Depends also on what time of day you play.
If you play at any time other then peak hours the matchmaking system is turned off because they decided it took too long to match teams properly.
This means at any time other then peak hours it will just randomly toss teams up against each other.
A suggestion I read a good 8 or so months back & thought was great was thus
1: Get rid of the idea of the “home server” and it deciding where you are placed in WvW.
2: Create an alliance based system that is tiered both by how many players are in said alliance & by performance of said alliance.
Sizes could be (This is an example) Large 1000-1100, Medium 800-999, Small 600-799.
Each size tier would have a max size of members however to ensure more balanced mach ups & a greater variety of opponent groups than is present now.
3: Leaving an alliance will be free, joining an alliance costs gems increasing by the alliance size & placement. Anyone who decides not to join an alliance is just placed in a randoms group that cannot effect alliances.
4: Lore wise they could say that powerful artifacts have been found in the mists. Due to disagreements on how to obtain & use said artifacts groups have formed alliances and fighting has broken out.
By splitting alliances into groups based on size & placement you ensure that sides retain roughly equal numbers (at least much more so than is now) & by making alliances smaller the entire server populations you ensure that there is a much larger variety in who can be pitted against whom.
Other then this it would also be nice if they
1: Created a wider variety of maps.
2: Create maps with more choke points, cliffs etc.. and other things to encourage larger groups to split into multiple smaller groups & tackle objectives from different angles.
(One idea I read was to have multiple keep lords for larger keeps & having to kill a 1-2 weaker ones before the final lord is killable at a different location in the keep)
3: More siege varity. (paceable bombs, molitov’s, dredge siege etc..)
4: Allow keeps/towers to keep some of the upgrades after being flipped. (Like keeping the walls that were not damaged)
5: NPC’s that actually matter when you get them on your side. (Make em not only guard your stuff but attack a larger variety of locations & offer alternative ways to fight as well as alternative siege.)
(edited by Ragnar the Rock.3174)
In a condi hybrid build, raw damage build or Bunk build, there are better sigils. Can they be dodged and blocked?
If it was 4 hits towards 1 target I would consider it but right now it’s a gimmick sigil.It should have been a 1s cripple hitting 3 people, imo.
You should try http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Incapacitation
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Evasion
The stat/utility loss kinda sucks but at least it’s a cripple
Eh its a cheap alternative but overall there are better options.
Generally speaking I’d say it would be better if allowed in pvp.
Other then that its much better for condi venom thieves & necromancers.
Wont mater much but the asura skills & toolbelt counterparts tends to be more offensive where as the sylvari tend to be more defensive & utility based.
Go with Celestial and you won’t be a free kill any longer. Playing the zerker staff can be kitten the moral. Be sure to go with the 00266 trait spec to give you as much chances as possible.
About thieves, yeah, we do tend to carry a huge “free lunch” sign over our head. It gets better with time but at equal skill it is a thief fight to loose. Otherwise, staff is pretty awesome in WvW no matter if you zerg or roam in very small group. You can even solo roam but you will need practice and a lot of patience.
This though with practice and celestial armor you can drop some points from water & earth & put them into fire or air for more damage & offensive utility.
they shoudl make it more like gw1 ritualist spirits
they should bound to 1 location and affect this area
likehammer will aoe kd every 5 sec radios 180 and do dmg every 1 sec 250
sword will do dmg every 0.5 sec for 800 dmg and vulnerability every 3 seconds . radios 180
bow will cleanse condition from allies every 3 sec and remove boon from enemies every 3 sec radios 180
shield will heal and burns enemies with each attack 180 radiosor you can put it like active and passive abilities as if you see you spirit gonna die you activate it for dmg/kd/heal etc
trait changes
+60 radios (adapt)
50% more dmg (master)
10% attack speed (adapt)
100% more health (master)
20% recharge (adapt)
spirit can follow you (gm trait)
spirit attack do bleeding/poison/cripple/blind condition (master)thus more role instead the bunker meta or the zerk meta
more fun with spiritsand maybe elite spirit (deaming)
While these changes could work I sure hope changes would include consolidating traits (having to spend all your traits to make them viable leaves your extremely weak vs allot of things) As well as having spirits grant some kind of stat bonus while active.
Personally I’d prefer if they consolidated several of the spirits traits, then changed 1 of them to increase the health of spirits by 100% & cause them to do their activate upon death (like the ranger spirit traits)
That alone would reduce the amount of problems you have playing a spirit spec.
Buff timer would be nice.
That being said the spirits still would have a few problems.
They die extremely easily when focused, you have to spent practically all your trait points to make them viable & unless you bring all of them you end up with decent sized gap times.
Then there is also the problem where if you do spec for them & bring more then one you end up being extremely vulnerable to CC, burst & conditions because of your lack of traits for anything else & lack of utility skills for anything else.
Personally I just wish they would make the mortar more viable.
Or remake it into a mini gun.
D/D has more CC & support.
D/f has projectile deflects/reflects and more condition removal for yourself.
Only thing D/f tends to be better against is D/x thieves and rangers.
Any differences will bring unique advantages/disadvantages which people will compensate for and capitalize on, just as now.
You might as well argue that the existing borderlands aren’t balanced, because hills and bay are different.
Depends on how well they are designed.
There is also an argument to be made for giving a very slight advantage in layout to the side who the borderland originally belongs to. (at least for some objectives)
The change for a new map is good but they need to change alot of WvW stuff before the production of a new map.
We had the Guild Hall CDi probably this will make some changes to WvW maps and servers
This ^.
They could create a plethora of new maps & while that might help somewhat in the short term it does nothing to address the vast majority of the problems with WvW & its design.
hits as hard as dagger.
That is blatantly not true. Also, the game isn’t balanced around wvw it is balanced around pvp where axe is very poor.
The only time axe is useful is in a zerg v zerg scenario where jumping in melee with a dagger is essentially suicide you can always just Lifeblast/Wells from range anyway
Axe needs more than just damage – it will always be inferior to dagger as far as damage is concerned which is why it should have something else like better utility aka Whirl Finisher for #2 and Blast Finisher for #3
This ^.
Giving axe a blast finisher could work well. & allowing the trait “Axe Mastery” to increase range to 900 could make it into a decent ranged power build option.
hits as hard as dagger.
That is blatantly not true. Also, the game isn’t balanced around wvw it is balanced around pvp where axe is very poor.
The game is not balanced about PvP.. That is the LAST area of the game that they use for balance..
Axe is 100% viable for wvw and pve.. So fine in 2/3 of the game.
Given the axe is single target where as the dagger can cleave & the fact that the dagger does more damage even when you trait for the axe I’d say the axe could use “some” love.
Hence why I suggested they bake the damage from the trait “Axe Mastery” in at base & change axe mastery so it increases axe range into that of an actual ranged weapon (900 units)
Now as for the conversation. This thread is for talking about the underwhelming/brokenly bad necro traits, utility skills, weapon abilities & ways they could be improved.
Anybody who has played necro realizes there is an abundance of traits, utility skills & weapon attacks which are either quite under par or just plain broken compared to meta skills.
The basic idea of this thread is to list said skills/abilities & suggest balanced suggestions for fixes that will bring the necro more on par with other classes & hopefully make the necro more of a viable option in PvE where it is seldom taken.
1: The axe. Everyone knows it is far less viable then daggers for damage, has no real utility like the staff & only excels at stacking vulnerability.
My suggestion would be to increase the damage of the axe number 1 by about 10% at base & make it cleave enemies near the primary target.
2: Corrosive Poison Cloud it’s underwhelming.
My suggestion, make it destroy projectiles.
3: Spectral wall, useful at times but again can be underwhelming.
My suggestion again, make it destroy projectiles.
4: Signet of the locust. Very underwhelming & you never want to activate it because of the long CD.
My suggestion, make it grant stability (5 seconds) & break stuns on use.
5: Minions, they tend to be very hit or miss due to the AI. Please improve it.
They & all pets for everyone (both permanent & temporary) could also stand to scale more off owners stats.
Now for traits.
1: The trait “Axe Mastery”. Seeing as how the damage from this trait is now base, instead have this trait reduce axe CD’s by 20% and increase axe range by 300 units.
2: Spiteful Spirit, make it grant retaliation to all nearby allies.
3: Spiteful Marks, Very very bad trait.
My suggestion, Change it so that it increases the duration of conditions applied by the staff by 20%.
4: Siphoned Power, pretty much useless as is.
My suggestion, Make it grant 5 seconds of might when you strike an enemy at or below 50% health.
5: Reapers Precision. Pretty underwhelming as is.
My suggestion, make it have a 100% chance to grant .5% life force on crit.
6: Furious Demise, alright as is but we want the ncero to have more reasons to be brought in a party.
My suggestion, make it grant fury to all nearby allies (240 units) on death shroud activation.
7: Full of Life. Given the problems necromancers have with self healing while inside death shroud this trait is often wasted.
What if instead it granted you a 500 point health steal that healed through death shroud when you are struck while under 80%. Then the Cd could be adjusted to around 15-20 seconds.
8: Vampiric & Vampiric Precision. Much of the sustain these traits offer is wasted due to death shroud. What if they healed through death shroud.
9: Vampiric Rituals, Alright as is but kinda meh for being a grandmaster trait.
My suggestion, change it so it causes all attacks to siphon health & shares that health with nearby allies (600 unit radius).
Now I understand the changes to sustain may require death shroud to be slightly adjusted however I believe should these changes take place & death shroud be adjusted accordingly it would end up being a much more balanced product then is now.
Eh I’d much rather have an elite that causes all nearby allies to steal health with every attack while active.
Number 4 would be a bit too powerful.
Though I think foot in the grave could be moved to the second major tier.
Number 3 might be a bit much, I do think you should be able to see the CD’s while in death shroud.
Number 2 could work, but the amount of healing is debatable.
Number 1 could work, but only if life force generation was more normalized & the decay while in death shroud were reduced.
Warhorn could make sense.
Whip would make sense.
Heck even regular sword could be argued to make sense.
Greatsword is a bit of a stretch though.
Sigil sounds pretty nice.
May also have to try it on my guardian for even more blinds + vulnerability.
Difficult with staff/gs shatter. LoS and positioning, plus heavy burst tbh – draw out their SoS if they have it and other annoyances.
But for a different build, this build eats LB rangers for breakfast:
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-Vid-Chaotic-Perdition-WvW-PvP/
This ^.
Greatsword staff lacks much in the way of reflects.
Once you have reflects however you can easily make longbow rangers kill or nearly kill themselves.
Specifically the masterful reflection trait + anything that grants distortion & the warden’s feedback traits.
(edited by Ragnar the Rock.3174)
@ the OP.
If you think elementalist is squishy then you likely have not played it at lvl 80.
If played right at lvl 80 it can be among the most tanky professions in game due to its extremely high protection uptime & massive amounts of healing.
It can also stack enormous amounts of might due to fire fields & blast finishers.
It’s personal DPS falls behind warrior & guardian however & it takes more attention to play the rotations however. But once you master the rotations it is extremely easy to stay alive.
Anybody that has a problem with meditation guardians likely has a problem playing chess with anyone smarter then a first grader.
The spec is very simple to understand & its weaknesses leave it very limited if you understand it.
1: It’s gap closing abilities are limited (As well as tied to its stun break & self sustain). So learn to kite.
2: Its ability to counter conditions is very limited, its ability to counter conditions is also again tied to its self sustain. So while your kiting grab a condition or two (Poison especially works wonders here)
3: It has no CC other then the one on a 30 second CD for the greatsword (which is also very telegraphed). So again learn to kite.
4: It usually has no stability. If it does it then is lacking either even more condition removal or even more gap closing. So bring some CC.
Really once you understand these things its quite easy to counter a meditation guard unless you spec all out beserker DPS in which case your likely not smart enough to learn to win anyway.
I really don’t think necromancers need a rework, which is good, because I don’t think we’ll ever see a rework on the scale that some in this thread may want.
I think if you reduce some cooldowns across the board, add some finishers on skills, buff dark fields, and buff some other skills like signet of undeath and corrupt boon, we’d be in a better place. Otherwise the more “reworking” types of things we could use are healing in death shroud, and some sort of unique group buffs, like shared siphons, for example.
I would love to see all of those things done; I think it could be really fun to have a siphoning wellomancer that is healing their whole group and blasting dark fields for a dark aura that siphons with attacks and upon being attacked, all the while working through DS. If they made a new blood trait that shared siphons, and merged the well siphon trait with well cooldowns, you could have a ton of group support with 8 trait points (thinking protection on wells and well of blood, at least).
I’ve actually been suggesting for a couple years that they change the “Vampiric Rituals” grand master in blood magic.
What I have been suggesting is that they change it so that it causes all hits to siphon health from the enemy & share said health with nearby allies. (healing would go through death shroud)
It’s insane that the tree that is meant to be for support & sustain has so little of it & that all of it that it does have conflicts with the main source of necro sustain.
Speaking as someone who plays pretty much all the classes I have to say that necro is by far the most useless in PvE.
It also has a few design problems with mechanics conflicting.
There is also the fact that a couple of the weapons are complete & utter crap. (guardian shield & torch also suffer this problem)
Last but not least a good 20 of the traits are either poorly designed, conflict with other mechanics or just plain severely under perform (granted necro is not alone in this regard, guardian also suffers in this department)
Maybe in the next few days I’ll compile a complete list of the traits, skills & weapons/attacks, utilities etc… for the necro that need to be looked at by arena.net.
Of the two, I much prefer Guardian. Has good dps output as well as innate tankiness from traits and virtues and great team support.
Guardian staff (900 range) and sceptre (1200 range) are lots of fun, and guardian definitely has more cc options available.
I would say though that my opinion isn’t yours. Try both classes out, see what you like (You can just make a newbie and throw it at pvp to test what each class is like at 80)
Guardian staff is actually 600 range. And while some of its skills are fun some could definitely use some buffing.
“but if you check the blog post from anet, where they explained how the new system worked, i think you’d be good to go.”
If you read the blogs you’d see that they have basically turned off the new matchmaking because the queues got too long for top-level players and people grouped together.
They will be trying to turn it back on after the 16th. But in off-peak hours it will still be more or less turned off if the queue times for people on teams gets too long.
Well that explains it.
Guess they neglected PvP & WvW now so long there dying off outside peak hours.
Maybe you guys don’t understand what I said because of english not neing your native language.
Lack of PvP titles does not bother me.
Lack of having any title & being a good deal under 40 is generally a sign of a new player.
And given how said players performed (like new players) is was a good indication.
The game should not be placing multiple new players like this on one team then pitting them up against multiple veteran players many of whom were very highly ranked.
This causes massive imbalances & mainly ends up with matches being won 500-less then one hundred. with the losing side horribly beaten.
So either the matchmaking system is broken or horribly configured.
As the title says its broken.
In the last 3 days I have seen multiple games where one team consisted of players so new to the game that they had no titles, and not even broken level 40.
At the same time the other teams consisted of players with PvP titles & in a couple instances being dragon ranked.
I have also seen quite a few instances where it started matches even though the teams were 4v5 & in one case 3v5.
Not to mention a hefty number of times where it pitted newer players (See above) up against teams where multiple members were in the same guild (obvious premades)
Would it really be that hard to look at the match making system & at least make sure it scrambled teams a bit better ?
The last Reason allot of people don’t WvW is because if you loot at the way you get rewards in WvW vs how you get them in PvP or PvE they tend to be allot less & very RNG based.
The other reason besides server imbalances is that many people find WvW boring because it encourages blob vs blob mentality which almost always has the blob with bigger numbers winning.
If arena.net created a map that encouraged if not mandated that people split into different groups to tackle multiple objectives (or a single objective from different angles) then more people would likely play.
Edge of the Mists can do this if played the way Arena.net intended. (Due in part how easy it is to knock large groups to their death & for small groups to slaughter tightly packed large groups via siege). Sadly its played as a WvW zerg karma train because of the rewards it gives vs regular WvW.
Maybe because DB vastly outnumbers IOJ and NSP so they don’t even want to log in?
Thanks for offering a reason. That may be a reason it is dead, yes.
This is one of the reasons WvW is enjoyed by so few people & it is caused by the fact that what server your on in WvW uses the “home server”.
What they need to do is implement some sort of system that tiers groups based on how many people are in said group & has a max size a group can reach before no new people can join.
It could be made voluntary what group you join (the first time) with leaving to join new groups costing gold/gems.
This would ensure that each side has relatively equal numbers & further separating it by time zones (NA, EU & far eastern) would ensure that each tier has roughly similar prime times.
I heard a suggestion months ago about how this could be done.
Tier 1 would have membership numbers around 1000 to 1100
Tier two would have membership between 801 to 999
Tier 3 would have membership between 701 to 800
Tier 4 would have membership between 600 to 700.
Everyone who doesn’t chose a “group” would just be randomly tossed into a WvW for randoms.
As for lore, the guy who originally posted it suggested Arena.net could say that powerful Artifacts were found in the mists & that different groups felt they should be used in different ways thus causing people to split into different “Alliances” to fight over them.
I’m sure a lot more players would try wvw if it had more loot,
You say that like its a good thing.
I’d rather have an abundance of idiots on my side & the enemies then have nobody doing anything.
Besides eventually people will either learn or rage quit after getting farm killed.
Sadly I don’t think you get the extra points if someone rage quits before you stomp them.
It would be kind of tricky to fix though because who would get the reward in the event of 3 way battles ?
would it hurt the ranged professions if more obstacles are placed near the capture points?
some maps like legacy of foefire is very ranged profession friendly as the capture points are mostly open fields with not much cover to hide against ranged attacks.
Would actually agree with this.
Placing some pillars in there could help quite a bit.
Another thing that could help allot is looking at how melee specs actually can stay in melee.
Looking at warriors they have cripples, knock downs, leaps, charge effects, stuns in abundance.
A couple of the leaps/charge effects could be looked at & have their Cd’s adjusted or how far they move adjusted.
Thieves have lots of ports & stealth. They also have some cripples if you go for main hand sword. Perhaps they could add a cripple onto dagger somewhere? (maybe a short duration 1 second one on heartseeker)
Guardians have, well they have Judges Intervention on a 45 second CD (which is also their stun break). They also have a short range port on a 10 second Cd with the sword & a moderate leap on a 15 second CD with the greatsword.
They have no cripples to speak of, the only weapon they have that can chill is hammer when traited (which has no mobility but can immobilize).
So maybe guardians could have a short duration (say 3 second) cripple added on to the sword number 2 & greatsword leap.
Main problem I have is that the matchmaking system & how it groups teams seems to be horribly bad.
I’ve seen teams where nobody even had an achievement title get put up against teams with multiple (3-4) PvP title holders that ended up being 500 to less then 100 (if they were that lucky).
It wouldn’t be so bad if it had a better way of keeping track of who was good vs who was not & who was just plain new then scrambled them accordingly. Or if it only put higher end players in games with higher end players (though I suspect the later would make time between games much longer).
static shield is rly awesome, stuns ALL meele opponents if anyone atks u, can stun the sword 2 of mesmers making them vulnerable if catched out of guard(or pistolwhip)
also good for quick interrupts if u dont wanna waste ur shield 4 (like a necros heal)
and:
People choose Elixir S because not only is it a stunbreak, it’s also an invuln and gives you 5 seconds of stealth.
People choose Tool Kit because of the pull, prybar, and gear shield. Box of nails is also useful for condi masking and getting rid of pesky blinds in melee.
This ^ and I’d kill for my guardian to have shield skills this useful that actually block & reflect.
The main perps abusing might stacking + celestial stats, In my opinion anyway would be
Elementalist, warrior & engineer.
While some traits could be looked at to solve the problem the majority of it comes from 3 sources.
1: Blasts on fire fields.
2: Sigil of battle
& most importantly
3: The long + might duration on several runes like Strength, & HoelBrak.
What I suggest is simple. Just reduce the amount of + Might duration on the runes listed above (PvP only change).
If there is still a problem after that they could look at sigil of battle & or blasts + fire fields and adjust accordingly (again pvp only change)
I in no means suggest a flat out sweeping nerf, Just a slight reduction to bring some specs more into line with others.
Alternatively they could buff up more of the existing specs, that however would require allot more work.
(edited by Ragnar the Rock.3174)
Depends allot on the exact spec your using.
One thing that can help allot is having boon steal trait.
Love that trait when facing elementalists, That protection you just popped ? Mine now. Those 12 stacks of might. Mine as well. + now I have vigor so I can dodge & evade even more.
Other then that It can depend allot on the exact variation of the P/D build you use.
But assuming decent skill on both sides I would expect the thief to either win or run away & never die.
That’s a 1/4 duration shy from another full burn tick. A small change of supreme justice wont break the guardian;
It won’t be a night and day difference considering whirl + other dmg hits = perma burn if not cleansed anyways.It’s an increase of 25% to VoJ passive Only. That’s about an 1800-3k (depending on cleanses) more burn damage in a 30s fight. If you survive that long. Most burns stacks together when bursting with whirl and symbols and gets cleansed pretty quickly until a new proc appears. It’s the proc in between cleanses that counts most, further closing the sustain lost in between procs and cleanses.
I don’t see why this small change shouldn’t be added.
You can debate this till the end of days but your forgetting one simple fact.
In the majority of fights the guardians burns won’t even matter at all because other people with more + condition damage will apply burns that override the guardians thus pushing them in the back seat where they will rarely if ever tick.
While I agree that there are a ton of traits for the guardian that are utter crap I would much rather they find a way to fix the way burning & poison scale because the current implementation is horrible & effects everyone.
Where are those videos of high level HgH abuse?
If your going to repeatedly claim it is a problem, offer up some evidence would ya? As of now, all your doing us demanding a nerf for a a rarely used aspect.
I mean, I never play HgH, really. if they nerf it, it wouldn’t really bother me personally. Then I have to read the next thread where you inaccurately claim something needs to be nerfed, because it is a problem. Next thing you know, we will have less build diversity then ever, and all because posters continue to make inaccurate claims of this nature.
HgH builds were an example.
What I said was all specs that make use of or can make use of celestial stats should have their ability to stack might looked at and adjusted. (In PvP)
(edited by Ragnar the Rock.3174)
I am unclear why you brought up the elementalist portion here. I can only guess you thought I was referring to them as well. As this is an engineer sub forums, we should probably avoid discussing hem here.
I hardly find sigil of battle to be a problem, but I can see where you are coming from there. How would you suggest changing it?
HgH is an underwhelming build in my opinion, I hardly see anyone using it regularly for that reason. None of the engineers I know at all use it often in PvP. For the sake of argument though, how would you change it? While we are discussing it, if you feel it is a problem, would you mind finding any footage of the tournaments or high level play in which it is shown being used to stack might?
How would you propose nerfing boon duration? Do you really feel boon duration as a whole is a problem or simply "might duration? Personally I do not see a problem with boon duration.
Now as for balancing turrets.
Yes I do agree that they should be able to be crit & effected by conditions.
However I also feel that if this is done that they should have increased health as they would die far to easily without it.
While I absolutely agree that players who invest in precision and condition damage deserve to see those stats effect every enemy target, wouldn’t you agree it would only be fair to allow the engineers condition damage, power, and precision effect turret out put as well? As of now turrets cannot crit, nor do they scale with power.
Agree, boon duration as a whole is not much of a problem as it requires you sacrifice allot of stats to get + all boon duration (in most cases).
This is not so true for + might duration.
Frankly I would suggest they either nerf how much + might duration some of the more powerful celestial specs can get (in PvP only) or reduce how many might stacks they can stack over a given period of time (Again PvP only change).
As for your reference of weather or not turrets should be able to benefit from the players stats (specifically + condition damage, + power & + precision)
Yes I believe they should, as should all “pets” weather they be temporary or not.
However As a trade off I also believe that all “pets” weather temporary or not should also be able to be crit & effected by conditions.
I also believe that should this change happen all “pets” should have their health levels adjusted for balance sake.
As Twig said it’s celestial & might stacking, Same problem causing elementalist to be so strong.
Explain that would ya? How were five gauge and ostricheggs problematically stacking might?
The build that folks are claiming is a problem, has no particular skills for might stacking, or fire fields. Would you mind detailing precisely how they are stacking might?
Well generally speaking Engineers stack might via the trait HGH & elixers.
They also make good use of the sigil of battle which allows them to stack 3 stacks of might for 20 seconds (+ boon duration) every 9 seconds & sigil of might which allows you to stack 1 might every second for 10 seconds (+boon duration).Nerfing those 3 things (In PvP only) would do a great deal to balance celestial builds.
As for how elementalists stack so much might. It mainly has to do with blasts on fire fields & the trait “Spell Slinger”. By reducing the amount of might stacks those grant (Again in PvP only) will do a great deal to balance celestial elementalists in PvP.
hgh is.. nonexistent in high level tpvp
sigil of strength is only used to great effect on phalanx warriors, and not in pvp
enhance performance is strictly worse than incendiary powder in cele builds
without bombs or ft engi has no fire fields to blastif something is too strong then it is cele amulet, runes of hoelbrak/strength/aristocracy, IP, sigil of battle, sigil of doom, or maybe a couple other things (like a distinct lack of boon removal in the meta)… but you have certainly only listed one thing that could be too strong for engi.
Celestial amulet itself is not the problem however.
Its the fact that (Some) [specs that use it can stack might (generally lots of it)
So instead of nerfing every spec that can use celestial what I’m suggesting is nerfing a few ways that the more offending specs stack might.
Now as for balancing turrets.
Yes I do agree that they should be able to be crit & effected by conditions.
However I also feel that if this is done that they should have increased health as they would die far to easily without it.
As Twig said it’s celestial & might stacking, Same problem causing elementalist to be so strong.
Explain that would ya? How were five gauge and ostricheggs problematically stacking might?
The build that folks are claiming is a problem, has no particular skills for might stacking, or fire fields. Would you mind detailing precisely how they are stacking might?
Well generally speaking Engineers stack might via the trait HGH & elixers.
They also make good use of the sigil of battle which allows them to stack 3 stacks of might for 20 seconds (+ boon duration) every 9 seconds & sigil of might which allows you to stack 1 might every second for 10 seconds (+boon duration).
Nerfing those 3 things (In PvP only) would do a great deal to balance celestial builds.
As for how elementalists stack so much might. It mainly has to do with blasts on fire fields & the trait “Spell Slinger”. By reducing the amount of might stacks those grant (Again in PvP only) will do a great deal to balance celestial elementalists in PvP.
Honestly there are allot of guardian traits, especially in the virtues line that could really use fixes.
Some are just plain under powered, some are very under powered & some make you wonder WTF were they thinking when they made this.
As Twig said it’s celestial & might stacking, Same problem causing elementalist to be so strong.
The easiest way to balance it without effecting other specs is to reduce how many stacks of might the spec can stack.
Some have suggested nerfing rune of might/holebreak & sigil of battle. While I do agree with nerfing sigil of battle (In PvP only) nerfing the other two would cause specs that are currently only moderately good to become worse.
Instead I think they should look at adjusting how well the trait HGH scales in PVP & how long the might it applies lasts.
I have no problem with coordination or losing stuff during off hours.
My main problem is 3 fold
1: The pure RNG with which stuff drops (unlike PvP or PvE where stuff is more regulated)
&
2: The imbalance between servers. (My server does fine against servers of similar WvW population size but once we win a couple matches we suddenly get put up against servers with triple or more the people we do)
&
3: Blob vs Blob game play gets kind of boring after a while. (the larger blob almost always wins unless one has allot of siege to back them up) If they could create maps that encourage if not require blobs to split into different groups & tackle different objectives (or objectives from different angles) then it would be great.
So basically Celestial Armor is god mode it looks like, has every singe stat under the sun; hell I might as well just craft an ascended version.
As the post above me said.
Celestial is much better for engineers & elementalists because they can stack more might then guardians & they can make more use of the + condition damage.
That being said it’s still a pretty good balance between offense & defense and the + healing can help quite a bit with support. (I personally love the 700 point AOE dodge heals & what it can make my regeneration tick for)