Been There, Done That & Will do it again…except maybe world completion.
Been There, Done That & Will do it again…except maybe world completion.
In my opinion trait changes were ok:
Meta was based for a big part upon attributes from trait lines generally requiring 4-6 points in the trait lines giving poer anf precision and all too often having the last one in ferocity. the most suitable traits were then selected from these lines…
This effectively killed a lot of builds before any looks were given to other trait lines.
The fact the points have been removed is a good thing, and condition dmg has been adjusted. HOWEVER HEALING has been completely forgotten, most healing skills have been nerfed due to support builds losing 300 healing power, but NO EFFORT was made to improve scaling on healing… No, you need traits to get back some of your healing and the other 150 points just went up in smoke. Most healing skills are not actually buffed much by healing and if they are 1000 healing gives a minute amount of return 10 points per regen tick or 5 points per hiit on vampiric, where 1000 ferocity gives +33% DPS on ALL output, 1000 condition dmg makes for a VERY decent hybrid. Also the fact combat go a faster pace means the healing is now lacking due to the fact heals cannot do enough healing to matter, healing cannot be procced often enough COMPARED TO THE OLD SITUATION. And no I’m not looking for a full healer spec, but my 4 characters in zealot or clerics have way less influence losing dozens if not hundreds of points of healing/second which are now a waste of stats. And saying the signet for guards made it better is laughable. In any case the time lost casting a healing spell should be worth the loss of damage and it isn’t EVEN WHEN YOU HEAL 5 PPL 100%! The only valid heals are the heals on dodge (ele, guard) al others cost a lot of dmg and the amount of healing gained is often lost in the duration it takes to use the skill Healing power still is a minor factor in all heals.
When looking at things now the trait lines are again searched out with 1 purpose: finding as much DAMAGE coefficients as possible…
The builds are now more effective due to the fact most smaller traits have been merged, it saves me 1-3 traits a build and I have more traits, I also noticed traits are more powerfull combined, especially on builds that were non zerk beore, though a number of things have suffered.
Due to the rise of combat pace, healing and condi clear are now (mostly) USELESS, when fighting a dungeon boss now downscaled I can get oneshoted easily especially on low healthpool characters. in AC you run 3.1k HP now with glass builds, spider queen does more in most attacks. so EITHER YOU DODGE OR YOU DIE. you can do 100k dmg but if you cannot get it on the battlefield it is mostly harmless.. So it became Alpha… only with another skin.
The speed of combat also makes any skill with more then 2 seconds channel is effectively a deathsentence to yourself, make that: a suicide skill. The new signet for guardians asks for 4,25 seconds of just standing there. In wvw 4.25 seconds = dead target,, in dungeon 4,25 = dead, target, in pve in groups (temples or big events it has a good chance too kill you as well…) and in all cases you suicided yorself to help.
Due to the fact ppl have 60% of the traits available (50% soon) makes the similarities betwen builds quite extreme..Looking at the same class you are guaranteed to have at least 1 similar trat line at the moment, and maybe he uses adifferent build the minors will always be the same. diversity wwill increasse a little but as some traits are bound to power some to support and some to condition builds a normal build is easily derived.
I think the changes are a goodthing but some adjustments need to follow
my 3 suggestions
1 rebalance healing as a stat
2 rethink condition removal (recharge and amount ) I play a lot of power/condi hybrids and condition builds as well. and spamming ppl with 3,4,5 or more conditions will finish them way more effectively then DPS due to the fact they cannot cleanse. people can clean 1 maybe 2 conditions 2 times in 20 seconds and will die.
3 Rework ALL 3 and 4 second long channels, 2.5 is still too much. IMHO seconds is a guaranteed interupt by mesmers, thieves and others needing interupts for thier builds. Those skills ae powerfull, yes, but effectively a waste of slots as you can never proc them as the windows of opportunity are equaly small (resbanner on downeds? 2,5 seconds, stomp? ) 5 ppl on low health, affected by conditions and wanting to heal? 4,5 seconds later they are all DEAD, especially in dungeons, especially when ppl cannot use other heals and you use your elite as last resort. (oh and I use feel my wrath on all healing builds as the elite heal is unreliable with a 10 sec interval and the active is useless due to the time it takes to proc being a signet it will lose effectivenees until recharged…
The loss of some diversity is an exageration and cannot be helped and In my opinion it doesn’t mattter.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I’d suggest:
- COF 1
- AC 1+3
- TA (any)
- SE 1
I’d say later focus on getting to know eventually : (values difficulty out of 5 )
- COF 1+2 ( 1 , 2 ) ( lvl 75 )
- AC full ( 2 , 3 , 2 ) ( lvl 35 ) (good money)
- COE full ( 3 , 3 , 4 ) ( lvl 80 )
- SE 1,3 ( 2 , 3 ) ( lvl 65 )
- TA FW and UP ( 3 , 3 ) ( lvl 55 )
- Arah 1,3,4 ( 4 , 4 , 3 ) ( lvl 80 ) (nice armor)
I rarely if ever run HotW and CM and thus I cannot say which paths are easy
I used to run HotW p1 very often but it’s over 2 years ago almost.
Oh this game has no 5 star difficulty whatsoever. most difficult things you’ll face is the Spider and Kohler in AC, Lupi in Arah and Alpha in CoE, Kudu can be nice in SE and 1Laurent and his mob might scare you the first time in TA , but all are quite easily killable.
Last thing LEVEL and DIFFICULTY =/= the same. in most cases try to have a decent build and preferably lvl 80 (exotic or better) gear and an idea of a build. In most cases melee weapons are preffered, but if you feel uncomfortable make sure you carry a ranged option, some dungeons actually do make use of ranged options.
LFG guidelines:
- OPEN open for everybody as long as you have the required level for the dungeon
- story Story instance all other references are tro explorables
- p1,2,3 (path numbers goes for all dungeons except TA: paths are FW & Up in TA)
- FullRun = all paths for this dungeon
- EXP means EXPERIENCED , not explorable, make sure you ran the path a dozen times at least
- l80 means what it says , so no: NO lvl 79!….
- ZERK is a request for (max)DPS GEAR generally BERZERKER based
- Meta you should be running the most powerfull DPS build (at the moment meta seems to be changing due to the patch of a few weeks ago. Meta =/= most viable! It generally means most DPS oriented, ZERK is generally part of META!
- PING =you ping your armor/Weaps/Trinkets generally if they do not approve:kick
- XK AP is the most useless selection criterium, and is mostly used to keep away the >1(.5)k AP ppl. tresholds tend to be ~3000 AP (3K) and 5000AP (5K) people who just levelled their first character and are looking for their first dungeon experiences are mostly ~850-1250
- Quickrun a.k.a RUSH useing all known skips, No movies. (mostly a question to keep moving)
- 1st time generally for 1st timers who want to learn, also time to watch mmovies as well. (more ranged combat, some wipes are common, often 1 or 2 lvl 80’s with experience will join to assist) nobody will kick ppl from 1sttime parties unless they go AFK for more then a couple of minutes.
- Noskip the longhaul, kill everything you encounter, will be considerably slower then quick or speedruns. (generally ppl will run tankier builds)
- Speedrun you are expected to know each boss, each tactic and each movement if someone improvises you trust him expect above average DPS and intimate knowledge of the dungeon. Dungeon weapons and dungeon slaying potions are a must. No biobreaks, no movies (= kick), no fails, generally after 1st wipe 1 more try else the party desintegrates 1 wipe is VERY bad.. You are expected to know the meta for each boss, which is different then the meta for damage, so you can optimize your skillset (and/or traits) and weapons.
- Dungeon Tour most or all dungeons (generally COF,COE,TA,SE,AC and ARAH) takes ~5 hours.
From open to most closed groups:
- -Open-
- -l80-
- -l80 EXP
- -l80 ZERK
- -l80 META
- -Speedrun
General Tips
- Be HONEST! It will serve you more then trying to get into a party and failing badly..
- Get some dungeon weapons normally exotics (ascended will be downscaled >80)
for night dungeons: (AC (l35), TA(l55), SE(l65), COF and COE exp)
sigil of night and force OR
sigil of night and appropriate slaying sigil
for day dungeons: (CM(l45), HOTW, ARAH and COE story)
sigil of force and appropriate slaying sigil.
(force and undead slaying will serve you well in Arah and in the whole of Orr.(!)) - get slaying potions it will be the best solution for dungeons.get powerfull ones (except for AC -> use sharps)
- get food. (I prefer DPS food (plate of truffle steak ( +100 pwr, +70 prc)
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I transmuted a chestpiece with a strength rune and paid the 16 .5 gold. Glas It’s only 16.5 gold not a full chest again (~100 gold)
Been There, Done That & Will do it again…except maybe world completion.
Just use Rampager. If you use exotic fit it with a Sinister jewel, if you use ascended deal with it.
The lack of and missing trinkets list is so big if you would type it out you will need a double post…
Zealot (ALL)
Valkyrie (all)
Givers (all)
Sinister (utility amulet?, back)
Nomads (utility amulet? , back)
Sentinels (All? rings amulets?) some are attainable via dungeon tracks
Settlers (all?)
Carrion (All? rings and amulets?) some are attainable via dungeon tracks
and many more still miss rings trinkets and/or specific amulets…. Backpieces only provide the basic stats, unlocked Ascneded trinkets cannot be boughty at the laurel vendors, and IF they can be bought they are not available from WvW or Fractals…
It’s a MESS…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I do agree we lost a lot of healing… I had all my healing spoecs 6 points deep into the appropriate line I lost 300 healing on all those…
condition scaling was modified but healing got a instant nerf of 20% on (minor) healing oriented builds and healing already scaled HORRIDLY!
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
IMHO : As you can change stats now on ascended items it shouldn’t be difficult to find an alternate user?
The mats well I will make some new ones instead … Elonian leather is 2 gold,the spiritwood and the deldrimor around 4 maybe 5 gold… The only thing which is remotely interesting is damask and it’s worth 16+ gold… then again I spend way , way more on the armor piece and I can retrofit it with another insignia as well so I just send it to another char…
Of course you’d need some alts…. luckily I have 16 chars……
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Okay we will have buids then with Max power, max ferocity and minor condition dmg at 100% crit….
SO we will have might stacking builds with inteligence which will reach ~1750 condition damage and 3500 power with maximum ferocity? effectively making those 3500 more then double? 7700 power in effect? (100% crit with 220% the dmg on crit?)
I have my warrior and necro on might stacking sinister builds: ~3000 power and 2000 condition damage and when at max might I am able to battle several ppl at once due to the pressure…. If I compare the numbers: 3000 power with 50% crit chance and 50% crit dmg added effectively I end up with 3750 power…
If I look at these values it ‘ll be easy to say it’s the highest damage, poblem is only builds with a guranteed crit chance will be affected (precision from other attributes, guaranteed crit chance from weapon traits or things like death perception would make this SO OP…
imagine:
P/F/C
0-100% crit chance, 220% crit dmg, 3500 power, 1600 condition dmg
Zerk:
50-70(-100)% crit chance 220% crit dmg 3750 power
Sinister
50-70%(-100)% crit chance 50% crit dmg, 2850 power , 2000 condition dmg…
The only thing against your proposal is the fact most condition based weapons do not real DPS… (IMHO the autoattacks do not do any worthwhile dmg… Of course this could mean the DPS could be first after the switch and the condition attacks would be used until next swap…)
I cannot see why this would be a big gain for the game tbh… If it becomes meta, it will be a high dps/dot combination with no chances for enemies to remove boons ….. 3 hits at 100% crit could be crippling…. and all hits inbetween would be to stack conditions… so The goal would be simple, user drains some life using conditions closes, switches to DPS setup and has 3 hits for maximum DPS ingame to kill his/her enemy,
Been There, Done That & Will do it again…except maybe world completion.
I think the chill effects will stay the same queued length, I just think the DAMAGE of CHILLS could stack though… we’ll see when we see the reaper… terror and chills…
Been There, Done That & Will do it again…except maybe world completion.
You’ll get the same story again…
we do not need mounts, we have waypoints
creatures ingame do use beasts for cargo transport but riding them seems not ok
all creatures encountered make us transformed when changing…
Any buffs (speed) would make a gemstore item p2W creating hell on the forum. the discussion about the watchwork mining pick still arises once in a while…
Any attack skills see ^…
If you buy it through the TP it will work like the broom, the tunneling device or the carpet, no bonus, unable to attack….
If you could arn it ingame It would be everywhere creating the sameproblem a mini’s
“due to rising population all mounts in the overflow are hidden”
Oh I’m not interested in mounts whtsoever.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
healing tends to be overlooked as the impacht of healing on selfseems negligable, but when speccing healing you tend to go for aoe healing…
I have run zealot/clerics on necro, and it’s decent… whenin a group I tend to heal 5ppl in a fight for 4 to 6k health using transfusion, I can use well of blood(well based healing), mark of blood (regen), the effects on vampiric seem marginal thoug my necro with healing tends to survive longer in DPS fields then my sinister or rabid necro’s…
My zealot ele has aniche as well I follow my melee train i a short distance and try to stay away from the actual enemy regroups, skill1 will heal ~700-800 each hit…
There are other heal builds I use BUT healing received a BIG nerf with the last patch, most of my builds lost 300 healing while regaining only 100-150 from stats leaving all my heal builds leess powefull… I do undersand I can use water 3 and water 5 and with arcane brilliance and arcan wave I selfblast. Which tends to help the results considerably. Why leave the blasting to others? when cycling through attunements just make sure you have earth before the healing blasts, the wall and blast will be good dmg and control as well when pessured.
Been There, Done That & Will do it again…except maybe world completion.
- full Condi and full DPS are stonger in their fields looking at base stats,
- power&condi hybrids face their weapon DPS scaling is often bad if the weapon is meant for conditions and power weapons generally do not have conditions.
- when considering MIGHT hybrids will have both condition and power based damage scaling vs only 1 effective part on normal builds… see #2.
- choosing a power weapon and a conditions weapon on a hybrid can seem a solution but has the drawback of having no conditions added during your burst. also both weapons stend to become standoff (ranged) weapons losing you a lot of DPS.
A full dps build could have (zerk)
2700 Power (+2950 with bloodlust, 3550 with might)
50-70% Crit Chance
+ 120% Crit Dmg AND
0 Condition Dmg (600 with might)
10% condition duration
GLASS!
A full condition build could have (rabid)
1000 power (1600 with might)
50% – 70% Crit Chance
+ 50% critical dmg
1800 condition dmg (+2050 with corruption, 2650 with might)
+ (50-)100% condition duration
-1 unused STAT!- ( 2 if you remove the wish for precision…(dire?))
A hybrid could have (sinister)
2300 power (2900 with might)
50%-70 critical dmg
+ 50% critical dmg
1300 condition dmg (1900 with might)
+ 50% condition duration
GLASS!
POWER COMPARISON
1 zerk power : 3550 + (.7 * 1,2 * 3550) for a rough power of 6532 (with might and fury)
2 rabid power :1600 + (.7 * 0,5* 1600) for a rough power of 2160 (with might and fury)
3 rabid power :1000 + (.5 * 0.5* 1000) for a rough power of 1250 (without might and fury)
4 sinister power: 2900 + (.7 *.5 * 2900) for a rough power of 3915 (with might and fury)
5 sinister power: 3150 + (.7 *.5 * 3150) for a rough power of 4252 (with might and fury and bloodlust stacks)
4 VS 5: 4252/3915 * 100 = 8.6% (bloodlust effect)
CONDI COMPARISON
1 zerk condi 600 +.1 * 600 = 660 few but no conditions(!) = negligable (with might)
2 rabid condi 2650 +1 * 2650 =5300 (with might)
3 rabid condi 2050 +1 * 2050 =4010 (without might)
4 sinister condi 1950 + .5 * 1950 = 2975 (with might )
5 sinister condi 2200 + .5 * 2200 = 3300 (with might and corruption stacks)
4 VS 5: 3300/2975 * 100 = +10.9% (corruption effect)
- all users have full might & fury but most condi users do not spec for might or fury.
- all max builds use a stacking sigil and this has been left blank for the hybrid in 4 and is added in 5, so you can use a 4 and a 5 to compare for which sigil (only 1 stacking sigil allowed…)
- generally corruption will be more interesting over bloodlust for hybrids
- force and bursting is something I still try to work out…
- I use sigil of strength to get most of my builds to as high amount of might as possible. I prefer it above bursting and force as might will have 60 effective points per stack on hybrids vs 30 on condi and power builds, on warrior I tend to selfstack 20 stacks of might in combat (and fury)
- I also suggest strength, hoelbrak or aristocrat runes for hybrid builds. Each has its own advantage. problem is they are expensive, expensive and dungeon locked respectively.
NUMBERS BETWEEN POWER AND CONDITION DMG CANNOT BE COMPARED DIRECTLY, THEIR DIFFERENCES SHOULD INDICATE A VARIANCE OF POWER or CONDITION and the relative differences can be compared
Viable options for HYBRIDS: sinister warrior (SS/LB), sinister ranger(A?+SB), sinister necro (SD/A? or staff), sinister engineer (P?) , sinister mesmer(ST/Staff) (and sinister thief…. (PD/SB)
I’d suggest celestial when you like the might but want an allround build. It will be less powerfull then a sinister build but way more viable in high pressure situations.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
for sinister replacing it with rampager really doesn’t matter that much…
For full nomads… welll.. I’ll be honest: I do not run 100% nomads. My build is coupled with clerics so i still have a bit of DPS and thus my back is clerics as well..
Been There, Done That & Will do it again…except maybe world completion.
Total Characters: 16; 2 empty slots soon to be 3.
- Mesmer 1;
- l80 condi (*): rabid PU condi (shatter) scepter/torch & staff
- Guardian 2;
- l80 heal tank (*): Nomads/Clerics Commander mace/shield & staff
- l80 heal dps : Zealots PowerHealer mace/focus & staff or hammer
- Necromancer 3;
- l80 support (*): Zealot Transfusion dagger/focus &staff
- l80 hybrid (*): Sinister Terrorhybrid, dagger/dagger & staff
- l80 condi : Rabid(/Dire) Terrormancer scepter/dagger & staff
- Ranger 3;
- l80 dps (*), Berzerk 1500 pew Longbow/(great)sword(/warhorn)
- l80 hybrid, Sinister axe/torch or dagger & SB or LB
- l80 condi, Rabid axe/torch axe/dagger
- Elementalist 2;
- l80 dps (*), Berzerk staff fire bomber
- l80 heal dps Zealot staff water/arcane
- Warrior 3;
- l80 dps (*), Berzerk Greatsword & Axe/Mace
- l80 hybrid (*), Sinister (/rabid) (Dual) Sword(/Warhorn) & Longbow
- l80 support Zealot shout heal cleanser Hammer & Axe/warhorn
- Thief 1;
- l80 dps * Berzerk Stealth Sword/Pistol & Pistol/Pistol
- Engineer 1;
- it’s lvl 80 (zerk/sinister) still don’t understand what to do with it though.
(*) = world completion
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Your guess is as good as mine if and when this will happen.
Hint: My guess is the next release.
I just hope the skill usage will stay the same….. Conditions are interesting as is…
I hope this means I can enter WVW with my selected weapons, gear and traits and when leaving it will save me changing armor, redoing traits and changing rings as well.
last thing which would be awesome, have my wvw food keep it’s duration until I arrive back in wvw instead of me having to switch it each time. it tends to cost me a lot of food. each time being 5 minutes getting gear ok, upping food …
Been There, Done That & Will do it again…except maybe world completion.
Still running my healbunker, terrormancer and terrorhybrid….
people run in and face you and die…. problems start when 2 arrive at the same time who make sure they are on opposite sides….
And yes It’s my well of suffering, but luckily I give you conditions back and boonstrip you as well……. making my well of suffering yours…
Also me making my party stay “stable” when they go down can be very intimidating… the fact I can keep the zerk parties up now with regen and vampiric makes me more usefull kitten well… But this time more a well of power…
Only thing I find sad is my transfusion healing 75% of it’s original capacity…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Carrion: condition dmg, power, vitality
I’d add:
- Sinister: condition dmg, power, precision (very glass, aquisition through LS S2 5 to 8, and or grinding SW )
- Celestial: get a bit of everything…. (less glass, some loss in maximum stats.. 70% of minor traits)
- Rampager: precision, power, condition dmg (glass condition dmg not primary, basic aquisition)
We are still waiting for more stats (zealot, carrion,giver’s, magi?)
In PvE I run multiple sinister builds, as long as you are not melee sinister is viable in wvw as well… It’s just different….
Been There, Done That & Will do it again…except maybe world completion.
Carrion: condition dmg, power, vitality
I’d add:
- Sinister: condition dmg, power, precision (very glass, aquisition through LS S2 5 to 8 )
- Celestial: get a bit of everything…. (less glass, some loss in maximum stats.. 70% of minor traits)
- Rampager: precision, power, condition dmg (glass condition dmg not primary, basic aquisition)
We are still waiting for more stats (zealot, carrion,giver’s, magi?)
In PvE I run multiple sinister builds, as long as you are not melee sinister is viable in wvw as well… It’s just different….
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Read this: condi burning stack with symbols = OP
(would really like to see 2 SINISTER guards and 3 normal DPS guardsdo a dungeon atm, I think it would be OP…
Oh and necro’s really help nowadays, vampiric aoe helps zerk to stay alive if they have hiygh hitspeed (axe warrior and the like)
and the fact you take 5 or 6 seconds downing a boss really doesn’t matter.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I do not care for the outfits, the idea was seemingly nice but is fast becoming stale and dry.
We have outfits for the lazy … The fact all thse outfits are just “polished gw1 skins now” doesn’t make it better…
Been There, Done That & Will do it again…except maybe world completion.
The limit is not the characters but the amount of attacks and effects, and the distributiuon of said info…
Been There, Done That & Will do it again…except maybe world completion.
I’d like to add 1 remark:
LEVELLING for 6-15 silver you buy :
Candy Corn Icecream ( + 15% experience from kills, + 5% karma + 10% movement while in sugar rush and a little bit of healing)..
This LEVEL 5 food, (normally) combined with rough sharpening stones is my favorite choice for leveling characters, the combo providing a little power, a little healing 25% experience from kills 5% karma and a small speedbuff…
(base food:15% experience from kills, +5% karma +10% movement while in sugar rush and a little bit of healing)
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
wel, a sigil of night or Eternity would help
Been There, Done That & Will do it again…except maybe world completion.
I think if you haven’t played a while you shouldn’t comment on this. this is actaully a great improvement, the traits are reasonably balanced (ignoring certain new exploits)
(stacking symbol guardian and or burning stacks (or a combination ,,,)
Been There, Done That & Will do it again…except maybe world completion.
A few reasons when to use utility food (sharpening stones (power), oil (precision), tuning crystals(condition dmage), slaying potions or food :
Normally people use Food, utils, slaying potions when you are in need of a boost. Good examples of it’s use are:
- Leveling (use food for the tier appropriate) to add some additional damage, the fact most armors are mixed anyways will give more toughness and viatlity.
- Experience boosting: The fact you get an added 10% EXPEREINCE for BOTH FOOD and UTILITY is very nice as well.
(I’d suggest candy corn icecream for ppl leveling alts. it’s 5% more effective but it costs way more (~15s) then most starter foods (4-15 c) - Speedrunning/dungeons: Use Slaying potions of the YOUR appropriate level (not the dungeon), it will add some damage and it will add damage reduction as well.
- Area’s with only 1 type of enemy: ORR always use a superior potion of undead slaying for a +10% damage and a -10% damage received.When you want to max out damage and youy DO NOT have the appropriate slaying potion use a utility instead.
- WvW in situations where 1 hit might turn the fights maxing out your stats for optimal use is most important, so use the foods most appropriate, either condition duration reduction for melees or damage boosting food for ranged, backline ustility as needed… Often the commanders drop plates, feasts and bowls of food, utility is your ownb thing, but going without makes ppl target you.
- Condtition Duration: Toxic utilities are +100 appropriate stat and +10% coindition duration, coupled with +40% duration food for conditions it is a near mandatory setup for condition users. however the combo costs ~70 silver/ 30 minutes.
- Adding non standard effects to your build. Things which come to mind are might on heal (marjorie’s experimental chili), dodge food (orrian truffle and meat stew+40% improved endurance regen, might on dodge used it before for the now nerfed acrobatics thief with runes of evasion) and things you do not expect (sweet bean buns: -40% condition duration (self) ,+ 25% condition duration), life steal food(s).
- Magic Find: Omnomberry…. and halloween utils.
Generally on lvl 80 I carry only certain amounts of food:
Utility:
- potent sharpening stones adds power based on vit & tough. (100 base)
- potent tuning crystals adds condition dmg based on vit & tough. (100 base)
- toxic sharpening stones adds 100 power, + 10 condition duration
- toxic crystals adds 100 condition dmg, + 10 condition duration
I am no fan of precision oils as I run a huge amount of condition and/or condi/power hybrid builds and the added precision doesn’t effect my damage output (well the loss of 1 or 2 bleeds tends to be insignificant, but it could proc a sigil of strength more often )
Food
- plate of truffle steak ( +100 power + 70 precision 30m)
- rare veggie pizza ( + 40% condition dur + 70 condition 30m)
- Bowl of Garlic Kale Sautee ( + 40% condition dur + 70 condition 60m)
- Prickly Pear Stuffed Nopale ( + 40% condition dur + 70 power 30m)
- Bowl of Sweet and Spicy Beans( + 40% condition dur + 70 power 60m)
- lemongrass and poultry soup ( -40% condition duration on self, +70 vitality)
But other niche foods I use are:
(- plate of fire flank steak + 100 power + 70 condition dmg)) cheap alternative for power food on hybrids if you do not need condition dmg, (I use it when I expect fighting a lot of objects., whne playing hybrid)
(- delicious rice balls ( + 100 healing, + 10% healing to allies)) synergizes with run of the monk and aquatic benevolence or hother healing specs
(- spicy chocolate cookies ( + 100 healing, + 70 precision)) used when using a combat medic instead of a healer.
(- marjorys experimental chili ( + 50 power, + 50 conidtion dmg, 3 might on heal))
synergizes with runes of aristocracy ((CM Dungeon)(might duration, conidtion dmg , might on heal) for 6 might on heal… On hybrid with runes of aristocracy instead of strength
(- orrian truffle and meat stew ( 100% chance to gain might on dodge, + 40% endurance regen) when in need of additional dodges
(saffron mango icecream) used for healing power on bunker specs (synergizes with nomad/clerics. mostkly phased out for me after delicious riceballs arrived))
(spicy marinated mushroom (+ 100 power + 70 toughness) for bunkering… most bunker builds need toughness, this will up it more and give you some much needed power. I use it on 5 shout nomad/clerics commander build cleanse/healing guardian. 1600 power, 3400+ armor, 1200 healing)
Remember these are all lvl 80 and therefore expensive, often 1 tier lower still gives most buffs/boons but ill be considerably cheaper (-50-80% cheaper are normal figures)
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
All my hybrids are viable now… I have all my condi builds viable now in pve…. I do not mind. zerk has fewer options? does it
Been There, Done That & Will do it again…except maybe world completion.
Will you pay for the new engine? then where willl be the Funding?
Will you buy the 60%-80% not being able to play a machine? So we wait…When most old rigs are phased out or only have a minor group affected by loss of compatibility make transition while retaining the gamer circle easier..
Will you solely take over the cash the 60%-80% spend? when converting to a full 64 bit, DX 12 environment with 8 core support needing 12 Gb RAM?
I ruin on a i7 3930K with 2 gtx 780’s and have problems with the engine now and then due to it being very legacy friendly…. but I am happy, it looks ok.
I have some other things I can compare it too, I still remember my text and Mono-, 4- and 16-color RPG’s…
30+ years ago it was the bomb… being actally able to move things on screen… pong, pacman and so on… Ppl are really wanting things now, 16.7M graphics have been here for a while but I still remember my 1st 3d graphics accelerator.,.. and 256 colors on most games…
Problem, though is the computer game industriues need to make games for a market, if they ‘d develop suff only usable on the newest chip, and freshest gpu’s most ppl would’t buy it and the game would’t have a market… so gaming corps generally strat developing on a exising engine, |Gw2 runs on a gw1 engine…
The game engine for Guild Wars was developed by ArenaNet. Engine components developed for Guild Wars are available to be licensed to other NCsoft companies and have been used in other NCsoft games. However, ArenaNet have said they will not license the game engine technology to non-NCsoft companies…
A-Net having a personal engine and future might lead to a engine upgrade allowing for multicore use, 64 bit support and dx10+ support. If they think it’s worth it.
I think it would be worh to modernize / rebuild the engine with 64 bit support, Full GPU renders, multicore support and DX 11 and/or (12) support, but I would understand this will not be instantaeneous…
I’ll see what will happen, (MMO)RPG players, are often older and less into full gamer rigs.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I put in a lot of money, and if you mean invest with the return being (maybe) another sequel I guess quite a lot, but if you mean invest expecting profit, well, none.
Been There, Done That & Will do it again…except maybe world completion.
Guess you maxed thing out anyways if I look at the %-ge. at least for immo’s and stun
Things change….
Been There, Done That & Will do it again…except maybe world completion.
People need to stop talking about condition duration like its a comparable stat. Condition duration isnt available on armor or accesories. The game is not built with condi duration as a primary or secondary stat.
They have moved even further away from it being a stat.
Point is you cant run condi duration in armor/accesories even if you want to. Which means for a max condi build you have an almost Complete secondary stats worth of another stat.
Essentially you get more for less investment
Giver’s weapons?
Second thing is the DURATION CAP!
you can only add 100% duration..
40-50% comes from food/utility,
10-20% comes from sigils
runes tend to offer 15-45% duration…
Bosses melt due to 50%-70% of all damage in this game was never accounted for….. capped or ignored….
Conditions being capped at 1500 are here to stay, blees will be buffed 10%, fire will get a small nerf (probably both a fire damage and duration or rate of application of stacks), and everybody and their friends will carry SOME SORT of condi reducing trick, either being runes, food or traits…
I actually like this change, spiders are now quite dangerous in AC….Luckily the reflects still work.
I really do see the benefit of the -added- condimeta…
I do agree I wouldn’t spec an rabid/undead guardian though…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Condition damage shouldnt be able to compete with power when it comes to damage output. It’s ridiculous to think that it should be equal to power if that were the case then no one thats number crunching would run power.
After 2+ years of ZERKER or GTFO… Condition damage finally gets some love and you say it shouldn’t be competitive?! Seriously?
If it’s truely “ridiculous” to think condi should be equal or on par with power due to number crunching. Whats the point of condition, notice the last 2 years of zerker meta, look what number crunching did to condition builds during that time.
condition is meant to be sustained damage not Burst
condition only scales in damage with one stat one could argue and say 2 if you bring duration to the equation
condition ignores all forms of defense Protection,Invulnerability,Armor,aegis if condition landed before it got appliedand yes condition needed some love but currently its its a bit too much love conditions shouldnt do 10 000 damage per second
I had a commander once on WVW who would simply say: DO NOT STAY IN THE CIRCLES!
Been There, Done That & Will do it again…except maybe world completion.
It would scale the ramp up time but not the maximum damage. so in a sense you are making sense problem is to fin the balance between DPS spike and DOT what is the time when boths should be able to kill eachother? it should be -roughly- at the same time to be fair. also you arew suggesting something whcih could easily make condition removal the complete counter vs any DOT build. Some builds already have 10+ cleanses in 32 seconds (e.g. : guardian w. 5 shouts traited with runes of the trooper?)
Been There, Done That & Will do it again…except maybe world completion.
This is simple.
Critical Damage build
Somebody who wants to do burst damage has to invest in Power, Precision and Ferocity /snipCondition Damage build
Somebody who wants to do condition damage has to invest in Condition Damage only, /snip
SIMPLE? Ehh NO?
DPS builds need Power as main stat, with precison for criticals ( which trigger a % of the time and add+50%) ferocity can add a further 50-80% to the dmg of criticals.
SO
minor power:
70% + ( 4% * + 50%) = 72% avg
max power:
100% + ( 4% * + 50% ) = 102% avg
minor power w fury:
70% + ( 24% * + 50% ) = 82% avg
max power w fury:
100% + ( 24% * + 50% ) = 112% avg
minor power w precision:
70%+ ( 50% * + 50% ) =95% avg
max power w precision:
100%+ ( 50% * + 50% ) =125% avg
minor power w precision and fury:
70%+ ( 70% * + 50%) =105% avg
max power w precision and fury:
100%+ ( 70% * + 50%) =135% avg
minor power w maxed critical chance
70%+ ( 100% * + 50%) =120%
max power w maxed critical chance
100%+ ( 100% * + 50%) =150%
minor power w precision and ferocity
70% + ( 50% * + 110%) =125% avg
max power w precision and ferocity
100% + (50% * + 110%) =155% avg
minor power w precision, fury and ferocity
70% + (70% * + 120%) =154% avg
max power w precision, fury and ferocity
100% + (70% * + 120%) =184% avg
Minor power w maxed critical chance and ferocity
100% + (100% * + 120%) = 190% avg
max power w maxed critical chance and ferocity
100% + (100% * + 120%) = 220% avg
minor power under weakness (ignore crits, fumble 50)
(50% * 70%) + (50% * 35%) =52.5%
max power under weakness (ignore crits, fumble 50)
(50% * 100%) + (50% * 50%) =75%
minor power w maxed critical chance and ferocity (ignore crits, fumble 50)
(50%* 70%) + (50%* 35%) + (ignored) =52.5%
max power w maxed critical chance and ferocity (ignore crits, fumble 50)
(50%* 100%) + (50%* 50%) + (ignored) =75%
- not counting might and vulnerability
- not counting +x% damage modifiers (sigils/runes/traits/utility)
- Reduced by armor.
- Blindness will make you miss,
- Enemy aegis will make you miss,
STAT need :
minor power: Sentinel, CARRION, Clerics
max power: Soldiers
minor power/precision: Knights,Cavalier, RAMPAGER, SINISTER
max power/precision: Zealot
minor power /precision /ferocity: Assassin
max power /precision /ferocity: Berzerk
(carrion, rampager and sinister have condition damage as well )
DOT builds need Condition Damage as main stat, Condition Duration as a modifier and -TIME- to make the damage reach it’s peak, To gain time you’ll need mitigation (blindness/aegis/invulnerability/stealth/dazes/stuns/fears/taunts, recflects, toughness or vitality)
minor condition dmg:
70%
max condition dmg:
100%
minor condition dmg w precision
70% no change
max condition dmg w precision:
100% no change.
minor condition dmg with basic food/utility
70% * 1,5 =105% BUT over 1,5 times the TIME
max condition dmg with basic food/utility
100% * 1,5 = 150% BUT over 1,5 times the TIME
minor conditions with maxed condition duration
70% * (1+1) (capped) = 140%. over double TIME.
max conditions with maxed condition duration
100% * (1+1) (capped) = 200%. over double TIME.
minor conditions under resilience = 0%
max conditions under resilience = 0%
not counting might and vulnerability
NOT reduced by armor.
Blindness will make you miss,
Enemy aegis will make you miss,
To gain max duration you’ll invest heavily in traits/ runes/ sigils, food and utility.
- Cleaning will reset your stacks.- making your DOT output 0
- Resilience will reduce your output to 0 DOT for the duration
STAT need:
minor condition dmg: RAMPAGER, Settler, Shaman, Apothecary
major condition dmg : Dire / Rabid / CARRION / SINISTER
(carrion, rampager and sinister have power as well )
TIME is the issue you forget. time you might say well I need time as well to DPS ppl down as well but the:
Power curve is extremely high peak and then sustained DPS whcihs is nearly uninteruptable.
Condition curve which is a slow start with an horrendous peak, whcih can be reset and copletely removed.
The 3 stat combinations in CAPS combine these curves….
They do not need a gradual buildup but compensate the holes in the condi curve with a power spike. Even though this originates from minor power and is less powerfull compared to BURST DPS it means they can do adequate damage in the first spike on target. this combined with CC… well you figure.
SINISTER is the most interesting stat atm. It combines the best from 2 worlds. decent DPS and extreme DOT, with criticals, allowing for optimal use of MIGHT and VULNERABILITY to further boost the overall damage. Damage is partially armor ignoring.
Zerk Meta is dying….
Sinister will take it place except vs condition resisting foes or objects.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I think a timelord would be appropriate
Been There, Done That & Will do it again…except maybe world completion.
I prefer something in between the original and the present situation, if I turn around the wings fold armound me…. especially with big characters (My norn and charr) this is quite ugly. I love them being more “alive” but I find the present "floppy"ness is quite ugly.
Been There, Done That & Will do it again…except maybe world completion.
in WvW most servers had condition roamers before, often using PvP builds, these made roaming in tanky gear useless.
In WvW most zergs have plenty of shout heal warhorn condi cleansing healers, water ele’s shout guardians… purging flames has been improved to be qite powerfull, due to it’s burning effectsif used by celestial builds. Now with all chnages I do not die in WvW by conditions in a zerg.
Conditions have been here,in wvw for a ong time. The only change I made was to check if I could run a power build or shouldnatke a condi build before I enter.
1 solo memser may be very hard to counter (1vs1m, 2vs1m or even 3vs1m), but for me it’s like fighting thieves, They have stealth stealth takes time… time is one of the 3 things you need for a conditon build… As long as you can strip some of the conditions you should be allright, or you RUN, as it is also an option.
(For DOT output you’ll need:
condition damage (skills&attribute points)
condition duration (runes/sigils/food/utility) and
TIME (you can proc everything but most builds can clean the initial burst…., also you might get someone down with your conditions but if you go down as well it didn’t turn out to be a victory (so toughness tend to be very important….)
Been There, Done That & Will do it again…except maybe world completion.
I dide 2 times killed by : -nothing-
I repawned the second time outside the map
I tried a third time and tried to cap a vista, though arrived at the vista I couldn’t cap it, after relogging I was again somewhere I didn’t run…
Been There, Done That & Will do it again…except maybe world completion.
Ppl in WvW run -60% condition duration since the first months in… (-40% conditition duration on self and -20 from hoelbrak or melandru or antitoxin or whatever more)
I do not think much will change at least not for PvE and WvW. I cannt judge PvE, It’s my guess condittions will have grown stronger there
Been There, Done That & Will do it again…except maybe world completion.
I need to adjust but it’s better then the previous system. I love he freedom from the attributes and the therefor mandatory lines. No more I need this cause it will give me this attribute/trait even though I cannot use the stats/traits
I will see where it goes… 3 years in and the journey is just starting.
Been There, Done That & Will do it again…except maybe world completion.
Full soldiers with sharps and power/toughness food still hits quite decent…
Full clerics if a bit more noodle I agree. but then you accept the power to be a minor stat.
I cannot see stats without foods. running without food its like saying:
“Well I do not care and ppl will flush 170-400 points right down the drain”,
also you cannot compare boths builds without food.
( toxic) crystals and pizza needs to be taken into account in balancing IMHO
If condition builds need the food to be decent do not forget the food on power builds.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Conditions are finallyt working… People have been running without paying attention to conditions for 3 years now.
In WvW zergs stay conditionless. shout removes warhorns and specialised skills remove conditions instantly.
In PvE people finally see how much damage was cheated away by limiting stacks to 25 ONLY. I have not seen stacks go above 500 though..
In PvP there might be problems but I am happy I can play WvW and Pv E now with my hybrids/condition builds and get a tag.
WvW roaming seems like it has become a condi meta, BUT it was ALREADY a condi meta. it just became more dangerous.
People who have roamed before know PU mesmers thieves and other condition builds especially grouped with 1 or 2 AOE condi cleansing CC-ers were really dangerous.
Nothing changed except maybe ppl got sinister instead of rampager now.
Been There, Done That & Will do it again…except maybe world completion.
I still disagree as ppl seem once again bound on comparing
POWER, PRECISION and FEROCITY
vs
CONDITION DAMAGE.
Mind you you will need 3 stats as well for conditions.
CONDITION DMG is like having a POWER build
CONDITION DMG and PRECISION is like POWER PRECISION (might? condi on crit? criticals)
CONDITION DMG, DURATION and PRECISION is like POWER, PRECISION and FEROCITY (max (condi) damage builds)
Problem is though:
Conditions CAN BE CLEANSED. It will cost the caster TIME
(read the time you’ll need to burst him down on power build or die)
To gain TIME you either are a good dodger/ CC-er (power and condi) or you need some mitigation: (Toughness (condi) or Vitality (both)in some cases Healing (both?) can work as well..)
SO RABID+ Condition duration (Read sigils, runes and food) compared to Berzerk + utility and Sigils and runes.
Condition damaeg is nice but getting 50 or 100% condition duration ADDED makes a condi build strong. A warriors flurry may do 16 bleeds but without duration they last 2,5 seconds. which is 4000 damage with duration added they last 4,75 7600 damage it will just take almost twice the time. Actual DPS doesn’t rise through condition duration based upon 1 attack, the number of stacks will rise and therefore the STACKED DOT damage
Oh and just spamming 1 makes you a vbery poor condi stacker comparable as when playing power.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Rampager? I use full sinister and the back is rampager as there is no sinister backitem.
rampager is the same stats you’ll lose some condi dmg but get some precision added. so a bit more crits, whcih tends to give you slightly improved dps.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I like the game as is, but I think a good multithreaded game would be very benificial to a considerable part of the player base. preferably with a 64 bit engine and a directx 12 with only DX 11 instructions would be nice. problem is they would cut all computers older then 4 years from the playerbase. and while you all might have pure gold on your table, some ppl play with old iron and they might be abel to afford the box(ed game) but not the box(ed computer)
Game requirements makes a slight hint about POSSIBLE RISING minimum requirements.
Been There, Done That & Will do it again…except maybe world completion.
I’d suggest A-Net looks into a differnt approach, and leaves conditions for now as they are and tries the following
Healing could be implemented as a defence versus conditions like
Toughness is implemented as a defnece versus direct damage
It sounds logical, and a direct reduction of condition damage could be achieved?
ppl could spec for a build being tanky or condi resistant or both.
You choose:
power and maybe critical damage or condition damage
additional vitality or toughness and/or healing
You make it. you deal with the consequences. T
his is called balancing a game. instead of max power, precision, ferocity cause nobody cares about the rest of the stats. I actually love this.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I like the condition changes, in WvW I play both roaming hours and guild/zerg hours.
The conditions are fairly balanced. The zergs can clean and outheal conditions in the zerg, straglers and tailers are killed of by condi builds. most ppl in the zerg run power builds (still) but the in-zerg condition users actually tag now as well also doing good damage.
In 1 vs 1 most tanky builds die fairly instant to condi roamers, noticably (PU) condi-mesmers. This is mostly due to the enourmous amount of -DIFFERENT- conditions condi mesmers stack and the near impossibility to get the source.
It’s not bleeding and/or poison: it’s the combinations of bleeds and fire, poison and torment and confusion and immo’s/stun/dazes from behind the invisiblity which is very frustrating as CLEANS DO NOT HANDLE 5 CONDITIONS permanently on a character……
This goes in lesser version for
- Engineer (5 damaging conditions (bleed/poison/burning/condusion/torment )
- necro (4 damaging conditions bleed/poison/torment(/terror/burning))
- thief (4 main conditions Confusion/bleeds/torment/posion
- ranger (3 main conditions Poison/bleeding/burning)
- warrior (2 main conditions Bleeding/burning (/torment))
The 4 last mentioned are less problematic due to 1 simple thing the damage is done structured, with a reasonable expectation you’ll Expecting or doping stacking bleeds and some poison with other conditions just appearing once every while. Engi’s can put down quite some different conditions very fast. (though they tend to die fast as well..)
A condi mesmer however can put up a staff clone, the phantasmal mage and a scepterclone and let them spam conditions while being safe beind a veil. leaving you to figure out wher he went while you NEED to kil the clones to survive. these clones will stack up confusion fast killing you when you want to clean/heal/kill of clones.
This can be somewhat frustrating. I was fighting a condi mesmer in wvw and lost… ok, so I changed to MY condimesmer and nobody engaged , they just ran at first sight. 3 to 4 ppl just ran, gathered reinforcements and attacked with 6 to 8 and I got 4 downed and 1 killed. -SOLO- This was in WvW, with stacks and buffs. My mesmer runs ~2300+ condition damage with food. And damage from single conditions is quite considerable. they died quickly in the beginning but a shout heal warhorn warrior and a shout guards came in and neutralized me.
IMHO :
- BLEEDS HAVE BEEN NERFED TOO MUCH I used to do 140 now I do 100…. (condi warrior wants to do damage too…)
- BURNING SHOULDN’T BE STACKED so often BY -SINGLE- ATTACKS (Mortar shots causing 6-7 stacks of burning ?) burning went from 550-1000+ down to ~160
- POISON IS FAIRLY WEAK NOW, getting poison from a mesmer or ranger used to do 380+ damage/tick, now its 120?
- CONFUSION IS WAY MORE DANGEROUS THEN BEFORE>
- TORMENT IS OK. leav it as is… if it still is .75 and 1.5 of bleed make it scale when bleed gets updated.
HEALING SCALES BADLY, many builds lost all their healing and the scaling from healing power has been NERFED? (TRANSFUSION? for Necro (scales horridly, I got 4.8-5.9k heals from it before the patch now I bearly get 3.6k) Guardian gets a Healing elite with -4.25 Seconds- of channeling in a fights where ppl -DIE (not downed: DIE) now- in 1-2 second spikes, making it a nice illusion. another signety with no active use somthing like a healing signet for guardian…
CONDITION REMOVAL:) yes… My warhorn removes 1 skill, other skill one as well, but in 10 seconds I can get stacks of 25+ now. unfortunately my warhorn recharge is way longer then it is to kill me. Other skills seem very powerfull but actually ONLY necro can return or spread a good amount of conditions or remove them outright. Unless considering 40+ CD skills as Null Field, Well of Power and other complete cleanses, which are often oneshot-or-die abilities.
In the end I think the implementation of conditions in WvW is good, we will adapt. The conditions in PvE seem a bit much but actually this is all the damage which has been wasted for YEARS now… deal with it. Maybe they can give some bosses boons from conditions or condi remove. I do not play PvP but we as a roaming group of 5 in WvW managed to adapt in 25 minutes to a completely changed combat environment.
DO NOT JUST NERF IT… I see a lot of people changing from just plain power builds evolving. Also I’d appreciated a full refund of the costs to chang builds and charcters, if you nerf conditions..
I did good damage for the first time in 3 years with a hybrid on a world boss. Let the game adapt. It should have been like this from the start. Only conditions would have been properly balanced with cleans and heals now If it had been ok 3 years ago..
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
The reason everybody complains is cause most ppl instantly switched to condition builds nd toughness is only usefull vs DPS , and has no value vs Conditions. Also most “bunker builds” relied a big part on vitality , healing and toughness from trait-points which have been removed making a lot of builds way more squishy then before.
Bleeds seem WAY underwhelming (being most of the condition dmg in the past now I get 1400 dmg from bleeds over 14 seconds which is 100/tick/bleed which used to be 40% higher easy., fire and poison are quite effective BUT solo you have only limited stacks, Also some of my true condi builds ahve 1600+ (necro/ranger) or 2000+ (mesmer) condition dmg Which BOTH are numbers lower then in the past, but coindotion damage seems way more powerful as ppl have no balanced builds or counters,
The combination seems to aggravate the problems also the perma poison seems to create problems for ppl relying on healing a lot.
Been There, Done That & Will do it again…except maybe world completion.
I love new LA
Been There, Done That & Will do it again…except maybe world completion.
I doubt conditions are broken, The PvE world just doesn’t have ways to cope with it, Bosses like the shatterer and Tequatl do not have any condition removal.
Most characters had condition damage before , with my s/s warrior I was ble to keep up 1-3 bleeds on bosses for 1 tick at best avearging 125-375 bleed dmg, now they all (18-34 2500-4000 bleed dmg) stacks depending on how violent I want to be are procced for the full 5-16 seconds (on average ….) Thats rougyhly a 20-40 fold increase in condition output..FROM MY WARRIOR ALONE!
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
tanking didn’t get nerfed, conditions are a bit powerfull so you drain more now then you can handle. conditions are the main counter versus tankyness (ignoring armor) so you die faster now…
Been There, Done That & Will do it again…except maybe world completion.