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The 10% reduced damage on Frost Aura is a typo right?… Right? That would be huge with aura share, not that Eles needed any more team utility.
Wth are they thinking? First 20+ stacks of might on (already at the time) instagibbing Mesmers, and now this? Not nerfing godly dominant specs (and even buffing in some aspects) is just as bad (or worse) as buffing an already strong and competitive spec.
Also, Kit Refinement nerf. I understand it may be due to the 100nades build, as it was an absurd one (glad it’s mostly gone), but it hurt more other multi kit specs, so unfair for other players that dare to play something else besides that kitten build.
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^That was pretty epic indeed. I kind of loved seeing how your commander was the last mas standing and subsecuently the last man to go down, it just made it more memorable. You guys gave us some great fights, kudos to that I say.
Orb of Wrath proyectile speed increased.
Orb of Wrath is now considered a Combo Finisher: Physical Proyectile (20%).
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Smite is now considered a Combo Field: Light.
or
Smite is now called Symbol of Smite and functions like other symbols. Place a mystic symbol into the target area that damages foes and gives Might to you and your allies.
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Chains of Light CD reduced to 15 seconds.
or
The Scepter Power trait, in addition to its current effect, now also reduces Scepter skill recharges by 20%.
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Yes lets nerf the only source of condition damage Mesmer have. Seriously though if yer getting kitten by confusion then DONT ATTACK! Cleanse yourself or start using a skill/heal that does then go back to attacking. That or you know don’t fight a mesmer and someone else alone.
Too bad the subculture of staff mesmers aren’t confusion mesmers. The staff has no direct confusion attack! Just an FYI. Only two weapons the Mesmer has directly cause confusion that is Scepter #3 and torch #5. Nowhere in a confusion build is a staff mentioned. :P
I bolded the relevant part of the original quote. Please l2r.
Also, if a confusion build is not using Staff, they are doing something wrong.
I am double facepalming, because one facepalm is simply not enough.
^This is what a referred to in my PS. Players that convineintly ignore what’s there to cover their bias or conviniently twist or remark what makes their (biased) point a stronger contender in a discussion. It’s not happening.
First, that being the only source of condition damage Mesmers have (which is not true) suddenly does not make it fine or balanced; second, the Staff is a very reliable condition damage weapon, even really strong at that. For instance, the spammable Staff attack (Winds of Chaos) can apply burning and bleeds, very few weapon 1 skill attacks actually apply burning as it’s a really strong condition (only Flamestrike and Flame Jet come to mind), you could argue it’s random between bleed and vulnerability, but I’d answer your Staff clones apply it too.
Yes, I think confusion is too strong in WvW right now. SO strong, to a point that organized guilds are ‘abusing’ it through Epidemic… or without it anyways (Cry of Frustration bombing, it’s AoE remember?). The spike damage of confusion stacks a Mesmer (and only) can do is a little too much.
Also, confusion was created as a counterpart to retaliation, it should only damage the player suffering it if he lands his/her attacks and not with any action like whats the case currently. A Guardian dodge rolling with the trait Selfless Daring and suffering confusion damage I’m pretty sure it’s not intended either; or a Necromancer with Mark of Evasion, and so on.
Suggestions :
-Give it an internal CD.
Currently, just a few stacks on an unsuspecting foe doing several actions per second (no global CD in this game) can have his/her HP spiked down too fast without ever realising what hit him/her. This is a problem with multihitting skills against retaliation too.
^Fun anecdote: When I was dueling this Mesmer on my Ele (not my main!), I remember getting myself insta downed (no exageration) from 50/60% HP (of ~16k) after a Cry of Frustration on me just by switching to Watter Attunement and dodge rolling.
Or
-Significantly reduce the damage.
Currently, it does too much damage even with 0 points on condition damage. Shatter mesmers leaving you with 8 to 10 stacks of confusion after their spike never dare to tell you that.
Or
-Make it like retaliation.
As I said above, it couses damage in every single action you make, it should work on attacks landed on any attacked foe. “Oh but is different, it lasts less than retaliation!” “it’s in stacks instead of increased duration!”. It’s not relevant as it can hit much much harder; it would still be a powerful debuff, now the debuffed player feels like all of his enemies have retaliation on them; and it would still accomplish its purpose.
PS: I wont answer to silly counter-arguments from fiercefully defenders that are clearly biased and selfentittled (mostly Mesmer) players. There’s too much of this in this thread already.
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Thanks for answering Ellieanna, but you got that wrong. What I’m referring is that I’m actually seeing my E-mail ( ex. abcd@xyz.com) instead of my account id which is Khenzy.9348.
I don’t really know if it’s been better undestood this way.
How can I change this, as soon as possible? And why is this happening? My display name is Khenzy as clearly seen on this forum. Instead of Khenzy.9348 I’m seeing my mail, this needs to change now.
Thanks for reading.
PS: I don’t know if this is the propper section, my apologies if not.
^Yeah coglin I know that but thanks for answering. I was refering to what I asked Light above you on my edit.
^That’s actually pretty interesting, how reliable is it to remove conditions from yourself?
Apart from that, I’m putting emphasis on condition removal becouse apart from Warriors and slightly on par with Mesmers, Engineers have very very poor condition removal. The thing is Warriors to overcome that, have a huge HP pool and apply more direct damage pressure than en Engie could ever dream of; we all know how evasive and slippery Mesmers are.
edit:
@Light.6095: So it’s a bug then? Also, since when comboing your proyectiles from inside a light field removes conditions from yourself? Honest question.
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Hello there fellow Engies! I know every profession, to the point of knowing most trait names and the little intrincacies there’re within these and weapon skills… well, with the sole exception of engineers.
I’ve played Engineers (mostly PvP) like I did with every other profession. If I remember correctly, I ended up toying around with a gadgeteer with respectable burst that used Slick Shoes+Super Speed (funniest utility skill in the game to me). The problem is that I was a free kill for any semi-decent condition necro, any kind of burst or condition mesmer (these absolutely humilliated me), any heavy condition oriented spec from any profession or any profession with any kind of sustainability (including stealth thieves), such thing happened as my damage came from brief and slightly innefective burst secuences which was only effective against other Engies, Warriors, GC Thieves and non TU Rangers; becouse my Engie lacked proper sustainability and escape or reposition manouvers, given the meta builds, this was more like a torture at times.
I was of course using the Static Discharge trait.
I wanted to ask you if there’s any build in existance that has over the top condition removal (subjective and within Engineer capabilities, or course) and having a reliable way to escape, survive and reposition? I’m not asking Ride the Lightning mobility or Cleansing Water condition removal. And if possible, using Rifle instead of pistols (which provides some mobility and root removal), and if it has a Tool Kit (invaluable immunity shield?), the better.
How can I toss into this, respectable condition removal and reliable sustain or escapability without sacrificing much in damage? Maybe I’m asking too much? Engies are definetly not in the best position right now.
Ride the Lightning CD increased to 25 seconds (oportunity cost).
Ride the Lightning is now affected by slows.
Ta da!
I have to admit that having a Cleansing Wave on a 9 second CD with Evasive Arcana and a minimum of 15 in water to get Healing Ripple for another burst heal is just too much to give up even with no healing power.
MUCH worse. Much much much worse. Zergs seem to be abusing Veil/Mass Invisibility/Shadow Refuge more than ever.
^I’m not inflating my ego, so you can leave your sarcasm or other innuendo or some such from where you took it. I was just describing a funny situation.
You guys from PS are so much more organized than us most of the time, that it surprises me to see some of you that aren’t.
…
Sorry, most of our guild forces run team builds. Needless to say they´re not ideal in duels
It’s fine! But I fear you more than I respect you guys, if my butt gets kicked repeatedly, the resentful me does not want to show any respect! I’m not perfect, you know? :P
What if this is a precedent of spirit weapons being made permanent? Or increased duration, and the CD starting on cast rather than when they dissapear?
A bunch of hammer warriors, guardians and epidemic condi necros, with the occasional mesmer.
^I seriously don’t remember, I feel bad about that, hence why I posted a message here. Sorry.
Also, I almost forgot! I enjoyed trolling people from Piken Square chasing my d/d ele for over half an hour (or more!) in circles! I was specifically told that I should entertain as many people as I can so the towers could be reinforced. Man, I have to give props to that Necro and Guardian that tried really REALLY hard to put me down, even going out of combat and changing weapons! At one point they started to addapt and begun anticipating my movements, it was pretty interesting to watch.
Can’t say much coz I’m always in the kittened and kittening queues! ><
Well, that’s understandable, you guys had lots of transfers just before paid transfers went live. I’m pretty sure you are a T1/T2 server now, where before you were around T3. Very intense fights await you in the future my friend!
Who were they? The guys you dueled from AR.
And was it actually a condition Mesmer as opposed to just another Confusion-stacking baddie?
Woah, that ‘baddie’ word is just out of place, don’t post inflammatory crap here please. He was a full condition mesmer with scepter and staff. I’m sure very, very few people actually beats him 1v1. And I’m sorry to tell you, but I don’t remember who exactly were they, all I know is they are all pretty sick duelers (and very friendly people).
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Hey, to those amazing players from Augury Rock that I just dueled (I’m the human blonde masked Ele), man, that was fun! That guild sure has some very skilled players! I specially enjoyed dueling some unconventional ‘non-meta’ builds such as full condi mesmer (who kicked my butt big time), a condi necro teleporting all over the place with Spectral Walk and Flesh Wurm (I didn’t stand a chance with this one either), a full signet Elementalist with dagger/focus, and a d/d tanky thief with imba regen on stealth that a shadow refuge meant coming out with full hp. All very clever, effective and viable builds. Fun times!
Sorry Piken Square guys, all I’ve seen from you is P/D thieves (man, these really are a plague on your server), D/D thieves, and those big stunlocking monsters with hammers from SiN . Nothing that I’d claim any respect just yet!
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The part is tricking them into using those skills so you can set up the kill, LF acts as an evade that’s gonna be used on BV, same with SoR (tPvP trap Rangers usually run 3 traps or LF), also Serpent Strike doesn’t provide you with a 4 second lasting evade, which is what’s going to last the immobilize. So no, trap Rangers rely quite a lot on passive condition removal, becouse Empathic Bond is that powerful.
It’s not an easy fight by any means, the one that needs better timing here is the Thief and has to know when the evades are coming, but we are not talking about rearranged duels here, where the Ranger knows the Thief is coming or where he has time to reposition or similar.
Greatsword is used on more bunkerish (mostly BM) builds as far as I’ve seen and don’t usually have the monstrous pressure of a full condi trap ranger, so a different strat would be applied here.
Full glass cannon backstab build. Equip Devourer venom. Do a fake entrance wasting his traps. Waste his Empathic Bond with trash conditions. Do a quick hide in shadows to cleanse conditons. Apply venom and proceed to burst Ranger down and finish it with Shadow Refuge on. Trap Rangers don’t have any on demand condition removal and are extremely vulnerable to the immobilize condition, abuse that. Be ready to dodge the AoE fear on your burst process or your stomp.
If the Ranger sees you coming, he will precast TU making things harder if you attack straight away, just back off for 10 seconds with shortbow and proceed to perform your burst. Or just don’t let him/her see you coming.
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For WvW just go Knight gear with critical damage jewels. Stack some precision so you can use steal health on crit food, that’s all the healing you’ll need. Direct damage through high power and precision/crit damage scales so much better relative to armor value compared to condition damage. Condition damage ignores armor but can be completely cleansed, and that cleansing becomes much more effective in group settings (WvW zergs for example).
With 300 condition damage you will have with 30 points in Wilderness Survival, your burn will do around 400 damage a tick. A full condi Ranger will do an additional burn tick every two of yours (in terms of damage) but you’ll be throwing out 700-800 crossfire crits with your shortbow compared to his 300-400 crits, which adds a superior sustainability to the full power Ranger, this one also gets the healing reduction from poison as well (diregarding the damage, which is not much), and ranger bleeds can be unreliable unless speccing specifically for it.
If those famous tSvP trap rangers could go with berserker amulet damage stats and have 2800 armor and like 2 to 3k more HP, they’d forget about condi. damage altogether, well, you can do that in WvW and have insane HP regen with food.
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It works just like it always did. This thread is a lie.
Isn’t healing power kind of a waste? Unlike Guardians or Eles that have multiple healing sources, you only get a regen on 75% HP trait and that’s it, the scaling is very poor with TU, wouldn’t those stats better be spent elsewhere?
I’m a D/D or S/D bunker Ele player, I’ve been one for months, I’ve done thousands of deaths in WvW (also rank 39 with many tournies too), and I think we are way… WAY over the top, does that make me a hater now? You all live in your own little bubbles, it’s quite saddening.
Instead of defending the spec that’s clearly NOT balanced and showing such concerning ‘nerphobia’ towards it (which only screams we are that powerful). Why don’t we create a thread suggesting improvements to this spec and the profession overall to make it more fun and fair for everyone? This thread clearly does not contribute to anything.
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With 10 points on Beastmastery with the trait Master’s Bond (II), your pet becomes a weapon of mass destruction (mostly at lower levels), you can put the rest of the points wherever else you want.
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I switched from sPvP to WvW 2 months or so ago, I left it at rank 39. But now they are starting to implement this ascended gear completely ignoring half of the sets (Cleric, Knight, Carrion, Rampager, etc.), effectively destroying my build. I stepped away from a stale boring meta PvP mode with an overdemanding entry learning curve to be competitive, to a more relaxed flexible and slightly less competitive scene, yet I’m finding other kinds of equially worse barriers, it’s also a place that suffers from balance issues. You complain about Thieves with 60% crit damage and 3100 attck power here? Try fighting one with 110% crit. damage and 3600 attack power with the kittenty culling.
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Why noone talks about Rampager and Carrion gear, or even Knight gear (whose precision was raplaced by crit. damage?), there’s no Power+Condition damage ascended items what so ever. If they are totally neglecting these exotic equivalents, we need an explanation, why? Such a drastic change on gear stats demands an explanation, it would be totally unethical otherwise, even more so considering all that “we want players to have an identity with their builds” fluff talk they did when they decided to add a fee when respeccing traits.
No Power+Condition ascended gear means I’ll have to dump my build entirely. We just need to hear if we are ever going to get the missing sets in a future patch or what we have right now is what we will have for other ascended items later as well, Is that much to ask for?What set is power + condition damage? Is that Carrion? I added that into the edit of the original post already, and I definitely agree…why is it being advertised that we can play how we want to play….yet new gear being released clearly doesn’t exemplify that statement.
That’s not the problem, the problem is they give you a certain set with certain stats and later they start introducing a new tier of gear completely neglecting your current tier of stats effectively giving a stat advantage to those that already had berserker sets or other sets that are now in ascended form.
By the way:
Rampager: Precision, Power, Condition
Carrion: Condition, Power, Vitality
Very popular, good and viable builds use these sets such as many Ranger (some trappers), Thief (Pistol/dagger) and Engineer builds and some Warrior ones to give some examples, and I’m pretty sure many other professions do a good use of these hybrid sets as well.
I’m baffled we haven’t seen an answer concerning this or even the community not being nearly as vocal as expected with this as it’s such a major change in known stats. Hey Anet employee, can I borrow TWO MINUTES of your time? yey?
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Why noone talks about Rampager and Carrion gear, or even Knight gear (whose precision was raplaced by crit. damage?), there’s no Power+Condition damage ascended items what so ever. If they are totally neglecting these exotic equivalents, we need an explanation, why? Such a drastic change on gear stats demands an explanation, it would be totally unethical otherwise, even more so considering all that “we want players to have an identity with their builds” fluff talk they did when they decided to add a fee when respeccing traits.
No Power+Condition ascended gear means I’ll have to dump my build entirely. We just need to hear if we are ever going to get the missing sets in a future patch or what we have right now is what we will have for other ascended items later as well, Is that much to ask for?
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Another month of glory and easy mode at the top for bunker Eles is all I read, fine by me!
Gosh! Desolation has people everywhere at all times! We can see a potential winner since day 1, sadly.
Personally, I think stuns are not the problem, the immobilize condition is.
How about Hornet Sting or Serpent’s Strike removing immobilize, just like Engineers Overcharged Shot? What about Lightning Reflexes removing cripple, chilled and immobilize just like Thieve’s Withdraw and Roll for Initiative? That way Signet of Renewal would stop being mandatory on my bar.
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^Ok, I’ve tried it and it works, the burst can be pretty scary with a Raven, even more so if you spec into Precise Strike in MM. It’s not as reliable as I’d like though and I’m not a fan of slightly gimmick burst builds where you align many cds just to burst someone down, I prefer atrittion. But I think it’s viable and accomplishes its porpouse quite well actually, I’m surprised we don’t see more builds like these.
Concerning my build, I think I’ll just stick to Sword/Torch or Dagger for my build or see if I can make a work around with it and the greatsword. I just can’t give up my Wolf’s knowckdown+AoE fear and my Forest Spider’s potential 5 secs immobilize+poison field, so Raven is a no go for the moment.
Thanks for the help! To Agadar below me as well.
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It’s not fun getting locked in an animation (spammable no less) regardless of how effective it is, the sword chain locking you out of your crucial dodge botton is not fine either. I think it requires a higher amount of timing and reflexes with dodges and movement between strikes than it’s actually intended, it can even become ineffective with autoattack on.
Could the sword chain 1 be improved in any way? Definetly.
Thanks Gorwe. Although I’m not giving importance to Power itself but the stat distribution in general, I know what you mean. I may try some numbers on the heavy golem and see how I feel about them.
Traps is not what I consider reliable damage and if I want to fully focus on them I lose flexibility and survivability which I’m not too kind off, but I’ll give them a try. I’m mostly a free kill for backstab thieves (that have any kind of inmob) and shatter mesmers without LF+SoR though.
This is mostly for WvW.
Let’s say my Ranger has around ~1000 condition damage and around ~1800 power (that would be ~2900 attack btw.), 40% crit. chance and 20% crit. power. Would that make my greatsword viable damage-wise? We all know this particular weapon has realtively weak direct damage and low condi. damage as well. Maul could make up for the lack or direct damage in this build, but I’ve yet to see that as my Ranger is not fully equipped just yet. Maybe the greatsword is more dependant on pet damage than other weapons? It can have nice burst with Raven+Hlit Bash and again with SotH that 90% of Rangers use now a days. I plan to use greatsword alongside a shortbow, I know sword is viable with this setup as I can have a torch and take advantage of the condition damage, but greatsword provides more reliable mobility and scapability (which is key in WvW), but I want it as a viable damage weapon as well. Maybe I should just forget about condition damage altogether and go full power? I’m afraid this way shortbow bleeds would be kind of wasted and, torch and dagger (and maybe MH axe) would lose viability all of a sudden.
As a side note: I’ve got all the stats theory crafted already, sadly, no ascended gear included as there are no Carrion nor Rampager rings. I could work around a Pow+Condi damage only ring, but there’s not even that (no healing power rings either, hello Anet! wtf!?). I’ll make a formal warning or complaint thread regarding this issue if we don’t get Pow+Condi damage amulets on the 28th.
The build would be something like this: http://gw2skills.net/editor/?fMMQJARVjAVV29VCWoWCgVBCbP40SMZKMkxXhYLZCPB I consider Lightning Reflexes+Signet of Renewal a must together as LF (sadly) doesn’t remove immobilizes, the deadliest condition by far. I’m a fan of shorter recharges as you can see.
Ok, why is the majority here talking about bunker D/D while bunker S/D is the real issue?
It has to be mentioned that S/D while being nearly unkillable, can toss out 7k+ heals to itself and others which can be an issue as well. We are talking about mostly D/D becouse Devs are aware of the tankability of S/D (many people saw the video already) but D/D is just a much more complete beast and when S/D gets tonned down, hopefully it affects D/D or else you’ll see the rise of those like foam. It’s a similar case like dazelock thieves, but much more obvious and you see D/D in play much more today.
Yea increasing the CD and making the range less then 1500(Seems like you can go to the other side of the middle ground of foefire which feels like it’s bigger then 1200) would probably work..
I haven’t done extensive testing on thist but RTL always has ~1500 range when you have something targeted, I haven’t tested whether it’s the same range or not with no target. So yeah, RTL is even more powerful on practice than on paper.
I don’t think it was initially intended as being such a powerful escape tool, but hence, I don’t think stealth was intended to be so effective to easily escape combat either, and there it stays untouched, so…
But thats pretty much a bunker build.Every bunker build ive seen has stupid room for errors..Just cause you dont see tank mesmer or thief cause of the pvp format that doesnt mean that if they were to spec that way they wouldnt be impossible to kill.If you really dont want bunker any more or want them toned down just nerf the amulets.
I strongly beleive you can make much more ridicoulusly easy to play and not die builds with other classes..they just suck in conquest.
My point is that if they were to nerf healing across the board hard enough to make surviving as an ele bunker1vs1 or 2vs1(against balanced) challenging for good players
then it would totally kitten up all eles build that have ever been made.These things are really scary to mess up with.
You don’t see bunkers with unparalleled roaming and harrassing capabilities, with very decent CCs, support and no direct counters. You can wear down any bunker guardian with just condition pressure. And this is the bunker, the DPS oriented one (which still uses water and arcana) it’s another strong contender.
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Ele is pretty disgusting right now.. I’m not saying they need to nerf them, but maybe slightly tweak things like RTL to NOT go across the map whenever you feel like it, maybe make it require a target?
What about… CD increased to 20/25 seconds and range reduced to 900? Making it require a target would be too harsh of a nerf imo, it definetly needs one though.
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As a Dagger/Dagger bunker elementalist player I see the nerfs coming a mile away, I’ve played every single profession extensively so far, and this is the most broken and overpowered combination my hands had the pleasure to play (I’m still currently playing it), no other spec in the game (outside Thieve’s Shadow Refuge utility skill, nerf this already) allows for so many mistakes and still keeps fighting like nothing happened, you just have to have water and air off CD. As an example, switch to water (2k+ heal, condi remove), dodge in water with evasive arcana (2k+ heal, condi remove) and Cleansing Wave (2k+ heal, condi remove), all the while never touching the 6, which allows the healing signet to never be on CD for even more sustainability.
I don’t have any kind of “nerphobia” like 99,999% of you (that’s maybe ‘couse I play many professions) so I welcome the nerfs to make things more fair to everyone else and to have a more healthly balanced game for us all.
Also, I expect some nerfs for my Mesmer’s Mind Wrack shatter damage multipliers (maybe changing the trait) and on the innate survivability invulnerabilities and stealth offer in general, but some buffs for a power based Ranger (ex. Longbow, Greatsword viability) among other professions in need of help.
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I’ve been hearing a lot about these Ranger builds as of late. I remember a month or so ago I fought one that was nigh unkillable. He used greatsword, and a pig with the invisibility item that thieves steal from other thieves with pretty high regen uptime and the always great Troll ungüent, but I don’t think that was the most optimal build. This is for sPvP specifically, WvW is a different beast.
Thanks in advance!
+1.
You nailed this one Naito.
He’s just trolling you (Klassic). Although I’d use that one. lol
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Nobody would use anything but swords then?
But I like Gondram’s idea. I would also like something similar, a system where we can prepare customized spells, where we take a long time to mix and match “meditation” type spells and then unleash them all at once, with varying effects depending on what we used in the combination.
Why? For having different ranges only? You could balance that around utility, damage numbers and the like, it’s not hard to think about that, come on.
A sword mainhand as a weapon. With different ranges depending on what attunement you’re in. Fire: heavy hitting AoE skills, burning, melee; Water: Support, heals, slows, vulnerability, 600 range; Air: High single target damage, mobility, blinds, stuns, 900 range Earth: Cripples, bleeds, defense, 1200 range (or with varying ranges within the attunements themselves… or something similar like that), like a (balanced) mix of all the weapons we have now. That would be sweet imo. Maybe in an expac?
PvP split, please….
No, You can stack an absurd amount of crit damage in PvE gear, if anything, this is too much (for WvW) too (and even worse).
Ontopic, good to see this getting adressed (hopefully). Only if you aknowledged other borderly broken builds…

But I like Gondram’s idea. I would also like something similar, a system where we can prepare customized spells, where we take a long time to mix and match “meditation” type spells and then unleash them all at once, with varying effects depending on what we used in the combination.