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Conditions need to be toned down in general with either how quickly it can be applied or how quickly it can down someone. Its baffling how something meant to deal damage over time can melt players within seconds when stacked up as it currently is.
Jalis+Shiro until Herald.
It can offer some protection against condition damage/getting swarmed with Vengeful Hammers/RotGD and has a decent heal.
Much of our condition damage comes from torment, which isn’t all that great in PvE.
<3 Wolf
I only wish it were a little more durable and had lower cooldown on Terrifying Howl.
Staff isn’t really that bad. Staff 5’s CC is still impressive, though it lost some damage, its got a really low CD block/anti-projectile effect, and even heals/cleanses condis, something that we desperately need without Resistance around.
The only lacking thing is Staff 2.
Aside from camera issues, I think the repair kit should only spawn once, and dropping it completely disables a kit respawn. Maybe lower the Trebuchet’s damage a little, since it already creates a lot of disruption by knockback.
Almighty Tier
Old Gods/Elder Dragons
Extremely Powerful
Glint
Mursaat/Forgotten/Seers/Titans
Dragon Champions
Palawa Joko
Notably Strong/Influential
(You)
Destiny’s Edge
Queen Jennah
I’d love it if they made a Torment trait deal full damage to non-player targets. Wouldn’t be hard to amend one like that, since one of Jalis’ traits are similar with Taunt.
Conditions also have debilitating effects on top of the damage. You are often punished for cleansing just as much as well. Direct damage has no debilitation other than dropping your HP to zero as any damage would. Taking a hit through direct damage doesn’t impact your skills or capability to fight..
Its like people forget this detail in focusing on the amount of damage over time conditions deal….
I’ve been hurling myself at the league games as hard as I can since the beginning of the season. I think I’ve gotten somewhere over 570 games? Only 210 were victories and I’m still in Ruby’s upper tiers because of loss streaks.
Teammates can cause bad things to happen. Sometimes you just end up against a team who knows how to call targets and focus them well. Sometimes their comps are better than ours. Sometimes I or a number of others play bad or make poor decisions, or just plain do bad on certain maps (Kyhlo/Temple for me in particular).
I just keep trying, but I admit that its tiring at times and I find myself taking breaks because it becomes less about enjoying a good match and more of a troublesome grind that I often feel that I’ll never finish before the season ends.
It doesn’t help that I feel as though my favorite profession has eaten some knee-jerk nerfs that have made things more difficult in the current Meta, and I dont have time/really want to git gud at one of the other top meta professions for results when they’re not really as fun for me.
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Weakest?
Probably Dragonhunter, though its not too apparent with the chaos of fighting on points, where their traps are strongest. You survive a trap burst, however, and they’re really weak afterwards. Pets/minions also ruin their day.
Ranger comes after, though they’re somewhat better off. The nerfs to their most favored pet’s damage and lack of viable options to choose among the others due to unreliability has been problematic. Search and Rescue/Seeds nerf hurts their supportive abilities also. All they while, they’re still gated to a really kittenty mechanic.
Others have plenty of their own issues due to a lack of build diversity due to ESpec powercreep or other lacking traits/traitlines and weapon skill that need to be updated but haven’t in forever (or have been extremely underwhelming), but those two stand out the most imo.
It really depends on the matchup/builds. Rangers aren’t top 5 like Chrono/Reap/Scrap/Ele/War, but they can hold their own. However, there’s little to do against getting focused/bombed -after- one jump into avatar state, especially when one of their stronger heals and their only damaging skills require them to get into close quarters over peppering targets at range.
If you’re able to pressure one into going into CA before Condi-bombing/CCing, you’re most likely going to down them quickly or deal enough damage to force a disengage.
Can Unrelenting Assault go back to 4 or five hits but just remove the Might gain on hit?
It’s “only” kittens now, it was 7 before… And it was better that way
Ah, right, right. Its been so long that I’ve forgotten how much it original was. Either way, if they won’t make UA focus a single target out instead of bouncing between multiple ones, it should at least go back to its old number of bounces without gaining might imo.
Although I know the thread’s about core Rev changes, another idea I was hoping for would be a change to the Soothing Bastion trait in Glint’s line. Instead of its current implementation of auto-CH when below the threshold/boon duration, it can gain additional healing pulses (still the same amount of healing per tick) for each attack blocked while using Crystallized Hibernation or grant Protection in a similar manner.
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If Mallyx gets a stun break, I’d suggest it on Unyielding Anguish over Pain Absorbtion, mostly because PA already has a use in applying AoE+reliable self-resistance in condition heavy fights. Giving it AoE Resistence+Self Resistence+Stun Break seems like a bit much, even with its current energy cost.
Can Unrelenting Assault go back to 4 or five hits but just remove the Might gain on hit?
Or, what if:
Increased condition damage per condition on a foe. Like 2% increased condi damage per diferent condition.And that is ACTUAL condition damge, not the stat. Kinda like rangers doing more poison damage. Right now we have a trait that increases damage per condition on us but it doesnt make much sense since that was made back when Mallyx was all about hogging conditions on yourself. And most likely someone running mallyx is using a condition build as well, which doesnt really benefit from physical damage increase.
This is also nice, though I’d have liked something like this for Maniacal Persistence.
Agreeing that if Condition Copy isn’t feasible, it should at least work some additional confusion or poison.
For example:
“Striking a foe with Torment inflicts Confusion. Striking a Poisoned foe inflicts Burning. [7s], 15s ICD”
Or even “When you inflict Torment you also Poison your foe(s) (5s) on a 12s ICD.”
That sounds closer to GM worthy.
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The trait is actually working as intended (25% chance to apply torment), but the tooltip is incredibly inaccurate.
That said, I don’t think it’s GM worthy with a 15s ICD. How does 10s sound?
Wait, so its 25% chance to apply torment when struck (ICD 15s) instead of condition transfer?
That doesn’t sound GM Trait worthy at all seeing that we already dish out tons of Torment as is…
I’m gonna have to agree with Swagger after watching.
The trait doesn’t even work, it just applies 1 stack of torment instead of copying conditions onto the enemy.
Wow, that’s….just absolutely awful.They can fix Assassin’s Annihilation’s leeching but leave this thing broken for who knows how long?
Bravo, Anet….sigh
Just curious about the opinions you guys have on this trait in Corruption. Do you feel like its worth taking over Diabolic Inferno in more Condition-heavy encounters/enemy-compositions? Is the unblockable burning on Elite too good to pass up by comparison?
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Landsharks and Ponies.
The Phase Travel nerf makes it really annoying to pursue kiting targets on the regular if they’re reasonably good at it.
The high energy costs on it and Riposting Shadows, on top of weapon skills, make things really uncomfortable in general.
Can someone enlighten me on the choice of sw/dagger as a melee set?
It wasn’t very used if i’m correct, the rework on sword MH really turned things around?
Evades, mostly. Sigil of energy gives you some endurance, and you’ve got Sword 2, 3, and Dag 4 to maneuver around AoEs and cleave while waiting for utility skills/heals/avatar to come off cooldown while fighting on/near point. Sword’s damage is still OK on top of that stuff.
A bad team will almost always lose to one that has some organization. You also cant really do too much to carry out of Celestial Avatar’s heals and its 10s/Astral Force lockout (and you may need to use it to save your own skin over others at times) barring knocking stuff around with utilities or the occasional (though nerfed) SnR, or pinning key targets with Entangle/Seeds….maybe water blasting with Staff 5+3.
If you really wanna hard-carry, try bunkering on a Tempest.
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Thats not true I have a few friends who have different builds then simply aa spamming and have no problems. This is for pve though I cannot speak for wvw or pvp in general.
Literally anything works in PVE, though.
Just because something works fine against mobs who don’t move much or can be easily cheesed by blinds doesn’t mean that things are fine in every other game mode.
Correct me if I am wrong, but this is just the standard druid meta that everyone uses right?
or are you the done who made that meta build that’s why you wanted feedback?
It looks like the same meta build, but with WS over NM.
It is still pretty effective either way.
You can get away with the usual Condi Revenant build on Metabattle and just swap Shiro out for Glint. You might not be able to chase so well without Phase Travel, but the Torment stacks should keep them from getting too far, assuming you dont lose it to heavy cleansing.
What Shiro would say about his nerfs and broken sword?
[Incoherent Jade Echo Wailing]
So I am making Chuka and Champawat and was just thinking, what kind of elite spec could the revenant get with short bow? Anyone have ideas?
It could literally be made off of the Legend of Pyre Fierceshot with their own unique changes. I’d imagine it would focus a lot on Burning/Poison and Traps with some soft CC.
Swap the Spider for a Bristleback or Tiger/Lynx/Jaguar. The Tiger in particular will give you additional fury while melee’ing with GS.
If you don’t have Druid unlocked, change Refined Toxins/PM to the condition/control related traits Shared Anguish and Empathetic Bond (Or Wilderness Knowledge if you use those skills as utilities/heals/elites). Conditions aren’t too big of a deal in PvE, but it’ll still help you avoid taking too much damage or getting bounced around too often where conditions/cc do apply
No way. Revenant needs to go back to it’s mechanic basis and stick with energy only imo.
Its clear that they want us to deal with both Energy and Cooldown management at this point. There’s little chance that they’ll make us completely dependent on energy alone.
I propose this.
1. Weapon skills no longer cost energy.
2. Utility skills (except heal) will use energy only. All of them
3. Start at 100 energy
4. Remove energy gain on legend swap
5. Remove cd from legend swapAnd based on that rebalance utility cost.
I agree wholeheartedly on 1 and 2. I’m not sure why we don’t start at 100% in the first place, so 3 is acceptable if they carefully manage the costs of utility energy.
I don’t agree with Legend Swap CD being removed. If it is, then we’ll likely end up like Elementalists and unable to go back to the previous “Element” (legend) invoked due to it being on its own cooldown.
Can you elaborate on 4 a little?
I know another thing I’d like to add is that Energy shouldn’t be drained till a skill actually takes effect, like Impossible Odds or Embrace the Darkness.
Now my question is if u run Glint/Mallyx. Do u drop dev for corruption? And maybe a build link would be interesting to see!
http://gw2skills.net/editor/?vlAQJAsun3geNSuQvJRboHlsP0kS4I6SJ4EtrklTlRNjOKxO93vPNgEWA-TpA/AA1+DQZAA
This is my build. Yeah probably not optimal blah blah, kinda made with the purpose of withstanding condi since that is the spam meta currently. Works fairly well, condi is still problematic but you don’t melt quite as fast at least.
Yeah, Ive been trying to run something similar with Geo/Doom on M/Ax and Energy/Leeching on Sw/Sh.
It “works” but it feels really difficult to manage. Between the energy costs to keep pressuring and using utilities and possibly getting chained CC’d I either disengage often or die trying =/
Three legends would be enough.
That said, a start to addressing the Energy situation would be to just make Weapon skills not consume energy but function on cooldowns, while utility/heal/elites consume energy, with the heal/elite having a cooldown+energy use combo.
Since everyone’s discussing Condition abuse, how do you guys find Mallyx in ranked play at the moment?
I know you can’t constantly keep Resistance going so easily, but surely it helps some against the plague of condition damage floating about?
Of course, there’s still a nasty weakness to CC, but I feel like you can sorta make up for it with boonstripping against bunkers (Eles/Scrappers in particular, who contest points and almost never die otherwise)…
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Still hoping for Shortbow. Its pretty underutilized as a weapon.
I can second Dwayna and Lyssa runes – the latter I’ve been considering for a build that uses (traited) survival skills like Entangle to see whether or not the condition conversion on elite happens before or after a survival skill’s 2 condi cleanse. If so, it’ll shave 7 condis if you’ve gotten bombed while trapping some enemies.
Leadership might also be an option if you’re regularly with a Herald or other heavy boon provider in team fights
I still think Dolyak’s one of our best options, though.
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in pvp please do not just count on your bow. today in pvp there was more then a few times were the other team got the cap because a ranger would stay on high ground or out side of the point and let the person get the cap. if they would have used a great sword or any melee they could have pvped the guy in the point to keep it from being capped
Yeah, no.
Sometimes going down there is a sentence of getting focused and bombed in a teamfight, or hit with marks/traps if solo.
Not that you should -always- be off point fighting, but jumping straight into the fray isnt always the wisest thing to do, depending on the enemy (Dragonhunters and Reapers in particular come to mind) and your allies.
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There was 0 justification for nerfing two of our pets, with one being yet another slew of nerfs.
Bristleback already had it rough before, but now its even worse off. Even not considering the evasion issue (its long cast time without quickness doesn’t help), we’ve lost a lot of burst potential/pressure because of that change. I dont even understand what they were thinking in nerfing SS’ Bite. I mean seriously, it seems like they just wanted to do -something- to the smokescale to quell the crying in the PVP forums.
Seeds was a dumb as hell nerf too. Condi is EVERYWHERE right now, especially with the rise of Condi Warrior among the still dangerous Condi-Chrono and Necro, and this nerf just makes it mandatory to take Survival just to survive getting bursted once or twice over when you cant access CA (or worse yet, right after you transform to cleanse once). The only Glyph I carry (and dont even trait for anymore) sometimes is our knockback one, since we can’t pressure Bunker Eles off of points with damage alone unless someone +1s. At least somewhere down the line, you can decap if they have no Stability.
I’m not even going to get into SnR or Lunar Impact.
That’s just heartbreaking.
I dont even think I can push passed Ruby as a Ranger only after these nerfs because as shadowpass put it – the best I can do is evade about on point while prodding with staff or occasionally knocking stuff off momentarily till my buckin’ AF bar is charged up to do some healing. Our damage is already laughable, and the amount of reflects and Protection doesn’t help…
Meanwhile, Eles will almost never die unless hard focused by 2+ players, have heals and auras on demand, and still do respectable damage, and Scrappers do extremely similar while still having good damage pressure.
What about us?
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I wager that Druidic Clarity’s on the chopping block on the next """Balance""" patch. Can’t be clearing so many conditions every 10 seconds despite being easily focused/CC’d right? ^:)
I don’t think 1k+ range is really needed for SB, but the skills could use a rework.
Same with the GM trait associated with it.
I did few rounds of spvp with my usual power build and I just.. Felt so useless. I didn’t think it would be this bad but ouch, this feels bad. I just want to curl up into a ball and cry under my table.
This.
I felt pretty bad after trying my usual power+shouts setup in a few matches. I really, REALLY dislike playing Condi Ranger, but it feels like its the only other option beyond full on bunker/defense (for what THAT’s worth…) after the changes we’ve had recently.Maybe its time to change Bristleback for something else. Its far too easy to avoid its barrage now, and even landing all of its hits doesn’t do so much (and worse yet, no more great Might stacking from it)
Any suggestions?
I was considering the Raven/Snow Owl again…Doesn’t matter.
Whatever we find that turns out to be effective will get an across-the-board nerf the next time a pvp’er loses a 1v1.
Yeah…hurts how true this is.
Nobody should be shocked by the lunar impact nerf.
I dont mind a CD increase, but adding that + a Daze nerf is excessive, especially after the changes to MoC last time.
I did few rounds of spvp with my usual power build and I just.. Felt so useless. I didn’t think it would be this bad but ouch, this feels bad. I just want to curl up into a ball and cry under my table.
This.
I felt pretty bad after trying my usual power+shouts setup in a few matches. I really, REALLY dislike playing Condi Ranger, but it feels like its the only other option beyond full on bunker/defense (for what THAT’s worth…) after the changes we’ve had recently.
Maybe its time to change Bristleback for something else. Its far too easy to avoid its barrage now, and even landing all of its hits doesn’t do so much (and worse yet, no more great Might stacking from it)
Any suggestions?
I was considering the Raven/Snow Owl again…
Despite the nerfs and the bugs, people will still find things to complain about and """warrant""" more nerfs in the future.
Revenant
- Precision Strike: This skill no longer targets enemies using stealth effects.
– Phase Traversal: The cost of this skill has been increased from 20 to 35.
Seriously…nothing but nerfs and no fixes or buffs.
>Seed of Life change
Well…still useful for GotL, but for condi-clear I’ll just stick with Shout/Trooper runes and D.Clarity (or just WS traits/skills…ugh). Thanks , Anet =/
>Lunar Impact
Going to be harder to use this without Quickdraw. Why nerf BOTH cooldown and Daze? Godkitten …
>Smokescale
Takedown, I understand, but why weaken bite?
>Bristleback
I need to see this change(s) in action. The incline fix is nice at least.
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Are necros accepted in Dungeon and Fractals?
Depressing. I dont know other AAA mmorpgs where you can read that kind of question, “is class X accepted in …”.
Has GW2 the worst community or the worst balance classes ?Play the game PWI as an assassin. Factions (guilds) and chat group constantly use “No sins” (assassin class).
Wait really? Back when I played, 5 aps sin was the gold standard for PvE dps, along with the party-wide celestial bloodpaint.
Hey, I remember that game. I really ought to log in and see how things are these days.
That said, 5APS was fazed out with later instance introductions. Its still usable for instances without, but a lot of the newer ones favor DPH/Skill use over APS.
That said, I havent seen cases here where necros aren’t wanted in an instance unless the party itself wants to fill spots in a specific way.
Trahearne would be a good choice for a legend. Leading many in Tyria to take the fight to the dragons (and actually succeeding against 2) should qualify for having left a great impression upon the world and the Mists.
(I’m still hoping for a Pyre Fierceshot Legend first, though)
I wouldn’t mind being able to transform only at 100% if we didn’t lose half of our gathered AF every time we leave Celestial Avatar.
Whether its a bug or not, it’ll be removed because of whiners all he same.
