Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
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Nice idea. The incentives must be considerably more for aiming at the stronger server. It should give a direction for the devs, where to go from here.
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That simple solution has been suggested many many times. Either the dev team disagrees with the OPness of the runes, or they will implement it in the next balance update. I can’t honestly imagine that this is going to be ignored.
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Yeah such trolls exist. Taking this behaviour too seriously doesn’t serve any purpose. I used to do that too… but just moving on and forgetting about it makes it so much more easy… you always meet twice.
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The fariness is not the problem. A server of 2 ppl should not have equal chances against a server with 200. But there should be playable content for both servers.
The arena style map changes are actually quite good imho. The bloodlust buff, as said above, is the thing that many don’t like. It basicly just favors the higher populated server. In even matchups it would be fine. But most matchups are highly uneven…
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This one is going to be longer.
There are many suggestions in the WvW community, that are controversially discussed. But what is the actual issue, what should a fix opt to do and how should this fix ocure?
Imbalance
This is nothing new to the community. The fact that the different amount of active players on different servers is the biggest indicator of who wins, makes competition in WvW meaningless. As this was not acceptable by many players, some in the community were okay with it for they did not care for the outcome of the matchup. Now with the comming league system, the rewards and therefor the placement of one’s server becomes a bigger issue for even those players. Additionally it would happen often, that a small group of the “weaker” server would get overrun by the bigger Zergs of the other server, making the whole WvW experience very painfull. The result in one server owning all the map 90% of the time makes the WvW experience fun for no side.
Where should we go from here?
Now, should we opt to create a balance, so that any server, no matter the population, could win the league or should we focus more on ways to create a playable surrounding even if there is one server dominating the other? I personally tend to the second option. Balancing WvW out would be a huge undertaking and one might question if that is even possible. Such a balance, if achievable, would also make matches between T1 and T9 servers possible. Meaning that 10-20 players would stand against 200 on an average evening. While we all wish to be heroic spartans, I doubt that this could ever work well. However, the main focus should be to allow every player to enjoy WvW on some level of competition, even under huge differences of population.
Now come to the point! What should we do?
I don’t know. At least I don’t know for sure. I believe that everything, that encourages a big Zerg to split up into smaller groups, would make the matchups more fun. Not because I want to discriminate zerg players, but because it would allow that the outmanned server can actually have a way to fight an equal ammount of people. For example the bigger server, to achieve the final cap in the enemy borderlands, has to split up in 3 groups, while the smaller server only has about roughly half of the people of the bigger server. Here the smaller server, not needing to split up, would even get a numbers advantage when fighting one of those smaller Zergs. This effect should only occure the deeper you go into enemy terretory. Meaning on your own borderlands, close to your spawn, you would have the advantage of the enemy being forced to split up. And the deeper you have to go into enemy territory, the more that balance shifts in your opponents favor. Leading to the point, where you yourself has to split up and has to achieve multiple tasks at the same time.
And how shoul we do that?
The only way I can imagine that, is to implement critical events on the map. Like blocked choke points, that need to be crossed to advance further. So you have to “open” those choke points by doing/capping certain points/fortifications, that must be hold for some time all together to allow the block to be removed. And this is where the weaker server would have a chance of defending and actually having some chance for “achievment” by disrupting one of the attacking groups.
This is about it. I do not really know, how one could implement smth like that into the game. But I imagine that it would create an accaptable challange for both servers, even if one is of a great numbers disatvantage. The outcome of winner and loser of the matchup might not change, but the actual playable contend would be there for anyone.
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(edited by TyPin.9860)
On my necromancer I usually have no problems to counter those engies. But this only due to being a condition necromancer (since ever), and having one condition cleanse and 2 condition transfers on a farely nice CD. Any engy will be “blessed” with his own conditions facing me.
On my mesmer however I sometimes manage to give them their confusion back, but usually I keep my distance. Either I am lucky and blow that guy up in seconds, or I have to run and try to reset the fight. That sometimes works, if the engy is not that good, but a good engy will still confuse me appart.
Simply adding an internal CD would be a good start. Then one should bring the runes in line with all the other runes. Meaning the 6/6 effect should be just one, not two. Why is it that tourment and confusion runes need two effects on 6/6 while no other rune (I can think of now) has that. So make the 6/6 effect add 5-7 second confsuion on interrupt with an internal cooldown of 15-20 seconds and get rid of the +15% confsion time. Alternativle don’t put an internal CD but make the confusion time 2-3 seconds (that time will be increased by food buff and traits).
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(edited by TyPin.9860)
You can anticipate theif attacks even when they are stealthed. To all who have trouble with thieves, you should run theif, especially the builds that annoy you so much and learn how they work.
Stealth is close to be balanced. The issues one should think about is stealth stacking. Mesmers have to live without stealth stacking since forever and it works. Thieves could do too. For a skilled player it would not change much, for a lower skilled one, it would bring them more in line with the other professions for stealth is strong especially in lower skill levels of players.
The issue with not being reviled when missing, blind, blokced and stuff is another matter. Be carefull about that, cuz if theives would be revealed on a missing attack, it would make them very very vulnerable. Fighting a guardian would be close to impossible, if traited right. While I am being annyoed by this thing too, it would need carefull reconsideration when the thief suffers from revealed after a missing attack.
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Well I can tell you that stealthing me is essential for my mesmer play. I love it, when they attack nothing or my illusions, while I stay untouched. Also mesmer also can stealthstomp. If you’re really complaining about perma stealth, then I can’t help you.
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It is interesting, how this stealth mechanic has devided by the community. While there are some (thieves and non-theives), who think that is completely over the top powerfull, there are others (thieves and non-theives as well) who think it is mostly fine.
It seems to be not understood though, that stealth is a key element of thiev and mesmer survival (yes I main mesmer). Remove it and they die. This is not a sign of them being noobs, it’s a part of the design/build. The problem with stealth is that it is a all or nothing ability. There is no kind of medigation to have just a little bit of stealth. You are either stealthed or not.
The issue many players have with thief is not the stealth itself. Though they don’t see it, it is with the very strong healing and condition removel they can have during stealth. This is what makes thief so strong and very hard to pin down.
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How many Blacktide do you need to screw in a light bulb?
All of them.
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(edited by TyPin.9860)
If I meet an enemy, who takes not mut dmg, but doesn’t put me under any preasure, then I can hack away on that guy without a 2nd thought. Guess, who comes out ahead here… 3600 armor doesn’t help here buddy.
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Ascended infusions are crap doe. Anyways i have Incinerator, and all my accessory slots ascended. tbh i don’t notice that much of a difference at all. Maybe an extra 500 damage on my backstab is about the most, IF that. My guard still only has exotic, and he hits like a truck regardless. i have never felt handicapped in anyway for not having ascended, it’s just unrealistic.
I didn’t want to say if it’s worth it’s “money” (or whatever you spend on it). I was just stating the facts.
I have equipped every one of my 4 80s with ascended trinkets, but with weapons I might start to see my limits following the power creep. I agree that in most cases it doesn’t make that much of a difference. But can play a role if some very even players/groups meet each other.
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Why do you ppl allways think, that you have seen so much more up in t2 and t1? Our Zergs are not only 10 ppl, lol, that’s a small havoc group or a guild team. Our Zergs are up to 60+ ppl too. Our problem lies within coverage for a whole week. And we’re faced against even higher tier servers and got rofflestomped by huge Zergs ourselfes. But that is no suprise.
Did u ever think that guild Zergs, who most likely are voice chatting with each other and are opening with veil and CC, are just organized very well? Do you run in an own organized guild zerg? If every character has only 1 cc skill (and even chaos storm can be used as CC in a Zerg fight), then they can open with 60 cc skills at the same time. They won’t need hammer warrior to bring out such an initial burst.
Hell it is WvW. It is ment to be played with siege, with suprise attacks, with tactic and strategy. Ppl don’t use that. They just mindlessly Zerg arround. A random Zerg will get rofflestomped by such a big guild Zerg any time. Nerfing warriors won’t change that. CC is very strong is this game and easily executed in many cases. You have to be smart about it and you have to know, which fights you can pick and which you can’t. You know that you could use those mentioned ACs, ppl are complaining about, even against big Zergs? But wait, is that organizied guild using those already? I might start to see a pattern here.
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following this link exotic items stats are 165% of basic item stats. The ascended stats are at 175%. So that makes ascended 6,06% better than exotic items. Also your can put extra infusions on ascended stuff. Making ascended items additionally better.
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Never thought some time ago some1 would “accuse” FoW of zerging. But yeah, it actually happans now. I usually avoid Zergs, for my computer can barely handle it. I usually run allone or in small Zergs. And yesterday I found only RoS and BT Zergs roflstomping me, when they found me.
On a roamer level I must say RoS has more skilled players than BT. I can take on the usualy BT roamers in a 1v2 or even 1v3 while against RoS it’s a challange 1v1ing.
We have some commanders, I won’t tell their names, who think highly of them selves and their efforts are impressive, but they lack the awareness/scouts and the tactical thinking. Also many of the FoW pugs are still getting used to zerging. While we have the basic Zerging “tactics” down, you see often ppl ignore commander commands, wandering of chasing randoms and such. We need to get more discipline in our Zergs, then we will be able to devide it. It is still too early for our server I feel.
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Of course the server with the better coverage and a decent organization will have best chances of capping the bloodlust buff increasing further the gap between low and high coverage servers.
However, roamers on servers with lower coverage now would need to coordinate. Indiviual roaming is and roaming with small groups might be good enough to disrupt the stronger servers from capping that buff. Granted, the rewards would be low, if you manage only to disrupt but not to kill anything. Maybe ther coul be an event giving you reward each time you contested a cap point for a certain time as well if you manage to cap the cap point. It might be too earlie to tell, how it turns out. However, I can understand the concerns and they are mine too.
We will see how it goes. If it’s good, it will be good for 7 weeks, if it’s bad, it will be so for 7 weeks too.
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Hm interesting idea. It would however change the meta in even matchups, where you actually have to think about strategies and tactics, hugely. Nowdays if you intercept all dollies to a tower/keep or even cap all it’s supplying camps you can be sure, they won’t have much supply in there.
With that change you suggested, this would change hugely and you would have to look out for those players carriers. Not saying that is good or bad, just stating the obvious. It would most certainly add an interesting strategical aspect.
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I have encoutnered such Zergs. And honestly, while they were hard to deal with, you can deal with them. Cuz you’ll have your own Hammer Warriors in there. If you are so heavy on condition cleansing, than I say it is ur own fault. Running in a Zerg doesn’t require so many condition cleanses. Using staff gives you on #2 an almost stun breaker and sword #2 gives you a pretty nice evade. And proper stacking will still help you even against those warriors with any profession.
I can not imagine how one plays mesmer without blink. But that is your choice. I see not often such hammer heavy Zergs. I saw but many groups up to 10 players using them, but then also it was not that hard to deal with them. Either I have had not met the kind of Zerg you’re talking about or you simply might want to change your playstyle.
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Honestly, when I see u talking about mesmer, than I say, if the hammer warrior hits you, it is your own fault. A good mesmer can kite a hammer warrior all day long. And if the warrior is really good, he might hit and even defeat you. But then the reason for that might be, that he really is that good.
About Arrow carts. No. If you want to 1v1, then do duels or go to sPvP. Siege is an important part of WvW. After ACs have been nerved, should we next nerf Balistas? What about the big dmg rams do to a gate? I think that is way over the top too.
There are professions that have more stability than other, and then there are professione, that have almost no stability. But again, talking about mesmer, I often steal my opponents stability and problem is solved.
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Well retaliation could be easily nerfed like they nerfed Chaos Armor. Give retaliation an 1 second internal cooldown. So it would be still strong inna small scale scenraio, but would not be that strong in Zerg fights.
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You can still contribute. Supply runs, manning siege and such is an important part, that I like to give to upleveled players, if they’re willing to do it. You might not level that fast as running inna Zerg, but there are allways a bunch of upleveled guys arround, so they can take turns.
And some professions can even hold there own in in 1v1 when they are upleveled. So I once delayed 3 lvl 80 guys with my necromancer, who was arround lvl 60 at this time. They tried to kill me for 5 minutes but I still survived and they finally gave up.
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Interesting idea. But I believe the buff would also be there. But maybe ANet can be convinced to leave it that JP buff free.
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I want to encourage players to not do that. I can not give you anything for that and I am sure, your rewards from WvW will be not that high, as if you would go to the high population servers. However, experiencing the 1st balanced matchup since ever for FoW I can only say, it is the most fun, if the matches are balanced. Transferring to a high population server only adds to the map queue frustration and you won’t have that much fun only zerging way weaker servers.
That’s why I will stay in my server and hope for such matchups. Steamrolling other servers or being steamrolled isn’t fun for anyone in the long term. So stay with your server and defend your realm against all those evil invaders
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I switched to 20/30/20/0/0 with assassin exotics a nd rampager/berserker ascended with travelerrunes. I’d never thought GS and Staff would work, but I’m having blast, blasting everybody away
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I’d go for Staff (bouncing attacks and Chaos storm, the storm also has an interrupt, very helpfull) and GS (bouncing attacks and berserker) and glamour skills with reflection. Traiting glamour also helps with veil CD^^. Mirror as heal might be usefull too, if you’re the target.
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I can smell all the server transfers allready. With such an reward system ballance between different populated servers is required. I was okay with the system, as long as it didn’t have a too huge impact. Now PvE farmers will log into the WvW even more, just to have participated once and massiv player numbers will swarm the higher ranked servers before the update is implemented.
Unless there is some kind of handicap in gameplay or reward system, this will greatly increase the imballance between differently populated servers. I like tha basic idea, but WvW is not in the shape yet award rewards for win or lose.
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I like that rune. It gives me a new feeling of freedom for build crafting. I quickly made myself a assassins set with those runes and replaced my rampager with centaur runes there. At least for solo roaming in WvW I will love that one. No need for focus any more. I love it.
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Maybe u guys see that all wrong. PvElers get the stuff easier, cuz, when they occasionally do play WvW, they suck (well except when they hide inna big Zerg). It is only to create a much demanded balance between all the scrubs and the more skillful WvW players. So it works as intended
trollalla
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Just a quick idea. Not thought that through completely, but the game can propably record, how much time one spends in PvE and WvW. Can you scale rewards according to this? If you play only WvW, your rewards from events will be much higher, then going to PvE and the other way arround. Some1 playing both will have some middle thingy reward.
That would encourage ppl to just keep doing what they do and still get a nice reward out of that. I can then lock myself in WvW and never come out of it any more
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Not to forget that there are matchups, where towers and keeps are constantly traded. And then there are matchups, where one server holds the majority of everything a whole week. It is rather difficult to figure out the right reward ballance, when PvE is very predictable, however, WvW is not and depends totally on how many players play on each side.
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And I want thieves not to remove all my conditions during stealth and heal. But that’s not going to happen.
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I don’t want that. The inital event to claim teleporter control would be PvE, from this point forward you would have access to this network. It is basicly just a fast traval system, with an additional udnerground “level” to have smal scale battles.
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I today had an idea. What if, when a server owns nothing or close to nothing, they get access to some mystical underground events, that they can do. They can claim friendship with some npcs (like the mercenaries already in EB) by completing an event and then they can build, via some mystical crystal stuff, an underground teleporter network, with what they can fast travel throughout the map and exit the network through portals. Towers and Keeps are excluded from those portals. Those underground ppl could be some weird Asura ppl, who still live underground.
Where a huge Zerg usually builds siege and stuff quickly, the smaller server can now do the same, by traveling via this teleporter network. Or they can just use it to assault camps and caravans to prevent the strong server from fortifying until the own server is in numbers back there.
Of course after you cap more and more fortifications, you lose influence over those asura and the teleporters deactivate at one point.
The teleporters can transport just a limited ammount of ppl and have to recharge, so that it can not be abused too much. They can also be claimed by more than one server. Also they could connect to some underground tunnel system, where it could happen that 2 smaller groups of servers, who don’t own kitten on the map, can have some smal scale skrimish battles. This undergound tunnels could hold some kind of “supply camps”, where every1 can hold +5 supply, or smth.
That is not intended to balance different populations out, but to give some stuff and some “advantages” to horribly outmanned servers, when the matchup is crap.
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People here have some misconseption of condition builds. The most effective condition builds I know have to invest in 3 stats to be effective. That is condition dmg, precision and toughness. The Rabid-armor is the perfect match for that. Why condition dmg is needed shoulb be obvious^^. Precision is needed to apply conditions quickly via auto attack. Sure you can do without it. But then it doesn’t result in that strong reaply effect. And thoughness is needed, cuz some professions and runes make you add 5% of toughness to your condition dmg and, most improtant, it gives you the necesarry resilianc to survive bursts. And, even if ppl say, condition duration is not needed, it is vital to stack bleeds for example. The number of bleeds sometimes has an even more intinidating effect than the actual dmg and I can see how ppl panic, being stacked with so many bleeds.
I got my kitten kicked some days a go by a condition Mesmer. I played my hybrid dmg mesmer at this point. I tried like 3 times and he ripped me appart. Then later, I challanged him again. and we achieved a 1:1 then (as far as I remember). Cuz I overthought my fighting style and used my only condition remove better.
Granted, condition builds are really strong atm. But that is the case for other builds too, who are suitable for different matchups, different group sizes and such. My condition necromancer ripps most opponents appart in a 1v1 battle. I even charge up to 3 or 4 ppl with my necormancer and still am confident that I can win. However, the moment I realize I lose, I have lost. I can not get away, I can not stealth, stability or invulnerable me out of bad situations. And if even one of my opponents has strong CC abilities, I am screwed.
I do not want to deny, that there is some tweaking necesarry. But some suggestions I read hear are just rediculous and would overshoot in the complete opposite, making condition builds just simply crap. And sometimes it is the best to avoid being stacked with conditions. I have seen ppl effectivly avoiding my attacks and downing me, before I stacked enough conditions to really preasure them. For all those complaining about condition builds. Run one for a time. There are some huge downsides to conditions and WvW is rarely about 1v1 situations.
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Eat all that Condi opness :p
Here is a playlist with mostly my Fights. Recorded various other Fights too but from the outside i don’t find them that good to watch since you can’t see Buffs/condis/life from both players (or even one).
I’m really sad that i missed to record Rhaz victory, i played the same way in that fight too you just moved out of my Burstskills extremly good not even using dodge just placement.
http://www.youtube.com/playlist?list=PLHV4l4UfhFtd39CJlFRPdixCu1rsyR7Du
Why but why did u show how I lost within 30 secs? Such a painfull memory… The other fight was nice though. It felt but way longer than 4 minutes to me
However, it was nice to see how I fight from the other one’s perspective… and honestly, I was more running then fighting^^ I played necro for such a long time that I almost forgot how mesmer works… all those random dodges^^
Was a very interesting evening to me, I learned a lot. And I shall become stronger MUHAHAHAHAHAHAHA
You [BNF]-guys have quite some skill… I’ll see u on the battle field. You know who my preffered targets are now. I need practice^^
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(1): +28 Condition Condition Damage
(2): 15% Confusion Duration
(3): +55 Condition Damage
(4): 20% chance to cause Confusion on hit (15 second cooldown).
(5): +100 Condition Damage
(6): +15% Confusion duration. Causes 10 seconds of Confusion on interrupt.
I just realized that this is, next to the torment runes, the only rune I know that has multiple effects on #6. Instead of adding an internal CD they added a 2nd rune fact making it work opposite to all other runes I can think of atm except for the torment rune set. Very perplexingly tormanting :P
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Although I don’t like having yet another currency in the game, I like it somehow. Now ANet, make it so
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- let matchups prolongue for a lot more time…upwards to 3 months at least
Nope, I don’t wanna be stuck inna kittenty matchup for 3 months…
- let people see each other’s names so we can have a good amount of personal rivalry and grudges
I like that. I want to struck fear in the heart of my enemies when they see me comming. Or rather don’t see me until they are downed. MUHAHAHAHA
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Make the sentires mesmers, who appear in the area arround the flag and when you kill them, you might kill an illusion and you’ll hear some evil laughter comming from it somewhere before it lets appear three phantasm with a heavy dmg and charge attack, who then will shatter on you causeing dmg, confusion, stun and imunity to the sentry. If more than 5 players will apear the sentry will chicken out and stealth/port away from them to prevent sentry farming :P
I am just kidding… or am I?^^
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So, I had an idea for an anti-zerg feature. It is not thought through really. But I thought to shout it out to you guys to see what you think.
I thought of a condtion, that can be applied to players via a trap or smth. It has several properties:
- slows your movement by 33% and prevents speed bosts from working
- causes you to be in combat (no waypoint use possible)
- can not be affected by cleansing or transfer skills
- the condition will be applied to allied players, if an effected character moves
- wears eventually out after after the effected character stoped moving for some time and the condition has not been reapplied
- after the condition has been removed, the player will be granted an imunity to that condition for a certain ammount of time
- the condition is removed on downed, the imunity effect will still be granted, if removed that way
This condition should especially effect larger groups, cuz players would spread it onto each other. The immunity after remove effect should prevent it from being used constantly on a group and therefor make it unable to do anything. Also the trap should be relativly expensive.
This trap could be used for 2 purposes. Gang a Zerg and simply kill it by preventing the players to move or, I believe that would be more efficient, slow a Zerg considerably down. It would hopefully allow for more tactical gameplay and for the chance to allow a server to switch to several smaller Zergs making tactical assaults and strategic planing more a part of WvW.
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Some downed state skills don’t even need to see the target, like ranger aoe interrupt, […] The one and only stomp mechanic you should be complaining about is Mist Form stomp, as it literally has no counter and is unstoppable.
Little correction there. I moslty agree with your post (that I didn’t qoute). But ranger interrupt needs a target and then interrupts as AoE centering the target. And mistform stomp can be countered by stealth and teleport aka mesmers and thieves.
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I actually agree on the stacking part. Here is why. Mesmers have a different kind of stealth with every cloak skill. Some use the same icon (like the normal stealth icon) but do not stack with each other. The decoy stealth is even a very unique stealth, because you can go invisible even when revealed (if that hasn’t been changed yet). For thieves shadow refuge could be such a spezial stealth, that can stack with each other. One would have to figure out, when you apply stackable stealth and unstackable stealth (respectivly they should have different icons for stackable and unstackable). That would allow many builds to work as they do now, however it would require the thieve to time stealth right and might lead to some “nerf” in stealth duration or to some short reveals if not timed perfectly. But it would be in line with how mesmer stealth works atm and would give D/P thieves still their build, but would make it harder to perform and limit it a bit.
However, this being said the stealth is not the real issue I have. I have more a problem with thief heal and cleanse capabilities through stealth and normal heal skill. But this is a matter for another thread in another subforum.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
[…]The difference however with stealth stomp and the others is.. you guessed it, you can’t touch them when their stealthed, and no can your teammates.[…]
Completely utterly wrong. Any AoE skill affects stealthed players too like any other. Stealth itself makes you unablte to select your the stealthed opponent. However, anthing that doesn’t need a selected target to hit (and there are tons of skills like that in GW2) hits the same, as if he wasn’t invisible.
If what you said was true, you could not fear, push or pull some1 out of shadow refuge, but you can.
You, sir, are spreading missinformation to support your message. It makes your whole message stand on a shaky ground.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
@Atherakhia:
We must play different games. Cuz what you write is not even close to the game I play…
Let’s look at Condie/“Tank” necro (to consider it tank is a joke, cuz a tank needs smth to counter CC what that necro does not have, if your necro condie/tank is rly a tank, please show me the build for it, I want to be enlightened)
What I am talking about is this: Heavy Condition Necromancer
There are several variations of that build. That’s how I use it. Utilities and elite can be easily switched.
This build offers huge, and I mean super huge, condition duration, dmg and stacking. However, the stacking is achieved via boon corruption, blood is power and the combination of marks. On a single target the Scepter/Dagger is really strong and only the Scepter auto atack is the one that can stack conditions really good without CD.
But do u see a stun breaker? Necros have, compared to other professions, horrible stun breakers. Do you see stability? Do you see a teleport? Stealth? Imunity?
This build is super weak egainst heavy CC builds and for example some warriors with high health pool and decent condition cleanse. And the very moment you meet more than one person, you can only try to fight your way out of the situation, but you won’t get away. The in combat mobility is very very weak. Marks can be dodged and on Focus/Dagger a good ranged character (like the kind of ranger I play) can keep that necromancer very well under control.
BTW, I saw many, really many necromancers falling to Ranger with the entangled roots elite skill (it happened to me too once or twice) after they blew their condition cleanse and heal too early. And they were stuck there, while the ranger finished them off from afar. And yesterday a necromancer friend of mine, who run almost the same build was 3 shot by a thief (not complaining, just explaining^^). So while this has very strong offensive capabilities, it is weak to so many many things.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
yeah, you saw it here first time. “Need” needs to stop. I roam arround the GW2 forums, encountering nice and raging threads about so many many things in GW2. Then I come to the WvW boarder lands… I mean sub forums. And I see imidiatly 3 or 4 “need” posts, where the author has figured it all out.
Summorised they may sound like this:
Thief NEED to be nerfed. Cuz I don’t like’em.
Thief NEED to be buffed. Cuz I like’em.
Siege Mastery XYZ NEEDS to be removed/changed. Cuz I don’t like it.
Siege Mastery XYZ NEEDS some serious buffs, cuz I’d like that.
Condie dmg NEEDS to be nerfed. Cuz it’s OP.
Condie dmg NEEDS some buffing, cuz ppl cleanse my condies and use melandru runes.
and so on…
This game is so not balanced.^^
But what rather annoys me, when some1, who has no clue about any balance issues and was just rolfstomped by smth, acts like he has figured everything out. And his solution: Remove the thing that I can’t beat…
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
When I go in WvW with my condition Necromancer, I fight ppl,who die in seconds, I fight, who ppl are giving me a challange and I figth ppl, who clearly had the upper hand in the fight.
I see myself as a decent player. Not the very best, but defenetly not the very worst either and I have the least problems with condition builds. When I run my ranger, who has propably the worst condi remove of all the 4 professions I currently play, I have more problems fighting a bunker guardian, for neither my bleeds, nor my direct dmg is enough to seriously trouble him. Do I cry now about Guardian bunkers being OP?
From what I read here, it sounds like a condition build has everything. While I have a decent armor on my necro, a fully burst backstab thief, if I don’t play close attention, can burst me down still easily. Should I cry now about backstab thieves?
Once the new conditions have been tried out and has been coutnered properly, then you will see a new ballance establish itself. Most of the posts here give me but the feeling, that the poster themself doesn’t play a condy build and therefor assumes condi builds can do anything, while in fact, they are very limited in comparison to a direct dmg build (I say only gates and siege) and are far from overpowered. They are strong and require knowledge to counter, but they can be countered.
Also, the mentioning of more condies then cleanses is quite funny. If they would equal out, how would a condi build deal dmg then any more? You could then facetank a condy build. And that is, what ppl wanna do, but that ain’t the right way.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
I think I have to go test that myself then.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
I just tried out my mesmer today again. Had to asdjust my build a bit after the big balance patch (yes, since then I didn’t play my mesmer seriously). I switched from GS back to Staff on ym hybrid dmg rampager gear. And it feels awesome. I jsut rofflestomped so many players today and got out of trouble very easily. Portaled some peeps and safed manny kitten with my mass invisibility. I would say mesmers are still very strong in WvW.
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
Actually, Lemongrass counters conditions extremely well, even against Pizza buffs. Conditions are calculated for all additional duration, then diminished condition duration. Hence:
100% + pizza (40%) = 140% duration
140% + lemongrass (-40%) = .6 × 140% = 84% duration.
Wrong, there was another threat, where some1 made experiments on those condition duration thingies and showed that inna video. And it turned out that it’s simply: 100%+40%-40%=100%
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!