It’s bad enough Elementalists are getting the short end of the stick next update again. (No damage, no mobility, no survivability buffs, more support which we already have a lot!!)
But can you at least fix Updraft?
It cannot be used while other skills (like auto attack) are being cast. So if you were to use it as an evade but was using Lightning Whip, you cannot as you must wait for Lightning Whip to end.
Healing Power Overpowered? Are you kidding me? And I play main Guardian.
Healing Power is the most broken status now. How at super high healing power the scales becomes too high? It has a linear scaling… This isn’t power/precision/crit, it, yes, scales exponentially.
Also some skills not even scales with healing power at all.
I think what the OP meant was more along the lines of healing power is not well balanced between classes, as it’s completely useless for most.
You gotta admit for guardian and elementalist healing power does what it’s supposed to do, it’s not overpowered but it’s good. While for just about every other class it falls flat in comparison.
In other words a nearly useless stat for other classes.
Exactly.
Other than the healing skill for Warriors, not a single skill/utility will benefit from high healing power.
There is only two traits that will benefit from Healing Power for warriors.
TWO! Limited to shout and banner builds.
Rangers used to have the luxury of running high healing power and have pets do a ton of damage but then they completely nerfed pets damage! Lovely, no longer an option.
Out of 6 classes, only 2 can have great benefit from it.
It’s an attribute that is too good so they make it worthless.
They should rework how Healing Power works or replace it with an entirely different attribute. As of right now, it’s doing more harm than good for Guild Wars 2.
Healing power affects certain professions more than others. coughguardscough It really all depends which profession its on.
Healing power is a useless stat for thieves. I don’t know a single thief that runs anything more than what the SA traitline gives them.
Ooooh healing power thieves are badkitten! Using the shadow refuge, healing while stealth, and building a stealth build around it you become almost immortal. You won’t be able to kill anything but you’ll provide fantastic support for your allies.
Shadow Rejuvenation has a base heal of 293 with a healing power multiplier of 0.1.
So at 1500 healing power, Shadow Rejuvenation heals 443 health a second and can last 4 seconds for a total of 1772 health with 1 Cloak and Dagger.
At 0 healing power, 1 cloak and dagger can heal for 1172 for a difference of 600 health.
That is sadly not a huge difference considering how much healing power you are putting into the trait.
Healing power is the most worthless attribute.
and
It is the most powerful.
The problem with Healing Power there is no sweet spot for it’s defensive use. Inputting 300 points of Healing Power could contribute ~50-100 health with your healing utility at level 80. The numbers are so low it’s often not worth it.
Yet, at super high healing power, the scaling becomes too high!
Making for some unbalanced super defensive builds.
Not to mention if only affects very limited skills and traits, plus for the sake of balance, sometimes certain traits and skills see no benefit.
If you aren’t following your own rules for attributes for the sake of balance, then the trait is the problem, not the skills.
It has the same problem but makes up for it with condition duration. Just because you use don’t use a condition damage build doesn’t mean you cannot benefit from condition duration.
If anything, it should be removed for something like Boon Power. Lower the effectiveness of boons and be able to increase their effectiveness with Boon Power.
That way, all the professions can benefit from it.
With Vitality, Boon Duration and Toughness having a forth attribute for defense isn’t necessary.
I don’t think Healing Power helps the balance of Guild Wars 2.
What do you guys think?
(edited by Nova Stiker.8396)
Just delete the Ranger. Nerf it to the gorund and some more. As if a 4s reavel can compensate it’s 40s cool down. Yeah 1 backstab later ur dead.
Rangers:
- Ranger attacks deal little damage
- Half the damage is the pets, uncalled nerfed damage by 20%
- You can support and make thieves visible. (Spoiler: Replace Ranger with a Guardian that has a hammer, you’ll get better results)
Mesmers:
- Damage had an uncalled for nerf
- Survivability had an uncalled for nerf
- Go Mantra’s or go away in sPvP. In a meta dominated by conditions and CC, lets limit this class use to just Mantra’s instead of fixing the brokenness of the meta.
Elementalist:
- Damage is kitten
- Survivability is gone
- Uncalled for nerfs
- You can support better with staff and Elemental Weapons have more uses.
Just delete these professions. You are not even trying to balance them.
(edited by Nova Stiker.8396)
1. Buff back Bountiful Power. The nerf was uncalled for.
2. Buff back Ride the Lightning. The nerf was uncalled for.
3. Add the stun breaker back to Lightning Flash and Cleansing Flame. The nerf was uncalled for.
4. Remove stun breaker from Glyph of Elemental Power, a utility skill you ideally want to always have on recharge. The buff was uncalled for.
Then maybe I’ll be a bit happier.
I feel bad for Mesmers, no stability and their key defense for melee got an recharge increase for no reason. Oh, but they are getting stability, on a Mantra?! Mantras are not bad but now every Mesmer has to carry it if they want to be useful in PvP.
Whoever is making these decisions has gone full stupid.
Trying to create various builds and balance is instead limiting builds and making more imbalance.
(edited by Nova Stiker.8396)
Focus on staff support?
Improving Elemental Weapons?
ArenaNet, why not delete the Elementalist?
Clearly you no longer have any love for it and trying your hardest to remove it’s ability to do damage and survive all together.
From the Rules of Conduits:
You may not use any third-party program (such as a “bot”) in order to automate gameplay functions, including playing, chatting, interacting, or gathering gold or items within Guild Wars 2. You may not assist, relay, or store gold or items for other players who are using these processes."
It appears no :\
But that is just appearance.
I don’t know the extensive of the word automate since ArenaNet has no problem with me playing with an xbox controller.
This
is
BUILDWARS!No the bigger issue here affecting this, is actually Traits. There’s some good ones on some classes, but most of them come NO WHERE CLOSE to the diversity we used to have in just Gw1 Prophecies, let alone all the other chapters piled on
Guild Wars 1 diversity was okay but it’s probably because the limitations the engine ArenaNet made didn’t allow a lot of diverse stuff.
However it is much more than what Guild Wars 2 currently offers. Can you imagine in Guild Wars 1, take half of the Elementalist spells away and replace them with “You deal X more damage”
(edited by Nova Stiker.8396)
Wow.
It’s true…during the Queen’s Gauntlet, even the ingredients used to make that food went up in price significantly on the marketplace.
I doubt it.
I think people realized feeding WvW zergs trays that increase health while downed is good as a single persons death can rez of multiple enemies.
Why would you need more than 8 classes? The game would become more about skill and effective tactics and less about having a build that trumps other builds.
How would it become more about skill and tactics? It would be the same as now just less options.
And it would get boring, very fast. If LoL and DotA had only 10 champs/heroes and only one item build per it would get boring.
Each champion only has 4 skills (sometimes more, rarely) but look at all the variation some skills you can use.
League of Legends keeps it interesting with a sheer amount of champions, each very different play style from the other.
Others easy, others hard.
________________________________________________
Guild Wars 2 can have a similar system because of traits.
But WAY to many traits reduce recharge, increase damage, increase defense.
Instead of a system like,
“Arcing Slice becomes Storm of Swords. Sword of Storms takes 75 adrenaline to charge. Only 1 stage.”
Sword of Storms:
Spin wildly for three seconds and you can move while doing so. Destroy incoming projectiles while spinning. Adjacent allies gain retaliation.
*Breaks Stun
*Retaliation – 3 Seconds.
Wouldn’t that be more interesting than:
Berserker’s Power – Increased damage based how much adrenaline you have built.
Stage 1: 5%
Stage 2: 10%
Stage 3: 15%
I think so.
It would be nice if weapons had styles or stances that you could change. Something simple like offensive, defensive, and balanced.
Balanced would be your basic weapon skills with a mix of offense and defense. Switch to an offensive stance and your defensive weapon skills are swapped with offensive skills. Switch to a defensive stance and your offensive skills are replaced with defensive skills.
That might add some depth and allow some play styles to utilize more of the weapons.
I don’t think Guild Wars 2 needs more depth, it already has a lot of mechanics it just doesn’t utilize them well.
Build changes your playstyle
Your playstyle determines your build
They’re the same thing bud
Either way both cost too much in this game to actually theory build anyway, why pay hundreds of gold to some build that may or may not work..
Also Berserker gear seems to out shine everything else anyway so whats the point..
Actually, it costs nothing.
Go to the Heart of the Mists.
All it would do is make people choose the most useful alternative, it won’t create playstyles at all. For example:
Take Warrior Main-Hand Sword abilities. Let’s say the Leap #2 skill that cripples could have 2 alternatives.
Alternative 1.) No longer cripples, has 300 less range, but immobilizes for 2 seconds.
Alternative 2.) Gains 300 range, does x3 dmg, Unblockable, but cooldown now twice as long (reduced if it hits).
If you zerg around in WvW you’ll take 1 every time.
Or take the #3 skill that does more dmg if below 50% health.
Alternative 1.) Does bonus dmg the more health target has instead.
Alternative 2.) Reduced power/base dmg, now applies stacks of bleeding based on target health.
Again, 1.
It will just turn weapons in to what trait trees are like, there’s plenty of imaginary diversity, but if you want to play properly you’ll always go down certain lines and take certain traits.
Which is more than what the current trait tree offers.
Fire Magic for Elementalist has 2 traits that does the exact same thing, word by word.
The problem is you really cannot customize your “playstyle” because most of it is hard-rooted into weapons.
Look at Staff Necro that uses a condition build versus a power build, pretty much the exact same playstyle.
There should be more traits that actually CHANGED the way abilities functions instead of just adding a little proc.
For example Mesmer Torch trait that makes the abilities remove conditions, it doesn’t completely change it, but suddenly I need to think about when to use my Torch skills and save them for condition removal instead of w/e previous function they had.
Imagine if EVERY weapon ability had “alternative” versions of the same skill that worked differently which you could swap out like utilities.
Take Warrior Main-Hand Sword abilities. Let’s say the Leap #2 skill that cripples could have 2 alternatives.
Alternative 1.) No longer cripples, has 300 less range, but immobilizes for 2 seconds.
Alternative 2.) Gains 300 range, does x3 dmg, Unblockable, but cooldown now twice as long (reduced if it hits).
Or take the #3 skill that does more dmg if below 50% health.
Alternative 1.) Does bonus dmg the more health target has instead.
Alternative 2.) Reduced power/base dmg, now applies stacks of bleeding based on target health.
Could completely change the playstyle of the weapon, and even make a power weapon become a condition weapon or vice versa.
This.
I wish traits wouldn’t buff damage or conditions.
I wish they would change skills functionality completely.
If nearly every trait changes a skills mechanics to something new. Imagine a world of customization each character would have!
It’s interesting and adds play styles.
(edited by Nova Stiker.8396)
The line sometimes don’t match the direction. It actually makes the AoE slightly larger.
It happens a lot on a hill and the lines appear to point in a random direction, no consistency with their direction.
I tested the random directions with N/S/E/W and camera position, still no consistency, so it must be hills.
Hello folks,
Just so you guys know, we have several issues from this thread noted in our tracker. I can’t give you an ETA on a fix, however.
Keep in mind, this forum gets pages and pages of posts each day. Just because I haven’t responded to your thread doesn’t mean I haven’t reported the issue.
Pro-tip: Being inflammatory or hostile in your posts makes me much less likely to respond to a thread.
tl;dr: Let’s be friends!
-Josh D
Pro-tip: We are being inflammatory and hostile because we love Guild Wars 2.
If we didn’t like Guild Wars 2 or didn’t care about it, then this thread won’t exist.
Think of every harsh comment as a letter of love
Think of no comments as a hate letter
I don’t know any professions that only have one viable build. Maybe they only have one viable build if you’re building for ONLY efficiency, which I think is the OP’s point.
I’m sure none of the builds I use regularly, you’d consider viable…but I still beat dungeons and fractals with them on a regular basis. I’m sure it takes me longer to run a dungeon than it takes you. I just don’t care.
Considering you can beat dungeons and fractals with characters below lvl 80, I don’t think that’s a viable benchmark. I pvp a lot, so I’ve heard all the false hype and promises in the world from certain devs that are incapable of following through. PVE is designed to be casual and relatively easy so that anyone can pick it up and complete the content. It’s unfortunate that a majority of the game’s content drives players towards zerker gear. As far as being able to pvp on the same build you can faceroll pve content with, you’ll find your options drop drastically, moreso for certain classes. Even though hardly anyone plays it, pvp IS one of the 3 realms of gw2 gameplay. The fact that they haven’t been able to allow for more than 1-2 builds for the vast majority of classes is a disgrace.
The Tequatl update proves this.
If you want to beat the dragon, you have to do insane damage, ONLY damage. Nothing else matters. You are fighting the time limit, not the dragon.
If you don’t have as high ranged damage as other classes, you are stuck supporting those that can achieve high ranged damage.
The only failure is the time. Nothing needs to be protected, the dragon just stands still until the timer is up.
It only enforces ranged + zerker.
Condition cap makes condition damage not viable in large fights so they don’t explore condition builds.
It doesn’t help that some weapons are perfect. They have everything you need in a fight.
You are encouraged to go high damage, as a Warrior, the Greatsword has everything you need:
-A ranged snare.
-2 Chase skills
-One Chase skill is an evade
-Powerful AoE
No one uses the burst skill with the Greatsword, so you build your traits around always having high adrenaline and never use that F1 Burst skill, it’s so weak.
So what you have is a community trained to using the same tactics.
Make the Greatswords for Warrior and Guardian a powerful, larger AoE skills but less mobile melee weapon.
Make it a less perfect weapon for any situation and you got some play style diversity. Now you cannot chase ranged players all day long with no issue. Now you must consider bringing a sword and shield.
________________________________________________
This can be said for most classes.
People keep using the perfect weapon with the most uses/damage and don’t explore other options.
You don’t need builds, you need different play styles.
Guild Wars 1 isn’t shut down yet so
…
Yeah.
I don’t think they’re the same thing either. I have a playstyle that can use many different builds. I don’t play the game around a build…I make a build around my play style.
A lot of people have said that the professions in this game are too similar because everyone can do the same sorts of things.
Those people are looking at mechanics, not flavor. I’m pretty sure this is the type of thing the OP is talking about.
Exactly.
Guild Wars 2 has a lot of game mechanics but not nearly enough ways to use those mechanics.
The design team is looking at it all wrong, you have plenty of mechanics to make builds with. You can number crunch all day to make balanced builds but in the end, viability doesn’t mean fun, it just mean it works.
Now if the items you are balancing is fun and you want to make it viable, that is a different story but
Jonathan Sharp
- We’re looking to improve shouts so that support via shouts is more viable.
- We increased the power of many support skills which weren’t seeing much play.
- To help Rangers support allies, we increased the ability ranger pets have to support allies.
- Venomous Aura was very difficult to use, as the radius was fairly tight. We’ve now increased that radius a bit
- We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support.
- To stay in line with the support theme, we wanted to find ways the Mesmer could support allies.
- The Blood line underwent some tweaks, as it’s something that Necromancer players often feel is a lacking trait line.
It’s all about making mechanics viable.
Nothing about play styles.
As a game designer, you should look back and say, “is this fun?” instead of “is this optional?”
However, you want to make combat diverse and interesting, you must add play styles to the mix as well.
(edited by Nova Stiker.8396)
Build changes your playstyle
Your playstyle determines your build
They’re the same thing bud
I disagree.
I do agree that one compliments the other.
Can’t have various play styles without different builds.
Can’t have various builds without different play styles.
But ArenaNet is trying to add more/change builds in a system that already has a lot.
So you have an imbalance, too many builds, not enough play styles.
Stop making builds.
Playing too much with numbers and not enough brainstorming play styles.
Adjusting numbers = Viability
Adjusting numbers =/= Play style
Stop giving weapons builds, start giving them play styles.
Am I right or wrong?
(edited by Nova Stiker.8396)
Its been over two weeks without a single response from Anet. Can you guys please let us know if you at least seen this thread?
Seriously, I don’t think ArenaNet responded to a single thread to acknowledge this.
I feel your pain:
https://forum-en.gw2archive.eu/forum/game/gw2/ArenaNet-does-not-care-for-Legendaries/first#post2858416
(edited by Nova Stiker.8396)
I’ve been playing since closed beta, I have 2 legendary weapons, I don’t know anyone who uses it let alone have it :\
ArenaNet lied about adding features in the update notes before.
(edited by Nova Stiker.8396)
The problems are not conditions and boons, the problem is skill. A lot of players can beat the game with dodging and spamming their skills.
As bad as that might seem, there are plenty of other games you can face roll, even on hard difficulties. I’m looking at you Diablo 3.
Also, Protection isn’t a powerful boon. 33% less damage is nice but comparing it to skills that Block, I see it as just a minor bonus.
That and the PvP meta is conditions. Complaining about people not using conditions properly? Go join a tourney match and now you’ll complain only about conditions.
Inb4 no new legendaries this year.
I don’t care about new legendaries.
I do care about ArenaNet actually following its updates.
Don’t know if it’s a bug or they never had the option to update the legendaries they said.
Living story/esports > Ugly purples
Ugh, I know. I would PvP except this is the worst meta GW2 has ever had. Conditions, conditions everywhere. Pretty much making half the professions useless and limiting builds to condition damage.
So, two weeks later. Despite multiple threads about bugged visuals and failed updates. ArenaNet still hasn’t fixed let alone acknowledge the bugs existence.
So thanks ArenaNet, for lying about updating visuals and completely ignoring the bugs. You hate Legendaries almost as much you hate Elementalists.
Add fix Incinerator, Rodgort, Bolt, Moot and Bifrost to the list.
ArenaNet flat out lied about updating some legendary’s.
This has been mentioned many times before in discussion and bug reports.
Before you ask, no, ArenaNet has NOT acknowledged the bugs/failed updates.
We need ascended dungeon weapons.
I don’t care if it requires similiar or more effort to obtain. Having a visual upgrade for each dungeon weapon when they become ascended would be awesome.
/signed
why all that stupid post of legendary’s :p i know what u mean i hate aslo every legendary in game, they are not worth it to grind for. I got the gold to buy one, but i’m verry hapy that i spended it on other cool stuff and not on 1 skin thats ugly likekitten** :p dont care that i have no footprints etc. i got aether+all corrupted weapons for my thief. a tear of grenth, almost infinit light. all those skins are way better then 1 legendary.
if u dont like one, dont make one :p do like me spend it on cooler looking skins.
Which is exactly the problem.
Should legendary weapons look lackluster? Of coarse not, that would be stupid.
The forums censor blocks the word ti(o)t. Which is understandable
but unreasonable. There are a lot of words that has ti and t in them as well as you cannot have a word ending in T and have a the next word start with IT (itself, stat, switch around becomes stakittenelf). For example, the story is at (o) its climax will be censored to, the story is akittens climax.
(edited by Nova Stiker.8396)
The hell?! The kittene is suppose to be Legendary visuals at (o) its apex? FREAKING LOVELY, at and its, minus the a and s spells ti(o)t. I can’t even type ti(o)tle! Way to censor…
Minus all the current visual bugs of legendaries have Cough is this really as far as legendary visuals shall go?
I’d love a developers response on this because in my opinion, the impressive visuals some legendaries offer are still just awful.
If not completely outclassed by regular, non-legendary, weapons.
1 I am dual wielding Incinerators, yet the fiery arms effect is completely cloaked by my Fire Gods Vambraces. I don’t feel any more special wielding two legendaries.
Not to mention throwing the daggers blade just looks silly as the entire weapon vanishes.
2 Frostfang is so lackluster, it looks just like the Corrupted Skeggox and unless you notice a persons footprints, you would have never have guessed a person is wielding the Legendary Axe.
PLUS it has no visual effects in combat.
3 The Flameseeker Prophecies is a glowing shield. Now we have plenty of other glowing shields. What is the point of having The Flameseeker Prophecies?
4 Rodgort is still visually unimpressive and barely noticeable.
5 The Minstrel offers a purple aura and little musical notes that float around the weapon? Is that really legendary material? Did you lack effort or did you lack creativity when improving this legendary weapon?
6 Some attacks you’ll think should look amazing, would be flat out disappointing. Why does Barrage not make a field of flowers?
ArenaNet said, “We’ve gone back to look at legendaries that are a bit lackluster and gave them a visual boost.”
Now that is done, is that all? Ran out of creativity? Because I got ideas that can drastically improve the visual effects a legendary weapon can offer and make it truly feel unique.
Or is it that is all legendaries will offer? As they will visually not become any more impressive.
(edited by Nova Stiker.8396)
I don’t find it automatically updating that big of a deal. You can unequip and reequip it if you really wish to know the accurate stats.
As for the visual appearance of Incinerator (Bolt, Rodgort and Bifrost) still don’t have the proper footfall effects.
Not to mention Eternity is having visual issues as well.
Hopefully that will be addressed by the 17th. As long as the revamped Tequatl event isn’t bugged up the kitten you might see it updated. Otherwise ArenaNet is going to spend all its sources fixing its living world.
Guys, guys, ArenaNet doesn’t care for legendaries remember?
Last patch notes they said they updated Bifrost, Incinerator, Rodgort and Bolt.
Guess what? Patch notes lied. They never did.
Not to mention never acknowledge the visual bugs here on the forum.
If they don’t fix it by the 17th, you might as well give up hope on a awesome legendary system.
I would be so eager to get this done.
But ArenaNet failed to update 4 Legendaries, despite it being in their patch notes. A week later and the bugs are still not fixed.
If they can’t follow their own patch notes, I have little hope for ArenaNet give any more care to Legendary Weapons :\
Dagger:
Earth skill 3, fails often, targeting is weird. Really needs polish.
Auramancer Trait:
Only Triggers on Auras created by skills, does not with with auras made with combos.
(edited by Nova Stiker.8396)
Trust me, I want it fixed as well.
Well ArenaNet? We’re waiting.
Bolt: When its unsheathed a huge lightning storm is seen and heard.. dont mind the footsteps being lightning comin from the weapon to the ground..
Incinerator.. flames from your wrist, already has a footstep effect
Bifrost already has a good footstep effect.
What bug? Is this a troll?
Game Update Notes – September 3, 2013
“The Juggernaut, Bolt, Incinerator, and Rodgort now have larger footfall effects.”
“The Bifrost: Updated the effects and texture to be more detailed and vibrant, enlarged the footfall effects, and added a new projectile.”
They never added the larger footsteps in the update.
And still no indication for a fix.
(edited by Nova Stiker.8396)
I understand bugs are a priority but there are still legendaries (Bolt, Incinerator, Bifrost footsteps) that have no visual changes on them.
Then again, bugs are not a priority as there is still a ton of bug runes…
At this point I couldn’t care less if Super Adventure Box was working.
Edit: This is suppose to be in general discussion
(edited by Nova Stiker.8396)
Even more than large footsteps. With my Fire God Vambraces I can barely see the effects.
I posted a bug about it, I was hoping ArenaNet fixed it in the recent update.
Nope, apparently ArenaNet does not care for Bolt and Incinerator.
The improve footfalls do exist right? Otherwise the update wouldn’t have said they added it. So the coding is there it wasn’t updated because…
…
(edited by Nova Stiker.8396)
the spawning bug? Enemies no longer spawn, they are just there. The Ascalon ghosts are no longer Ghostly.
It was introduced last update, apparently it doesn’t need fixing.
Is there any plans on fixing Bolt and Incinerator ArenaNet? Or did you really have no plans on updating those legendaries?
My Legendary Sunrise no changes too, lol… arena will fix it?
You have to use the splitter on your legendary.
“The Juggernaut, Bolt, Incinerator, and Rodgort now have larger footfall effects.”
I see no changes but everyone elses legendaries got a boost.
It’s because I’m an elementalist isn’t it?
(edited by Nova Stiker.8396)
In Arah path 2, I was at the final boss. I had on full exotic zerker armor with ruby orbs, dual zerker daggers and full ascended zerker accessories plus I had superior sharpening stone on.
Discarding my trait setup of 0/10/0/30/30 I could not physically become any stronger, my damage was as high as it could possibly go.
I could only get the boss to 60% health. That is complete and utter bull.
We need a buff ArenaNet, you’ve pretty much killed this profession.
One of the biggest problems for conditions builds of Ele – not enough conditions. I mean they have Burning and Bleeding thats it and even then its a choice of one or the other and if they need to go Water? then none, go air then its none.
Necro has access to nearly every condition, Mesmer has access to nearly every condition, even Engi has a nice amount but Ele has TWO….
Even Warriors have Torment.
The issue in my option isn’t really the number, the problem is Air and Water.
If you switch to air and water from earth or fire, for 10 seconds you don’t have access to either bleeding or burning. 10 SECONDS.
I have no idea what you guys are complaining about.
I run a condition build using scepter/focus + frost bow in tpvp and have plenty of sustained damage. With 1455 unbuffed condition damage I do 700 damage per tick burning, and around 4-500 damage per tick bleeding. That’s close to 1,800 damage per second on average when combined with my other attacks (semi-buffed from blast finishers, support boons, and etc).
I use shaman’s amulet, diamond skin, and runes of undead to achieve those numbers. Sigils are geomancy and superior corruption.
Keep in mind, this is an extremely defensive build. The primary goal is not to match thieves, warriors, or necromancers in terms of raw damage, but to outlast the enemy using high toughness/healing power + sustained damage.
It works beautifully when played properly.
I think you meant to say ‘it works beautifully against bad players.’
Venom thieves, stun lock warriors and terror necros will pretty much destroy you their own condition damage no matter how tanky you are.
Bunker bomber engineers will tank your attacks all day long and troll with self revival.
Don’t get me started with Spirit Rangers.
A condition damage elementalist will never beat my power elementalist, I can even be naked and it will end with a stalemate.