Do you use your mouse to move? Like hold both buttons down? Movement during a movement skill will cancel it out.
As of the past week or so, I’ve been being redirected to:
forum-en-gb.guildwars2.com
This link doesn’t work and is broken.
The real address is:
forum-en.guildwars2.com
bookmarked or entered manually works fine.
Not sure where else to post this, not a big deal, just confused as to why it’s on/off.
I get what you mean by the jarring animation by swapping attunes mid-dodge, but I have no problems with the evasive arcana proc.
Remember that it’s the attunement you’re in at the end of a dodge roll that matters. So if you began your dodge in Air Magic, and finished it in Water, you’d proc a Cleansing Wave, not a blind.
If you’re aware of that, I don’t know what issue you’re having, trait works fine for everyone as far as I know.
Final Thrust is fine, immob with adrenaline skill or cripple→immob trait and thrust away. It needs to have a slow telegraph because it’s so powerful.
Even a condi build can crit for 3-5k with it. Its potency activates at 50% sure but it’s meant to be used around the 25-33% range imo.
You gain the regeneration after the heal activates, so I presume you would lose the poison after the heal completes. Glyph is ok in PVE, Resto Signet fine too. Glyph sucks in PVP.
My thoughts on the suggestions in the OP:
Fire : OK, but don’t forget that Flame Barrier can carry over to other attunements with Lingering Elements. Also, I think that rather than just making another Fresh Air, it ought to be somewhat more constricted / have a different style. Something like, X action instantly returns you to Fire Attunement, rather than putting it off recharge for you to return to whenever would be cool.
Air: Minor traits will never see significant speed boosts, better to rework it into something else entirely. With Zephyr’s Boon and Elemental Attunement, swiftness uptime is high anyway.
Earth : We have too many blast finishers as it is. Having three finishers on demand in one attunement is just a bit over the top. You may say that it’s 3 pts deep in Earth, but you could easily go 0/2/3/3/6. I agree Geomancer’s Freedom needs to be spiced up to be brought in line with Dogged March, not sure Vigor is the best idea, already have so many traits related to endurance regeneration. Maybe Retaliation?
Water: Mini Hydro sigil, yeah OK. Better than what it is now, which is junk.
Arcane: Too much might for passing into Fire, think about the interplay with a Fresh Air – like Fire trait, could be 9-12 stacks of might just from hopping into Fire.
02066 or 00266 or 02246 or 40226 or 42026 (in no particular order, besides maybe popularity) + celestial amulet/str runes, customise traits to your playstyle
Yes, it’s been suggested before.
It just sounds better on paper than in reality. The simple reason being that the passive bonuses of the signets just don’t anywhere near match the utility of cantrips, and they (mostly) have a cast time.
Yes, you can find stability, protection and mobility in the Earth tree, but it just pales in comparison to the reliable sustain offered in Arcana and Water, which you really need, if you’re investing that deeply in Fire Magic.
And by relying on your aura to apply the burn→blind you’re just making a poor trait work even worse, because you can’t control who hits you first when the ICD is up, and therefore, who gets blinded.
save your 3g
one day, when they revisit some of these trait and utilities, it might be a fun build, ‘til then, you’d just be gimping yourself trying to run this.
Yeah, I figured as much. I thought maybe you could double up the trail by LF’ing to your startpoint but it doesn’t seem to matter.
Okay, though, thanks !
Being a bit lazy here, I thought I heard somewhere a while back that you can use these two together to amp BS’s damage, kinda like the aiming Phoenix behind a target jazz.
How does it work for this? Or did they fix it?
The more learned among us can tell by looking at another’s weaponset, sure. With all classes at 80, I can easily tell what another’s running approximately, but for the average player, probably not as simple.
I can understand unneccesary drama as being a valid reason, but whether you advertise your build or not, the true trolls will figure out one way or another to irk you.
Using them as a reason to go against implementing an informative feature is just sad. And using signet ele is a bad example because, with or without such a feature, the outcome would’ve been the same.
Anyway, the whole thing should be optional, set a comment, or don’t.
I think it’d be really useful if you could, within, let’s say 50 characters, set a comment which describes your current spec through the PVP build panel perhaps.
This could be viewed before/during a game by hovering over a name on the scoreboard panel, for example. For your own team only, of course.
In hot-join, one can hop out to spectate on a person of interest and see their build. Why exactly a similar standpoint is unavailable in Arena games is kind of a mystery to me. Setting a comment doesn’t have to be compulsory or exact, so secretive types can keep their super-top-secret-awesome spec they don’t want anyone else to know, or just give a general description.
I think a significant proportion of people build their character selfishly, and also complain about shortcomings for their spec, selfishly, when PVP is a team-based game. If people knew they had an ally to depend on for being the mid-point or home bunker, or a roamer, or giving them perma-fury, swiftness, heals, or condition removal, they could stick with the person that best suits their weaknesses, as well as improve their initial plan going into the game in other ways.
In some games, people do chat before a game starts to figure out who’s what, but sometimes there’s not enough time for that, and others are just kinda shy.
Give people a reason to enter their game early, so they can fine-tune their build in the context of their team.
@Euran/Pyro : Anti-boon utilities do exist, I think my favorite one in the game at this time is Dark Path boosted by Path of Corruption. Others which take up utility slots are less favoured by many, because others offer better generic utility, and that’s a shame.
I think the effects need some rework.
(edited by Ray.3780)
@Tife :
1. Close the gap between you and the Mesmer to reduce the damage from the AA.
2. Save your dodges for two moves, one when they throw their GS at you, second, when they raise their GS in the air (Summons the Berserker). Either passively get rid of the Berserker with AoE burns, or just remember to dodge every 5-6 seconds while it’s out. It’s generally not worth completely ignoring the Mesmer to go kill the Berserker.
3. Keep moving and stay behind them, to prevent them from being able to easily target you with a boon-rip or knockback.
4. Don’t stop attacking when they go into Stealth, just keep looking for the right one, based on movement, dodges, chaos armor, stuff like that.
Don’t worry, I hate mesmers too :P Takes a bit more effort and concentration away from my attunement rotation.
1. He wasn’t stacking Might optimally throughout that duel.
2. That’s all well and good in a 1v1 scenario, but this game’s balanced around team fights. If the trait and the sigil have a global, not per-target CD, what happens when a Necro drops a blocked mark on you from off the point while you have Aegis up, you use up your Searing Flames on him, then what do you do about that Hammer Warrior on point with you for the next 10 seconds?
3. Nullification is not suitable for everyone, depending on your attack speed, and base critical chance, you could be looking at dropping a boon every 10 seconds, or every 20 or more. Yes, Nullification is good against Might stackers, if it suits you. It makes it so that battle sigil can only give a maximum of 3 stacks, low CD blast finishers can’t be stacked multiple times and only give 3 stacks each too. And bursts of Might from abilities like Signet of Rage are made largely useless.
@Olba : Runes should supplement a particular spec and fill in gaps, imo. Melandru and Lyssa were/are used by select professions, e.g. Thief, with a low CD elite, a low CD heal too. It fit their build, and supplemented them with condi removal, something they lack. No one ‘lacks’ +30-50% damage, but they’ll take it if they can access it. It’s one of the few runes that just provides a truckload of raw damage, and it’s so much, that people are happy to ignore utility.
@SrebX : I’m not really crying for a nerf, I use the runes myself, so I would be as affected as anyone else if they were nerfed.
@Deimos Tel Arin : I think it’s sad to see almost entire teams running one rune, when we’re supposed to have so many to choose from. Isn’t it pathetic, when we just came out of a huge rune re-balance, and everyone is clamoring to a single rune?
Boon removal, you say. I agree, but ArenaNet’s idea is to keep boon removal/hate to limited classes, and I don’t see that changing. No native access = limited to 1 boon removed on crit, per 10 seconds – pathetic.
I would love to see something like ‘Revealed’ removing a particular boon leaves behind a debuff preventing that boon being reapplied for five to ten seconds. Instead of this mindless boonstacking until you reach 25
I don’t know if it would be overpowered if balanced correctly. Have you ever tried taking 600 power out of your build, and gaining 250 Prec/Fero instead? You would be horribly disappointed.
If you took defensive stats out of the equation, then, 250 Power/Prec/Fero/Condi wouldn’t be unreasonable at all. Perhaps they could introduce a different boon for the defensive stats.
I guess I included the defensive stats, because it’s always irked me that the support specs who run virtually no crit chance, have little reliance on conditions, which dole out the might get limited benefit from it. It’s basically just a cover-boon.
Currently, it is possible to hit very similar Power/Precision/Ferocity ratios to a full power spec while having enough Condition Damage to put out unreasonably strong conditions, thanks to 25 stacks of Might.
I think the trouble since the patch in PVP is less that conditions alone are rampant, it’s that high hybrid damage is too easy to reach. Although, generally, on all the professions I’ve achieved this on, you do remain fairly weak to burst, boon removal/corruption, many professions are stumped against someone who can stomp them with high white damage while throwing out conditions which are almost as powerful as an unbuffed Condi-specced profession.
Might could be altered to give a ‘Celestial’ distribution of stats.
It’d translate into something like 10-15 to all offensive stats (Power,Precision,Ferocity,Condition Damage) per stack of Might if it were made Celestial, judging by the way the distribution is currently balanced. This would mean a maximum of 250-375 Power/Condition Damage, with the Precision and Ferocity bringing the Power damage close to what it was, while conditions remain at low, manageable numbers.
NOTE: I don’t particularly mind the current Power damage alone per se. I think that Might allowing Power specs to deal reasonably strong conditions needs to be toned down.
(edited by Ray.3780)
I think it’s all based on opinion. I was initially super put off by having to learn and manage at least 20 skills, and it was like my 5th 80. I also hated all the weaponsets when I was leveling, dagger was high-risk, scepter just couldn’t hit anything, staff was boring, focus was clunky. All it took was a new trait last year that just kinda inspired me to really learn my Ele and …
Now it’s my favourite class, and nothing else feels as awesome as making 6-8 actions in less than a few seconds rolling through your attunements, and them all flowing into eachother seamlessly with smooth movements (even if the smart players simply block/invuln/dodge). Sure, other classes have such combos too, but it always feels clunkier and more limiting to me. I often find myself trying to switch attunements on other classes, lmao.
This is going to sound really sad. But, well, earlier, I had a friend hit me up for some sPVP, having to head out to dinner soon and not wanting him to rag on me, I decided to switch to ‘Invisible’ status while I finished off my dungeon.
Although I haven’t tested this myself, my creepy friend informed me on Skype that he could tell I was on ‘Invisible’ status as when he hovered over my name, it only shows my name and the fact that I am offline, while for legitimately offline friends, their achievement score and area where they logged out continues to be shown, (and proceeded to rag on me for being a jerk, and okay, I kinda am).
I haven’t tested this myself, but generally, for social features like this, going invisible shouldn’t look any different from someone who’s offline, that’s kinda the point. Maybe people are gonna flame me for being an anti-social pooper, but I still think it would be nice if this was fixed, if it actually is the case.
TL;DR – Looks like maybe(?) people can tell when you go ‘Invisible’ making it a pointless feature.
EDIT: Thanks to EmissaryVex, a helpful player who noticed my post and decided to test this out with me. These were our findings.
- He goes invisible, I can still see his AP and location in-game.
- I go invisible, he is unable to see my AP and location in-game.
- If he goes invisible while in Queensdale, and then proceeds to zone into Divinity’s Reach, (while invisible) the contact list updates this information. Since it would be impossible for an offline character to change zones .. this easily gives away the invisible status away to crazy stalker friends.
(edited by Ray.3780)
Reasons Why Elementalists avoid Conjures
- Cast-time
- Awkward
- Disruptive
- Attunement skills lock-out
- Visually obvious
- Not worth giving up a utility slot
- Disappear when dropped
- Have to sit near the spot you casted to get a re-use
- One (poor) associated trait
Best Suggestion I Have
- Conjure = Replace Attunement
- One weapon associated with each attunement.
- Why not have a Grandmaster Trait that causes conjuring a Frost Bow to temporarily replace your Water attunement?
- But … most skills would need to be nerfed. Charges reduced, duration reduced.
- Still much more attractive. Allows people to tailor the base attunements of a weapon set by giving up a utility slot.
What else do you guys think we can suggest to improve the playability of conjures?
Generosity and Battle don’t stack. When one procs the other is put on CD, for now at least.
Second thing I would say is Scepter/Dagger has a much higher affinity for a Celestial/Balanced build, mostly because it has better access to conditions, hits hard, and has better access to might stacking, which is really what helps a balanced build not do pitiful damage. Also means you won’t get kited around so much, but D/D works okay if you’re good with it. But that’s just my opinion due to what I play. Scepter/Focus is pretty cool too.
Usually when people pick a trait like Written in Stone or Cantrip Mastery they stick with one set of utilities, or pick up other non-utility involved traits if they’re gonna use several different types. You’re spending two trait slots for just Signet of Fire and it feels like a bit of a waste to me. You seem to have a fair bit of healing power so I would probably go with Cantrips. If you’re having trouble keeping up with people I’d go back to signets for the immobilize and chill.
I don’t want to make you sad since you’ve already spent a lot of laurels most likely but you would get more stats out of slotting Celestial for Head/Body/Legs than on the accessories side of things.
Rune choice is fine since it gives you access to another condition.
My aim would be to get used to something closer to 30/x/30/x/x, because of the new traits up and coming, but if you’re having fun with this go on ahead.
(edited by Ray.3780)
On-cast effect of Resto Sig doesn’t activate any rune or trait effects which activate on healing, usually the healing skill has to be casted and completed.
And Sigil of Fire doesn’t proc burning, just direct damage.
There’s a trait in fire which does though, as well as being in fire with Glyph of Elemental Harmony or some such skill
Some random shortcut added like Ctrl+Mouse 1 to turn the ability of a skill to autotarget on/off. This way people that like autotargeting for quickly initiating fights don’t have to compromise on the utility of particular select skills where they dont want autotargeting to take place.
All Main Weapon Fire fields work fine but this one on the conjured weapon is missing its duration increase with this trait, it remains at a 6s duration instead of being boosted to 8s.
Then Arcane Blast would be a measly projectile finisher. A Low CD shield would be ok I guess.
still my opinion that arcane damage has fallen.
Since the patch I’ve been paranoid my Arcane Shield and Arcane Wave have dropped from 1100ish on the tooltip to around 900. Anyone else notice this? Wiki says there was an issue with how the tooltip was calculated so wondering if this is just a tooltip fix or a secret/accidental nerf, and if anyone else has noticed anything.
I feel like I never used to see an Arcane Shield or Wave do below 2k in spvp but I’m seeing it since the patch.
I could be crazy.
I think you actually do need to worry, that was my whole point, if you want to compare crit to just pure damage, because the extra damage itself will be multiplied up by your other multipliers,
e.g. if you already have a 20% multiplier, an additional 5% damage actually becomes 6%, and then that 6% additional damage, let’s say has an 50% chance to crit for 100% additional damage (12%), giving an average damage of +9%.
On the other hand with crit chance, your base damage is the same as before, all you’re gaining is a greater chance to do critical damage. And you calculate the average damage increase by multiplying the crit chance by crit dmg.
e.g. If you had a 50% (crit) chance to do 100% additional (crit) damage, and you gain 5% crit chance, you go from 50% chance to do 100% damage (50% more damage) to 55% chance to do 100% damage (55% more damage), meaning a gain of 5%. I don’t think multipliers apply here, because they affect the base damage before crit calculation.
This is how I compare power and precision, as well as using gw2guildcraft to some extent. It could be horribly wrong but it makes sense in my head.
(edited by Ray.3780)
What you have to remember is that damage is also influenced by all your other damage multipliers, and your crit chance/crit damage.
i.e. If you did 100 before, and now do 110 with 10% more damage, you have to factor in the fact that you also do slightly more damage because of other multipliers like burning foes etc, and also that your crits are now higher.
That’s the way I think about it anyway idk if it’s right but it makes sense to me.
If you REALLY want plain old graphs, check this out -
But it doesn’t take everything into account.
try 30/0/0/20/20, spec for fire CDs, fire damage and fury/fire fields in Fire, w/e you want in water, prolly 10% damage above 90% HP and 20% more damage to vuln foes (for when you’re using lightning hammer) and vigor/attunement boons.
You fundamentally play at like 100-300 range and spam blast finishers. Any classes without access to 100% fury uptime will love you, and any that don’t still get protection, regen, swiftness and 25 stacks of might with boon duration runes. Your crit will be fairly low so you prolly want berserker and some celestial if you prefer.
yeah okay I guess I can live with that. Boon stealing is part of our sustain, through protection, regen etc., so putting a heal on that I could be okay with.
The problem is that two boons is too much against some classes, but barely enough against others. Most Guardians/Elementalists will easily shrug off 1 boon per LS, if you even land them 100% of the time given that they both have high vigor uptime.
In other cases, like Necro, Warrior, Ranger, you can easily steal fairly long boons from elites/utilities like Spectral Armor/Walk, Signet of Rage or Rampage as One, and I do feel myself that this isn’t entirely fair. It’s the worst on necros, at least with Rangers and Warriors it takes at least 2 LS to wipe the elite, which is easier said than done, unless they’re just standing there.
Mesmers/Engineers are somewhere in the middle, depends on their build. Other thieves you’re usually just exchanging boons with another S/D (lol), or they usually have a fair idea of your skills and avoid LS.
Having the boons on me, I like, but could learn to go without. 2 boons ripped would be alright, or 1 ripped 1 stolen.
Lyssa are fine in WvW if you go like S/D+S/P or SB, since sword builds like points in acrobatics, your swiftness uptime is already fairly high, and you can cover between 2400-3000 range to catch up to someone with the right traits and utilities. If you don’t care about conditions, I’d still go with Centaur over Traveler’s since Withdraw is the heal of choice, and since I run small group play with my thief rather than solo roaming, it helps others keep up.
I don’t use D/P but I’d say it doesn’t need Lyssa as you usually go 30 Shadow Arts for stealth removes conditions with Hide in Shadows, the runes don’t synergize as well.
Builds with easy access to 25 might are the only builds where celestial works well, and even then, don’t use full celestial, mix it in. Scepter/Dagger builds (except Fresh Air builds) are probably the only ones which easily take advantage of all celestial has to offer, I only use the most efficient pieces sprinkled in with zerker, and it’s my opinion that it works quite well.
If it matters, I run 30/0/0/20/20 with Fire VI/VII/XI, Water IV/VI usually, but I change that around sometimes, and Arcana is always V VI. Since I spend a fair bit of my time in Fire/Earth to stack might, and use healing skills from water on CD, and try to keep up Soothing Mist as much as possible, the condition damage/healing serves me well enough.
I’ve used it abit on 30 Acro S/D builds when I’m using SB in the offhand so I’m not switching every 10s. I guess it could work with S/P where you use signet of malice. Any stealth builds that want regen should just go into Shadow Arts since that regen synergizes better and is stronger.
It’s okay, I think the best time I had with it was when I tried out the tanky 10/0/0/30/30 or similar builds, where your ini regen is ridiculously high. Standard x/30/0/30/x builds it’s fine I guess, but I find myself swapping other stuff in. Pain Response will probably give you more effective health in most situations given the amount of conditions flying around nowadays.
The things that people don’t like about it are; not instant (happens after skill completion), low healing/poor scaling, and that other traits are a better fit for most situations.
So, on your scale, I’d deem it more on the side of underpowered. You can only spend initiative so fast, even if you have bags of it. Last time I checked some skills are bugged and don’t give the correct healing for the initiative spent.
oh alright, base crit isn’t 4% exactly, weird.
@Wish – So that only happens at 20 over the previous percentage? I know it’s 21/% for some odd reason, but whenever I’ve had 11 or more over the previous percentage, my crit always rounds up, in fact, right now I’m at 2083 prec, and it’s showing 60% instead of 59% on my sheet. If you do the math, my true crit chance is ((2083-916)/21)+4, which is 59.57%.
And so what I’m saying is, if math WAS truncated, what reason, (besides it being a bug) would there be to show a rounded up value? wouldn’t they have just rounded it down all the time until you reach the next %?
(edited by Ray.3780)
@ AiKitecT – he probably means you may need to rejig your stats (and hence infusions) to get an exact crit chance %. I don’t think new infusions will be out for a while, as much as I want to see something interesting and substantial.
@Wish – I’m not sure what you mean by the second part, as long as the calculated crit chance is x.5% or higher, it has always rounded up for me in the character sheet, but that could just be luck. Character sheet stats have always been ambiguous, but I think I’ll stick to maximizing my power stat with infusions.
So, with talk of wasting precision, have you tested whether or not GW2 rounds up true critical chance like it does on the character sheet?
Because if it does, there’s no real difference between 56.5% crit and 57% crit.
what’s the chance on salvaging inscriptions approx (with masters/black lion kits)? and can you salvage from any exotic crafted weapons?
I don’t think S/D is OP, but maybe I have a few tips that could help.
Poison helps them in a big way, keep it off you. Applied by SB poison field, or Mug, mostly. Weakness/Cripple is another big one, don’t let them complete auto-attack chains. If you do, let it drop before you set up burst.
Pay attention to their return spot for Infiltrator’s Strike, if you can see it, (small white circle). Place AoE on it before you drop any CC or stand on it yourself so they get punished either way (no damaging effect on you when they return there).
Cripple/Chill will jam up the distance their rolls go.
Apply as much burning/blinds as you are able to without losing burst, they can’t drop multiple conditions very often and their S/D attack speed is fairly slow.
If they predictably roll in then use Larcenous, just dodge after the first roll. Actually a fairly obvious roll once you’ve seen it on all classes.
Legendary Weapons should have unique sigils. Don’t have to be stronger than other superior sigils, just unique. Just remove the sigil requirement for building.
Also add in a gemstore item which pops sigils/runes out of stuff w/o destroying the equipment.
Would love to keybind fast-cast toggle, for some utilities/classes I love it, others I hate it, and changing it in options mid-battle isn’t worth it. Same goes for other preferences.
I think the point is that berserker’s is not offering any particular benefits in those cases because having sufficient DPS isn’t a limiter. Though it can be done without switching, optimally many people are already switching weapons and consumables on a case by case basis, switching into another armor set isn’t a big deal, not for me at least, as I carry a full 20 slot bag on all my characters for anything I might need. It’s full because if it’s not it gets filled up with other gunk.
I guess coming from an MMO like FFXI where you would swap between half a dozen gear sets mid-combat for multiple scenarios and spells has me in a different mindset. I’ve no doubt that I could run everything I listed in full berserker. But there’s no arguing that swapping makes it easier, however miniscule that change may be.
Saying PVT has ‘no’ place in PVE is wrong, imo.
There are plenty of encounters which require staying alive over raw DPS from the group.
Dredge Fractal – Bomb running.
Colossus Fractal – Double Seal running.
Dungeons – Various. e.g, skipping through mob-filled corridors, keeping mobs kited to protect an NPC, etc.
For these instances, I’m super glad I have my soldier’s runed soldier set to replace my zerker scholar gear. Also, if you ever need to take on an AH anchor role over DPS because there’s another in your group, Soldier’s isn’t bad if you have full ascended zerker trinkets and a knight’s weapon.
Thinking about this abit, I think both sides have a good case, but in particular I don’t believe the DPS benefit would always necessarily weigh in favour of Virtues over Honor or vice versa. I’m talking from a POV on Fractals mostly.
Consecrations are best used with a hammer, since the fire fields can be blasted by yourself. Most Virtue-oriented builds detailed here don’t have room for 2H Mastery, so I presume the ‘DPS’ benefit from taking Master of Consecrations is that you get enough time to do two Blasts yourself instead of one.
Firstly, if you’re in a pug or semi-organized group even, it’s unlikely you’ll be able to stop others setting their fields on top of yours. Hell, you have to stop yourself ruining your own field because Hammer auto will drop a light field and turn it into AoE Retal.
Secondly, the estimated radius of EM I’ve seen detailed here is around 300, right? So what makes Area Might from a finisher within a /smaller/ radius Fire field so much better, if you can’t 100% reliably output more stacks than EM? Even traited Symbol of Protection is smaller than EM.
There’s only one instance in a fractal where I would slot Hallowed Ground (Harpies), and even there I would say SYG/Shield/WoR are better. That leaves just Purging Flames. This skill’s secondary effect, in my opinion, is on-point ‘burst’ condition removal.
In Fractals, the most important places I can think of to remove conditions is Swamp (Wisps), Colossus (10+ stacks of Vuln). Of course, in each case, if we were all perfect players, there would be no need to remove any of that. But in the case that you do, a static fire field where people have to rally at, or a single burst removal skill like Virtue of Resolve just don’t shine as well as the general 600 radius ability of shouts.
I pay the points in honor, personally, to be able to optimally support my team regardless of the situation. This means slotting Unscathed when I’m using mostly shouts, and slotting Master of Consecs when I’m mostly using consecrations. Having 3 slots available in honor is not a totally horrible thing, you can trait for 2H, symbols, or for reviving. Aegis/Prot/Regen on revive (No ICD) can actually be pretty good for some fights.
Needs to be a more interesting option than something that just mirrors what we already have in Shadow Arts and is like blah on dodge.
I don’t know how they’d code this but I always thought that something along the lines of
‘Gain temporary immunity (short duration) to conditions avoided through evasion (some reasonable ICD)’
or maybe
‘Incoming conditions during an evade are converted to boons. (some ICD)’
or
‘Incoming conditions during an evade are inflicted on the enemy instead. (some ICD)’
would be really cool. Classes already have condition removal, conversion, whatever. Although, dodging a fear and gaining stability would be kinda nice. Sending conditions back is fairly rare, and gives condi specs something in Acrobatics. Having to time all those extra dodges for beneficial effects sounds cool.
At any rate they need to get rid of that other GM trait in Acrobatics, it’s just awful (Shadowstep away and swiftness or w/e). Anything is better than that.
Confusion is a great offensive-defensive condition. It forces people to go on the defense and re-think their plan. And if they don’t, say bye-bye. I don’t miss the higher malice. I don’t like Warhorn over Dagger OH unfortunately, but I do on/off slot Spectral Grasp to proc the 6 set so it’s not a complete waste, may just slot in an orb/crest eventually.
To compare damage, in an ideal scenario, you would (magically) have 80% uptime of burn, 100% uptime poison and 25 stacks of bleed all the time (lol). The increase from Undead (assuming +100 Malice, which in most cases it’s not) would be 0.8×25 + 10 + 25×5 DPS = 155DPS, 1550 damage over 10 seconds.
Confusion will proc at least 3 stacks lasting 10 seconds. With my stats, this will proc for 600 damage each time. It’ll proc at least once, if not twice or three times, bringing it very close to the dreamland picture detailed above. Like I said before I think, I wouldn’t use the rune set in PvE, because there, you can achieve the ideal conditions. But in WvW where you probably have more like 50-80% burn/poison uptime, 10-15 stacks of bleeding, you’re gonna struggle to outDPS Perplexity Runes.
There’s a reason why Terror is good, there’s a reason why Burning made us so powerful. And it’s the same reason Confusion is really cool. They are BURST conditions which complement our weaker ramp-up conditions like bleeds/poison, which people will very quickly want to cleanse.
(edited by Ray.3780)
I’ve been doing this too for the past week, but have some slightly different opinions for consistency. I think TG just messes up his positioning because the guys have pulls.
I run with signets instead with Signets of Power. Smoke Screen is still there though, very powerful against him. Scorp Wire is slightly longer cast time and sometimes won’t grab him as soon as Head Shot would interrupt.
Open with Signet of Malice (5 Might) → Steal → Black Powder, then circle strafe and auto-attack him, he won’t be able to do anything because he /NEEDS/ LOS for all his abilities, even his auto-attack.
As soon as he teleports, when you see the killshot line, Headshot → Shadow Shot. Drop Smoke Screen, and back pedal abit (stand right on it and it won’t always work) auto some more until 30-40%, pop signets and drop a HS or two. If he’s not dead, he’ll disappear, swap to SB and Disabling Shot, finish with a couple clusters and/or Dagger Storm.
Dagger Storm won’t stop Kill Shots, but they will make him kill himself in between Kill Shots, often the reflected hits are 4-5k.
You can do this in absolutely full zerker’s because he just won’t have a chance to shoot you.