I consider Molten to be the noob destroyer.
Really smooth run ( few hiccups ) but the second molten hits the 4th fractal, you know who’s brain dead or not.
What people who like the skill fail to realize is that venoms have this quality I call “Trash Until Traited”.
TuT For short.
The skill is clearly horrible, it was designed that way.
Only fully traited for venoms does it even START to look appealing.
And thief is out “supported” by the other classes ( why else were thieves preferred for their nice damage ? Maybe because it’s what thieves excel at. )
Sorry, but I’ll probably use it a few times for a good laugh and go right back to withdraw/HiS.
Some of the other classes got nifty heals. Wish I could have said the same for my main.
if the gold is anything like fractals, you’ll probably get 5 copper per match win.
2 if you lose.
Still waiting on a response as to why medium/heavy aren’t getting a re-work ?
This is just lazy.I’m seeing this type of comment from a few people. Do you really not understand why ANet is responding to the outcry against the light but not the others?
I believe we all understand why.
But what I don’t understand is why it’s acceptable to go ahead and keep the medium/heavy armor we were given when they’re simply copy pasted armor with a few fire particle effects. For something 800 gems, you’d at least expect a new armor no? And being OK with this basically tells anet that it’s fine to rehash (put fire particles) old crappy armor no one uses for quick cash.
These sets also don’t set a standard for rarer armor having particle effects since it can be bought.
Chances are they’re going to use the same “mesh” for the new light armor and change it up more so it’s unique compared to the T3 human but still similar to what people bought. End result is still better armor than medium/heavy is getting at this point.
It still blows my mind that the “mesh” chosen was the T3 light human, while medium/heavy armor have karma skins chosen as a mesh.
And they say mesh, lets be honest, it’s just the same skin with fire. Copy paste would be more appropriate.
Still waiting on a response as to why medium/heavy aren’t getting a re-work ?
This is just lazy.
I kinda sorta agree with wethospu.
That and the fact we don’t know how much the other 3 could have potentially been terrible with next to no AR getting wrecked at molten ( for example. )
This has happened to me 2-3 nights in a row where I’m practically forced to solo molten because the instant the fight starts, we’re instantly down to 2 players.
Myself and the guy who started the instance. We didn’t kick ( Dear god do I regret those 1.5hours wasted ) but I honestly should have. When the other three left and we got people with brains, we easily killed molten with no problem and guess what… they were rewarded for doing so.
You’ll always have the kitten guilds who do it to reward their other guildies, but more often than not, people fail to realize how much they’ve been a huge burden to their team until they get booted and QQ on the forums.
Hey, everyone. We’ve been reading all your feedback about the Flamekissed Armor Skin that was released into the Gem Store yesterday.
Although the Flamekissed Armor uses the same mesh as the Tier 3 Human Cultural Armor, it was not our intention to create an armor skin that so closely matched the existing Tier 3 Human Cultural armor set. The intention was to use the mesh as a basis for creating an armor set that stands apart and is distinct in appearance. However, after reading your feedback, we agree that the Flamekissed armor is not visually distinct enough from Human Cultural Tier 3 armor.We will do a few things to address this issue.
- We will temporarily remove Flamekissed Armor Skin from the Gem Store.
- Players who have purchased Flamekissed Armor Skin will keep the skin.
- We will make new art for the Flamekissed Armor Skin that achieves our goal of making a visually distinct and attractive armor set and does not closely resemble the Human Tier 3 Cultural armor.
- Once this new artwork is completed, we will then update the Flamekissed Armor Skin so that all existing sets that players have purchased get the new art. We will also offer the Flamekissed Armor Skin for sale again at that time.
- When we update the Flamekissed Armor Skins with the new artwork, any player that has already purchased the set and who does not like the new, updated look, can get a full refund by contacting Customer Support.
Note that there is no ETA on when this change will happen. We need to work with the Character Art Team to determine when we can have a new armor skin ready, and this could take some time.
Thank you everyone for providing your feedback. We appreciate that you took the time to let us know how you feel about the new armor set.
So let me get this straight.
Medium and Heavy armor are still stuck with the rehashed karma armors ?
While you’re confirming that light armor players are getting a new armor set ?
Yes indeed steal doesn’t count as a bundle sadly. And no one in their right mind would “fight” with a banner. Conjured weapons don’t quite cut it considering they have very situational usage and requires you to bring a very bad ( currently ) class to get that bundle. The fact remains that you’d be of much better use to your team by not picking them up either.
I believe they took the “improvisation” bit super seriously.
I’d be ok with it if you could say… break pvp objects and they would create bundles ( break a crate and get a stick ? ) That would be some hella improvisation.
Or my personal favorite, to count the stolen item as a bundle.
Which gives you two options.
1 : keep the stolen item and get the 10% bonus damage improvisation gives you. This locks steal out of your rotation AND you lose the skill recharge portion of the trait.
2 : Use the bundle (stolen skill ) and lose the 10% damage but then you regain access to your steal etc.
Great neutral trait for master tier ( something deadly arts lacks. )
AND I’m done. This really could have been in the thief forums lmao. ( my post )
Shall we give Kits to all other professions so they can properly utilize Rune of the Engineer?
No but you should give one to the thief to properly use “Improvisation”.
They don’t interrupt you but, at least in my case, they generate skill lag. Whenever I get immobed, i’m usually forced to hit my next skill at least twice in a row. As a thief, this can be rather detrimental since i need to manage initative.
Yes, blowing 2-3 skills that queue up wiping out your initiative is beyond frustrating.
To me, animation also means “heal animation”/“Skill animation”, an animation is an animation after all ( it isn’t very specific. )
I don’t jump a lot, and I can see how it would bug out doing that.
I just find it really weird mashing my heal with nothing happening except loads of conditions and immobilizes stacking on.
Wow….. WHY ? Why are immobilizes interrupts ?
This actually blows my mind right now.
@ google, legit anything really. Engies/necros/guards/Warriors, basically every class has an immobilize and the second you try to run away you get nuked with them. Immobilize should NOT interrupt your action, this makes it incredibly stronger than it has to be. ( considering it stacks now )
Out of curiosity, am I the only one experiencing this ?
Trying to escape + heal, I get immobilize nuked and all my actions get interrupted and not only that I try mashing the heal or whatever I’m trying to accomplish and it seems to delay and refuse to actually work.
Shouldn’t immobilize just… immobilize you and allow you to finish whatever skills you were doing in that spot ? I’m confused and it isn’t the first time this happened. It’s a regular occurrence in this condition filled meta.
just doubleclick the finishers and use them – they dont remove your perma
edit:
suggestion: let us throw 4 limited finishers in mystic forge to others
Oh dear, how did I not think of this.
Regardless, if this is changed to be either worth something or easily deleted if you have a permanent version, I’m game for those as well.
EDIT : I know why, it doesn’t work. You get an error message saying you already have it unlocked =|
(edited by Takato.4976)
Iv’e been thinking about it…
And other than the Sword nerf ( which IMO is incredibly sad but now we will need to avoid the entire hit rather than eat CC and then run. Never used it to stomp [due to pistol] )
The thief won’t really be going anywhere compared to where’s he’s at now.
Iv’e noticed a lot more thieves going 10/30/0/0/30 ( set up Iv’e been using for a little over a month now ) which has 0 initiative regen skills ( other that klept. ). The initiative buff will make that build even more crazy than it is. ( P/D of course ).
Thieves will honestly still be amazingly good ( I don’t understand why people think they’re going to be trash after the update. ). I expect more nerfs incoming personally.
If I have the unlimited version, is it possible to NOT require to type the whole name just to delete it.
Thanks.
~A paying customer who is purchasing the infinite stomps that is annoyed of deleting all the limited ones that I get from chests.
Why would it?
S/P is a direct damage weaponset, there isn’t a single ability in it that can stand to gain from taking condition damage. Why add 5 bleed stacks (at lets say 5 seconds), that do roughly 1k damage over 5 seconds (since you’re going to be focusing on power/crit/crit damage)?
i agree with what you are INTENDING but i would like to note there is no such thing as condition or direct dmg set. each set SHOULD be able to be used as either. sword is the only weapon that really cant be used as condi even tho every other weapon in game kinda can do both.
Weapon sets that can’t do condition damage
Thief
D/P
S/PWarrior
A/A
A/S
M/S
M/M
GS
.
.
.
.
I mean, I could keep going, but why bother? It’s fine if a set is designed to do 1 kind of damage, its fine if a set is intended to do both, but S/P is clearly designed as a direct damage weaponset.
When are they removing the poison off of dagger main hand ?
I am not a warrior, so let me be the first to apologize if what I am about to say is inaccurate.
From my perspective, the only issue with the current version of the warrior is the effectiveness of healing signet without any need to reach for healing power. It has been suggested before, but why not nerf the base heal of healing signet slightly but make it scale better with healing power? If this isn’t a viable solution, could we get an explanation of why not?
I think specifically targeting just the hambow build is way to narrow minded and does not address the true issues with the warrior class.
Because that would be too much of an easy fix.
Last few comments summed up most hot join servers.
It’s… hot join. What’s wrong with letting friends stack on one team? There’s a 75 point difference between the winning and losing team in regards to glory so I don’t see winning as an issue. If you don’t want to get facerolled, just join a new server. It’s hot join.
But that’s besides the real issue here.
I ( who has played gw2 since day 1. ) has grown with the rest of the community pvp wise and I know its ups and downs. Much like most of the community who has bothered to play pvp. Heck, pvp was the MAIN reason for me to get the game.
But think about our already dying game mode ( pvp ) that could use some fresh blood.
They join and expect a mostly random match with varying skill level, not to get facerolled by tpvp comps ( full guildies at times ). Its honestly a MAJOR turn off for them I can only assume.
Something else, is the removal of “rank” in hot join. No one in their right mind can tell me that they’re farming hotjoin/skyhammer for glory. Its for the rank.
So might as well split up the players by telling them “Hey, if you want to ‘rank up’, you will need to be yolo q’ing or playing tpvp.” Players who just want to have fun and get themselves into pvp can play with like minded players in hot join for quick pick up matches. While all the stackers can go back to where they came from (tpvp) and actually play against other like minded players for their rank.
I thought hot join was considered the “hop in for a few quick games and leave when you’ve had your fair share” game mode. Used to “teach” players the ins and outs of spvp ( lol )
This is being taken to a whole new level of “quick games” when like minded ( and skilled ) players tend to wait in spectator mode at the start of every match and try to join the same team ( all of them ). Effectively stacking the teams making every opposing team lose by incredible margins.
How is this teaching anyone anything ? How is this fun ? I understand that it’s an easy way to have guilds gang up and farm rank/glory points but good god, when is this going to get looked into ?
My typical PvP session is the following.
>Try Solo Q, get paired with terribad players.
>Quit and decide to try hot join for a few quick matches to try out builds.
>Get trampled by stacked teams.
>“Can’t beat em join em mentality kicks in.”
>Proceed to mindlessly win 2-3 matches against rank 1-10 players and the few ballzy rank 30-40+ who’re desperately trying to not make the matches so one sided.
>Quits after 30-40min of playing.
Honestly, just remove the ability to join matches from spectator and or stop players from picking which team they join in Hot join.
Now to see how many will tell me to play tpvp ( in this mess of a leaderboard might I add. )
Trickery IV – Flanking Strikes. Move to Master tier.
Feels like a response to 30/25/0/0/15 to disallow more damage in a burst configuration.
Why would anyone give up executioner to put those 5 more points in deadly arts for a “burst” build ?
No sense made.
Acrobatics X – Assassins Reward. Increased healing scaling by 35%. Moved to Grandmaster Tier.
No one uses healing because it’s bad. And to further raise its effectiveness, you would need to trait into shadow arts as well. I believe a flat bonus to the actual healing it does would be far more useful and keep the bad scaling. We’d be like warriors, except we’d need to actually attack to get our healing from signet of malice/this trait.
Acrobatics XI – Hard to catch. Moved to Master Tier.
People traited 30 into acrobatics quite a bit for quick pockets, never for hard to catch.
It’s far too random and puts ourselves in horrible situations. Although, now its easier to get ourselves killed since we don’t have to dedicate that extra 10 trait point for it lmao. It needs a rework, I’d honestly like for this to be a stun break ( 45 second icd ? )
Trickery 5 – Kleptomaniac. Reduce initiative gain from 3 to 2.
I’m ok with this, I always considering minor traits bonuses anyway.
Trickery IV – Flanking Strikes. Move to Master tier.
I see this as being pointless.
I thought people used thrill of the crime and bountiful theft when they specced into trickery anyway ? Make it 10% and it could be justified.
Trickery VII – Bountiful Theft. Reduced vigor duration to from 15s to 8s.
I’m also ok with this. Tones down the perma vigor ( although some classes apparently are still allowed to get near perma vigor, but that’s another issue ). Every steal basically gets you 2 dodges within 10 seconds instead of 20 seconds.
Trickery VIII – Trickster. Move to Adept tier.
Much needed buff, we’ll see how it fares against thrill of the crime/uncatchable.
Here’s my take on the preview for the thief ( since it’s basically the only class I truly use for pvp. )
I will also keep in mind that this is to help build diversity more than it is to nerf/buff things. With that, lets begin.
Increased the base rate of initiative gain from .75/second to 1/second.
This is a good change, it’ll easily help with stopping myself from bringing 2-3 initiative boosting skills and allow myself to maybe pick other traits in comparison.
Shadow Return on Sword. Renamed to Infiltrator’s return. Added a 1/4s cast time.
I don’t understand this change. It’ll be incredibly clunky. I would have personally preferred an initiative increase on the return portion, especially with an increased initiative regeneration rate. This would stop the skill from being spammable, but would still allow for the thief to use it intelligently and have great mobility with a semi-stunbreak.
Pistol Whip. Reduced the after cast on the first half of this skill by .25 seconds.
Much needed an in the right direction, now to test it out when it goes live ( if it does )
Deadly Arts VI – Sundering Strikes. Increased the trigger chance from 50%. Remove ICD. Decrease Vulnerability duration to 6s.
Much needed buff, but I don’t know if it’ll ever see use. I think it could use a bit more spice.
Critical Strikes VI – Practiced Tolerance. Increased conversion from 5% to 7%.
Good buff, but I think these traits shouldn’t even exist and something more creative could replace it.
Critical Strikes 15 – Opportunist. Increased trigger chance to 50%. Increase cooldown from 1s to 5s.
I believe this to be a pretty good buff. Attacking more than once in a second only happens on a select few attacks, so we honestly had VERY minimal chance to see the initiative gain especially on D/D for example even with a high crit rate ( which typically you can only get 50ish% in pvp anyway. )
Now we’re basically given an extra initiative once every 5 seconds, even for non-crit heavy builds it should be easier to get that initiative. BUT, this is a big nerf for PvE, where you basically crit 100% of the time and remove that second layer of condition required to get the initiative.
Critical Strikes VIII – Signet Use. Reduced initiative gain from 2 to 1.
I’m alright with this nerf, it still retains the lower signet cool down and is always a welcomed bonus to using a signet ( which I typically used agility/infiltrator’s, two signets who have really useful active/passive abilities )
Critical Strike X – Critical Haste. Increase trigger chance to 25%.
Although a good buff and 2s of quickness every 30 second sounds pretty good ( In comparison to say, using haste which requires a utility slot, gives 6 seconds with a complete loss of endurance + breaks stun ) It is FAR too random to be used with any type of skill. Too many passive rng abilities will hurt gw2 in the long run. I saw a suggestion where it would activate at 33% health threshold that could be a step in the right direction to having more control over the trait.
Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.
Much needed. You can still stay in stealth for a while, at the cost of munching on your initiative.
Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 4s from 8s.
I’m ok with this. At first, while still a nerf, you get boon duration traiting to get this.
This basically means that, every heal you use, you get a dodge back in 5 seconds instead of 10. While before you would have gotten double, it’s not too much of a big deal, people need to learn to not spam dodges to evade 24/7 and actually intellectually use their dodges. That and we have signet of agility/feline grace anyway.
Acrobatics IV – Assassin’s Retreat. Increased swiftness duration to 20s.
We have a sigil for this that no one uses. I don’t see a reason to make a trait for this expecting thieves to actually take it. It needs a rework in my opinion. To what ? I don’t know yet.
Acrobatics IX – Quick Recovery. Reduced initiative gain from 2 to 1.
This trait needs a secondary use like “signet use”, otherwise it’ll never see the light of day ever again.
I use the merc stealth keyboard and razor naga hex ( for key placement reference since they’re placed differently )
Bellow is a picture of the keyboard left side.
http://img135.imageshack.us/img135/8605/prdshtmercstealth01gt1.jpg
My set up is as follow.
Crtl+1-2-3 for utilities.
E = heal
Q = elite
C/B/P/ ctrl + mouse wheel down = F1-4
mouse 1-2-3-4-5 = 1-5 skills.
Mouse wheel down = dodge
aswd = movement
F = action
V = aoe pick up/voice button
R = Weapon swap
7-8 = Zoom out/in since my mouse wheel had their buttons changed to be able to dodge.
Mouse wheel up = tab target
mouse 6 = attack called target.
I think that’s about all of it LOL
I’m so used to this set up now, works really well and all of the required fingers basically never goes too far from what needs to be pressed.
I often delete\make new pvp chars except for 2…so i would lose my rank just because mez is out of meta and i don’t need 3 mesmers with 3 different specs (Gratz anet on not giving us templates like gw1 btw) so i have to delete 2 in order to try something else? I don’t think so…
Sounds more like it’s YOUR problem.
I agree it’s annoying to change builds and not being able to save them, but to dedicate character slots to avoid doing that is beyond lazy.
October 1 Patch NotesI wouldn’t read anything into it. Not really even sure what rarity they were before; it’s kinda a nonsensical distinction.
To me its just setting themselves up to add a “rare” transmutation diamond ? ( lolname )
considering I doubt we’ll be lvl 80 forever, something higher is needed I guess…
Can someone tell me when transmutation stones became blue quality and transmutation crystals are green now ?
inb4 another tier of transmutation.
>skips to 5 min
>blows 3 head shots on nothing
http://www.reddit.com/r/Guildwars2/comments/1njf9o/new_ascended_armor/
See for yourself in game.
Same clipping issues and absolutely no love for this race.
I realize this will never get fixed, so I would at least love to be able to change my race to one that clearly get “loving”.
Favorite race and Iv’e been using the same armor since day 1 ( medium armor thief might I add )
> Star wars 3rd.
And it deserves it. You’re probably thinking of The Old Republic, the mmo that came out a few years ago. They’re talking about the original Knights of the Old Republic, one of the best rpgs to date.
Oh, my bad… You’re actually correct.
That game was the kitten ( aka amazing. )
> Star wars 3rd.
Totally unplayable. Only GW2 is suffering – everything else is fine. Even the in-game chat is fine. However, I can’t move or do any action for 10 minutes until an eventual DC.
Server: Gandara
You won’t get anything from them…
It has been like this for a few days now ( for me anyway ) and still nothing.
Lost a lot of my interest playing, due to the lag in the game.
Unplayable, and the second I leave gw2, I test my speed. Perfectly fine.
Try downloading a large file. Perfectly fine.
Try streaming a video in HD, loads in seconds.
All my other games are working as they should ( Online )
Seriously, what’s going on ? I can’t even PvP either.
And I literally just formatted my comp ( To get a fresh start. ).
I should not be getting this insane lag. It does seem to be a select bunch of players too.
It’s getting ridiculous right now, I can barely do anything in the game.
It wasn’t like that before.
I have tested my connection multiple times on multiple games.
Countless speedtests on random servers across the world, everything is absolutely normal and working as expected on my end. It’s absurd that we’re experiencing so much lag PvP/PvE, just everywhere.
Hey folks,
Looking for additional information:
- Is this only happening on Foefire?
- Is it only in solo queue?
Thanks!
Speak of the devil, I was just thinking about last night’s pvp sessions and this happened too. I can confirm that it’s not just solo queue, last night I was doing my daily quickly and I believe every single player in that match was consistently stating they had huge lag spikes, myself included.
In the end, I crashes right as my team was about to win. That was the last match I needed to finish the daily and still got it regardless.
Promptly stopped after because I didn’t want to play with a laggy connection but everywhere else I didn’t have lag, so I did PVE lmao. The lag only happened in foefire for me. Before reset up until I finished my daily I did about 10 games and it was only foefire that was laggy.
Edit: just saw region, this is NA.
(edited by Takato.4976)
please post you system specs if you’re having issues. I build my PC 4 yeasrs ago and other than upgrading the GPU 2 years ago and dropping in an SSD last year, I haven’t upgraded anything since Ibuilt it. I’m running great except the super zergs where I drop to about 25 fps on high settings. Once we figure out where your system is lacking you’ll know where to spend your money to get it running smoothly. If all else fails drop your graphcs settings for the zerg events and pop ’em back up after.
I would post my specs but this isn’t really supposed to be a “help me improve my performance post”. Sorry sometimes I do write unclear. I appreciate your willingness to help though! What I wanted this thread to be about was a discussion on the-what I believe to be-disconnect between what they are putting out as content (large zerg raids), and the performance of the average gw2 players pc. What are your thoughts? Do you think there is a disconnect? If so do you think it we should just come to expect that as mmorpg players? Do you think that most people can run these events even on low settings and get a decent experience? I want to know what you guys think.
What do you have to hide by not wanting to tell us your specs though?
You say average like YOUR computer is average while for all we know you could be playing on a toaster and clearly not enjoying the content anet is pushing out for you because it can’t handle that content.
I have a feeling your idea of average is pretty low as far as standards go.
I mean, gw2 on lowest settings looks worse than minecraft for god’s sake.
( exageration yes but still )
Took me that time for me and a friend to do W2Z2, this will take forever lmao
And by W2Z2, I mean regular mode LOL
That would be nice, I only truly use 1 character and even at that I find my bank space very limiting ( even If I have 7/9 chars on my account. )
Never thought about that. Time to save a bunch lmao.
Worst case scenario I just open them in a few days regardless.
I think you both misunderstood.
He has all the bank tabs bought, it’s just there’s so much junk in this game that even THAT is not enough.
Every armor set is 6 slots used, and with 5-8+ chars, where do you put them all after the bank/bags are filled ?
He stated he’s willing to buy more, Anet just stops you by limiting the amount you can purchase.
> Currently working on a way to easily see which path is done.
> ETA
> 2 years.
They could have done really well with this new system. But nope.
Time to not run dungeons often like I always did.
Game changer for PvP right now.
Not only do you die and wait 15+ seconds to respawn, it takes another 15-30 seconds to load now and gives a kittened advantage to the other team.
Might as well call it hard core mode and never allow dead players to respawn.
Have forgotten about us ? Why ?
I’m not much of a lore junkie and it typically doesn’t bother me.
But I literally just helped them and accompanied them through hardship when no one else would assist them. And they already forgot who I am ?
Pavilion dialog :
Braham : Hey there. Name’s Braham. I’m here with Rox.
To which I reply : I’m ______. Good to meet you.
Rox : I’m Rox, and this here is Frostbite.
To which I reply : ( The same as Braham ).
This truly irks me.
Credit goes to one of my guildies who pointed that out last night, I make this now because it just occurred to me that I should check. It truly bothers me. Typically it wouldn’t, but to have such pride in a living story and let something like this slip by baffles me.
Thieves can avoid most of the stuff in PvE overworld. The problem is we’re so squishy that in dungeons and fractals, the things Anet is expanding upon, we can’t keep up. Doing fractals above lvl 20 with a thief is suicide. People don’t want you in groups.
Even with 30 points in shadow arts and stacking toughness gear ( and tons of healing abilities/traits) I go down alot more with my thief than of the other classes in dungeons and fractals. Anet really needs to address how squishy we are for a melee class. Because avoidance just doesn’t work when being attacked by huge groups of mobs, and many bosses.
The problem is thieves are forced to kill mobs quickly in order to survive, this doesn’t happen in dungeons/fractals. So we end up being dead weight that need to be rezzed more than the other classes. Anet seriously needs to address this issue.
That’s why I run fractal 38 multiple times per day as a thief with 0 problems.
Step up your game.
Dear Arenanet, I would love for yaks bend to be on the red side.
How much money do you need to be bribed, in order to rig the match ups so I can finally finish mapping out WvW.
First of all i`d like people to keep in mind that condi damage builds are… damage builds just like berserker.
Condi needs to deal some amount of damage. Condi builds may be tankier than berserker ones but you will never see the same amount of burst ( and dps as well most likely)
This is complete bull.
Don’t full yourself condition damage does BURST damage.
Look at this thread: https://forum-en.gw2archive.eu/forum/pvp/pvp/Condition-Damage-vs-Direct-Damage/first
And the last post in that thread summed it up nicely. The original post in that thread, which you started, is completely misleading.
Burst damage is instant. Condition damage is DoT damage. DoT damage is Damage Over Time.
QED
I don’t understand, he showed that in the same time frame… conditions/eviscerate did the same damage. Literally just conditions and not even with the player auto attacking and tacking on even more damage.
Even after the eviscerate hit, the condition damage was STILL doing its thing.
AKA, doing damage comparable to eviscerate non-stop ( once again without auto attacking and adding on even more damage. ). Cleanse the conditions and moments later ( few seconds ) you’re faced once again with a lot of conditions. What do ?
Another problem with conditions is the fact that you can build tanky, and still do top condition damage. While a power build requires power/crit damage/precision to truly shine, leaving no room for anything defensive.
Why else does anyone think the ranger’s pet got nerfed damage wise ? Because the ranger could straight up spec bunker/condition damage and have a “zerker” pet ( 2 zerker pets ! )
I think people are a little misinformed =|
