Showing Posts For ZudetGambeous.9573:

Scepter and Axe buff/rework

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

The scepter need a rework, expecially for the way it grant you Life Force, because it’s only skill to give us LF is situationally and work bad, inflicting only damage and no conditions in a pure condi weapon.

I really really hate your statement about the scepter. The scepter have power damage as well as condition damage, this is not by definition a pure condition weapon. It seem that you don’t want other player to enjoy playing this weapon as a power weapon or an hybrid weapon which is totally possible atm (note that it’s just not optimal). If anything the scepter need better scalling on it’s auto attack, nothing more, nothing else. Feast of corruption may be tricky to use but the AA attack speed is enough to be able to destroy an aegis before using it.

The axe, on the other hand is a total mess as a weapon. It would be 100 time better if it was a melee weapon instead of what it is at the moment.

NB.: Last BWE I played with the scepter and it was totally fine. The reaper is not a ranged specialization, change your habit and use scepter to catch your breath in dire need and then swap to a melee weapon that build LF faster. By the way, soul mark grant you LF, not the staff. If you use the staff without this trait you’ll starve for LF as much as you starve for LF with a scepter.

You are either in the wrong class forum, have never played necro or are trolling.

Scepter is a pure condition damage weapon. It does less than one stack of non-moving torment in direct damage. a level 60 regens more health per second than scepter inflicts in direct damage.

Scepter is a pure condition weapon that needs a boost in its condition component. It takes so long to build up stacks using scepter that 90% of enemies are either dead or have cleansed your conditions by the time you have put enough on the target to do anything. skill 2 is ok, but the long cast time makes it hard to land for what it does. Skill 3 is completely useless and needs to be redone.

I would suggest skill 3 gains torment, better LF gain, and less direct damage. maybe one stack base, 2 stacks if at least one condition on the target, and 4 stacks if more than 3 conditions are on the target.

Skill 2 can stay, maybe inflict one extra stack of bleed.

Skill 1 needs either an extra bleed stack or decreased cast times.

Please make Raids so stacking isnt possible

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Boon sharing, healing, quickness, alacrity, auras, venoms, stat buffs….

who would want those icky things?!?! stay away from me you filthy buffers! I’m gunna pew pew at 1200 range!

Reaper Changes for BWE3

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Additionally, can you comment on Deathly Chill? This skill currently doesn’t work on 90% of PvE enemies. Any update on this?

I think the new icon will help with this. The damage is probably getting lost with the other attacks.

Just to be clear, are you saying we will apply a different condition at the same time as the chill so it will affect enemies with breakbars? Or is this just to make our damage easier to see? Or are you saying even when chill didn’t work on bosses we should still see deathly chill damage ticks but we were just missing them in the clutter of the combat log? The latter is certainly a possibility, that thing scrolls fast lol.

See this thread for more detail on how Chill and other soft CC effects will work vs. Defiance. The short of it is that the Chill condition will apply to the target, but will not have any effect other than (a) triggering various traits that involve Chill (or Cripple, or whatever), and (b) slowly degrading the target’s Defiance bar if it is currently vulnerable.

So Reapers can use Deathly Chill, Chilling Force, Cold Shoulder, etc. against targets with Defiance, but the movement speed reduction (and presumably the cooldown increase as well) will not apply.

Thanks for the link. This is certainly an improvement over no effect at all, but not by much. There goes necros best chance at a raid slot. who is going to take a necro if debuffs have no effect on anything in the raids?

Defiance and Soft Crowd Control

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I dont really see the point in having soft CC’s if they dont actually provide unique effects. This is a bad change. It removes a layer of complexity to the game. And prevents certain approaches. Such as using chill and cripple to create a chance for players to recover by giving time to create distance (the entire purpose of those conditions).

Basically we have a ton of conditions in game but none of them work on anything anymore. It was bad enough that blind didnt work on bosses (although justified because of how overpowered it is). Now the rest wont work either. This is a step back.

I can understand you wanting to restrict these conditions due to broken effects like slow and blind. But that doesnt mean you should do it for every soft cc condition. Weakness, chill and cripple should all work as intended and not effect the breakbar. Immob is debatable.

This restriction further emphasizes the dominance of boons over conditions. And right before we even get the chance to see if harder content actually closes the gap and makes debuff conditions desirable. People were looking forward to debuffer classes maybe having a chance to compete with heavy buffers. Thats being completely shut down before it even started with this.

Really unhappy with this change. And i really hope you reconsider. Even if it means compromising and making some of those conditions work with reduced effectiveness on the big bosses.

Also whats the point in having unique hard CC’s and soft CC’s if they all provide the same predetermined effect/stun on breakbar destruction. Its dull. Please at least spare soft CC’s from this fate.

100% agree with this. You have buffing classes and debuffing classes that are supposed to fill the support role.

Buffers keep getting stronger and stronger while debuffers keep getting more and more useless. Already no one wants necros since their main function of debuffing the enemy is so weak. The solution is not to make it even weaker.

Please reconsider this change, or make break bars significantly more important in fights. If a boss could only be damaged after breaking a very large break bar, it would at least make these changes desirable in bringing debuff classes.

Reaper Changes for BWE3

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Now can we please have CttB work under water please? I really want to be able to run something other than Plagueform.

I’m not sure if this change will be in BWE3 (been making changes in a lot of different places) but I’m intending for all shouts to be usable underwater.

Additionally, can you comment on Deathly Chill? This skill currently doesn’t work on 90% of PvE enemies. Any update on this?

I think the new icon will help with this. The damage is probably getting lost with the other attacks.

Just to be clear, are you saying we will apply a different condition at the same time as the chill so it will affect enemies with breakbars? Or is this just to make our damage easier to see? Or are you saying even when chill didn’t work on bosses we should still see deathly chill damage ticks but we were just missing them in the clutter of the combat log? The latter is certainly a possibility, that thing scrolls fast lol.

Reduce the amount of Mastery Points gained?

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I mean, I had around 6 before I was even done with my first mastery track unlock in the BETA, and I was brand new to the whole thing. If Mastery Points are supposed to be these hard to attain things, can we make them actually hard to attain, and matter?

You realize that top tier masteries take 15-20 mastery points each right?

There are only enough mastery points in the world to unlock everything, you won’t really have many to spare.

Patch Today: Key Farming Impacted

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Seems like an awesome change to me. Key farming was never intended, keys are supposed to be a major contribution to their gem store sales, but were being significantly undermined by key farming.

Hopefully with the restrictions in place they can increase the drop rates in the chests now so people will buy keys again.

Defiance bars, and soft CC

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I don’t get why people keep saying it is a disadvantage. Look at reaper, yes some traits doesn’t work for the defiance bar enemies, but on another hand, they have TONS of chill and so they are able to just melt through the defiance bar, don’t they? And it is needed to make soft cc working on defiance bar that way, not all professions have access to many hard cc sources. This way these professions are able to help breaking the bar.

It’s a disadvantage because every trait in the reaper line requires you to have chill on the target. What is the point of having traits if none of them work? Also no one cares about break bars. They melt in 3s, cause a 2s stun and then the boss is immune to CC like normal for the rest of the fight. It is no different than defiance except now your traits and conditions don’t work either.

We have no idea about the upcoming challenges in HoT, maybe in a raid our group is split in 2 teams of 5 members and each has to encounter a boss with a defiance bar, which doesn’t melt so easily, but we have to do that to prevent a wipe? Classes without hard CC would be a burden in this scenario, that’s why I think they did it. To give every profession the ability to properly break that bar.

I don’t think Anet did this without having something like that in mind.

Then in that case it is a lame gimmick that renders our traits useless in the rest of the raid and should still be redesigned. I’d rather defiance come back then have to deal with my traits and builds being useless everywhere except a single raid fight encounter.

Mordremoth GROWS commanders?

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I think the idea is that there are 3 commander’s minds he corrupted, and he grows lesser slyvari to replace them if they die. I think he needs the base slyvari first, which he enhances into a commander when needed. He is limited to the number of slyvari he controls.

Granted he grows slyvari, but they are slow growing, it’s not like he can grow one in an hour.

Defiance bars, and soft CC

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I don’t get why people keep saying it is a disadvantage. Look at reaper, yes some traits doesn’t work for the defiance bar enemies, but on another hand, they have TONS of chill and so they are able to just melt through the defiance bar, don’t they? And it is needed to make soft cc working on defiance bar that way, not all professions have access to many hard cc sources. This way these professions are able to help breaking the bar.

It’s a disadvantage because every trait in the reaper line requires you to have chill on the target. What is the point of having traits if none of them work? Also no one cares about break bars. They melt in 3s, cause a 2s stun and then the boss is immune to CC like normal for the rest of the fight. It is no different than defiance except now your traits and conditions don’t work either.

3min average queue they say ^^^^

in PvP

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

If the timer goes above the average time you get a message that says you have been removed from the queue and must queue again which resets the timer. so i’m calling faked.

Stacking Condi's - How high have you gone?

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

The absolute highest I ever got to was 58 stacks, based on the bleeding ticks I was doing, but I can’t be exactly sure.

Solo I reach around 27 fully buffed in spikes, but the average is closer to 24.

If you want to see huge bleed ticks like 58 stacks just go to SW, find a group of 2-3 really powerful mobs (VW event) and attack one until you reach 25 stacks. then switch to its neighbor and hit epidemic, which will transfer an additional 25 stacks onto the enemy you were first attacking. Bam, 50 stacks.

Reaper Changes for BWE3

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Seems like a good set of changes, nothing too big. Please don’t buff us up if you just plan to nerf us at launch like you did for the initial release. Necro got better and better throughout beta and then got slammed into the abyss at launch and never recovered.

Additionally, can you comment on Deathly Chill? This skill currently doesn’t work on 90% of PvE enemies. Any update on this?

Lingering Curse = Group Condition Duration?

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

“Lingering” speaks “sticky condis” to me. So either that or GM that makes our Conditions harder to remove.

Instantly making it useless in PvE.

Actually most bosses in PvE purge conditions at some point in the fights. But I agree that i’d rather have 30% duration rather than harder to remove conditions.

[Vid]Chilling Reaper is FREAKING AMAZING

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

It certainly looks good, but part of it is that people don’t know the animations yet. The number of people who just stood there attacking you while you RS5+4’d them was crazy.

Once people learn to see the RS 5 animation I feel like the kill rate is going to go way down.

Modrem Invasion - 20 stacks within time limit

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Damaging the vine is very slow and not needed for event credit.

To go much faster attack 4-5 mobs, and make sure to do at least 10% of thief health in damage. That is all you need for event credit. They spawn in groups of 5 so just aoe one cluster then move onto the next event. Shouldn’t take more than 15 seconds per event.

Improving Parasitic Contagion

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

The problem is that it is only underperforming in PvP. It is god like in PvE for defense.

You can tank 5 champs with this trait + epidemic.

Not sure how to fix this. They really need to separate balance.

How often do you cluster 5 champions together in the same fight?

A: never?

Stop with the hypotheticals and introduce real world situations please.

Daily? When don’t you clump up every enemy around and aoe them down?

Pretty much every dungeon path, SW, Dry Top, Orr, every high level zone and activity in the game involves grabbing as many enemies as possible and AOE’ing them down.

Guess you don’t play PvE, but this is pretty common.

Lingering Curse = Group Condition Duration?

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I was thinking of ways to improve party support and condition builds for PvE. I think with a few changes, lingering curse giving 30% outgoing condition duration to the whole party would make us more desirable, and make the trait less boring.

The current duration bonus should be made baseline, and the condition damage bonus should be moved to the GM level minor trait. This keeps scepter as a long duration condition weapon, gives us harder hitting conditions, and makes the other GM options more viable instead of being forced into lingering curse.

We could still hit 100% bleed duration, but without the reliance on krait runes to get there.

This change would also open us up to a variety of different rune options for different builds. I.E runes of Ice for condi reapers, undead runes for pure damage, balth for buffing and reaper fire, etc.

Finally this would have minimal impact on PvP balance since duration isn’t as important for PvP due to the rapid cleansing.

Improving Parasitic Contagion

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

The problem is that it is only underperforming in PvP. It is god like in PvE for defense.

You can tank 5 champs with this trait + epidemic.

Not sure how to fix this. They really need to separate balance.

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

AP’s are another thing that are missing from this event.

You added rewards that people want all the way up to 60,000 AP’s. However there are only 15,000 Ap’s in the game, plus dailies.

An event like this is a great chance to add in more, and keep people interested. 100 AP’s for various things in this event would be great.

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Magic Find
Boosters
Sigils
Runes
Banners
Guilds
XP
Karma
champ bags

These are all the systems you added to the game to facilitate fun, rewards, progression and events. You completely invalidated every single one of them in this event. Any event going forward should make use of ALL of these systems.

You spent a lot of time developing these systems and told us that the reason for content breaks was that you were preparing these systems so they could easily be used in the future. Now here we have an event that ignores all these wonderful systems you’ve built up. use the systems you’ve developed already!

(edited by ZudetGambeous.9573)

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Thanks for the update!

Hopefully you guys can learn from this event for HoT.

Most DC's of any MMO?

in Account & Technical Support

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I rarely DC but then I have a stable internet connection and a PC that can run the game at the settings I have set.

I love these kinds of posts. It is just like the climate change deniers.

…Looks out window… It is snowing outside so obviously everyone else is just wrong and there is no climate change.

Most DC's of any MMO?

in Account & Technical Support

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I find this to be the exact opposite. I can count on one hand the amount of times I’ve DC’ed in GW2 over the past 3 years….You need to check your router/NIC config, reach out to your ISP to check your line, etc.

I play 3 other MMO’s never once had a DC on them in 5 years. Also you can just browse this forum to see this is not an isolated event. Nothing is wrong with my internet or ISP.

It is a pretty well known problem in GW2, I am just trying to understand why. I suspect is has to do with their server architecture. Whatever allows them to have no downtime for maintenance must also leave players susceptible to DC’s. That is just a guess though, someone who knows more may be able to offer something more concrete.

Most DC's of any MMO?

in Account & Technical Support

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I’ve never run into a game where people DC as frequently as GW2. Is there some fundamental difference between GW2 and other MMO’s?

I find at least 1 person DC’s out of pretty much every PvP match I play. Teq sees 6-12 players DC every time. This new event has players dropping like flies.

I personally DC about twice a week, which usually isn’t too bad, but this event makes it really frustrating.

Mordrem Invasion Broken [merged]

in Bugs: Game, Forum, Website

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Not sure they figured the rewards were going to zero people out. Their intentions were pure even if they missed the target. Not sure why people take it personal.

Maybe because they stayed loyal to the game through a 10 month content drought, paid $50 for a vastly overpriced expansion, got excited for a hyped up event, and then got delivered a pile of…..

I think it is pretty understandable why people are angry.

What happened to the 'no grind' philosophy?

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

^^^^

Case and point. Sorry I killed all your children.

Played WoW, LOTRO, SWTOR, SWG, RIFT, and TERA.

GW2 is significantly more grindy than all of them.

queue people telling me that doing a 2 hour raid once a week is somehow more grindy than collecting 20,000 dungeon tokens to unlock a single set of weapons. lol

This is the worst PVE event ever for GW2

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I suppose it is better if they simply don’t release anything at all. Oh but wait, when they did that people whined about them not releasing anything.

Yes, there are some issues with the event. Yes, it could have been better.

But it is rather silly to first rage like mad for months about lack of content, and then when we finally get content, complain about how bad said content is and how they would be better of not releasing it at all.

So your argument is that since they didn’t release any content for almost a year that we should be happy that they released terrible poorly designed, not rewarding, terrible content?

If anything that is the opposite of what we should expect. They’ve had 10 months to polish and test this minuscule content, yet they deliver this frankly pile of crap to us. We went out on faith and put down $50 for an expansion that isn’t released, waited 10 months with no content at all, and looked forward to an event that Anet hyped up.

It is perfectly reasonable to be upset that this is what they delivered.

It actually would have been better for them to release no content instead of this. At least with no content they weren’t actively driving players away from the game.

What happened to the 'no grind' philosophy?

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Anet defined grind so that nothing in their game could ever be defined as a grind, while in reality you would need to grind much more than any other game in existence.

And people will actually defend this like you were trying to murder their child.

Good luck.

Mega Server, Disconnects and Event Design

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

As i’ve stated in multiple threads over the past 3 years, Anet needs a DC/map swap protection feature.

Upon leaving a map via disconnect or population swap, your character should have a spot saved on the map with all buffs, stacks, etc saved for 1 minute. If you don’t return in one minute then the map should function as it currently does, but if you reconnect immediately you should have your stacks, map and other things saved and recovered.

This is the worst PVE event ever for GW2

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

negative gold reward
no karma
no xp
MF useless again
many sigils don’t work on enemies that don’t grant xp
terrible rewards
grindy content
no challenge
DC’s make it so you rarely get any reward at all

If this was supposed to get F2P players to pre-purchase then they have failed spectacularly. I’m thinking of canceling my pre-purchase.

Done with this event

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Tried 3 times, got no rewards. Finally get a patch saying they fixed the rewards.

Spent 27 minutes getting stacks of the buff. DC’d, back to 0 stacks, no reward.

gg

now xp, no silver, no loot, no karma

Whole thing is a waste of time, I highly advise you avoid the event.

Mordrem Invasion Feedback [merged]

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

What happened to all those players on the raid thread who said that events are their own reward and we don’t need stuff to do them?

I thought all the players wanted to do the events just for fun?

A good death?

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

This pretty much happens every time I face Teq, but it only ever seems to happen to me…

After the burn phase, teq goes immune, then jumps into the air, splashes down (making a shockwave) and then takes a few more running hops before taking flight.

I always avoid the shockwave, but somehow, every single time, I run right under him as he does one of his pre-flight hops. If he steps on you, you die instantly.

Every single time… I’m pretty sure he aims for me.

Scepter ...

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Don’t forget, the scepter rework should also be balanced for raid encounters. A typical raid boss fight is 3-4 minutes long. We won’t be seeing anymore of these stupid dungeon bosses that die in 15 seconds. Decreasing our ramp up time will help us, but we need a overall higher dps to compete with things like ele’s and thieves, and warriors. These classes are putting out 14-16k dps, meanwhile even our capped dps, ignoring ramp up time is only 9-11k. We need longer duration, less ramp up and higher stacks.

Do we really need longer durations? Our auto attack can reach up to 20 seconds, that is more then most condi skills in the game, scepter 2 lasts even longer and our longest bleed is 1 minute only beaten by tooth stab (a stolen thief skill).

Well it doesn’t really matter how we get there, but we should b e able to get to 12-14k sustained dps on raid fights. There are only 3 variables on getting there. Condition damage, condition duration and condition stacks. I think the necro theme is longer duration but less stacks. It is just currently our longer duration doesn’t make up for the pitiful stacks we can apply of low damage bleeds. And as far as I know, no condition build matches the sustained dps of a power build yet.

how do you sell expensive items?

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Correct, you should price your item to sell if you need it immediately, or just wait. It is pretty rare for an item to not sell within a week, even if it is undercut a few times inbetween.

If you are worried then list it for a few gold less than the current lowest sell offer, or sell directly to a buy order.

Scepter ...

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Don’t forget, the scepter rework should also be balanced for raid encounters. A typical raid boss fight is 3-4 minutes long. We won’t be seeing anymore of these stupid dungeon bosses that die in 15 seconds. Decreasing our ramp up time will help us, but we need a overall higher dps to compete with things like ele’s and thieves, and warriors. These classes are putting out 14-16k dps, meanwhile even our capped dps, ignoring ramp up time is only 9-11k. We need longer duration, less ramp up and higher stacks.

Why excited for Gliding but not UnderWater?

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Water combat is slow, unbalanced, hard to navigate, hard to see, and a nightmare to employ active combat. Enemies that appear to be at a different height and position relative to you magically one-shot you with no warning of defense. Of course this doesn’t matter because you can’t die underwater. But everything also takes 10x longer to kill, meaning long boring fights with no mechanics.

Gliding on the other hand lets you see wide open vistas, move swiftly from one place to another, avoid enemies, is easy to tell relative position by using shadows and height, and contains no combat.

Why is condi so easy/boring to play?

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

It is pretty boring to fight condition specs. They have terrible ramp up times. If they do manage to actually get any conditions on you you can negate 100% of their damage with a single button, and then you just burst them down in 2-3 seconds while they can do nothing to stop you.

The exception being burn guardians who have pretty good burst, but a single condition transfer makes them melt like a snowball in hell. Not all that exciting, but pretty funny to watch.

Hopefully the devs make conditions more rewarding for their complicated rotations, and long ramp up times.

Chill = no effect on enemies with break bar

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Chill helps degrade the break bar more than normal stuns and dazes. Chill application counts as a crowd control and so does cripple and blind. These are soft crowd controls but can be applied much quicky and more easily than hard cc’s FEAR, STUN, KOCKBACK

Stop whining about change everyone will be happy when you drop an ice field and spin on it breaking bars faster than any other profession can.

This is tested on player breakbars and its the only easy quick way I found to break the revy break bar before they could even finish healing. Besides the goal will be to break bars anyways the way boss fights happen are going to change its not going to be all about doing damage.

trolling? or serious and just very ignorant?

Conditions Everywhere

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

You can get a whole lot more dps with just condition damage (as in the stat and without precision) than you can with just power (as in just power major without precision and ferocity). In other words, you need to sacrifice a whole lot less to have sustain stats too if you go condi. This shouldn’t come to anyone as news, but I don’t think it was mentioned in the thread, so take it as you will.

your individual conditions may hit a little harder, but they will only last a few seconds and your total dps will be much lower. You need precision to maintain high stacks and you need condition duration to maintain the stacks over time.

Pray tell me, which PvP amulet gives you condi duration?

Don’t care about PvP, that’s a dead game mode. Hasn’t gotten a new map in years, dwindling player base, almost no followers, terrible balance.

Raids are the only thing that really matter now. You can pick up giver’s weapons, various runes, sigils, food, and utilities. You can usually get one condition to the 100% cap, with the others around 60%.

As far as I know only the engineer hybrid sinister build can maintain high dps for a 30s boss fight. They drop off to below meta for fights that extend longer than 30s and are not pure condition, but a hybrid of both damage types. Raid fights will presumably be 3-5 minutes in length which will actually be better for condition specs since our long ramp up time is a big problem in sustained dps. Here you will see some builds fall off (power necros for instance need to blow their wells and lich to get to top tier dps but then they have 1-3 minute CD’s) but conditions really hit their stride after 20 seconds of build up. They still won’t compete with thieves or ele’s or guards or warriors for direct damage, but they can at least get in the same league.

Chill = no effect on enemies with break bar

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Please help us Robert Gree you are our only hope!

Conditionmancers are people too!

Conditions Everywhere

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

You can get a whole lot more dps with just condition damage (as in the stat and without precision) than you can with just power (as in just power major without precision and ferocity). In other words, you need to sacrifice a whole lot less to have sustain stats too if you go condi. This shouldn’t come to anyone as news, but I don’t think it was mentioned in the thread, so take it as you will.

your individual conditions may hit a little harder, but they will only last a few seconds and your total dps will be much lower. You need precision to maintain high stacks and you need condition duration to maintain the stacks over time.

Ascended stat swap destroy upgrade. Any news?

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

That would render the gem store item useless. Which is something they don’t want to do.

Spend money! buy upgrade extractors!

If they would just drop the price on those to something more reasonable then it would be a non-issue.

Conditions Everywhere

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

No, I clearly stated that condition builds should be powerful, but the current game design that every skill should apply arbitrary conditions is out of control. You should have to intentionally apply conditions and not just them be a side effect of whatever skill your using. And no, if you get a high stack of any condition, including low-damage conditions, such as poison, it will do much more damage than any physical dps class.

Average ele direct damage build: 14-17k dps

Best case scenario maxed out condition build: 12k dps

They aren’t even close

Anyone NOT planning on using the new specs??

in Guild Wars 2: Heart of Thorns

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

DH and tempest are very balanced specs which give good damage or support with obvious strengths and weaknesses.

Thus they will never be taken or liked. Why would you want a balanced spec with strengths and weaknesses when you can have a spec that does 40% more damage then every other class while also having awesome defense, party support and utility?

As long as ele and guard are 100% better than every other class in the game their balanced elite specs will look like crap.

omni infusion removal

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Yes the upgrade removers will remove the infusions for you. Though to get enough to remove all your infusions will cost you 300g in gems.

Though that is a significant savings over 1000g. Might want to wait and see what happens to mat prices with HoT. Could end up cheaper to remake them.

Deathly Chill suggestions

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I think the best solution is actually what you mentioned, let chill apply a different condition on each chill application. Either burn, poison, or torment come to mind as good candidates.

This won’t ever happen because it would make each Fear we land cause Fear, Chill, 3 Vuln+X effectively turning each Fear into a condi bomb. Which would mean that loading up on both Terror and Deathly Chill suddenly front loads opponents with 3 different damaging conditions with one skill, and with the changes to vuln, every chill you’re landing is also increasing the damage those Condi’s are doing. It’s a recipe to get us Dumbfire nerfed all over again.

I’m not seeing the problem. Engineer can apply burn, poison, bleed, confusion, vuln, and chill, all at once with high stacks in less than 1s. This is in addition to high direct damage and low CD’s.

Necro only has 3 fears, each on a fairly long CD. Letting them do a little bit of burst damage would allow condition specs to be viable instead of everyone just running cele signet. In addtion all of those conditions have a very short duration, amounting to a total damage of only 3-4k. I get hit for more than that from stealth with no possible defense or condition clear all the time.

Until HoT release...

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

A little late considering the expansion content starts this Thursday…

bleeding math, help ?

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Tooltips are a mess.

Use the combat log to see actual damage.

If there is still a problem post another SS and i’m sure we can figure it out.