly effective.
Locust Swarm’s cripple is very significant: 2 seconds per pulse base (3 traited with Banshee’s Wail) and stacking duration means that if they take even two pulses of the skill, they are crippled for 2 seconds beyond that, giving you a decent chance to catch up to them again (since you are moving faster as well). Leaps are reduced in distance when crippled and Swiftness isn’t enough of a boost to negate that penalty. Also, as a fun fact, Mesmers have very, very poor access to Swiftness. Arguably the worst of all classes, only getting it on one skill reliably.
Power necros are largely absent in sPvP not because they are bad, but because they lack the burst damage that Warriors and Thieves bring. In fact, most Minion Master builds are power-based. In TPvP, necros are chosen to deal with conditions because they are the best at it overall.
To everyone else: sorry for dragging this conversation further, as it is off-topic.
All of the “on-swap” sigils have 9 second cooldowns, which Fast Hands doesn’t go well with. So, it’s no different than if you had two sigils of energy, really.
Really I can’t think at this time any weapon in the entire game that would kill faster as condition damage then as power is there even one?
Quite possibly necro scepter, because the power coefficients on those skills are absolute trash. That’s the only one where it might be the case, though.
1) Condi damage is ranged and goes through protection’s damage reduction.
And is balanced out being lower damage and not being affected by any multipliers.
2) The power necro has crap for gap closers and can get kited forever.
Locust Swarm is the ultimate in sticking-power skills. Every necro has Dark Path which, although unreliable, is very effective.
3) The power necro goes down faster than a prom dress given he’s made of toilet paper levels of toughness.
Power necro builds life force at an average rate that is 5 times greater than condition necros and are more willing to spend time in death shroud, on top of usually having a larger pool.
(edited by Drarnor Kunoram.5180)
And how is “outlasting your opponent” (aka attrition) bad gameplay?
Any low risk-high reward builds are bad.
Good thing, then, that it’s moderate risk moderate reward. Pure bunker condition builds are just as dangerous as pure bunker power builds. More dangerous condition builds have less defense.
Your tests are also very biased to power. You have power wells dropped with signet of spite equipped giving you even more power. Also, you didn’t use signet of spite in your condition dps test which right there will also give you a boost in dps. It may not be enough to make a drastic change but you equipped utilities that boosted your dps then stated dagger AA spam needs a nerf. Really, it’s like trying to prove this car will go faster than the other and give one nitro.
You must not be familiar with what necro skills actually do. Activating Signet of Spite is, under most circumstances, a DPS loss due to the activation time. 2 stacks of bleed and poison is it for damage, and a condition build will already have poison on you anyway. He used in in the power build to enable the damage boost from Target the Weak.
Condition builds, meanwhile, use it to get cover conditions. Since the Golem doesn’t cleanse, that use was worthless and, since it would be a DPS loss to activate it, he didn’t bother even equipping it for the mere 180 power.
Well consider this:
You enter a fight with someone, you both do your basic damage rotation rotatin and land some hits.
As a power build you’re faced with a choice next. You either start to go on defensive, dodging, blocking, healing, but not dealing damage. Or you continue to pressure, while taking the risk with low health.
As a condi build you don’t really have such a problem. After you landed your conditions you can focus on just surviving for some time, while you still apply pressure to the enemy. It really promotes bad gameplay style of bunkering up and outlasting opponent.
Wrong. You already pressured your opponent. That’s what the condition ticks are: attacks that already hit. A Power build would have just done all that damage already. And how is “outlasting your opponent” (aka attrition) bad gameplay?
(edited by Drarnor Kunoram.5180)
#1, anything over 100% condition duration is wasted. Lingering Curse is the sole exception in the game.
Rare Veggie Pizza counters Lemongrass and Poultry Soup nicely.
As for which is better, it depends on if you are roaming or zerging. Zergs are where condition duration isn’t worth investing in at all, so you should make what ticks you do get hit for as hard as possible.
It could be that Tequatl was munching on Zhaitan’s body. That’s my guess.
1 second delay on trigger would ruin the weapon. It does poor enough damage as it is and has been nerfed already.
Also, it has the worst auto attack in the game.
I can’t believe people complain about this weapon.
Nobody mentioned a delay until you did…
What they’re asking for is to make it more obvious which mark is which once they’re placed on the ground. I can understand it, but I honestly don’t think it would change anything.
seeing the notes made me happy with the new changes in the blood magic trait line. why is everyone qqing about it. i think that the patch notes looked pretty legit why would some random spend hours doing all that for no reason
Because they could? They were confirmed fake, so you can just ignore them.
I’m not in to test atm but I thought the symbol in the center of the mark was diffrwnt for eash mark.
The marks do all have different symbols in the center.
I liked Blood Legion the most, personally, due to the mission where you command your warband. It was the only mission where you really felt like you were a legionnaire.
So you weigh in the effectiveness of a condi-rabid but don’t realize the effective defense it brings?
Effectively, that is why glass cannons are considered glass since you know they lack vitality or toughness.
Likewise, you weigh in on survivability without remembering that durability is a necessity for condition builds. A theoretical “glass cannon” condition build would die before they kill anything. It takes too long for them to do so.
Who are you playing that walks into marks? I’ve never had someone walk into mine without dodging through and getting away scot-free.
Putrid Mark also only transfers 3 conditions per target, so you can’t have them “take the 10 conditions they just put on me back”.
@ drarnor berserkers stances is 10 seconds immunity every 60 seconds at most, there is no -20% cooldown for stances if I ’m not mistaken.
My mistake. I assumed that stances had a cooldown reduction trait like pretty much every other skill type in the game.
Now that you mention it, kind of odd that they don’t. Not that stance warriors need any more uptime on them, though.
Just nerf everything which is passive in this game.
I’m talking about AR, Berz stance, etc… including conditions in general.
What conditions are passive, if I may ask? To get conditions, your opponent must be doing something to you.
Juzt like to use berserker stance you have to click on something?
Berserker Stance is also an active defense. Limited uptime (max of 10 seconds up every 48 seconds, which is really high for immunity, but still large windows of downtime) and can simply be waited out.
You still failed to back up your claim that either are “passive” and need to be nerfed.
Automated Response is, indeed, passive, though.
Both of which have similarly clear tells.
Pin Down doesn’t have much of a tell at all right now. It’s coming, though.
Rennoko plays on Magumma and specializes in small-group roaming in WvW.
By “Small group” I mean “2-5 people.” He’s got some good videos if you want evidence.
This, unfortunately, is a failing with Death Shroud being our sole defensive mechanic. Because of it being extra health, it cannot be balanced against varying numbers of foes. Balance it for 3 enemies, and one person will never bring it down. Balance it for one person, and it’s little more than a speed bump for more.
Roll a Guardian and pick up Litany of Wrath.
Sadly, that’s the best option for a vampire build.
How much do you think power build auto-attacks hit for? Usually more than the 1k max you can get from condition auto attacks and, both cases being autos, you can’t dodge/block them all. Yes, this applies to ranged weapons as well.
And Signet of Spite does not “come out quick”. You can see ahead of time if the necro has the skill equipped, it has a very telegraphed cast, and 1 second is plenty of time to get your dodge in or interrupt (or block, whatever). And then you don’t need to worry about it for another minute.
As for the “condition cleanses only being good for condition cleansing”, what about skills that grant you protection? Aren’t they likewise only good for dealing with direct damage? Aren’t Stability skills only good for dealing with CC? If you decide to not use something to counter an attack type, you’re going to have a harder time with that attack type. Pretty simple.
(edited by Drarnor Kunoram.5180)
Only 3 ways to get Retaliation, and one requires using your heal skill. I’d like to see more ways to get retaliation.
For a 25 point trait it is indeed bad, but hey we have much worse traits….
Are you sure? I consider this the worst trait we have.
Protection of the Horde and Spiteful Marks say Hi.
They actually do something though. So i stand by my original statement.
Protection of the Horde doesn’t. I think if you have a bar full of minions and a Jagged Horror from Reanimator out, you get 2% damage reduction. That’s not even relevant in any sense of the word. Siphoned Power is bad, but it at least does something. Even if you only get like 3 stacks of Might, it’s still something handy. Better for 1v1’s where you can use death shroud to soak hits while low on health, obviously.
For a 25 point trait it is indeed bad, but hey we have much worse traits….
Are you sure? I consider this the worst trait we have.
Protection of the Horde and Spiteful Marks say Hi.
All that’s been announced for changes on Death Magic is, in fact, the 5 and 15 minors.
Any eta on this? I know it was discussed a while back but nothing was ever mentioned.
No ETA yet.
1. Why are you bringing a condition build into PvE zergs? Even without the condition reflect, you’d be next to worthless.
2. The Assault Knights actually have 2 phases: 1 with condition reflection and 1 with condition susceptibility. Adjust your build and try again.
Because conditions are in game, would it not be better to ask anet to make them viable rather than continuously making them useless?
That argument has been around for over a year. That’s not what the conversation is about. It’s about the Assault Knights, specifically.
And, as I mentioned, they have 2 phases. In the 2nd phase, being condition specced stacks a debuff on them making them more susceptible to damage. So Anet did add a mechanic to these fights making conditions useful. You just have to be smart about it.
No, they did not. For one, that debuff doesn’t care one whit about the strength of the conditions applied, so condition builds are still not even advantegous. Two, Zerker builds apply conditions through auto attacks and crits like mad, so all of the conditions the group needs are applied via Zerkers.
The net result: even in the “conditions are wanted” phases, condition builds are still useless and zerkers are all that’s desirable.
Just nerf everything which is passive in this game.
I’m talking about AR, Berz stance, etc… including conditions in general.
What conditions are passive, if I may ask? To get conditions, your opponent must be doing something to you.