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Why is Condition Damage a Secondary stat?

in Guild Wars 2 Discussion

Posted by: Tornupto.2304

Tornupto.2304

you just need condition damage to deal damage

in other hand

Power relies on prec. and ferocity

I see… There are still players who think they know the system of conditionbased builds, but seem to know nothing…
Powerbuilds would also only need power to deal some damage, but you need precision and ferocity to deal more damage. For Conditions the secondary stats you need for this are precision and power/condition duration (last one is sadly only a stat vor runes, sigills, bufffood and givers weapons). If you use something like dire gear with undead runes, you will only deal less then half the damage, you would do with e.g. sinister and proper runes.

Conditions in the PvE Meta

in Guild Wars 2 Discussion

Posted by: Tornupto.2304

Tornupto.2304

Because direct damage builds require alot more player skills, than condition builds.
it requires alot more and better positioning of the direct damage build, the direct damage build in itself is also alot riskier to play because you need for example as thief to be in direct near to the enemy, risking to be hit self alot, while the condi builds can spam their aoe condis oftenyl from wide away from a safe spot, like Mesmers and Necromancers with their 1200 range condit skills and home in clones that cause conditons on destruction/defeat.

I hope you know that a condi warrior is a meele condi? He has the same risks as every other meele.

Spirits Unbound needs to stay

in Guild Wars 2: Heart of Thorns

Posted by: Tornupto.2304

Tornupto.2304

4) PvE: Won’t make sense in dungeons for the same reasons as WvW.

I disagree with this. If they dont move they are quite good in Dungeons, because you can place them out of enemy range and still get the buff(s) (there is only one spirit with a useful buff for dungeons, the protection buff might be usefull in special situation, but most times the dps-buff of frost spirit is the only usefull buff in dungeons). If you unbound spirits in Dungeons they will die in nearly every AoE. Frost spirit only has a Couldown of 20 sec, if you place one it is most times ready until you need it again. (Swap the spirit out of Skillbar to kill it, e.g. replace the spirit with a trap or something else and swap this with the spirit again.)

I feel you may be less experienced with spirit ranger builds than I am (which is fine). In a good spirit ranger build you’ll be able to change from close combat to ranged combat fluidly. Doing this keeps the spirits alive during the fight since you’ll likely be avoiding the AoE – and therefore they will too. In addition (so long as you have Nature’s Vengeance) if a spirit dies in close combat you can utilize the effects of the active skill against the foe. If the spirits were placed too far away and killed then there is no extra effects placed on the monster. Spirits like Storm Spirit can work very well this way as most Storm Spirit strikes hit for 2-3k damage alone.

Spirit ranger in Dungeons? No comment… Pls dont annoy groups who want to be fast.

The aktive Skill of a spirit is not strong enough to be an alternative to signet of the wild+quickening zephir in dungeons. The only spirit that is usefull in a dungeon is the frost spirit with his passive effect. Its aktive skill is a 10% damageboost for you (with the right traits!) if you reach the boss with it, but it only lasts a few secs.
The aktive skill of storm spirit may be able to cause some dmg, but this dmg is far too low to be a reason to use this spirit. Its passive is crap. There are better ways to get runspeed than using this spirit.
Sun spirit is also a bit crap in dungeons. Yeah a bit burning but…
The protection a stone spirit can apply to your group may be a little bit useful in some situations, but not realy a good reason to use it either.

Btw: A good placed frost spirit is most times still alive, when the dungeonbosses die.

Remember: I’m talking about DUNGEONS

What do you like about the sword?

in Ranger

Posted by: Tornupto.2304

Tornupto.2304

What do you expect of PvE enemies? I’m not talking about PvP.

Suggestions about trollers' portal

in Guild Wars 2 Discussion

Posted by: Tornupto.2304

Tornupto.2304

target the chest/siege and press f while its in target…

Spirits Unbound needs to stay

in Guild Wars 2: Heart of Thorns

Posted by: Tornupto.2304

Tornupto.2304

4) PvE: Won’t make sense in dungeons for the same reasons as WvW.

I disagree with this. If they dont move they are quite good in Dungeons, because you can place them out of enemy range and still get the buff(s) (there is only one spirit with a useful buff for dungeons, the protection buff might be usefull in special situation, but most times the dps-buff of frost spirit is the only usefull buff in dungeons). If you unbound spirits in Dungeons they will die in nearly every AoE. Frost spirit only has a Couldown of 20 sec, if you place one it is most times ready until you need it again. (Swap the spirit out of Skillbar to kill it, e.g. replace the spirit with a trap or something else and swap this with the spirit again.)

What do you like about the sword?

in Ranger

Posted by: Tornupto.2304

Tornupto.2304

sword on ranger is horrible. cant dodge while autoattacking and the #2 skill has a long casting time, it should be instant (its a dodge after all, should be extremely responsive)

Why horrible? Use Skill 3 if you have not enough time for skill 2. Its casting time is short enough to dodge most Attacks of PvE Enemies. E.g. you can evade every attack of Alpha in CoE without using a single dodge.