Conditions are NOT removed last-in-first-out or right-to-left. It may have been that way at launch, but hasn’t for a long time.
I haven’t seen much research on it since the June 23rd patch, but before that patch, the priority was fixed for each skill. Most were similar, but a few were different. After the patch, it’s either maintained the pre-patch system or gone to the random system.
For generic condition removal, the most recently applied condition or conditions will be removed first. The condition is removed independent of the intensity, so 3 stacks and 250 stacks of bleeding are equivalent when considering condition removal.
Just tested this and it holds true. Easy enough to do a test on a ncero with corruptions. So unless a skill states other wise or has priority its last in first out. It also works down the list of conditions applied by a skill and applying another stack of a stacking condition moves it to the top of the list.
(edited by Sigmoid.7082)
There are reason as to why it doesn’t “make too much sense”
As for the OP condition removal skills will always remove the condition that was last applied to you unless the skill states otherwise. LastInFirstOut.
Nope, this was changed months ago.
Boon and Condition Conversion
Boon to condition conversion and condition to boon conversion has been standardized and is functionality changed. Skills that convert boons and conditions now randomly select from all boons and conditions on the target.
Afaik at no no point has the last in first out been changed.
Some specs have low to no condi cleanse and things named cooldowns that are way longer than condition applying skills from many builds around
And rof istant 4 stacks is not even that bad lol
Some specs are supposed to be, by design, weaker to conditions that others. A RoF is 2 stacks for 4s on cast and 1 stacks when you run through it.
Reaper shroud procs weapon swaps now? I’m not sure if thats intended or not. But normal death shroud did NOT proc weapon swap. Only the actual weapon swap procced it.
it always has..
its to do with how they are coded and what DS was before its current incarnation.
Just let ppl set condition cleanse priority in pvp spec menu while being outside match (Exactly like traits and gear)…easy and simple
But that makes too much sense for anet to actually consider it…not gonna happpen
There are reason as to why it doesn’t “make too much sense”
As for the OP condition removal skills will always remove the condition that was last applied to you unless the skill states otherwise. LastInFirstOut. The only thing that is random is skills that convert conditions to boons and boons to conditions. If you use skills that convert conditions to boons, it will do so randomly.
The only thing i am unsure of is stack priority. If you get hit in this order :
bleed>poison>chill>vuln>torment>bleed
Technically it should remove all the stacks of bleed from you because bleed was the last condition in.
Nightfalls final radius is as big as the whole area for meteor shower or lvl3 combustive shot. Its huge. The first is slightly smaller than a mark, the second is as big as a mark then it jts gets bigger…
Decimate Defnces dosent show crit% stat in Hero. Really dont know if the Trait is bugged cause i get lots of Crits but the stat increase dont show. If some1 posted this already then sry… took 2h to load this Forum.
Nor does target the weak because its a modifier based on your target not yourself not like DP which gives you +50% in shroud. You dont have extra crit. Your target is more likely to take critical hit based on their debuffed state.
Rise is ridiculous on some maps. Like 12+ minions ridiculous. The damage reduction because of them as well is huge.
Wow… something does feel off. I didnt believe it at first but my 12-14k grave diggers are gone in zerker gear. And I did this test on the pvp dummy where I was hitting over 12k. What happened?…
Just did a test, can high 12~14k on test dummier with grave digger with zerk ammy.
I was using marauder and then went berserker its not hitting as hard as it did last beta weekend. When I went from 12k grave diggers to hardly hitting 7k yeah something is wrong
The coeffs are the same if you are doing less damage then mobs have more toughness.
Good to know you gutted the damage values of reaper …it can’t do anything special now typical power build now is greater then what it’s now become. Struggle with anything at all but when I switch back to my old build it’s like someone put it on easy mode. why nerf reaper into the ground revert the damage nerfs
The coeffs are the same as last weekend. No idea what you are on.
A lot of traits would have to be changed and re-balanced because people have play-styles and there are traits that currently benefit those “flashing” death shroud. What may be seen as a QOL for you would be a nerf for others.
A lot of traits would have to be changed and re-balanced because people have play-styles and there are traits that currently benefit those “flashing” death shroud. What may be seen as a QOL for you would be a nerf for others.
Change thread title to “Can we get stability on Spectral Armour” and then we have a deal.
ofc berserker
who cares of survi when u are playing necro, lol.
Seems like an uneducated post. With zerks, RS, and DD (along with fury, discipline banner, food etc) you would end up with a maxed out 100% crit chance and therefore wasted stats. With raids being the most difficult content we’re most likely going to need to incorporate toughness/vitality gear into the mix. That is why soldier/valkyrie (my personal favorite)/cavalier are much more appealing now.
Wrong. This stat would be lost only if u would be able to sit in the Shroud all the time. In practive, u won’t be able to be in the shroud for more than 50-60% time of the fight. So 40% or even 50% of time u gonna sit there without crit chance. Berserker is always the best option for dps
Actually in shroud you will have 104% crit chance just because of DD and RP. Outside of shroud you can have 50% from DD, 4% base, 20% from fury, 8% from banner, 7% from spotter, up to 26% from target the weak, 4% from food, 4~7% from maintenance oil,~12% from sigil. There are more than enough ways to gain crit chance without perc on necro that as a reaper the stat isnt very useful at all.
Its entirely possible to reach over 100% crit chance outside of shroud on a reaper.
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Almost all of the abilities in RS can be made to provide some sort of chill. #2 with chilling dark, #3 when you use the fear because of shivers of dread, #4 when used with #5 and #5 because its #5. Ice would only be of real benefit to abilities outside of the shroud and those being able to be used at range such as axe of scepter. For reaper staff has 2 chills and dagger can be taken with focus as can axe and scepter but #5 isnt the most reliable to cast..
As Bhawb said in most instances hydro is better because the chill is the same lenght, but hydro does damage and procs on swap. Entering & leaving RS counts as a weapon swap.
Leaving RS counts as a swap, too? I had not heard that.
Hydromancy looks extra fun now.
Because of how it works. RS uses a 2h hammer for its damage hence you are using a different weapon. Going into shroud swaps from your weapon to that hammer and leaving it swaps the hammer back to your weapon.
Becuase of this you can take 2 swap sigils on one weapon and not have to double up on the other weapon to get certain effects. Allows use of lots more sigils and different combinations. Can have GS with int#hydro for some interesting combos then a long range weapon withother sigils and you can proc the INT/HYDRO just by shroud dancing.
I believe that the encounters will be well desinged enough that all classes will have something to do and this “optimal setup” wont get off the ground.
for all we know there will be instances needing high self sufficiency ( some classes are far more self sufficent that others while maintaining dps ), sustained or burst healing (need for ventari or druid ), lots of fast attacks or unavoidable damage, etc etc, encounters where range is key.
We also know " zerk meta wont cut it" and some classes are far better at multi rolling and make better use of more stats than others. Wait till tomorrow.
Almost all of the abilities in RS can be made to provide some sort of chill. #2 with chilling dark, #3 when you use the fear because of shivers of dread, #4 when used with #5 and #5 because its #5. Ice would only be of real benefit to abilities outside of the shroud and those being able to be used at range such as axe of scepter. For reaper staff has 2 chills and dagger can be taken with focus as can axe and scepter but #5 isnt the most reliable to cast..
As Bhawb said in most instances hydro is better because the chill is the same lenght, but hydro does damage and procs on swap. Entering & leaving RS counts as a weapon swap.
What i dont understand is why it wasnt originally implemented exactly like fortifying bond works. Would have prevented all the whining and would have been seen as a great buff to the skill. But because people have experienced the unintended boon duration its apparently trash.
@Chokolata
From my understanding FB and WHaO should grant a boon based on what your pet has and vica verca. Its drawn from a table of static duration of which boon duration effects.
Killing him if he became corrupted would be fun but then again we all know what happened to Kormir…
All Nine Elites: Ranked into Tiers for sPvP
in Guild Wars 2: Heart of Thorns
Posted by: Sigmoid.7082
OK Tier:
Chronomancer
Reaper
Herald
Scrapper
Druid
Meh Tier:
Daredevil
Berserker
Tempest
Dragonhunter
If Roy wants to test balance,
Why doesn’t he look at how spammable the dang necro is with that shield lifebar thing, at times I gotta do 3-4 FULL LIFE BARS TO KILL A KITTEN NECRO!
Aside from the necro’s abilities pretty much having life steal constantly on near everything.
If this is your view on necros almost nobody in any profession forum will take you seriously.
on WHaO. It should have functions like fortifying bond to begin with. Huge oversight on their part giving it the way it was. that way they can actually control which boons they want rangers to be good at without giving them an overabundance of certain things.
It’s such a small change though I have to wonder why they even bothered? I guess it removes the dependence on lingering curse. But lingering curse is still going to be taken by every PvE condition build and no PvP condition build.
PvE dps is higher but also ramps up faster which was one of the issues in the first place. Mobs may also have increased ability to remove or transfer conditions we dont know yet. PvP just buffs outright because of cleanses ramp up time is very important.
I probably should check up on this before I post, but last time I checked reaper shroud aa numbers were based on exotic double handed weapon, no? Anet recently said they would base raids after ascended stats, making it kind of a bummer for reaper. So that would be some nice changes to see (unless they have already been made)
Its based of the rarity of your mainhand weapon last time i checked, similar to engi kits, it and it uses a hammer.
Kits scale damage based on the rarity of the player’s equipped weapon.
It should have been like fortifying bond, set duration for copied boons, to begin with.
So:
Sceptar #1 does the same if not a pointlessly small higher amount of DPS but ramps up faster so buffed.
Scpeter #2 does more damage over all and has longer bleeds.
Scpeter #3 for condi builds is just a pure fpDPSs increase.Over all the whole thing has been buffed.
Scepter 1 is a slight nerf not a slight buff, scepter 2 is a slight buff, these 2 cancel each other out almost perfectly.
Scepter 3 is a buff to DPS but an average nerf to LF gain.
I think slightly longer duration on scepter 3, and a LF gain skill on dagger 4/5 would be good.
I think the overall bigger problem is that bleeds suck. they need to make bleeds to the damage they were supposed to be before the unexplained patch day fake out nerf. If they fix that then I think condi necro could actually be really good.
Mathematically its an improvement no way to say otherwise. Before the changes at best you would get 2 stacks of 20s of bleed and 16s of poison per full auto chain. So 40 bleed ticks and 16 poison ticks. After the change at best you can get 3 stacks of bleed for 13.5s and 18s of poison per full chain. So that is 40.5 ticks of bleed and 18 ticks of poison per auto chain. The dps is roughly the same but because it ramps up faster its a buff. The only way its a dps loss is if you miss the last auto.
Scepter two, before the change at best you would get 28s of 3 stacks of bleed. Now you can get 30s of 3 stacks of bleed. Straight buff.
Scepter 3 is now a pure condition skill. Doesnt really need a duration increase its fine as is. Just because the up-time is between 96 and 100%+ doesnt make it bad.
So thats 3/3 on buffs for condi builds.
Sorry i’m not going to settle for sup-par bottom tier dps with no utility even if it is a buff over the old sub-par dps.
Scepter 3 duration definetly needs to be increased, bleed needs to be buffed, OH dagger needs to get a LF gain, and lingering curse needs a rework to become a group wide duration buff. Once we get that or the equivalent of that then I will be satisfied.
That wasnt my point. My point was pointing out you were wrong about all three skills not being stronger than before. Im not denying certain other things may or may not need adjustment.
(edited by Sigmoid.7082)
Called it
I needs to be changed to have the same table as Fortifying Bond
Thats the most likely thing i see happening.
So:
Sceptar #1 does the same if not a pointlessly small higher amount of DPS but ramps up faster so buffed.
Scpeter #2 does more damage over all and has longer bleeds.
Scpeter #3 for condi builds is just a pure fpDPSs increase.Over all the whole thing has been buffed.
Scepter 1 is a slight nerf not a slight buff, scepter 2 is a slight buff, these 2 cancel each other out almost perfectly.
Scepter 3 is a buff to DPS but an average nerf to LF gain.
I think slightly longer duration on scepter 3, and a LF gain skill on dagger 4/5 would be good.
I think the overall bigger problem is that bleeds suck. they need to make bleeds to the damage they were supposed to be before the unexplained patch day fake out nerf. If they fix that then I think condi necro could actually be really good.
Mathematically its an improvement no way to say otherwise. Before the changes at best you would get 2 stacks of 20s of bleed and 16s of poison per full auto chain. So 40 bleed ticks and 16 poison ticks. After the change at best you can get 3 stacks of bleed for 13.5s and 18s of poison per full chain. So that is 40.5 ticks of bleed and 18 ticks of poison per auto chain. The dps is roughly the same but because it ramps up faster its a buff. The only way its a dps loss is if you miss the last auto.
Scepter two, before the change at best you would get 28s of 3 stacks of bleed. Now you can get 30s of 3 stacks of bleed. Straight buff.
Scepter 3 is now a pure condition skill. Doesnt really need a duration increase its fine as is. Just because the up-time is between 96 and 100%+ doesnt make it bad.
So thats 3/3 on buffs for condi builds.
So:
Sceptar #1 does the same if not a pointlessly small higher amount of DPS but ramps up faster so buffed.
Scpeter #2 does more damage over all and has longer bleeds.
Scpeter #3 for condi builds is just a pure fpDPSs increase.
Over all the whole thing has been buffed.
I wouldn’t be surprised if they soon change it to have the same table as fortifying bond.
LC and some duration got nerfed because it previously allowed the scepter skills to reach 400% their original duration. Now its only 300% but also of a lower number.
4. Scepter 3- Torment is the nicest change to scepter, yet the duration is soooo short that even with lingering curse, 40% food, runes, and 10% utility duration I STILL CAN"T get 100% uptime… This is absurd to me. Double the duration at minimum.
I dont understand how with lingering curse, 40% food, runes and 10% duration you can get over 10s because with just 15% duration and lingering curses in pvp you get 7s.
Lingering curse makes it a base 6s. Just with 40% food you are at 8.4s. You only need another 27% condi duration to be at 10s. Sceptar skill bleed duration has the potential to reach 300% of base because of how lingering curses works. Can be easily seen because you can get 85% bleed duration in pvp and with lingering curses that puts your sceptar #1 kitten bleeds at 12.5s.
2. Scepter 2- unchanged due to lingering curse nerf
Grasping Dead: Increased damage by 14%. Increased bleeding duration from 7 seconds to 10 seconds
This means you went from 3 stacks of bleed for a maximum of 28s (7*2*2) to 3 stacks of bleed to a maximum of 30s (10*1.5*2). It got marginally stronger.
(edited by Sigmoid.7082)
I needs to be changed to have the same table as Fortifying Bond
Thats the most likely thing i see happening.
Apparently I just have to get used to my new role as a Monk. But at least we get to be a medium armour Monk now? Maybe our next elite spec will be Smiting. I liked playing a smiter.
The QQ is real.
Here’s an alternative for you: don’t take the Druid traitline.
There. Now you don’t have to be better at healing. I along with most others however will happily enjoy being healing Druids and adding diversity to the rest of our builds without you.
“its new and has the word elite in it so i must play it but its now what I want therefore i must complain about it”
they tried without trinity, it sucked. theyre bringing it back, people are happy.
The trinity has always been in the game just there was no real need for 2/3 of it because of encounter design.
ahh sorry for the confusion. I was comparing NC to Life Transfer, which indeed has the same damage modifier as Soul Spiral. I’m seeing a lot of parallels between celestial avatar and shroud.
Another thing to note is in the video some of the tooltips dont have stats but some do and its also obvious he is wearing a zerk amulet when using the skills on target dummies. You can tell this is the case as he crits very often, has rangers base hp pool and his crits do roughly 2x the damage of his white hits.
No it’s not Deathshroud on steroids. They don’t get a second health bar and there attacks mainly heal and support as opposed to doing damage.
there is virtually a second life bar, in the form of heals. except theyre going out to 4 more people. so I’m giving another life bar to 5 people including myself.
NC does quite a bit more dps than life siphon, not to mention the slow condi.
lastly, we have an aoe daze for additional utility.
if you take piercing life blast spam out of the equation, Celestial Avatar does a lot more aoe dps, in addition to providing huge utility via debuffs and burst heals.
If you are going to do that compare elite to elite. RS > CA for aoe damage. Also “giving another life bar to 5 people” may mean giving up a lot of things (stats, personal pressure, dps, etc etc ).
The forms as well as the classes in general..they are designed for two different things one is not a better version of the other.
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It lasts 20s. You gain 2.5% per heal or 0.25% per attack done. You either need to heal someone/thing 40 times , attack 400times or some combo of the two in order to fill the bar to use it for 20s.
You can only use the #4 skill and #5 skill twice unless you have alactrity. Also you misunderstand how quickness works as both the #4 and #5 would have a 1.83s and 1.67s cast time respectively under the effects of quickness. Quickness hasnt be 100% for a very long time.
Essentially the form is very good for burst healing high amounts where as something like ele or rev can supply more sustained heals.
Im more interested to see all the control builds that use druids abundance of dazes + MoC.
Today was the first time after 3 years and over 6000 hours of playtime that i consider to leave the game. This was the reason https://www.youtube.com/watch?v=fK1N_vqJPac&feature=youtu.be
No matter how many times i watch this and trying to give him the benefit of the doubt, it still turns out to be Arenanet giving the elementalists the finger, and not in a twisted funny way, but in a gloating ugly way.
Then i see how they tell us that Hey we have buffed your elite skill and it turns out you buffed the glyps, which very few of us ever uses anyway since the pet dies in two hits.
So in the end we still only have one elite still to use which is fiery sword and noone uses it for the damage but to move faster forward. The Icebow is dumbed down to a point were it will be useless, and since the axe and the shield was always uselss, so we now having 5 conjured weapons that noone will use, and we already had the useless glyphs, were one got less cd which have no meaning since the pets are easy to kill, which means in the end ele now have 10 skills that most of us never use.
But thank you for that gloating message from the Arena net staff on the twitch stream, your gtfo message is noticed.
Surely you’ve noticed in your 6000 hours of play that Ele has been the top class in GW2 PvE for a while now. Ice Bow was crazy, did far too much damage, and had to nerfed for the upcoming raid encounters.
If icebow had such a game breaking effect on raids then they should scrap them and start from the beginning.
Ice Bow did far too much damage in PvE encounters, especially against enemies with large hit boxes. It’s as simple as that. It amazes me that people actually think that it was OK for a single skill to deliver so much damage.
It is not ok. But if burst damage can break the encounter they probably did something wrong with the boss itself and nerfing 1 skill will not cut it.
What do you think is easier? Nerfing one skill that does more than any other skill in the game by a ridiculous margin or designing every future encounter around something that was clearly broken.? It did literally 3~4x the amount of dps any other skill in the game could provide in a similar time frame and trivialized a lot of content.
I think it means if there are 6+ foes in the aoe… Only 5 will take damage from it period. Not each individual impact.
I’m convinced that each impact currently hits ONE foe, that’s what I’ve observed, I’ll record a video today if no one else will to test, that’s how I understood the balance change to mean.
I am an evidence based person, I require evidence to form an opinion, and will provide mine once I’m able to, if you guys care to follow suit and show me yours, we can get to the bottom of this.
Have you not seen the video i posted??! watch the first 30s and tell me you see only 5 damage numbers at a time and not many many more..watch it at 25% speed and you will see in the first example every time a shard hits the ground 5 numbers pop up..until people start dying anf you get like 3~5/ lots of “invuln” messages.
If each impact only hit 1 foe there is no way you would see that amount of damage. Enough evidence?
(edited by Sigmoid.7082)
I have not seen that… I only know each one to hit one foe. Show me a video if that is the case. The tooltip does not say 5 targets either.
even in the first 30s you can see why ice storm:
a) hit more than one target per impact
b) was ridiculous.
It’s only a nerf against one foe. Against two foes there is no DPS change, against three foes it is a damage bonus.
People are ignoring the fact that each hit from Ice Storm hits 3 foes now, and I feel like it’s intentional just to complain. Meteor Shower already does this, perhaps Glyph of Storms in Water, Lightning, or Fire could follow suit.
You do realise that currently each impact has a target limit of 5. The current ice storm does a maximum of 120hits.
Without a change for scepter #2 this change could turn desastrous. I would not suggest more stacks or duration just a cooldown reduction. Speaking of cooldown reductions maybe it is time for a cooldown reduction for scepter in lingering curses.
Why.
Are we not going to talk about the smoke sclaes smoke field and leap finishers on sword #2 and GS #3 for stealth not related to LB?
That is per impact as well isnt it so it looks more like:
4000*5*24 = 480k
2000*3*24 = 144kEven vs singular targets it used to do 96k damage. Now it does 48k so it would be far more in line with other high damage abilities.
Doesn’t matter if it’s per impact as the number of impacts doesn’t change. The point is that he was doing it wrong and he thought it was a buff, as if before it only hit 1 target.
I can see where he went wrong though since i dont believe the 5 target thing is in the tooltip? My point was visualizing how ridiculously powerful the skill was and how its now more inline with other things. Justified nerf.
The only way I can see this weapon being competitive in PvE is if the following happens:
1. add an additional bleed to the scepter
2. Increase bleed back to 0.075 scaling, it is just pathetic at 0.06.
3. Mobs have extremely high toughness
4. Mobs have phases that they are immune to physical damage all together/reflect physical damage.
5. Damage is less readily available because of the need for other stats so you dont get blown up as “zerk meta wont cut it anymore”. Condi damage takes 1 stat and physical damage takes 3.
You hope for more highly mobile mobs?
You do realise, that if a mob moves far enough to be out of lava font’s AoE any other class will have to move their “cleave” too, which will decrease your DPS too right? (Unless you are a staff elementalist who will hit with Autoattacks anyways again)
Moving mobs would be more a hit to ele dps because a lot of it comes from mobs sitting in lava font, other classes dps is more mobile and not static. Not many other classes rely on static persistent aoe to deal sustained dps. Makes more room for CC specs overall from everyone, which is an increase in diversity.
Besides its boring if the mob just sits there and eat everything. Its not very engaging at all. I believe at the start of the games betas mobs would actively move out of aoe abilities and people didnt like it because it was difficult and using abilities to stop something from moving so your damage stciks was hard :/
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It isn’t a nerf.
It will deal overall +50% against groups of enemies.
4000 × 1 = 4000
2000 × 3 = 6000It just requires more foes to hit.
Zenith: https://wiki.guildwars2.com/wiki/Meteor_Shower
Meteor Shower DOES do that.
What are you smoking, man? Old skill used to hit 5 targets. This is proper math:
4000 × 5 = 20000
2000 × 3 = 6000It’s basically a 70% dmg nerf.
That is per impact as well isnt it so it looks more like:
4000*5*24 = 480k
2000*3*24 = 144k
Even vs singular targets it used to do 96k damage. Now it does 48k so it would be far more in line with other high damage abilities.