Yes it bugged out at some point and the delay got reverted. Sure is a great way to waste your tele, rupt, 2 secs of mist form, etc huh guys?
Kill faster before Lick Wounds becomes available (you’re a thief and your dagger chain has poison on it btw O.o). Interrupt the pet with knockback, daze, etc. Blind the Ranger to stop the Ranger’s interrupt and Stomp him dead. Win!
Nerf people who scream “Nerf everything I have trouble with” plz…
I’ll just go through these ignorant posts one by one. (Ignorant doesn’t mean stupid but rather a lack of knowledge about a particular thing or subject, so don’t get bent out of shape because there’s not a more perfect word to describe most of the opinions stated on this thread.)
Precision and Ferocity are already converted into EASY to understand percentages in you Hero Panel UI. Gear uses Precision and Ferocity as a base stat for these mechanics for balancing purposes. Otherwise they would have to use fractions in the percentages for Critical Chance and for Critical Damage. The conversion rates to percentages can easily be found at wiki.guildwars2.com for Precision and Ferocity.
“Berserkers aren’t precise.” What does this even mean? Removing Precision from Berserker gear would be detrimental because of the synergy/necessity of Precision and Ferocity working together as a single mechanic. “Remove Precision from ‘zerk’ and add toughness” would give us a stat combination called Cavalier which is already in the game.
I already explained the addition of the base Critical Damage stat in the Hero Panel UI above. The 150% Critical Damage multiplier was always in game but wasn’t very transparent b/c we were only shown our ‘bonus Critical Damage’ achieved from gear/traits/etc. They simplified the mechanic is all. They didn’t damage nerf wasn’t at all “about 3 times more than they said it would be”. They made it VERY clear that they were reducing overall damage output by about 10%. Plenty of math has been to show that this damage reduction turned out to be roughly 8-14% depending on proffesion.
No to getting rid of the Precision stat.. That is a terrible idea and shows your complete lack of understanding of the mechanics and usage of Critical Chance. For starters, the Precision trait line already grants approximately 15% Critical Hit Chance so, no, you wouldn’t be ‘reducing’ anything with this fundamentally flawed assertion. Second, “Boon duration would be my choice”, is another fail, as we already have the choice of using Boon Duration gear. Third, we already have an inherent Critical Chance on our skills and it is 4% and fury is already a VERY meaningful buff to the point that good players/groups cater their abilities to maintain a 50-100% Fury uptime. Forth, “it makes room for less damage/tank centric build setups”. Uhm…WTF does this even mean and what type of any ‘balance’ do you think this is going to achieve? Damage and Tank(survival) are the ONLY setups. Healing is mandatory via self-heals and almost every single skill has some form of Crowd Control or Support built into it. (You also fail to see that Precision effects many other things than just ‘zerkdamageopomgplznerf’. It effects traits which proc on crits such as bleeds, vigor, heals, syphons, and a host of other offensive/defensive effects. It effects Sigils which proc on crits such as Sigil of Strength and a host of others. It also gives a small but much needed boost in damage for hybrid and condition builds that rely on the base Critical Damage w/o Ferocity.)
Boon Duration and Condition Duration will NOT be converted into a separate stat like Ferocity because their is absolutely no balancing issues here or any reason to do so at all. Boon Duration and Condition Duration increase in VERY small increments as the standard durations for these skills are fairly short with the exception of a few cases. In these cases, it has been designed to adjust the skill itself rather than overhauling the entire current system. The only practical application I could see for doing this is if they wanted to add Boon Duration and Condition Duration stats to Celestial gear which I don’t completely oppose at this point.
As for the MMORPGs are made for a lot of different people and so the game should be balanced around bad, dumb, inexperienced, time constrained, and/or ‘social butterfly’ people that should be allowed to have conversations during the heat of battle….I can’t even begin to understand your logic even after disregarding the fact that your definitions/analogies are ALL wrong…I don’t really even feel the need to dissect this rediculous, uninformed post.
/thread
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The nerf isn’t “3 times what they said it would be” either. It’s been proven to be within the range of about a 8-14% damage reduction depending on profession.
All I know is that the nerf was about 3 times what they said it would be and that it affected well balanced classes more than berserk (as most anet nerfs do).
Supposedly the base crit is 150% now, which is of course not explained anywhere in the game. I think at some point you have to stop wondering about all the nerf and balance problems in this game if you want to enjoy it, because when you open that topic it’s a Pandora’s box of issues and illogical decisions.
Critical Damage has had a 150% base since the game launched. It was never displayed though. Only the accumulated ‘bonus crit damage’ from gear, traits, and skills was displayed. They added the 150% base crit damage to the UI to make the effects of the stat more transparent. They also removed the ‘attack’ stat because it was useless and confusing for some. The stats on the UI or more straightforward than ever.
I would love /filthyzerkers emote complete with a bright red face and tears!
Simple solution to all the complaints: remove dungeons, add “fun-geons”.
GW2 is a play-how-you-want game but dungeons are designed for elitists to exclude people. Therefore, all dungeon mechanics need to be reworked to:
- Mobs no longer take damage from attacks. Instead, they lose health automatically over time. They also lose more health the further away players are from them. This will discourage the “zerk only” stacking meta by enabling players to play how they want, with any build, at any range.
- Mobs no longer deal damage. Instead, players either take steady damage over time, reduced by armor, when near mobs. Dodging will negate this effect for 10 seconds. This will give players a meaningful choice as to whether or not to dodge instead of making dodging mandatory (yes, there’s a guy on reddit right now complaining that dungeons force him to dodge when he doesn’t want to).
- Doors will not open until all mobs in the preceding area have been cleared. This is to prevent skipping, obviously.
- Dungeons no longer give rewards. This is to discourage players from “farming” dungeons instead of doing them for fun, the way they were meant to be played.
- Party members cannot be kicked once they join the party. This is prevent elitists from kicking people for playing how they want. If a party wants to kick a member, they must submit a ticket to Anet detailing the reasons for the requested kick to be reviewed by a GM. This will be made feasible by the fact that most dungeons will take, at minimum, approximately two hours to complete per run.
I think I speak for everyone (but the elitist speedrunning zerk stacksploiters) when i say this would vastly improve the dungeon experience.
“LFG Signet of the Hunt Cleric Bearbows only”. Guys, we are finally on the cusp of ‘build diversity’! I hope you are all as excited as I am!
They officially posted that they would be running ‘sales’ for nearly every Gemstore item on a daily basis for the last two months. They also advised that, if there is a particular item you’ve had your eyes on, then keep on eye on the Gemstore, because you will, most likely find that item at a large discount over the course of the month. They also encouraged players to keep an eye out by offering many FREE Gemstore items over the course of that time. As someone who drives daily in heavy traffic, I always have the motto: “Your impatience doesn’t constitute an emergency on my behalf…”
There should be something you can get from them though getting damask (12g) or deld ingots (3-4g) from salvaging a drop seems like a lot. At the very least it should give you ectos and dark matter and maybe a guarenteed chance to get a few ori. Really weird when getting an item from the highest tier is worth about as much as a blue item.
You do realize that this ‘a lot’ would GREATLY increase the supply. This would return these materials to a more balanced price, having the effect of crafting Asc. Light Armor feasible for the avg. person. Some might make money in the short-term but prices would eventually equalize to reasonable levels. I don’t think getting 5g for a rare drop from some of the games hardest content is absurd or unwarranted, for that matter. (See: Bonetti’s Rapier from Weeniedale Champ Farm)
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I’m going to straighten this out for your convenience, as the majority of the above replies are entirely incorrect.
First off, there are a few conditions that stack in intensity. These conditions have a stronger effect based on the amount of times the condition is applied (stacks). These include Bleeding, Confusion, Torment, and Vulnerability. They have a maximum range of 25 stacks, meaning, the higher amount of stacks, the more damage will be done. Bleeding and Torment do damage-over-time and scale based on your Condition Damage stat. Confusion does damage based on your Condition Damage stat, but is only triggered when your enemy uses a skill. Vulnerability is linked to Direct Damage and adds 1% extra Physical Damage up to the maximum of 25% increased Direct damage.
All other conditions stack in duration with a maximum of 5 stacks. Of these, only Poison and Burning actually do damage which is based on your Condition Damage stat. All other ‘duration conditions’ have their own effects and do NO damage. Most of these are defensive/control conditions such as, Blind, Weakness, Chill, Cripple, etc.
Conditions are applied on a ‘first in, first out’ basis, meaning the newest applied condition (of any kind) will replace the oldest condition of that type provided the maximum stack has already been applied.
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Speak to an NPC named Scornheart and he will give you a portal stone. He is at the Vigil in Gendarran fields in a cave underneath the bridge heading to the refugee camp.
Scornheart is a woman actually. So talk to her.
Ohhh. Is Scornheart a woman scorned? Or someone who will scorn your heart. Inquiring minds need to know. ^^
The difference is a very fine line. :p
Not being able to get Damask/etc is also incorrect as, these are the items you use to craft the final ascended product. When you salvage exotics, you can get an inscription, for instance. You DON’T get thread and/or T6 materials in place of the inscription. So this assertion is completely illogical and wouldn’t be congruent with how salvaging ANYTHING else currently works.
Great idea IMO. This needs to happen.
When you salvage exotics, you get an inscription if you can not craft it. So… that completely destroys the chance of insignia from Ascended gear. It also causes your analogy, as that’s what it is, to fall apart. And that’s not even touching on the fact that insignias and inscriptions are both barely profitable when crafted now.
When you salvage basic to exotic gear, regardless of what it is, you receive either wood, ore, leather pieces, or fabric scraps. These are refined into planks, ingots, cured leather, and bolts of fabric. These are then used to craft the components of basic to exotic tier gear. Makes sense, correct? Ascended armor adds a second and third refinement step. First, you refine T5 crafting materials into a “raw” T7 material. Second, you refine that raw material with lower tier refined materials into the T7 refined material. Then you use these to craft the components. Simple progression.
Now here’s where it goes kitten up. It’s less straightforward in the reverse if you could salvage Ascended. Why? Because salvaging never rewards the refined material. If it does, it’s occurred so rarely to me to be nonexistent. Damask, deldrimor, elonian leather, and spiritwood are all refined materials. Therefore you cannot receive them from salvaging. At best you would receive the T7 “raw” material. At worst, you have a chance of receiving raw materials barely worth more than 40c a piece.
And this doesnt even touch on trinkets, which you likely would not be able to salvage (currently) even after they introduce the ability to salvage Ascended gear. Since trinkets cannot be crafted (and probably wont ever be crafted unless they rework what laurels are used for), the best you’d be able to get out of them would likely be mithrillium which is already pretty cheap (just over 50s I believe?).
Regarding the rings themselves, I would not object being able to sell them back to Dessa for 1-3 pristine relics. This would make it easier to buy the ascended rings you do want to use and not need to hoard useless ones.
Nothing falls apart about my anology. I wasn’t referring to getting inignias/inscriptions from salving exotics or ascended gear. I was merely pointing out that you salvage the FINAL materials used to salvage exotics and NOT the materials used to craft said inscriptions/insignias/etc. Damask/etc would be a possible a salvaged drop on ascended gear based on the CURRENT rules of salvaging. Props to your cherry-picking while remaking indifferent to the main point I was making though.
PS. Based on the ‘up votes’ of my post, I can see that you’re one of the few that didn’t understand the point I was making.
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If you look around the forums, you’ll become as convinced as I have that it must be National Necroed/Regurgitated Thread week.
For cereal guys, stop it already! :p
Pay no attention to the nay-sayers OP. I had this same kind of reaction from my family recently when they didn’t see my genius and the depth of care I have to keep annoyances out of their lives.
You see, since it has started to get warmer this year, we have had a few mice that have made their way into our home. They squeak sometimes which is very irritating. My wife suggested that we get some mouse traps or hire an exterminator to easily take care of the inconvenience. The problem is that this will take a chunk out of my gem store purchases and mouse traps are just icky.
After a lot of thought and consideration, I have decided to just burn our home down in order to put on end to these pests forever. My family disagrees and believes this is worse than the mice, but they’re just jelly because I thought of it first. They don’t see my intellectualism and my concern for their well-being.
Keep on keepin on OP.
#WorstIdeaEverAward2014
Vee Wee and Wee Vee have been around for a while and are awesome people. I think this is a great idea. I hope Mr. Tiggles is still healthy and well.
Not being able to get Damask/etc is also incorrect as, these are the items you use to craft the final ascended product. When you salvage exotics, you can get an inscription, for instance. You DON’T get thread and/or T6 materials in place of the inscription. So this assertion is completely illogical and wouldn’t be congruent with how salvaging ANYTHING else currently works.
Great idea IMO. This needs to happen.
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It’s not a tool-tip error. It is a consumable bug. Please don’t encourage them to ‘fix’ more broken items/skills/traits/effects by changing the tool-tip instead of fixing the broken mechanic as they have with countless other bugs. Hey there Furious Grip! /sigh
Yes I meant twighlight does
Yes it has to be a tradable (TP) armor. Vendor armors will not work.
Apply rune to white item. Move item to appropriate character. Salvage white item. Apply rune to desired armor.
What you guys are not considering is that he bound Sunrise and Eternity before he made and sold his Eternity. He then used the proceeds to buy and bind Juggernaut leaving him with 1700g in pocket as well as a nice Legendary. Now here’s the kicker. By binding Sunrise and Eternity, he unlocked their FOUR associated skins, which can be applied to some Ascended Greatswords. This is, effectively, the equivilant of getting THREE Legendaries with a bonus 1700g in his pocket. Pure genius if you ask me…
Yes I would agree that it’s for Dragon Bash most likely.
Not being able to salvage karma and BoH gear does not constitute P2W by any means. In fact it’s a stupid argument tbh. There is no ‘Win’ involved. As far as the OP, you’re a ways off too, as the upgrade extractor costs more than any upgrade in the game (with the exception of infusions) making this a rediculous claim. Anyone that is buying upgrade extractors in order to ‘Win’ is, in fact, only losing.
The problems with the new transmutation system has been discussed in multiple threads already ie. upgraded karma armor etc. ‘P2W’ was never brought up b/c it’s a silly.
They said that support is backed up into early may right now so, give it another week or two. They are handling tens of thousands of tickets right now.
Goldsellers exchange gold with their customers in mysterious ways.
Shoo. Don’t bother.
Nah, people will just buy everything what is limited for a lot of gold, even if it was a gray trash item without a purpose.
Like ‘Heavy Bag of Coins’ selling for 20g at one point? Lmao
The game generally rounds numbers. I would hardly consider 1HP any hind of a real loss though.
That’s a mix-n-match set. The shoulders and gloves are the ‘Named’ medium exotics. I’m not really sure about the coat though.
Yes it increases your healing effectiveness on other allies/allied npcs . No it does not effect your personal healing.
No chests are available on a second run through the same path. It’s not a bug. It is a new ‘daily’ feature across all dungeon paths. There are only 2 chests on CoF p1 anyway, as of quite a while ago. I assume to curb ‘chest farming’. Yw
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Dungeons chests have been changed to a daily loot. I haven’t tested if its account based, but I know you can’t get them twice on the same toon. This is a problem for paths that share the same bosses, because it appears it’s the mobs that are flagged instead of the chests.
Do you know the other reason why zerker is so popular? There’s no punishment for wiping. You can simply redo the encounter. Ask anet to change it so the wipe means start from the scratch (like in gw1).
That should increase the viability of defensive stats. I would anticipate a lot of QQ-ing about that but think about that. If someone would QQ, he’d be just told to get more toughness/vitality/healing power. OP’s objective would be met without any nerfing, balance changes or gameplay design.
I’m sure this is why the dungeon meta includes Runes of the Scholar right?
This would punish non-zerker groups far more than DPS goups I promise.
Maybe another suggestion: try running arah p4 with 2 players on characters below lvl 30. There you have your need for protection. But be advised that it may take a couple of hours to get them through the entire dungeon
how many players have made it to Cursed Shores on a lvl 30 char. There are a few professions actually capable of this, but 1 hit on the way you’re guarenteed to die. I would love to do Arah with anyone who is actually capable of making it there with a level 30 char b/c that says a LOT about them tbh.
Ok. Let’s straighten this out with a simple question and then I’ll elaborate…
How in the world do you balance a game within the ‘Healer/Tank/Dps’ architype when you’re a game company that proports to do away with that!?
The Answer: It’s impossible and impractical…
For these 3 types of play to be ‘equal’ would not be ‘doing away with the trinity’ at all.
You’ve gotta see that this was the case from the beginning. ‘Zerker’ isn’t some crazy new fad that has taken over GW2. As I day one Thief, that mained an Assassin in GW1 for over 7 years, I can attest to this.
Dodge gives us 100% damage reduction AND we have a self heal. Those two things are INCREDIBLY potent in tandem, and, after learning the content, who would not forsee DPS becoming the most important statistics. As soon as they put a cap on conditions but not DPS, they put a harsh line between those two. The others were already striked out before they even stepped up to the plate tbh.
_"Hey ‘Healing Ele’, I appreciate your enthusiasm for my well-being, but I can already dodge this guy’s attacks and heal myself. so why don’t you help me kill this kitten already since this guy is scaled with both of us here!?!"…..
THIS is the DPS mindset. I’m sorry it makes you feel irrelevant but that is how the MECHANICS of the game work, so I am sorry for dissing your Cleric gear when you are the highest DPS profession in the game.
If you are not familiar with the encounters or have slow internet or some other hinderance then most people will understand, but don’t expect, BASED on these things, that a group who ‘has it all’ want to slow themselves down when loot is completely random and the ONLY tangible rewards are achieved through destroying content as fast as possible.
It doesn’t matter what your MF is or what area of the game you’re in, when loot tables are completely random, getting the highest/quickest amount of drops will be the most sound approach for Gold Per Hour. Speed running dungeoneers made this association VERY long ago and the game didn’t change since then. Our tactics haven’t changed since then either. If anything, we’ve honed and improved those tactics multiple times over. With that said, I will guarentee that there is no ‘Meta’ in the sense of there is ONLY one way to play, BUT DPS is the ONLY way to play. ‘Zerker’ isn’t a build but a build archetype that relies soley on DPS and ACTIVE DEFENSE to get the job done. You can run a Shout/DPS Guardian, a Consecration/DPS Guardian, etc, BUT if DPS isn’t somewhere in your build, then you are working with an inferior product.
It’s like you go to a steakhouse and think, "Do I want the Fillet Mignon, the Porterhouse, the Primerib with a topshelf wine, or, MAYBE, will I JUST have the ‘free rolls and a side salad with water’….it’s a simple choice if you would like to TREAT YOURSELF to the best you can have. OR are you somebody who wants to OVERPAY for little satisfaction with NO ‘nutritional value’.
20-30g speedclear PLUS loot drops/session group or are you ok investing four+ times the effort to recieve the same end.
In a game that is based around having the ‘sweetest of the sweet’ cosmetic appearence (at a high cost), this has become a VERY simple choice among MANY people who would like the ‘fillet mignon’ and be ‘served first’. This is COMPLETELY disreguarding the fact that, once you build ‘liquidity’, it only puts you in a place to grow that ‘egg’ once you get accostumed to other aspects of the game and how to ‘chase those dollars’.
TLDR: Anything other than a DPS setup is ‘training wheels’ for ‘casuals’ and anyone who takes themselves seriously will quickly disreguard this style of play, as it is COMPLETELY unnecessary.
- if I don’t get the full 25 stack (say 15) then remove the mainhand Bloodlust but keep another Bloodlust wep (eg in offhand), I kept whatever stacks I’d generated but no new stacks develop.
This is because sigils no longer stack. So the game takes whatever sigil applied a stack first. We can’t ‘double stack’ anymore, I’m sure you’ve noticed. You’re wasting a sigil if you have two of any type, of any tier, equipped on the same weapon set.
Maybe they figured, that with all the particle effects, nobody can see wtf is going on anyway so, chalk it up as a loss and move on to some gemstore designs. O.o
Sorry for being sarcastic, but dungeoneers and temple runners etc have been asking for these changes since launch, but instead we get T3 armor in the gemstore.
We’re all at a loss of words tbh. Well, most have plenty of words. They just don’t have anything that hasn’t been stated before dozens of times.
I agree with this 100% though.
This dyeing discrepency has been ongoing for a long time. In my experience, it’s been mostly associated with Headgear and often led to me not even showing headgear, as it would often take on the weird color change like your having. A full red and black dye scheme would look great, but then the helmet would dye to some Burnt Orange-brownish kind of color. The only thing I can think of that causes this is the difference in materials being dyed. Metals and cloths dyed with Midnight Fire look absolutely fantastic and I’m a huge fan of the MF dye. Then you go to dye your leather boots, gloves, or helmet and end up disgusted. It really does suck tbh and, although it’s happened since launch, often with helmets, this latest patch has taken it to an entirely different level. Nearly any set I try to dye, that is a mix-n-match set of different armors or is a mixed set of different material (ie. cloth, leath, and/or metal), displays this bug and makes it very hard to use some of the more dynamic colors such as MF b/c they shading is completely different on dfferent pieces. I have 10 80s and everyone of them uses a mix-n-match armor scheme so I definitely feel your pain on this one, especially when we’re talking about hundreds of gold for a solid dye collection only to have some of my favorites rendered virtually useless.
Yes. Upgrades such as sigils, runes, etc are equipped based on the gear level, not your personal character level. You’ll have to update your gear. T1 Cult has pretty decent stats for the level though, so you might want to wait until lvl 40-45 before you buy new gear. GL.
All the channeled attacks are doing this if you use it consecutively without dodging, changing targets, or using another skill. Mesmer’s GS auto, Engi’s FT auto, and Thief’s P/P Unload are all doing this right now. I haven’t tried ‘chaining’ any of the other channeled attacks, but it seems like most of them will follow this pattern.
It ‘was always average’ based on your comparison to PVT? I’ve already read the link long, long ago when it was originally being discussed. How do you think I knew already that they didn’t account for the proc rate of sigils, runes, and traits? How did I know the left condition damage and healing power out of their ‘offense/defense’ calculations? How did I know they didn’t take into account that these things synergize and stack multiplicatively? Yes, they left these things out because they can’t be tested and are situational which was my whole point in the first place. Recommending, “It’s lose-lose. Just stick with PVT.”, based on reading some out of context math is ridiculous in this scenario. We can consider might stacking with Sigils/Runes of Strength on that Celestial gear, not to mention, the bleed procs, the vuln procs, the initiative gain procs, the vigor procs, the cripple procs, etc etc etc. Those comparisons leave ALL of this ‘offense/defense’ out of the comparison and try to make a blanket statement about two completely different sets of gear and then completely disregards the dynamics of one of them. Sure it seemed swell in an equation, but real experience in the game has a LOT more to it than just a couple corny stat comparisons followed by sweeping assertions. GG.
Ok. Let me make it more clear to u. Before. Some people was betting on this 4 stats + crit, when they choose to use celestial. And it was viable with this choices. Now. Yes. This set might be viable in some cases. But it is not viable anymore for people who care only about this 4 stats+ crit. Do you undestand this much at least? This is another set now. With its own drawbacks and benefits. But not the one we made.
yes i understand that your celestial gear has been hit hard with the ferocity change drastically lowering your crit damage. i also understand that it’s stupid to say that you’re now better off in pvt gear. if you’re build “relied” in power, prec, and crit damage AT ALL at ANY time in the past, then it still will and pvt will be garbage on the same setup. on another note, the damage that we all lost was given back to us through an op runeset, better sigil selection/mix n matching as well as almost all sigils being buffed. my point still stands that there’s a lot more to being effective than a shallow stat comparison. yes i get it. your celestial was nerfed and you feel the need to treat me like i’m stupid so you can vent and get you’re feelings out there. I hope you feel better now. No you didn’t “clear anything up”. You just sounding condescending and still completely ignored all the points that I made about how whack it is to compare Celestial gear to PVT. At least, it’s a great time to be full zerker so that turned out pretty nice for all of us after all
It ‘was always average’ based on your comparison to PVT? I’ve already read the link long, long ago when it was originally being discussed. How do you think I knew already that they didn’t account for the proc rate of sigils, runes, and traits? How did I know the left condition damage and healing power out of their ‘offense/defense’ calculations? How did I know they didn’t take into account that these things synergize and stack multiplicatively? Yes, they left these things out because they can’t be tested and are situational which was my whole point in the first place. Recommending, “It’s lose-lose. Just stick with PVT.”, based on reading some out of context math is ridiculous in this scenario. We can consider might stacking with Sigils/Runes of Strength on that Celestial gear, not to mention, the bleed procs, the vuln procs, the initiative gain procs, the vigor procs, the cripple procs, etc etc etc. Those comparisons leave ALL of this ‘offense/defense’ out of the comparison and try to make a blanket statement about two completely different sets of gear and then completely disregards the dynamics of one of them. Sure it seemed swell in an equation, but real experience in the game has a LOT more to it than just a couple corny stat comparisons followed by sweeping assertions. GG.
Raise the condition cap to 1000. Scale healing power to 1000%. Boost Vitality to 10,000 and toughness to 5k. You,re still going to have a DPS Meta b/c the AI sucks and we have all learned to stay alive to the point where SCHOLAR Runes are the Meta!! That means, “I intend to spend the vast majority of my time at OVER 90% Health, and I will do MORE damage b/c of it.” So, what room does that leave for support or healing or toughness or anything else? We ALREADY have enough of those stats obviously so adding more isn’t going to add any ‘epiphany’ to the Meta. The only thing that HAS/WILL change the pure DPS Meta is vastly different AI/encounters as we see with Triple Wurm. Short of that, whatever does good damage will be in the spotlight.
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Why would I do that. You’re the one that posted stats of how miserable it is compared to pvt without specifying where you were even making these considerations in the first place. Being snide doesn’t make my other points go away. Celestial gonna be better in most builds anywhere, from a ‘offensive/defensive’ PoV, simply due to the synergy and multiplicative stacking of it’s stats.
Yes. These is the ‘poor mans’ DPs set and has been used by many for a long time.
And it is obviously meant to be used that way. That has nothing to do with the fact that the other stats/sigil, rune, and trait price were never considered in either calculation. And now this doesn’t have to be a hybrid build for celestial to be better. It will be better in a lot of builds simply for the facts I mentioned above. Applying conditions, regen, and boons are passive effects of most builds and healing is pretty much a must, so I don’t know why you think you have to be dedicated to celestial for it to be better. Toughness and healing power have a lot of synergy. Precision has synergy with Ferocity, runes, sigils, and traits. Then the condition damage has synergy with the synergy of the precision. In PvP/wvw the meta is different, but in pve, celestial has 4-5 useful stats and pvt has 1. That’s the end of the comparison
You can only have one attribute stacking bonus at a time. The bonus is lost when you are downed, when you travel to a different zone, or *when you unequip the weapon*.
I am feeling Anet owe us some Upgrade Extractors, because of this new change I have to relocate/change ALL my characters’ weapon setups that are using a Sigil of Bloodlust. Anyone agree with me?
The only difference now is the unequip thing and as the thread already said, you can get around that by having one on an underwater weapon.
This will probably be fixed soon though…maybe. And NO. Anet does not ‘owe’ you anything if you were abusing an oversight in a game mechanic. In fact, it is an exploit, and, according to the TOS, they can ban you, so you might just wanna chillax before you submit a ticket or go all ‘entitled’ on them. best wishes
It uses your total Vitality (not HP) as a base multiplier and adds to the other stats based on the percentages. You will not lose any of your vitality stat. That would be VERY counter productive on a runeset like this.
I also don’t see the complaints about celestial. Yeah, celestial lost a good amount of crit damage, but it gained some of everything else. More power, more precision. Has anyone even done the math to see whether the changes to celestial gear has resulted in a net increase or decrease in damage?
They did. In the past, comparing celestial to soldier, it was 5% more dmg, than soldier, but 20% less defense, than soldier.
Now it is 5% less dmg than soldier and 15% less defense than soldier. So yeah… Its a lose-lose… better to just pick soldier.
I would like to know how these “damage and defense” percentages were arrived at in the first place? How did they factor in the extra condition damage of celestial? How did they factor in the higher proc rate of ‘on crit’ sigils, runes, and traits. How did they factor in the extra healing power? As a base, stat-to-stat comparison, you might right on the money. However, when you consider the synergy of the stats on celestial and the things they can do that PVT can’t, I’m sure you’ll find those percentage gaps quickly closing and may even going the other way.
you can balance with buffs !
buff the week do not nerf the strong
Buff what though? Buff condition damage to 4k? OK I’ll take 1 condi from now on. Buff healing power to 10,000 and it’s still gonna be useless in a meta zerker party. OK, so maybe we should buff the AI like has been said forever. Then you will have all the casual ‘snowflakes’ claiming that Anet doesn’t care about them and it’s all too hard now.
What kind of p/p thieves are you using build wise? I’m curios b/c I’ve been using it for a while and I promise it is much more effective than people give it credit for. Stealth is very good for a p/p thief and should not be overlooked.
perplexity is the only reason p/s is in the meta. honestly, without cheese mode confusion, thered be no reason for it to even exist outside of southsun cove.
Modified Ammunition+high bleed and poison uptime+a bouncing blind/confusion
on a low cooldown, as well as a personal reflect+AoE knock back/blast finisher, and a block/stun or projectile finisher/inline daze. This is an EXTREMELY useful set of abilities and goes way beyond ‘cheese-mode’ builds. Yes, Runes of Perplexity to have great synergy with this set, but it is hardly useless without it.