random blinds are unreliable but can be anoying if triggering at the optimal moment :-).
So it will add RNG. Hit it jsut before a burst or before some AE effect makes a diffrence.
I will stick to my two classes and it will depend on the matches. If 80% get blowouts where i feel it´s RNG from MM then i might not care and maybe stop after getting enough shards … I play solo and duo Q. Lets see. Having a class lock on Q and class leaderboard would have motivated me to fight for a rank with my main but now i might not care …
Of course its ment for both weapon sets. But iven if not this one would only allow to swap power/condi so i think this could even be intresting.
If you even out the maximum power of a class but have one class with a much higer skill cap and/or risk.. . Guess what will people play …. Unless you are a hardcore fan or masochist you won´t play the difficult class …
On the other side if you make expert play more rewarding on a class, top players will go for it and wreck less skilled even more. This happend with celestial d/d.
So you basically already have a problem if a class is harder to play then others.
You will need a rock/paper/scissors system and make the harder classes a bit more rewarding to get this working.
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It can be done if you put the stats on weapons, armor and trinkets. You put devensive option on armor.
Would look like:
Weapons:
Power 1050
Condition 1050
Power + Condition 560
Armor
Toughness: 1050
Vitality: 1050
Healing: 1050
Healing + Vitality 560
ferocity + vitality 560
ferocity + toughness 560
ferocity + Healing 560
ferocity 1050
Trinkets:
Precision: 1050
Expertise: 1050
Concentration: 1050
Precision + Expertise: 560
Precision + Concentration: 560
Expertise + Concentration: 560
I like this sigils that give you one defensive boon/aura on swap. But shock aura is very powerful. Auras is not good on sigils. Leave them on runes.
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I grabed a durability rune by doing HOT events. Was fun for a while being a boon machine but recenty removed it to try diffrent more damage oriented one´s.
And i like comanders. Made it for my warrior.
Agreed bolt to the heart is propably better then going arcane….
Staff fire + arcane and pick traited blast finishes in the toolbar + glyph of storms. The old version was calles jihad staff fire/air/arcane in zerker gear.
The build is the most fun for me. I win in EU gold and in silver there is not much oposition.
It does significant damage while maintaining OK support. Yes using water makes it better in support and usually focusing on your role is good in a teamfight but it´s solo Q.
I would play it in platin too and stand my ground. I will loose there by being outplayed but i know my build can wreck meta builds.
i know i always come back to fire/earth/tempest with soldier and sage …. I don´t feel water is much better. OK it will cleanse and regen more from the team…
Its a matter of taste. I run a viper/celestial/rabid mix with a wanderer amultet.
I have 1600 power, a high condi stat at 1700 and 2500 armor with about 15k HP. Maintain OK critrate plus a splash healing and ferocity from cele. I do alot hybrid damage but much more condi. It´s an alround set not optimized for raids.
Velimere: while i would like the second one it´s dangerous on druid, ele, warrior and maybe scrapper.
agreed this is the fresh air ele amulet for ele power/brusier builds.
I usualy go for wash the pain away with sage and i use the glyph when i don´t have healing power amulet.
But i played earth/arcan/tempest with focus and soldier rune. Damage output is average but damage mitigation is strong.
What i like on sage builds is that they have significant support and maintain OK damage. The just don´t heal as much as the menders or magi types.
I think its a solid alround version. A bit lower constant damage but good boon duration.
I personaly like cleansing flame. I kill a lot with it and its a strong condi remover.
But it´s a matter of taste.
Here goes your D/D bruiser :-). In skilled hands this can be great.
I expect it´s not good for average or below players. You watch the combat and use your instants and dodges flexible. Spaming will outright kill you. No armor and low protection uptime. Any focus fire will instakill you if you are not good.
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I think it overuses vigor. I would pick arcane presicion. Otherwise its very nice. Was thinking about an adaption.
The burn duration is nice but i think the condi damage is equal. As blackeard mentioned. Leadership rune with rebound looks great in this build. Its a boon build.
That armor of earth CD reduction is powerful. It might actually bring back cantrip duel ele … So you build with rebound and leadership plus traiting arcane precision is something to try.
Looks great for PvE. But it´s very squishy so be careful. Also theres not much condition removal too. Don´t know if its required.
If you use that agaisnt a player you die.
Yes for me leaving out magnetic wave is a big drawback. Its the main skill to either save from a condi bomb or to suddenly reflect a rapid shot or other important bow shot.
And the unblckable knockdown in air is a guardian breaker … I even somtimes miss the interrupt from comet …. I learnd to like it as a backup if i see a rezz attempt.
And obsidian flesh is such a good savestomper or focus emergency ….
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its mainly viper. Sinister is good to add. I run a mix of mainly viper a bit rabid and a wanderer amulet. I maintain 1600 power and with food and traiting fire and earth i can actually go over 2k condi stat. But i usaully only go to about 1700. I maintain 30-40 % crit rate and 2500 armor. But its a hybrid i use PvE and WvW for pure glass its viper/sinister mix.
for ele this power/pre/tough/healing would be great.
I would like:
condi: 1050
power: 1050
Precision: 560
toughness: 560
While i like condi on ele power warrior is much more fun. I like the hybrid nature of ele and i stick to it since i started which reaches two years soon.
My viper focused scepter tempest dishes out a lot of damage. Shure it´s not just two clicks …
Well i understand the no votes, but i always look forward and think yes would be better or at least could, and thats what matters for me. I would try even if Anet might fail.
And yes if the MM makes the team composition it would be ok. Don´t think it will create worse matches. It would be diffrent and you adapt build not class. Better MM maybe worse team comps for “Swapers”.
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seen more cats recently. All i recognized was that they lost their health bar within a few seconds in my AE cleave …
Sage Temepest so condi heavy experience: (but i use focus, with dagger bow druids are much harder)
Warrior: Very bad matchup. He outheals your power damage and mostly ignors condi. Lasts a while but i usually loose and thus run/disengage to reach friends.
Necromancer. Doable 1:1 but hard and very bad in a teamfight with boon corupt.
Cronomancer: Bad matchup. Need to chatch him close or you run out of cleanse.
Druid/Scrapper. I win both matchups in most cases but it can be very long. Usually results in an add.
Thief: I win most even if at 50% but of course i die to thiefs striking in the worst moment regulary.
Other ele: Guess what …. Stalemate.
Revenenat + Guardian: Usualy save victory. Bunker Symbol last very long.
The main reasons to run it (at least in my verson)
1.) Guardians and thiefs are very common and guards stacked. So this is an advantage.
2.) Its´ very resistant to power builds and might not win but can stall.
3.) Still gives enough support to win a teamfight.
It guard should become less common and warriors more stacked don´t play it. If i see no guard/reve/thief on oposing team i might swap to warrior …
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I would like something like an elite where you tie a weapon set to an element so if you swap element you get diffrent sets. To make balnacing easy you can swap the two elements you traited (so arcane falls out), can have two sets and gain benefits like faster swap. The thing with that could be lowering skill floor but might be intresting. Or the weapons are tied depending on the traited elements. Firs is for traited, second for untraited elements :-). Ot its decided by traiting.
A no benefits about 5% of the players. The top piece of the pyramide. And it hinders progress due to not trusting that Anet can make a better MM system.
This vote did go for No because people don´t trust Anet doing it better …. So they voted to not try to do it better ….
it was a noticeable offhand dagger buff and meteor tonned down in special cases. The metor nerf was one of the most well done nerfs only targeting a very specific case. Shure its a nerf but accaptable.
a five stat amulet woudl be great but it always needs to be looked at all classes.
Fire needs a lot of traits buffed. It did fall back greatly and is currently only used for staff eles and me as unusual kitten. Arcane got a bit but there are still weak traits. I would give it 20% elemental attunement CD not 15. Not very much but a kick for ele gameplay.
there are counter builds and some classes can´t kill each other (especially some mirror matches). Can be fun annyways. Maybe only maurauder or viper amu allowed and go …
I would halve the radius but remove the target cap ….
I play those hybrid builds. Viper/Soldiers is squishy….
Ele lives and dies with its protection boon. 13k life and low armor makes poof without protection and the uptime in this build is low. Arcane shield can´t compensate it.
Thats why i hate necros in teamfights when they corrup prot …
These hybrid builds can be done i multiple ways with all elements. Earth + tempest +x seems most stable. If you drop water you loose a lot of condi removal but it works unless you try dueling mesmer or somtimes condi necro.
I would adapt the fresh air build you posted.
Squishy but fun. Can use eather renewal but you usually die annyway if you need it. I prefer a faster cast heal with damage and ferocity boon. You need to kill and do preassure. The glyph can be used for burns or weakness. Hard hitting boon machine. Necros might rip you apart unless you burst them down.
most played classes i see in pvp are warrior, ranger, dragonhunter and then necro and thief follow. revenant and ele are on the bottom.
they added pips for close losses which is good and not the same as giving three as base. could be five on 400+ and nothing below. I suggested a while ago to do it like no till
200, one to 300, two to 400 and five for 400+ and the ten for the victory. This is the way to go not hand out three for free and not playing.
Think what this skill actually does. If it counters blobs than it´s actually good ….. Annything that hurts zergs but not small groups is actually good for the gameplay. Stacking manny players in a small area should be punished.
I would even brign in a skill that has like 180 radius and does 2 points of damage but quadruples for each player hit and when you actually hit 10+ targes they all instantly die.
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Yes tempest is not ele. But naming it diffrent woudl have helped. Most disapointment comes from expectations. If you always have this in your mind it´s nearly impossible to fail.
hihi this druid traps. A friend uses condi trapper … It´s sometimes funny, but its garbage in teamfights after a few seconds. He needs to disengage soon. On the other side he drops thiefs with stacked traps … Thief can´t cleanse without evade and drops. It´s fast and can duel well so works in solo Q.
i used doom and leeching a lot in a non crit build. But i avoid combining leeching and scavener rune. scavening is one of my favorits :-). Smoldering works well. I also used soldier rune constantly but am bored of it … Damage is more fun. If i do over 30% crits then i usually use blood sigil.
Sage is definitly the good amulet here. What i woudl like is using arcane and tempest.
Dropin earth lowers protection uptime and you don´t have a save swap when e.g. e thief jumps you to absorb crit builds.
If you drop water you loose a bunch of condi removal.
I personaly drop water and pick soldier rune with shouts.
Also i don´t think strength sigil pays off.
Agressive d/d.
Low protection uptime is the bad point here.
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it only hits PvE when you strike huge monsters and as side effect damage to siege got lowered. Thats it. Seems like 10% damage nerf on some large boss mobs.
Tested offhand dagger after a long time and it played surprisingly well despite me not beining used to it. Don´t know if i stick to it but i will try it a bit more now. But i use Scepter so i test S/D now.
the meteor nerf was well targeted but the 7% air OL is sad and not a good thing ….
Class lock on Q, solo/duo Q using class MMR with block double class in duo and class leaderboards … Do a parallel full team Q (don´t know if it can fly with the playerbase). Keep good rewards also useful in PvE/WvW. As soon as you have class MMR and locked Q the problems of class rewards and PvE players in pvp should be mitigated.
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Well for me a no vote is a vote for no change full of mistrust that ANet can use it to improve the game and propably selfish from multiclassers that use it to their advantage but actually being a minority.
I understand the fear to lose some control and of course players want to use advantages. I somtimes also swap but not due to class stacking. It´s mainly done to counter oposing classes even when stacking on the own side. It´s very simple. Swap close to the start to get an advantage. It´s basically exploiting the system and voting for keeping that….
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Indeed. Got two drops in the last year ;-).
or you know your class and modify builds. I did see stacked necro + war, swaped rune and destroyed them yesterday. Won´t be optimal in many cases but will even out and show how good you are with a class in the long run.
As already written, people swap to counter oposing classes and they do it in the last seconds waiting what oponents do even stacking classes it it´s a benefit. SSD and not Q ing i nthe mists helps ….. this is bad stuff. Locking will be a change that will help to improve the system.
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