Lots of over-thinking and complications for such a little thing. Just extend Quick Draw’s buff duration by 1 second or do LughLongArm’s suggestion having it apply at the start of a skill instead of the end. Done.
Well yes.
But no one’s satisfied with the current Whirling Defense as it is. And if the ability was changed – there might not even be the need to change quick draw at all.
I’m trying to think to get as much results and satisfaction for the least work in coding possible.
EDIT: And thinking of “on evade” effects just gave me another idea. What if Most Dangerous Game granted might each time you evaded? It fits the name and would be more useful than its current effect which doesn’t synergize with anything the ranger has (would have worked with the old bark skin, but that gone) and seems weak in general.
Sadly, it’s called Light on Your Feet.
But I like your idea. It fits the theme, it would reward smart play and the numbers would be easy to change to match the grandmaster.
But sadly – LoYF is already in there taking it’s space for elusive gameplay.
If people made informed arguments then it wouldn’t be a proper internet forum, now would it?
I totally won this thread. Hands down.
In my opinion the problem is not in Quick Draw itself.
It’s the Whirling Defense.
- Whirling Defense: Instant Cast.
~ Reflects projectiles for 1,5 seconds
~ Grants retaliation for 4 seconds
~ No longer Deals damage or applies Vulnerability
~ Increases chance to destroy projectiles on melee attack for 75% (stacks with Strider’s Defense) for 4 seconds.
~ Whirl combo Finisher
~ 20 second cooldown.
How would you like this idea?
I don’t like the any shape-shifting idea. But that’s my opinion.
And I can’t provide any real feedback unless the spells of the transforms are specified.
About Staff Skills – Not what I want. For WvW, I need the staff to be a targetable CC ability I can use when I need it, not if the enemy is forced to step in it or is stupid enough to step in it.
But the ideas are with nice concept. Some new mechanics that sound viable and I can give you some credit for that.
And I do hope we’ll get a condition cleanse/convert with the staff. It would be much appreciated since they forced us down a trait line to get a condition cleanse and didn’t allow us to get both, regardless.
This skill is balanced.
It needs that tiny radius because of it’s short cooldown and immense use. It’s a free CC that counters Thieves, It’s AoE, and maximizes the potential of everything else you can do as a Ranger. Excellent for current “2 seconds meta”.
If the radius was larger and it was made a 100% hit ability – this would be too OP. This trait is excellent in it’s current form.
Buff, yes, so what? Would a duration increase make rangers op or what? It’s a qol improvement more than a buff, but if you want to argue about it then sure, go ahead.
Tbh, they could get rid of that timer altogether, it’s not needed in any way. Let QD be active until you’ve used it up – solved.
That would ruin a lot. Or would be abused, depending on how would it be changed.
If it could be kept until the ability is used – ICD might not go down soon enough for the next weapon swap.
If the ICD started at the moment of gaining Quick Draw – I could see 3 bonfires in 20 seconds. And I wouldn’t find this abuse fun, trust me.
It needs to stay the way it currently is, but needs to “accept the trigger” at the beginning of the cast. Not at the end of it. This is a Quality of Life change. Not a buff.
Steady focus is a PvE trait.
Those 2 traits are not what makes the GS so powerful with the new traits; it’s Remorseless and Quick Draw.
What they said. I’m landing back-to-back 10-15k damage mauls and I love it. The Ranger GS is more powerful than it has ever been.
This, this and this again.
Greatsword became a viable weapon for PvE meta. People should learn to learn before complaining. Forums would become less of a mess.
I agree with almost everything but Protect Me.
It competes with Signet of the Stone only.
And here are the differences:
SotS:
~ 80 sec CD, lasts for 6 seconds, Works for both you and pet.
~ Can be traited for 20% reduced CD and 3 might on activation
Protect Me:
~ 60 sec CD, lasts 6 seconds, Transfers the damage to your pet and stops it’s damage. Works as a Stun Breaker and stops point contribution
~ Can be traited for 20% reduced CD, AoE Swiftness, AoE regen
~ Can be runed for AoE condition cleanse.
As you can see – the Drawbacks are there for a reason. Protect me doesn’t need a single change. It’s balanced and it saved me countless of times already post-update. It fits the purpose of tanky pets that became viable absolutely on the spot.
Can you imagine that your proposed changes would be combined with signet of the stone? 12 seconds of immortal Ranger is over the meta.
The Condition Transfer needs to be addressed. Not protect me.
About Shared Anguish… I’m not sure. We already have immense access to stun breakers, nice access to stability, almost highest access to evades and vigor, and Stuns Do Not counter us fully unlike other classes and we can counter-react via our pets, be it BeastMastery blind-weak-taunt on birds or fear on our Wolf.
Making us basically anti-CC classes is not the solution for PvP either.
(edited by Tragic Positive.9356)
Where does that Lunar Wolf come from?
Haven’t played much of Ranger after patch yet.
Lunar Wolf is a cosmetic Easter Egg that spawns if 3 or more Warhorn #5 are cast at the same time. And since the Pet Swap casts exactly this ability – you can trigger it yourself.
I think it SHOULD go through blocks. if you think about it, u can’t “block” a taunt. it’s e mental thing =P
There are lots of abilities that say “Unblockable”.
I can imagine taunt being classified as such on default.
About evades… I believe an evade works on everything. Maybe should on taunt too.
In this “evade or die” meta – this taunt on birds is simply too powerful in my opinion.
It’s effects are quite adequate for it’s cooldown.
6 bleeds; 5,2/3 sec cripple, 1 sec knockdown.
36 seconds cooldown traited seems just right. Compare it to Sharpened Edges with the same cooldown and even worse damage output and you’ll realize what I’m talking about.sharpening stone.
Id wrather have a traited sharpening stone.
My bad. Well, both have equally good traited value. For different situations you’d like different outcomes.
I like how most directs this exploit to the ranger rather than the tonic…
Coming out of stow has always counted as a pet swap.
This
It’s effects are quite adequate for it’s cooldown.
6 bleeds; 5,2/3 sec cripple, 1 sec knockdown.
36 seconds cooldown traited seems just right. Compare it to Sharpened Edges with the same cooldown and even worse damage output and you’ll realize what I’m talking about.
By the way – today I had a funny moment.
My pet died – and I could revive him just like a dead NPC. Of course I hit the swap button as soon as my combat went away but I really liked the moment when 5 party members kneel down to help your precious minion get up on his feet.
#kawai
is rabid ok? im thinking about putting together some rabid gear to do pve content with. also what are stats for sinister?
Open World content is absolutely fine with Rabid.
Dungeons … Well … Not ideal, but if you really have to…
But keep in mind that AC or other places with structures (Graveling Burrows/Gates…) will make you utterly useless with no power at all.
For best effectiveness – Sinister is the answer.
For Record runs – Berserker is the answer.
If the spirits are going to survive more than 10 seconds in a PvP combat (on point, not behind a rock) than I’m fine with no effect on their death.
But currently players are not even paying attention – and aren’t punished by any means at all. The players would be punished at least passively if the effect triggered on death. Currently spirits die because of no-brainer AoE.
If the spirits are made meaningful and would require people to focus them down as a strategic game-play – than I’m fine with blank-death system.
There’s another way, though.
Make conditions be reduced with toughness. Or at least some of them. If it’s burning only or bleeding only – I wouldn’t mind (burning makes more sense, though).
Well I mean yes, of course, why not? If you can burst people with conditions now, why not? The counter-play of cleansing is nerfed because by the time you cleansed the condition you already got burned by 30% of the damage anyways, and it was only applied for 2 seconds.
Vitality would still be there for the win or lose builds, while toughness for those who’d like to focus on healing back up.
As for the Zerk classes – I find them close to fine. Some classes and builds are better, but basically Thief is a suicide bomber. He kills or is killed. And usually both. Mesmers are vulnerable if you avoid their combo, so they are more skill-oriented to play as or against.
Just theory-crafting, though.
(edited by Tragic Positive.9356)
There is an option. It’s called Signet of the Renewal.
1 click that will get erase your pet in seconds.
If you don’t want to sacrifice a utility slot for it…
We have an alternative called Empathic Bond. That one shuts your pet passively and permanently.
I just wish it was more than a 20 second CD ability.
With all the condi stacking they die on sight.
In PvE they are kind of fine. Their body stays active for around 12 seconds so the spirit can be shut down earlier (before the fight is over) and the benefit will stay to the end – and I like this sort of spirit re-activation.
But in PvP – abilities that take all the space for condi clear and other utilities – they need to be meaningful. A lot more meaningful than they are now.
An effect on their death is a good start.
Still… They couldn’t have believed that 1sec. might on a 3 sec pulse is valid.
It’s too late for April the 1st.
33% protection uptime sounds fine by me. 33% regeneration uptime, too.
33% stability from Elite Spirit probably too.
But the might >.> Who in the world was the one to come up with this? If it was 3-5 might, that I’d find balanced. But 1 might definitely is a joke.
To make a complete explanation:
~ Remorseless indeed is useful.
Make no mistaking that. In a party where no boss stays alive for more than a couple of seconds – this build provides better early burst than PO and full easy perma 25 Vulnerability stacks that is a part of Meta that people would want.
~ Predator’s Onslaught
- this is the trait that works much better in longer fights. Especially on those that last more than 10 seconds. In 10 seconds you’ll get close to 32 hits from attacks which makes Remorseless’s single hit boost vague. If you count 3 from Elite, +1 from Weapon Swap, +1 from pet swap – you gain 5 fury. Which is 5 attacks of +25% damage. That can’t compare to that of a 30 hits of +10%. Once “Strength of the Pack” wears off, your Remorseless act in DPS is gone. Only reliable 125% Maul Crit on weapon swap stays.
I made some tests and Longbow beats the 1st rotation of GS thanks to it’s Barrage. If the fight goes longer than 11 seconds (2nd weapon swap) where Longbow suffers from vacuum space where Barrage is still on cooldown – it’s weaker.
Greatsword provides better overall DPS in longer fights. And it also provides better DPS in 2+ targets at any circumstance.
_________________________________________
I believe now all my and everyone’s else comments make more sense.
(edited by Tragic Positive.9356)
Sword/axe over greatsword, plus I don’t really agree with all the traits you took, altho that isn’t such a big deal as the weapon choice.
Sword/Axe over longbow*
There is no point running the longbow anymore when you have remorseless spam and three mauls in one swap rotation with quickdraw.
This thread is about a PvE build. Remorseless is outshined by 10% while cripple trait (was it predator’s onslaught, I forget trait names often). Having bow is kinda needed for the aoe cripple, plus it’s ok to quickdraw 2 rapid fires as well.
Yeah, it’s PvE, and Predator’s Onslaught isn’t gonna outshine Remorseless with the stupid amount of fury re-application you’re gonna have in a dungeon run.
I tried both variations when the patch went live. As long as the fury is provided, PO isn’t the obvious choice it used to be. Unless you still wanna use the longbow for whatever reason.
You seem to be forgetting the quickness that allows you to hit 3 times in 0,9 seconds in sword mode will hit much more often with the +10% modifier than the 25% that will consume a single hit.
In almost an ideal 10 second fight, you’ll get around 10 stacks of fury? That is almost 30 attacks in this time period during which you have that Quickness just by yourself. Also keep in mind it doesn’t stack and will overwrite each other so you won’t get that much Fury even with the easy access because the fury is not going in such a stable manner – but everyone blows their stuff at the beginning and less of that further.
If the fight goes longer than 10 seconds – you are going to have no further easy Fury access and the Remorseless proc goes down even more. Where Predator’s Onslaught still does it’s job to full potential.
Also, you are basically quoting a guy who prefers Sic ’Em to Quickening Zephyr for PvE content as well as Regeneration/Swiftness trait over Might for your pet (Especially with Sic ’Em)
“Do not believe everything you see on the internet.”
~Abraham Lincoln.
(edited by Tragic Positive.9356)
Burning for 10k is not a bug.
It’s intended. But they said it’s not really enjoyable so they are going to do something about condis. They are aware of the issue.
So basically burn would only stack intensity if it comes from a new player source? I think that might work.
Yes, I thought the same.
I actually like the new dynamic PvP system with conditions and high damage. It rewards responsive and swift play. Tanky Support builds are also much more noticeable because glass builds (condi/power) usually lack defenses or utility themselves.
So you sometimes want to get that tanky healer / boon machine down because if you don’t – he will help his aggressors stay alive much better.
But a fact that I was able to bring 3 people into downed state just by throwing Bonfire and Fire Trap alone (Ranger skills) is calling for balance updates. AoE burn-stacking abilities are a problem. Poison not really that much since it’s damage is low and shorter duration for Healing Reduction is a trade-off, but 4K AoE burning from 1 person that stacks from all people is a problem.
Reviving is impossible because of this, Stomping is impossible because of this, and application is too easy. Counter-play is too hard (you can’t avoid all of the damage by cleanses) and the game-play all in all is cheesy.
Not Really.
They need to be in melee range for the effect to take place.
And in melee range they are basically sacrificed on cooldown because of all the AoE bombing.
In testing in the mists, MH Axe + Traps seem pretty strong for condition damage.
What is the communities opinion on the PvE meta? Should Rangers still be running Power Zerk with MH Sword, or go Condi Sinister with MH Axe?
Sinister was able to outDPS a Zerk even before. The meta is definitely going to turn around this time but it’s still too early for me to say for sure.
The Weapons are most likely Axe+Torch… And Shortbow probably? Not sure about this, yet.
Abilities: Flame Trap, Sun Spirit, Snake Trap.
And you’d want to run Poison Master in traits.
Let’s hope our bright days will last for a while longer.
- meanwhile 5 Icebows erasing dungeons from database in a matter of seconds
Clearly the thousands of people who played a Ranger over the past 2 years were all wrong, and you’ve got it all figured out.
Ok A) condition damage was actually quite useful pre patch provided you were the only one doing it. This made a Condi meta impossible.
B) you’re a jerk and just because you lack the ability to think creativity and innovate doesn’t mean you should attack others. Try working on your obvious deficiencies rather than covering them up with baseless sarcasm.
A); reply;
Not even close. Bosses were able to melt in seconds. Which means tens of thousands of DPS per second per person. Any idea where would you scrap the damage in conditions that have no multiplying boosts?
B); reply;
exaggerating. Ability to think realistically is far superior to think creatively or innovate. He didn’t attack others. He made a sarcastic comment rightfully since the poster is clearly behind in knowledge.
Which leads me to:
The guy might work on his behavior and try to be polite to everyone just because… Well just because you expect it. But by requesting it – you put yourself into a state where the same might be expected from you. Both game-knowledge and behavior (calling people jerks, questioning behavior – that is far worse than a sarcastic comment)
Bows will always be worse dmg than melee if that is what you are asking. It doesn’t make sense to let ranged stuff deal more dmg than melee.
If bows are bad depends on how often you fight bosses in PvE where meleeing is a bad idea (like in some fractals f.e.). If you asking for more bow dmg than melee? Nope wont happen.
It already happens, though.
Not really. We talk about PvE.
Exactly.
Mention Ele Staff. And if you look at the topic of PvE numbers to the table – my topic – you’ll realize what I’m talking about. Also, LB melee arrow deals as much as GS swing. Do the maths.Edit:
https://forum-en.gw2archive.eu/forum/professions/ranger/PvE-numbers-to-the-table/first
You’re welcome.Looking at a single number isn’t doing the math. LB attacks a lot slower resulting in way less AA damage, in melee anyway. Also you don’t just autoattack but also Maul which greatly increases dps. Anyone saying LB would outdmg GS vs stationary targets is telling bullkitten.
Than you are just ignorant because “the single number” says about the standardized DPS, which Greatsword provides in 750 and longbow in 735. Have you even looked at the sheets?
Longbow can provide 2 rapid fire streams (5 ; 2,5 with Quickness altogether) that are of 1575 dps and greatsword can do 3 mauls of (2,25 ; 1,125 with quickness) of 2200 dps.
I won’t do all the work for you and I won’t paste the results of this comparison because you would ignore it regardless. Those who feel like it would see that Longbow here wins.
Also – Longbow provides higher uptime of cripple via #5 that is just much superior to Greatsword capabilities even in DPS. LB Also provides 20 vuln for 10 seconds instead of GS 15 for 8 seconds.
And Ranger still provides higher DPS with Predator’s Onslaught than he would with Remorseless. So much for your “BS” that you can’t, sadly, even support with facts.
(edited by Tragic Positive.9356)
@aussieheals.6843 song request. Is it from a game? or anime or something.
It’s a soundtrack from Naruto.
And I believe it’s either Pein/Akatsuki/Madara theme. One of those.
That’s fine, but how is shortbow more reliable? How is axe any different in “every encounter”?
If nothing else, you know when your abilities are going to be cast.
With Axe – you end the cast at 1/4 and then you have a blank window of 3/4 second doing nothing. And it ruined my other abilities because I timed turning my character a bit too early which ended up in no ability cast and full CD going.
And yes, Axe is different in every encounter. Sometimes more useful, sometimes less.
There was a suggestion to make Companion’s Might apply vulnerability instead of bleeding.
The argument was that it would increase both Conditions and Direct damage.
Do you know that Vulnerability does not affect condition damage?
Duels last pretty long to finish…
… The ones where the enemy goes down in less than 6 seconds – no stun breaker, no cleanse, they are watching you bomb them in entangle turning their backs on you.
Nothing extraordinary to see here.
Bows will always be worse dmg than melee if that is what you are asking. It doesn’t make sense to let ranged stuff deal more dmg than melee.
If bows are bad depends on how often you fight bosses in PvE where meleeing is a bad idea (like in some fractals f.e.). If you asking for more bow dmg than melee? Nope wont happen.
It already happens, though.
Not really. We talk about PvE.
Exactly.
Mention Ele Staff. And if you look at the topic of PvE numbers to the table – my topic – you’ll realize what I’m talking about. Also, LB melee arrow deals as much as GS swing. Do the maths.
Edit:
https://forum-en.gw2archive.eu/forum/professions/ranger/PvE-numbers-to-the-table/first
You’re welcome.
(edited by Tragic Positive.9356)
Bows will always be worse dmg than melee if that is what you are asking. It doesn’t make sense to let ranged stuff deal more dmg than melee.
If bows are bad depends on how often you fight bosses in PvE where meleeing is a bad idea (like in some fractals f.e.). If you asking for more bow dmg than melee? Nope wont happen.
It already happens, though.
Yes, one of the builds I was thinking of (but wasn’t my cup of tea).
The only thing I might ask:
Did you feel like Sigil of Intelligence for GreatSword is not needed? I believe it would give that bonus smack on burst reliability of the weapon.
Longbow is now a part of Meta DPS melee weapon.
Sadly, the numbers cannot be beaten. Not even with greatsword.
I made a topic about the numbers. I might look it up and paste here.
Rapid Fire provides 20 vuln. stacks unlike 10 from maul (we are taking 2 into account since quick draw)
The only thing to be careful about is to double check the weapon swap before casting Path of Scars. Yup, you already know what #4 is.
Also, I’m positive the Quickening Zephyr is better for DPS than Sick ‘Em. Cooldown might be 2 times longer, but provides quickness to both YOU and your pet which is a 50% DPS increase for both you and your pet – and stacks with Zephyr’s Speed (BM)
The greatsword beats LB only at fights that include 2+ targets. For bosses – Longbow is the answer.
I would rather go with a rabid amulet and take sharpened edges. Dual geomancy and energy sigils.
Also if you are using WS, then i would suggest going into the NM line instead of BM. Evasive purity is a godsend
Too easy to counter with only Condition Damage up your sleeve. Also too easy to be killed. I currently have 32% to proc sigils which is more than enough on weapons with so fast speed, Still the highest condition damage possible and 25K HP.
But well, everyone has a different game-style. The Rabid Ranger build I ran was very similar to yours. But died twice as much and was burning oriented. I usually got downed in a few seconds – but managed to down 3 other people with me.
Yep – we are talking traps.
Hey guyz, I’ve been trying out various builds, from burning bomber to well-known GlassBow ranger and I’ve decided to come here and share the build that I had the most success with.
http://intothemists.com/calc/?build=-JV-F3;1F-y-d2JEF-0;9k-R;1Z_b;0157137036;4h7X4U;1MRl4MRl41d
It’s a full evade balanced duelist. I didn’t have a slightest problem against any class so far. Of course I messed up and lost a few times but when I did right – I won every single matchup, be it sustained warrior, Ele, full condi Engie, Zerk Thief or Mesmer… No problems at all.
This build has:
- High access to evades
- Constant DPS pressure
- Permanent Poison uptime
- High condition cleanse
- Access to blind and taunt for easier and safer stomps
As you can see – I have traits like Light on Your Feet because I found out it has nice synergy with the poison uptime that is really helpful. This weapon setup has no real bursty abilities that would benefit from Quick Draw and LoYF ensures your attacks to hit as well as helps you in those XvY fights.
Feel free to copy, comment, change or share any feedback according to your will.
Greetings people.
As it stands, you already see a lot of negative feedback from both PvE and especially PvE. As a veteran MMO player, I had an idea about what actually went wrong with the condition stacking system.
And the answer is pretty complex: Burning.
- Burning has been made nothing else but 2 times stronger bleeding. And I don’t really see a reason for that. Not from a system point of view. They could have just removed burning and replaced it with bleeds.
- The mechanic is absolutely the same now. But on massively more deadly scale.
What I think would definitely help both PvP and PvE is changing the mechanic a bit backwards to:
- Burning now stacks in duration instead of intensity
- Burning is now applied as a player-exclusive condition and will stack if more players use the same condition without overwriting each other
- Burning damage is buffed accordingly
What will be achieved:
- conditions with obvious mechanics that vary from each other
- reduced condi burst for following reasons: They ignore armor, there are limited ways of countering their damage output and most of condis keep reapplying themselves, they need 1 stat for full effect instead of 3
- conditions will still stay as valid DPS option since the damage output will be noticeable but will not compete with Glass Cannons because of the space for 2 other stats
- PvP reviving will be possible because a single AoE burning field was able to down 3 people who tried to revive the downed guy – and the downed target that kept being bombed for 5K condition damage per second was not even worth stomping at all.
- Players will be rewarded for thoughtful condition cleanse uses instead of braindead spamming on every condition they see
I believe a change of this caliber would make risky Berserkers more valuable for damaging a downed target as well as their possibility to Burst, while Condition specs would still be powerful (AoE) pressure options.
Any feedback appreciated.
You already have such an immense access to Fury reapplication to go with Opening strikes, yet people ask for more.
I don’t really see a reason to buff it or change it. You now have an amazing time using Signet of the Hunt with opening strike. Change the weapon – get the fury – Use maul.
That’s only if you have remorseless. The point I’m trying to make is that without remorseless, opening strikes is weak for the amount of investment, and is especially weak in PvE because you are often combat locked for long durations. At world bosses or silverwastes for example, you are stuck with these 3 traits that do nothing for 90%+ of the fight.
Since opening strikes is forced upon anyone who takes marksmanship, then it needs to function well enough with just the 3 baseline traits. Nobody is asking for a major buff, only that it work better without remorseless. If that means changing remorseless to balance out the change, then so be it.
Why don’t you complain about Fury that is useless at 100% of several world bosses (since structures)? Isn’t it the same?
Some traits won’t have full benefit. Ever. That’s why there are traits that can or may not improve it. And there is a way to improve it. So be a man and acknowledge that not everything in this game is perfect, yet absolutely fine.
Opening Strikes are finally viable. And for leveling up or open world content – this trait is much better than several others we have.
Trapper’s Expertise trait says Boons and conditions caused by traps. What boons?
This is the only I can give an answer to:
Healing Spring is a trap, too.
So the regeneration it provides will last longer.
Last time I checked Daze and Stun were the same in PvE.
And this I have to confirm as well… PvE minions stopped moving on daze, too.
You already have such an immense access to Fury reapplication to go with Opening strikes, yet people ask for more.
I don’t really see a reason to buff it or change it. You now have an amazing time using Signet of the Hunt with opening strike. Change the weapon – get the fury – Use maul.
We got access to easy:
- Vulnerability application
- Spike damage builds without any need of precision
- Reliable and non-RNG use of Maul Burst
Rapid Fire with new Quick Draw is as good as it is. No need for buffs or nerfs. You guyz should focus on traits and abilities that are broken or utterly useless.
If you flood the forum with topics like these, how we are ever going to get attention to:
- Empathic Bond
- Invigorating Bond
- Most Dangerous Game
- Poison Master
- Honed Axes
?
Also the Storm Spirit Daze doesn’t even affect PVE mobs. The ‘Daze’ icon is there but they still attack and move…
Daze only prevents skills being used (except stun breakers), you are most likely thinking of stun.
Even Auto-Attacks are considered abilities.
I agree that the Healing Spring trap change is weird.
It’s… Strange and clunky. Pets trigger it, targets at full HP trigger it (and we have been told otherwise)… And so on.
Some tweaks around this trap would be welcome. The offensive traps are fine for now.
Currently?
I told myself I won’t run anything PvP for a while.
7K per second of condi damage where Direct Damage is pointless and has a single role of Structure-destroying is too strange for me. No diversity, no strategy – just spam as much AoE burning as you can – is the key. Even if you die – a couple of people will die with you.
Once a target goes down there’s no reviving him. And condi bombing a downed target is much more powerful than trying to stomp. By stomping you make yourself vulnerable to yet another 7K per second condis – meaning that you will go down with him.
And yes – the once so powerful condi cleanse we had is long gone. But Brown bear is becoming meta, strangely enough – from useless to priceless.