Can the condi Herald win this?
How?
Feels as a rock paper scissors fight.
With Reaper being rock and Herald being scissors.
Are you power or condi?
Seems like impossible as Mallyx at least.
1. He can corrupt your resistance, transfer and cleanse your condi.
2. He has more health, more cc and more ways to slow down your ways of killing him, than you can do to him.
Which means you will die faster from his dmg, than he can from yours.
Seems like a rock paper scissors case.
So this is 100% lose in 1 on 1?
1. I cant defend myself with resistance, because he will corrupt it.
2. He has condi defences against my condi (cleanses and transfers).
3, He has more health, more cc and will deal dmg to me faster than I can do to him (see point 1 and 2).
Is this one of those impossible to win battles?
Scrapper got enough nerfs in the past, u just need to learn how to play against them.
Scrapper are weak against: condi, hard cc, kite. We must have a lot of blocks, invuln and evades because we lack condi cleanse, stability, armor, and range attacks.
The only thing that is patethic, is that you whine in the engi forum that we are too strong in your oppinion.tldr; L2P
It’s funny reading this, I main a thief and read you saying you lack condi cleanse, stab, armor and range that’s why you need a lot of invuln, blocks etc
well i do not have any stab, bad condi cleanse, a 2 sec invuln noone takes, less armor and less range
so why don’t we buff thief to have all the sustain scrapper has? since that is your way of argumenting about the current state of scrapper ^^Your arguments both dont hold. Scrapper doesnt have the burst Daredevil has, nor the mobility. Besides Daredevils are more about avoiding dmg, rather than blocking or healing it back up.
As weird as it sounds, Daredevils dont have less range than Scrapper.Anyway, Scrapper needs a playstyle change to be a bit less good in 1 on 1 and a bit better in support.
Currently Scrapper is more allround with smaller weaknesses spread out, rather than really specialised in one area, with a big weakness in another.
They are build well for 1 on 1, which raises complaints.
Becoming more supportive and less powerful in 1 on 1 could fix issues, without nerfing them into useless.scrapper might not have a DrD burst yes, but what good is a burst if the enemy player has 1 to 2 get out of jail free cards with invuln skills/autoproc invuln traits,
consistant high dmg with good tankyness if much more viable in 1v1 or outnumbered situations than 1 to max 3 good burst if you just end up doing 0 dmg due to silly autoprocs
and yes DrD has less range, unless you consider wasting all your gap closers at once for range, which still isn’t ranged dmg, it’s a gap closer
Hammer simply does too much dmg for what it does, there are enough engi players out there that aggree that the hammer makes every other set obsolete
I also like playing hammer, for the playstyle, but i feel cheesy as f doing so cause it’s simply easy mode on the scrapper, the dmg on most skills is very high yet the CD are really low, meaning you mostly don’t even need much more than the hammer and the heal turret to win a match
nerfing it’s dmg down and/or increasing CD would make rifle more viable as power set and open up more diversity amongs builds
Scrappers usually dont play with Elixir S on their utility bar + Elixir S trait, so they wont have those 2 invulns that you are talking about.
Some play with neither. Sure it can be nice vs power dmg, but you cant use any abilities while its active and if you have a condi bomb on you, than you will die while the invuln is active.
Also the strengths I mentioned from Daredevil can be useful (not only their burst but their mobility and +1 function too).
Not everyone has invulns and even if they do, bursting someone so that it procs is useful too (nor is the fight over when it procs).
Regarding less or more range. Scrappers have less gap closers than Daredevils and less ranged dmging abilities.
If you dont need more than the hammer and healturret to win a fight, than you fight people who really have no clue how to fight a scrapper. I think that you are exaggarating.
Scrappers are more allround with strengths and weaknesses spread out, rather than few big strengths and few big weaknesses (as some other builds).
So its less obvious how to tackle them. They are good in 1 on 1 (without dominating most/without losing hard to most. Usually slight advantage, slight disadvantage or stalemate), which probably raises complaints.
They have never been stacked or overly represented on tournies, so they cant be way to good either.
Making scrapper a bit more about groupsupport and a bit less strong in 1 on 1 could be good. That would keep scrapper good while weakening it 1 on 1 a bit.
Meaning it doesnt need a nerf, it needs a bit of a playstyle shift.
There are some others like reapers, druids and daredevils for example. who are just as good as scrapper. What about those?
Also when changing/nerfing a class, you have to keep the other classes in mind too. Changing/nerfing one class can make another class to strong.
A build can sorta keep another class their build in check. Thinking DH and Tempest with group reflects previous patch for example. As in if counters to a class get nerfed, that class can get to strong, without being changed itself. Or the other way around, a class becoming useful, because it counters a popular build.
(edited by Yashuoa.9527)
I dont understand why they didnt go for something that you can select in the option menu.
Like the options:
Tune down your own visual noice.
Tune down others their visual noice.
You could than select this if you want to, and dont if you dont want to.
The previous auras looked really cool.
The visual noice ones look weird. Specifically the odd thin eggshaped line.
Would have been better if it was roundshaped at least.
Although I find the thin line weird too.
@ Silverkey
I agree.
It would be good indeed to not make alacrity fix all issues, but use other methods to fix issues.
@ Xstein and at both.
I agree.
So basically they didnt know well enough yet if 66% would be to much or not (maybe release came to early), so after seeing it in effect more on the live servers they tuned it down?
(edited by Yashuoa.9527)
What is false about the statements?
1. I specifically asked about ALL Mesmer builds.
I disliked bunkerchrono too (both playing vs it as playing it).
But there are other Mesmer builds besides that build and those werent considered good enough with 66% alacrity.
So aparently it may not have been to strong for all Mesmer builds.
Also it was a question so it cant be false.2. I specifically said with chrono slotted.
Meaning the cooldowns when using chrono, that were used to 66% alacrity when it was up, now have 33% when it is up.
Meaning you reduce them less=cooldowns are higher now.
Its simple fact or evidence if you will.Maybe you misunderstood/misread yourself.
1. The first one wasn’t false, I was just pointing out that alacrity was nerfed for reasons pertaining both to pve and pvp. I was answering your question. I also realize that the alacrity nerf hurt other builds as well. However, there are other ways to improve those builds besides buffing alacrity all the way up to 66% again. In fact, I do think self alacrity should perhaps be buffed, just not all the way up to 66%. That is way to high. It didn’t work for multiple reasons.
2. Ya, of course your cool downs get lower cool downs relative to the 66% alacrity. However, I did not say this statement was wrong.
“your abilities were based on having 66%”
This is the statement I am saying is false. Most, and perhaps all, of your abilities were Not balanced around the assumption that you have so much of 66% alacrity on yourself.
It looked as if you only quoted the things you considered false, as you said
‘’The rest of your statements sound legit. I am just concerned with the stuff that appears to be false.’’
How are at least some abilities as chrono, not balanced around having 66% alacrity from time to time on yourself?
They designed the chrono spec.
They introduce alacrity.
They choose the 66% number.
They even add stuff like a trait that increases the duration of it on yourself by 50%.
They add alacrity duration numbers to wells and other spells.
I would hope that they balance the chrono build and its abilities around having some alacrity uptime on yourself.
If its not balanced on having alacrity (not constantly, but here and there from spells),
than it means the alacrity numbers and traits are just picked without any balance in mind, which I hope is false.
Why do you think they choose the alacrity number of 66%, and alacrity duration on spells and traits? According to you, not with keeping balance of the spells in the build in mind. So for what reason are those numbers chosen?
66% alacrity was too strong for team mates in PvE. It was also to strong for self in PvP.
To strong on all Mesmer builds in pvp?
Maybe they could reduce duration of some cooldowns as said to compensate for the 33% alacrity nerf? Or you consider it right for all mesmer builds to receive the nerf to 33%?
My mesmer is an alt I am trying more lately, so maybe I dont see it right but
a 33% nerf in alactrity seems quite large as your abilities were based on having 66%.
Meaning every single mesmer cooldown with Chrono slotted, is nerfed bigtime in duration now with this change.So I thought longer duration for the Mesmer personaly, would maybe be fair and/or a few cooldowns lower.
It wouldnt change the duration of alacrity that it can give to teammates.yes… but they won’t. just go back to playing core mes. No matter what you play, taking a core line will be better than taking chrono…. unless you want to play a mindless utility bot.
I rather play dps power/condi, than a no dmg dealing utility build.
I love mesmer and think it needs an update, but it bothers me when there is misunderstanding going through the community.
“To strong on all Mesmer builds in pvp?”
1.Yes, it was too strong for pvp. Even after the shield changes, many teams were still bringing multiple bunker chronos. Having a class that can survive that long while targeted is not healthy for the game.“My mesmer is an alt I am trying more lately, so maybe I dont see it right but
a 33% nerf in alactrity seems quite large as your abilities were based on having 66%. Meaning every single mesmer cooldown with Chrono slotted, is nerfed bigtime in duration now with this change.”2.No, this is not true. Where is your evidence for this statement. I have seen this statement going around a lot. However, just because a lot of people have said it, doesn’t make it true. The original mesmer skills and weapons retained their initial cool downs. Therefore, you at least know that these were not balanced around alacrity. Most of the skills were not balanced around alacrity. That is why alacrity turned out to be a lot more powerful in pvp and pve than they were expecting. For example, the chrono shield has a cool down time that is similar to that of other classes based on the duration of perfection. However, when a chrono has permanent alacrity at 66%, the cool down becomes ridiculously low compared to that of other classes.
The rest of your statements sound legit. I am just concerned with the stuff that appears to be false.
What is false about the statements?
1. I specifically asked about ALL Mesmer builds.
I disliked bunkerchrono too (both playing vs it as playing it).
But there are other Mesmer builds besides that build and those werent considered good enough with 66% alacrity.
So aparently it may not have been to strong for all Mesmer builds.
Also it was a question so it cant be false.
2. I specifically said with chrono slotted.
Meaning the cooldowns when using chrono, that were used to 66% alacrity when it was up, now have 33% when it is up.
Meaning you reduce them less=cooldowns are higher now.
Its simple fact or evidence if you will.
Maybe you misunderstood/misread yourself.
(edited by Yashuoa.9527)
Scrapper got enough nerfs in the past, u just need to learn how to play against them.
Scrapper are weak against: condi, hard cc, kite. We must have a lot of blocks, invuln and evades because we lack condi cleanse, stability, armor, and range attacks.
The only thing that is patethic, is that you whine in the engi forum that we are too strong in your oppinion.tldr; L2P
It’s funny reading this, I main a thief and read you saying you lack condi cleanse, stab, armor and range that’s why you need a lot of invuln, blocks etc
well i do not have any stab, bad condi cleanse, a 2 sec invuln noone takes, less armor and less range
so why don’t we buff thief to have all the sustain scrapper has? since that is your way of argumenting about the current state of scrapper ^^
Your arguments both dont hold. Scrapper doesnt have the burst Daredevil has, nor the mobility. Besides Daredevils are more about avoiding dmg, rather than blocking or healing it back up.
As weird as it sounds, Daredevils dont have less range than Scrapper.
Anyway, Scrapper needs a playstyle change to be a bit less good in 1 on 1 and a bit better in support.
Currently Scrapper is more allround with smaller weaknesses spread out, rather than really specialised in one area, with a big weakness in another.
They are build well for 1 on 1, which raises complaints.
Becoming more supportive and less powerful in 1 on 1 could fix issues, without nerfing them into useless.
Warriors are not in a great spot. One of the main reasons is I think, because in their dps build, they dont bring anything to a group apart from dps and cc.
That is an issue, because the other classes do bring team wanted tools to the group in their dps build, apart from dmg and cc.
Examples:
Mesmer, +1 function, portal and boon removal (latter if power mess).
Daredevil, unblockable elite if venom share, otherwise impact strike to skip downed state, +1 function, superior mobility, stealth.
Scrapper, heal, condi cleanse, stealth, revealed.
Herald, if Mallyx, resistance, boon removal, 50% increased boon duration, various boons. If Power herald, protection, fury, might, regen, revealed, 50% boon duration increase.
Dragonhunter, protection, aegis, condi cleanse, heals.
Reaper, boon corrupt, condition transfer, condition cleanse.
Solution.
Warriors should be able to provide some wanted team tools in their dps build.
It doesnt have to be a lot. Some are more supportive classes than others.
It just has to be enough.
Something fitting that warriors can bring:
-Power and condi dmg reductions for the group.
-Boon increases.
Such things can be added to existing spells and traits that we already pick in dps builds.
Example:
Rousing resilience.
On top of what it does for the warrior, it could also provide x to the group for the same duration. That x can be a certain amount of toughness or other reduction vs power dmg for the group for example.
Warriors are not in a great spot. One of the main reasons is I think, because in their dps build, they dont bring much to a group apart from dps and cc.
That is an issue, because the other classes generally do bring team wanted tools to the group in their dps build, apart from dmg and cc.
Solution.
Warriors should be able to provide some wanted team tools in their dps build.
It doesnt have to be a lot. Some are more supportive classes than others.
It just has to be enough.
Something fitting that warriors can bring:
-Power and condi dmg reductions for the group.
-Vit boosts (outside of banner).
Edit:Suggestion by The Chaos4231:
-Uncorruptable, unstealable etc. cc immunity mechanic for the group for a few sec.
Maybe not all of these in one build,
but such things can be added to existing spells and traits that we can pick in dps builds.
Example:
Rousing resilience.
On top of what it does for the warrior, it could also provide x to the group for the same duration. That x can be a certain amount of toughness or other reduction vs power dmg for the group for example.
Please share your view.
Edit2: shortened the text to not push people away from reading it due to its length xD
and also posted it in the pvp forums.
https://forum-en.gw2archive.eu/forum/game/pvp/How-to-make-warriors-more-wanted/first#post6001842
(edited by Yashuoa.9527)
66% alacrity was too strong for team mates in PvE. It was also to strong for self in PvP.
To strong on all Mesmer builds in pvp?
Maybe they could reduce duration of some cooldowns as said to compensate for the 33% alacrity nerf? Or you consider it right for all mesmer builds to receive the nerf to 33%?
My mesmer is an alt I am trying more lately, so maybe I dont see it right but
a 33% nerf in alactrity seems quite large as your abilities were based on having 66%.
Meaning every single mesmer cooldown with Chrono slotted, is nerfed bigtime in duration now with this change.
So I thought longer duration alacrity for the Mesmer personaly, would maybe be fair and/or a few cooldowns lower.
It wouldnt change the duration of alacrity that it can give to teammates.
yes… but they won’t. just go back to playing core mes. No matter what you play, taking a core line will be better than taking chrono…. unless you want to play a mindless utility bot.
I rather play dps power/condi, than a no dmg dealing utility build.
(edited by Yashuoa.9527)
Op let’s me ask you this question.. how often do you play per week?
That varies a lot.
At times zero to like a couple games a week.
At times several games a day or just the daily.That’s the problem op. As I see it, MMR is not static. So let’s say this week you played with players whom have the same MMR as you do. Next week, you … brb I’ll finish my paragraph later.
I know that mmr is not static as in that it goes up if you win and goes down if you lose.
Not sure what you are getting at though.
Ill await the rest of your paragraph.The new mmr doesn’t only account for your MMR but also the number of games played in each category. So your MMR might be very high,however because you don’t have a lot of games played (let’s say in unrank); The system will match against folks by factueing all that in.
I dont see how my personal situation is relevant for this topic, high or low mmr, amount of games etc.
As far as I know, in unranked it pairs per team combined mmr.
The mmr of all 5 members of team A combined, has to be roughly the same as the mmr of all 5 members of team B combined.
Meaning in team A or B can be people with really high mmr and really low mmr, as long as they have the same mmr combined as the other team.
Example:
Team A has 5 people.
Member 1: 10 mmr.
Member 2: 75 mmr.
Member 3: 125 mmr.
Member 4: 200 mmr.
Member 5: 90 mmr.
Together: 500 mmr.
Now it will find members in team B to have a combined 500 mmr there too.
However team A has someone with 10 mmr and someone with 200 mmr.
(Numbers are just chosen to explain the mmr differences issue. Dont know the numbers exactly as mmr is hidden).
Meaning people with huge mmr differences can be together in a team.
Meaning people with huge mmr differences can be against each other.
Even if we also take matches played into account, than someone with low amount of matches played can be paired up with someone with high amount of matches played, so that doesnt really change the issues that I bring in.
That is something about unranked that I do not find to be a good system for reasons explained. Correct me if wrong, but this is how I understand that unranked mmr works.
In ranked it is different as I understand (at least will be in season 2).
Where it will pair you with people closer to your own mmr and league.
Now I am not saying make unranked the same as ranked mmr wise (not league wise either).
I am just asking for unranked to have less differences in mmr between teammates and opponents than it currently has. Because the mmr differences between teammates and opponents can be to large.
(edited by Yashuoa.9527)
Op let’s me ask you this question.. how often do you play per week?
That varies a lot.
At times zero to like a couple games a week.
At times several games a day or just the daily.That’s the problem op. As I see it, MMR is not static. So let’s say this week you played with players whom have the same MMR as you do. Next week, you … brb I’ll finish my paragraph later.
I know that mmr is not static as in that it goes up if you win and goes down if you lose.
Not sure what you are getting at though.
Ill await the rest of your paragraph.
Op let’s me ask you this question.. how often do you play per week?
That varies a lot.
At times zero to like a couple games a week.
At times several games a day or just the daily.
(edited by Yashuoa.9527)
Well it doesn’t count as a loss, it’s a forfeit. Check this thread:
https://forum-en.gw2archive.eu/forum/game/pvp/Dc-and-losing/first#post5973342
I am aware of that thread as I made it
.
Those mentioned forfeits are about ranked only.
And its still a loss in the ui, statistics and such.
I would like it to be a forfeit in the ui, statistics and to apply for unranked as well.
They nerfed Alacrity from 66% to 33%. because it was considered to good a boost for teammates, correct?
However this nerfed the cooldowns of the mesmer as well.
Those were based on having 66% alacrity.
They should increase the duration of alacrity on the mesmer and/or reduce some of the mesmer cooldowns, so that it compensates the loss of going from 66% alacrity to 33%.
The way the mmr is designed in here does NOT work.
People of all MMR ranges, are matched together in here.
Basically someone with a really low mmr can be in the same team as someone with a really high mmr, as long as team A has the same combined MMR (if you combine mmr of all players in the team) as team B .
This does not work.
People with way to different goals, are matched together.
Example:
Someone with low mmr just wants to join for the lolz. Ignores bases. Doesnt care about them (I am not saying that all low mmr ppl do this, but generally, people with very wide mmr ranges, can have different ways of plays, intentions, strategies etc, which can make teamwork between these very different mmr groups more difficult, raise more issues).
Someone with a high mmr tries to win the game, but has a teammate who doesnt go for objectives.
People with way to different mmr range gets matched together skill wise.
Example:
Someone new to the game, with a low mmr, enters the match and faces experienced players with high mmr who can beat this person quite easily.
Not fun for either side.
These are just some of the issues.
Feel free to share others.
It would be better for unranked if the mmr ranges between players are less wide.
Even if it would make ques a little longer, I would prefer this.
Please share your view.
A game in unranked.
We have 1 dc at the start of the game and another one in the first 20 sec or so.
Like after 75% of the game or later, we finally have 5 people again.
We lose like ~500-400.
Not bad for the majority of the game being outnumbered.
However it just gets counted as a normal loss.
Game right after a dc happens again.
Whole game 4v5.
We lose like ~500-450.
This just doesnt feel right. Its frustrating.
Even if its unranked, something should be done about stuff like this.
If you didnt que with the person who dced, than it shouldnt count as a loss for you at the very least.
Also someone dcing in your team isnt happening on a rare occasion.
This adds to the frustration.
wrong forum.
Delete.
(edited by Yashuoa.9527)
Fixing thread with reply.
(Sometimes it shows zero post, nor a button to second page, when the last post on first page has been done).
For those concerned about the damage reduction in PvE… this is why PvE and PvP should be split. You have a hybrid defensive/offensive (currently great at both) weapon like hammer and can’t expect it to be capable of dishing out as much damage as other full DPS focused weapons in a pvp setting.
I agree on them having to split balance – mostly because the modes are completely different, and the rest of the game isn’t based upon defending a small circle.
But comparing the hammer to other weapons isn’t exactly fair…mainly because those other classes have two weapon sets available at any time, and as such they’re balanced. *
And even if we were to make a comparison with other engineer weapons…it isn’t like we’ve got any other melee weapon to compare it with.It seems to me that the main issue pvp-people have with it is in the design of the specialization itself – a tanky melee fighter with straightforward abilities and reduced group support (usually to its own detriment – purge and healing gyro target a single player at a time, after all).
Essentially, someone that’s extremely suited for conquest mode by design.
And if there is an issue, it is exactly there. It shouldn’t have been designed in such a way to begin with.
And given that’s the problem, i don’t think nerfing it would solve anything. If you remove what they’re supposed to be its strong points, the whole spec becomes pointless.
What could be reasonably done is to change the spec to make it less selfish and more oriented to groups, mainly by changing some traits so that it is less strong while alone (thus reducing its efficency in such situations) while not making the spec pointless in doing so. A trait like rapid regeneration could be changed to heal for a lesser amount but have its effect extended to allies too.
Adaptive armor could be changed (and its values decreased in doing so) to make it apply to nearby allies as well, alike Strength in Numbers, Spotter and similar buffs.
So that
- someone will mention kits or the toolbelt; kits aren’t available all the time (being optional) and thus aren’t the same as a second weapon set; and about the toolbelt, we aren’t the only class with F skills (guardians have 3 of them, for example, yet they don’t lack weapon skills as a drawback like engineers supposedly do)
I agree with you.
Scrappers dont need nerfing, they need a playstyle shift.
People their issues with the Scrapper build, will be reduced if the Scrapper becomes less good in 1on1 and better in group support.
I like your suggestions of traits like Rapid regen and Adaptive armor being reduced for the Scrapper personally, but getting groupwide function.
The same could be done for similar traits. Like Recovery matrix for example?
Besides this, I would like to add, elixirs getting a wider radius.
Shouts and similar supportive spells have 600 radius, while elixirs only have 240.
It would also be nice if we can get rid of the randomness. When elixirs have a part where they give either a, b, or c boon. I rather just know which one it will be.
Small casttime to Stealthgryo seems fair too.
Other things I have read here.
Reducing the range of Hammer 5 could be done as well.
Around 600 would maybe be right.
Meaning it would have been reduced by half in range.
Some dmg from the Hammer abilities could maybe be shifted to the autoattacks, to make the other skills less damagy, without reducing overal dps.
Automatic medical response shouldnt reset heals anymore (not a Scrapper trait though). It should be more like :
https://forum-en.gw2archive.eu/forum/professions/engineer/Different-Automatic-medical-response/first#post5964042
The impression I get that enemies from Scrappers dislike:
Thief for example are really good in one area, with a big weakness in another (squishy when getting hit).
Scrapper is more allround.
Less specialised in one area than Thiefs. Not with no weaknesses, but those weaknesses are more spread around.
Scrapper is also well build for 1 on 1.
Builds good in 1 on 1 are often complained about.
p.s.
Would be nice if they could make the utility gyros and heal gyros useful by fixing their movement problems and stats issues for example.
In such case, you could maybe shift the stunbreak from Slickshoes toolbelt to the utility (would mean nearly double cd increase of the stunbreak) and/or to one of the Gyros/Gyro toolbelts.
(edited by Yashuoa.9527)
Wahooo!!!
I just had a nice tought about gyros and how to make them feel unique! The solution is a fuel system!
I try to keep it short and let you guys talk about the idea:
For instance, Medic Gyro. Right now it has 15s duration, 20s cd and heals periodicly aoe and has an initial heal on summon.
Suggestion: Medic Gyro is now a toggle and has a 20s duration. You have a yellow 20s on your gyro where normaly the cd would be. Now this number goes down to 0. Onces it reaches zero they gyro despawns and the number starts rising again, up to 20. You can start or stop the gyro at any time and so play with the duration and cd.
The initial heal transfers to the toolbelt skill ofc :P and a 3s internal cd for the on / off switch is recommended too. If a gyro dies, they cannot be resummoned until the fuel is full again (20s)
How to balance it with traits like final salvo etc is something different. It’s just about the concept for now, what do you guys think about gyros working like that?
Greez!
- Ziggy
Cool idea.
It would also help their survival.
One question though. With which button do you desummon the Gyro?
Because you also need a button to make them explode for a daze.
check this vid and my others
https://www.youtube.com/watch?v=5cqxOeV2T7U
Thanks.
Cool build. Nice fighting that gun warrior+ thief at same time and winning.
When your keyboard didnt work, was that the movement bug that sometimes occurs, where you have to do something like dodge to get out of the bug?
I saw the vid and checked your condi shatter pvp tutorial
and I have some questions.
Is there any room in the utilities for portal in your build?
Like Portal instead of Mirror images?
Which utilities are viable in your build?
Your vid and tutorial answered all my questions from my opening post, except the Arcane thievery one.
Could you shed some light on that one?
(edited by Yashuoa.9527)
On metabattle there is a pvp condi mesmer build with
Inspiration/Chaos.
Dueling.
Illusions.
Are there other viable ones too?
Could you go with Chrono too for example?
In other words, what kind of condi Mes pvp versions are there?
Could you roll with Arcane thievery if you use Chaos (36 sec cd + reflect) instead of Null field?
One more question.
You generally want to pop a shatter when you have 3 clones right?
I which situations do you want to pop shatter 1-4 all at once?
I like it the way it is now, it feels in line with the other GM traits, and fixes the issue of DS being broken OP in a 1v1 against a condi enemy but worthless in a team fight, since you are going to get hit in a team fight with all the aoe/cleaves flying everywhere.
That doesnt have to mean more condi cleanses in teamfights though. DS has a 1 sec cd. It just means you will drop below 75% faster in a teamfight if they focus you.
How would it help more in a teamfight now compared to a 1 on 1?
As far as I know, it can proc one condi every second maximum.
If 4 hits land at the exactly the same time (unlikely?) above 75% hp, do you cleanse 4 condis before your hp drops below 75% hp and before the 1 sec internal cd ticks?
Problem is, we’re seeing a trend that ArenaNet wants to unify trait and skill statistics across all game modes so there’s no distinction between game modes.
Basilisk venom is an elite skill on a longer cooldown, and is limited to a number of attacks per buff; while signet of might is merely a utility slot skill on a low cooldown affecting infinite number of attacks over a limited duration. They just don’t compare, and basilisk venom’s elite properties along with the need to trait for it to share the buff justifies it’s unblockable properties.
I personally dont mind that stability prevents the trait from proccing.
Wouldnt it be to strong if it did?Kinda.. 1000 toughness is comparable to protection if you have base armor of 2600. That’s the problem with it- it’s mechanically flawed every way you look at it.
Signet of might could maybe than just give to allies ‘’the next x attacks you make are unblockable’’, while keeping the 6 seconds unblockable for warrior.
Giving a bit of resistance to teammates/dmg and/or duration reduction vs condi when the warrior uses reistance spells on himself.
Giving a bit of dmg reduction vs power dmg, when the warrior has rousing resilience.
Stuff like that.
Regardless of what teamtools we should get, the point I want to make is that some of our abilities should do something for allies as well.
If you look at pvp builds, basically all classes provide something to the team. Not just in their support builds. Also in their dmg builds.
Being it for example stuff like protection boon, resistance boon, condi cleanse, a heal, boon duration increase, portal, +1, condi removal.
What does a dps warrior bring to a team, apart from dmg and cc?
Nothing.
That is I think one of the problems for warriors being not so wanted for pvp teams.
They dont have to bring a lot, because some classes are more for that than others, but warriors just dont bring enough team wanted stuff.
Best suggestion I have seen thus far, and @the bravery RR is on the opest traits out there if used / timed correctly. So, it doesn’t need a mechs change.
thanks.
did they ever fix the finisher from shooting through target to AoE effect?
because otherwise it doesnt offer neither utility nor damageUtility only when traited so fields last 6 seconds actually damage too on orbital strike
if nothin’s changed its still just bad projectiles are too slow and weak for a 1500 range manual aimed weapon
You still need to hit the enemy target with mortar #1, to cleanse with it in our blind lightfield for example.
And at times, even when you do it still doesnt work (or the radius isnt 240 as it should be).
It doesnt make sense imo, because you dont need an enemy target, to heal with leap in water field either. A cleanse or a heal that affects you and allies, shouldnt need an enemy target.
Maybe support this thread?
https://forum-en.gw2archive.eu/forum/professions/engineer/Mortar-cleanse-does-not-work-properly/first#post5983404
Any balance change they nerf the elementalist….last one before Diamond Skin was with the Ice Bow before that was Fire skill damage…….now the only thing is the Static fields and Water fields after that you can delete elementalist …as for water fields …just taking a look at PvE Raids no one want a elemenatlist just Druid..i wounder why Anet? lets see if you will find the answer. Now i really log in game for daily and and bye bye…no more gems from me until they dont fix this and WvW.
I would prefer if you keep the general complaints about Elementalist out of this thread.
I would want this thread to be about this diamond skin idea or some other good alternative for the current post patch one.
Thanks for the pointers.
I am getting the hang of it a lot more now.
Managing my protection buff well also made a lot of difference (easier with someone around who can provide it to you, which means you can use your own ones better).
I roll with Rune of the Herald and Bolster fortifications.
Ill use Enchanted daggers at the start of the fight to get the protection up and move to Mallyx to build energy and slowly heal the dmg I take with the daggers.
This way I have protection up and still access to Naturalistic Resonance to boost my resistance (which I wouldnt have for 25 sec if I opened with Natu Resonance for protection. Can also just pop one with nature at start if there are no condi enemies though instead of enchanted daggers protection.).
Than ready to bring the hurt with the banishes and cover condi and pop Mallyx heal for a new protection.
Than a swap to Shiro for replishment of energy and to hurt with some mace and axe attacks.
Does this sound like some good strategies to find the right moments for in combat?
Fun build Mallyx condi. I like confusion and torment conditions especially.
The build has quite some depth too which is nice.
Using your energy to go heavy on the Mallyx elite I find cool too.
(edited by Yashuoa.9527)
Instead of the current one, where you need to be hit above 75% hp to cleanse a condi (1 second internal cd) I would like to suggest the following.
Reason for the suggestion is that an on hit mechanic, for a class like ele, doesnt work well in my opinion with a health cap as high as 75%.
New version:
Diamond skin.
It will proc once a condition is on you and will cleanse 1 condition a second for
X second duration and with an Y second internal cooldown
(the right numbers have to be determined).
No health cap.
This would be good for dps ele as well.
What do you think of this suggestion and why?
So lightfields + projectile finisher=condition cleanse.
It makes sense that for offensive projectile finishers like burns, poisons and such, that you need to hit the target with the projectile and field in question (fire, poison etc), for the combo to apply.
However, why do I need to hit an enemy target in a lightfield with mortar #1 (projectile finisher), for it to cleanse?
The cleanse doesnt affect the enemy, so why should an enemy be required?
Also, even when hitting an enemy in a lightfield with mortar #1, it doesnt always cleanse.
Because its bugged or maybe because the radius of the cleanse is smaller than 240 radius of the target that it should have.
Why cant I cleanse by just firing into the lightfield?
You dont need an enemy target to leap and blast in waterfields either.
So why is an enemy target needed, to cleanse in a lightfield?
You shouldnt need an enemy target in a lightfield, to cleanse.
Any chance to get this fixed/changed?
(edited by Yashuoa.9527)
Is pathetic how scrappers can deal a huge amounts of and still be able to sustain such…
there nothing much to explain, this is a fact and it needs to be fixed right away kitten , i wonder how stupid arena net is to not see this.
This is just your opinion.
You can see Scrapper dmg coming quite well if you know how they work, so that makes it easier to counter. Especially if you can make them use their hammer defenses, without them having used the attack part of the ability on you (or the other way around).
The same goes for their sustain through combo fields. Stop their combo with a water field (by saving a cc for that) and that really hurts the Scrappers sustain.
After hammer 2 and 4 (both melee range), their dmg drops until those are back up.
Hammer 5 you can step out of, so that you avoid most of its dmg.
Hammer 3 (leap+uber telegraphed) wont hit someone fully unless that target is in cc or does nothing about it.
I would say scrapper received enough nerfs.
Maybe Automatic medical response could be redesigned (non Scrapper talent that lot of Scrappers take). Like in here:https://forum-en.gw2archive.eu/forum/professions/engineer/Different-Automatic-medical-response/first#post5964042
and maybe Adaptive armor lowered a tad, but quicker stacking.
That would be about it regarding nerfs tbh (not more without compensation at least. Would love to see our utility gyros and heal gyro being made useful/reliable).
I have never seen a tournament where a team used 2 scrappers, unlike Druid, Reaper, Herald, Chrono, Tempest, Ele, from who I have all seen multiple in a team.
Scrapper dropped in power relatively, so I dont see a reason why they would start to stack them now.
So Scrapper cant be as good as you exaggarate.
They werent overly represented either.
Especially only a few in NA tournies.
Also its not like Scrapper stomps all others in 1 on 1 either.
Scrapper is a good build, but it doesnt have a big advantage over anyone, bar maybe a not super skilled Daredevil and Power Berserker.
Against Reapers it loses (I melt them when I sometimes play Reaper).
Against others its either slight advantage, slight disadvantage or stalemate.
That doesnt sound like something that needs big nerfing.
@YASHUOA
menders because of the extra healing power and precision, ds because of necros as is said on metabattle if power is more of a threat than condi you can go stoneheart, and yes they scale great with healing power which is why menders think lightning whip and burning speed plus air overload, dagger focus actually does more power damage then condi which is why we go with power as main stat, and yes it is protection and use of cooldowns that keeps u alive, i am actually going to change menders to clerics though for the main pick as I’ve come to think it is better, the damage isnt amazing on this build but it is mainly for team support like the old bunker guard was, air overload however still puts out some decent pressure
Thanks for the reply.
Remaining questions:
How do you feel about the new ds?
Is 75% health low enough to benifit enough from an on hit mechanic? (Is an on hit mechanic fitting for ele in general?).
Shouldnt it have become cleanse a condition every x sec, regardless of getting hit above y% health?
Why is Eye of the storm not listed in the utility spell options?
Its kinda good imo. Stunbreaker for you and teammates, shout (benifits from all the traits and soldier rune), superspeed to help get some distance and to get faster from A to B for you, teammates, but also for heros (if Stronghold).
(edited by Yashuoa.9527)
Hey guys i just posted an ele build on metabattle and would be thrilled if you all could try it out and rate it. Here is the link
Why Mender instead of sage?
Why DS instead of stoneheart?
Do our heals scale all that well from healing power?
Wouldnt sage amulet be enough healing power?
Sage gives 1050 condi dmg to help your condi dmg output.
Dagger + focus seems to have more condi dmg abilities than power.
So going with a pure power amulet kinda handicaps your dmg doesnt it?
Your power dmg is melee (even more dangerous to be) and
you dont have toughness on mender, nor do you have stone heart, so arent you really prone to getting spiked down?
Or does the many protection uptime and right use of cooldowns handle that?
I read the stuff on metabattle, but was wondering if there is something around like a Mallyx pvp guide, like written or a movie guide or something like that?
I understand some combos like enchanted daggers + embrace the darkness + UA.
How to deal your condi dmg well I find a bit more complex
Mainly energy manage wise.
In general:
Like a few of you are running towards a few enemies near a capture point.
How do you want to open dmg wise?
Get into combat to make your energy start to collect and start firing them Banish enchantments to hit many targets with?
Like what combos do you want to make with your mace and axe attacks and when?
Manifest toxin, temporal rift, searing fissure echoing corruption? (+ a dodge to get stab to prevent your combo from being interrupted).
Something like that?
Do you want to combine searing fissure with diabolic inferno or not necessarily?
Unyielding anguish. Nice for aoe blind with echoing corruption, but also very costly energy wise. I am not fully certain when there is a good moment for unyielding anguish.
I am kinda hoping to get a few pointers through this thread.
(edited by Yashuoa.9527)
Staff ele pvp.
Paladin amulet.
Mercenary amulet.
Sage amulet.
Mender amulet.
Which would work most effectively in pvp?
Which do you think and why?
Or doesnt it matter much?
Build would be earth, water, tempest.
With stone heart and rune of the soldier.
(edited by Yashuoa.9527)
It’s fixed as of NOW
- Ranger:
“Protect Me!”: This ability now allows capture-point progress to allies affected by the skill.
Yeah.
Good that it got fixed early feb.
Yay
.
(edited by Yashuoa.9527)
Mortal projectiles should move a lot faster to their destination at least,
to help you hit targets more reliably
and a dmg increase would be welcome too.
We’ve been finding more ways to analyze how matchmaking is behaving in order make improvements to the system. Today you should notice a great improvement in queue times as we’ve identified some configurations that were adding wait times for no tangible benefits. Some players will notice a reduction in queue times of up to 3 minutes!
Nice.
Thanks.
All mmr ranges are grouped together.
Basically the highest and the lowest mmr person can be in the same team, as long as the 5 members combined from team A, have the same combined MMR as team B.
This just doesnt work well.
People who try to win, get matched with people who dont care and who ignore all objectives.
People really experienced can get teamed up with people who play their first game.
This isnt working well.
The mmr ranges in unranked shouldnt be this far apart.
If they are less far apart, similar minded people can be more together.
This makes the gameplay more enjoyable and gives less issues.
Also, why can it happen that your team enters a game with 3 of the same class?
Shouldnt that be easy to prevent? Like not more than 1 of the same class?
If people relog to the same class so be it, but at least dont let it happen at first entry.
(edited by Yashuoa.9527)
In terms of group utility, I think warriors are in a “ok” position. They don’t have the amount of utility a guardian or elementalist has, but they do bring something unique – banners. Problem is, banners see little use outside of PvE due to it’s cumbersome usage with high cooldowns and weak auxiliary banner skills. If anything, you should take a look at those and see how you can fix them to make them usable in WvW and PvP.
On to your suggestions:
Healing signet – It’s already the choice healing skill for warriors- I doubt a buff is necessary. Probably better to look elsewhere.Signet of might – Consider the implications of your suggestion. Blocking is an important mechanic to mitigate damage. To grant unblockable properties to your party for 6 seconds on a 25 second cooldown will undoubtedly ruin every guardian’s life and throw them out of the meta in WvW.
Rousing Resilience – This is an alright suggestion, but I think rousing resilience itself needs a mechanic change. If you were to break a stun with endure pain, the trait is useless. That, and the fact that stability will prevent this trait from proc’ing is an indication that the mechanic has flawed usability.
Hmm I should have specified a bit more maybe that is mainly about pvp (just added the word PVP in bold).
On to your reply.
1. Healing signet.
Yeah maybe some new group utility on a heal, needs to be on a different heal spell.
2. Signet of might.
This idea could be modified. We have thiefs with the possibility to share Basilisk venom with venom share (it goes through block and stuns).
Maybe the amount of anti block that allies would get from Signet of might could be lower than the 6 sec that the warrior gets?
Or a different group utility added to one of the other utility signets?
3. Rousing resilience.
Thanks.
Yeah endure pain is the least useful one to proc it with, but endure pain lasts 4 sec and rousing resilience 8 sec, so its not totally useless. Besides Rousing resilience also has a heal.
I personally dont mind that stability prevents the trait from proccing.
Wouldnt it be to strong if it did?
You can use stability during the 8 seconds of toughness, because the buff from rousing resilience doesnt stack anyway.
Indeed.
Should for sure get fixed before the 26 (it even rhymes
).
That its ready when ranked goes live.
Can we please get a reply about if its gonna get fixed in time?
This should really get fixed before 26 feb
Indeed.
They make a shout rework but still leave this part bugged in the shout.
Should for sure get fixed before the 26 (it even rhymes
).
- “Protect Me!”
- The ‘taunt’ effect application window is 6s
- Commands can be given to the pet without breaking the “Protect Me!” effect.
- Known bug: Still prevents capture point.
Indeed.
They should fix that it doesnt prevent capture points anymore.
Could you show your support in here people to get it fixed?
We kinda lack group utility in our PVP dps builds compared to other classes, so I want to suggest a few small changes.
Signets.
Healing signet.
Either make its active resistance effect partly groupwide
or add something else for the group to it.
Like x amount of dmg/duration reduction vs condi for the same amount of seconds (6 sec).
Can be only vs players if its to strong in pve otherwise.
Signet of might.
Groupwide hitting through blocks (Edit: or makes the group have their next x few attacks be unblockable and the warrior keeps the 6 sec unblockable).
Power dmg reduction.
Rousing resilience.
Either x amount of toughness (could be different than the 1000 that the warrior gets), to the group for y sec when the warrior gets Rousing resilience
or x amount of dmg reducton vs power dmg to the group for 8 sec (Rousing resilience duration), which can be only vs players, if its to strong otherwise in pve.
How would this be?
Would all 3 of the changes be good?
Or should we only have 1 or 2?
Are they to strong, to weak, why?
Any improvement suggestions?
Please share your view.
(edited by Yashuoa.9527)
I dont have trouble with Scrappers when I play my Reaper.
Maybe partly because I also play Scrapper.
Reaper>Scrapper.
Reaper>Tempest (now that DS is changed. CC on them will work on all health lvl ranges and the new DS aint all that much anymore in general).
Scrapper might have a slight advantage over DH, but where does the 1 on 1 happen?
If its about contesting a point, than the Scrapper has to jump from the point to win the 1 on 1, so one can wonder who actually gains more from that (as the DH will gain more from the point).
Dragonhunter>Daredevil (clear advantage to the Dragonhunter. Guardian class has always had advantage over Thief class in general).
What kind of Berserkers are we talking about?
Power or Condi?
Condi berserker is isnt so bad in 1 on 1.
Druid is way better in 1 on 1 than only beating tempest.
It has advantage vs Berserker, Tempest, Dh and Scrapper (probably Daredevil too) I think.
Well, maybe this tier list is justified, because from my personal experience skill required to master a class list from the most skills required to most easy to master is:
1) Scrapper
2) Daredevil
3) Herald
4) Berserker
5) Chronomancer
6) Druid
7) Dragon hunter
8) Reaper
Some could go up 1 spot or down 1 spot, but
yeah seems right roughly.
You forgot to mention Tempest though.
(edited by Yashuoa.9527)
I have to say that is a bad idea at least in my opinion. Sry, but if they change AMR to a cd reduction for the heal skill, it wouldn’t do anymore what it is supposed to do. To trigger the effect, you have to get hit under 25% of health. This means it is VERY likely for you to get down in the next seconds. AMR is a emergency tool, saving you a single time (with 2 min cd) from getting down.
I think it still should stick with it’s theme to be an emergency trait.
I said y% hp.
So it could be something different than at 25% in the new version.
Also there is the second suggestion mentioned where it becomes just a cd reduction trait for your healskill (without a proc at y% hp).
The reason I came with the suggestions is that I think people will still complain about it when automatic medical response triggers, because there is no difference to see when its up prepatch, compared to post patch.
However the engineer has a longer internal cd on it now post patch.
Wouldnt you prefer the trait to be changed into something that is not useless for 2min after use (maybe something different than my versions)??
It would be less powerful when its up compared to a heal cd reset, but it will be useful more often, due to no massive internal cd.
(edited by Yashuoa.9527)
Since the patch I have been trying:
DPS builds with a bit support.
Scepter + focus.
Fresh air earth, air, tempest.
Fresh air water, air, tempest.
Both with paladin amulet.
Support bunker builds.
Staff.
Support bunker, earth, water, tempest with paladin amulet.
Dagger + warhorn/focus.
Support bunker, earth, water, tempest, with merc/sage amulet.
The earth builds have Stone heart, as Diamond skin has been way overnerfed.
I didnt mind changing the immunity to something else but it has been so much nerfed that its not worth a trait point anymore imo.
(edited by Yashuoa.9527)
