Wouldn’t it have been faster to just remove necro from the game? Why bother making all those changes to change us from completely unuseable to even more completely unuseable?
This is the buff because of the removal of stats from trait lines. We’ve known about it for months now… Sorry you missed the memo I guess…
The new lingering curse works pretty much like the current one, only 100% increase instead of 33%, and 150 condition damage on top. Its basically just a super-upgraded version of our current one, that allows for 20 second duration bleeds on AA. I’m guessing it will be really useful for soloing.
Its not any real difference from what it is currently. Only its worse when compared to traits other professions have with similar functions… Why did they nerf this so hard from the preview before? The only reason I can think of was fear. But even then It doesn’t seem like a good enough reason to me.
so lets take a 2 second fear. master of terror increases base duration now its 3 seconds 100% condi duration make it 6 seconds + additional condi duration as this trait does not go towards the duration cap lets say 40% from food and 20% from runes/sigil make like a 9sec+ fear that deals damage. and we have a lot of fears.
Conditions are capped at 100% duration increase. a 2s fear would become a 4s fear, the end. Also the previous version did count towards the cap. This new version doesn’t though which is nice.
good to see that u know how a trait behaved that never went to the live servers mate
if necro would have gotten a trait that gives them 100% condi duration thats not stacking why would there be runes/sigils traits etc. the intention must have been a base duration increase like the current and new lingering curse. same goes for master of terror.
Well i’m not going to argue with you over something that isn’t even happening anymore. In the future pay attention to their wording, it is intentional not just random.
will we lose the +30% condi duration and condi dmg stats that previously came with choosing the trait line?
A part of the lost condition damage got moved into the adapt trait in Curses:
Target the Weak: Your critical hit chance is increased by 2% for each condition on your target. Additionally you gain condition damage equal to 13% of your precision.
And the other part will get onto the raised stats on gear.
As for the 30% duration, we will probably lose this one… Unless they implement a new stat set gear that has duration on it… Hence why they raised LC to 100% imo, please do note that it is BASE duration on scepter skills, so we can add another 100% on top of that… For a 20-20-20 sec bleed-bleed-poison.
They upped the Poison from Scepter #1 to 8 Seconds base. so with LC and another 100% it will sit at 32 Seconds per Stack on your Auto Attack. In PvP you can get at least 24 seconds per Stack.
Putrid Curse is the name of the scepter auto attack 3rd chain… It got upped from 4 -> 5:
“Putrid Curse: Increased the poison duration from 4 seconds to 5 seconds.”You are mistaking it with Death Curse, which is the underwated downed skill:
“Death Curse: Increased the poison duration from 6 seconds to 8 seconds.”EDIT: I don’t think it will be worth it to stack so much posion duration tho, I’m planning in stacking 200% scepter bleed duration since we got way more access to bleeds.
100% base duration on scepter skills
40% from Koi Cake
20% from the new Barbed Precision
45% from Krait Runes
You can get close other ways too:
100% base increase on scepter
40% from food
20% (bleed) minor
2*10% signet of malice
15% runes of lich or nightmare
That gives 75% to all conditions and 95% to bleed.
The loss of the 30% from traits is really hurting us, i’m still hopeful they put it back somewhere.
The new lingering curse works pretty much like the current one, only 100% increase instead of 33%, and 150 condition damage on top. Its basically just a super-upgraded version of our current one, that allows for 20 second duration bleeds on AA. I’m guessing it will be really useful for soloing.
Its not any real difference from what it is currently. Only its worse when compared to traits other professions have with similar functions… Why did they nerf this so hard from the preview before? The only reason I can think of was fear. But even then It doesn’t seem like a good enough reason to me.
so lets take a 2 second fear. master of terror increases base duration now its 3 seconds 100% condi duration make it 6 seconds + additional condi duration as this trait does not go towards the duration cap lets say 40% from food and 20% from runes/sigil make like a 9sec+ fear that deals damage. and we have a lot of fears.
Conditions are capped at 100% duration increase. a 2s fear would become a 4s fear, the end. Also the previous version did count towards the cap. This new version doesn’t though which is nice.
Don’t forget if you take terror your consume conditions will be nerfed significantly as will epidemic. And you can’t stack bleeds anymore since barbed precision was nerfed to 33%. So most of your damage will come from auto attacking!
Well condition necro just got completely destroyed. Not even sure it is worth playing anymore.
1. Lingering curses back to how it was, means Dumbfire is even more useless than before, and we lose 30% duration from traits, nerfing us even further
2. Consume conditions is now the only heal in the game that hurts you instead of helping you
3. Epidemic nerfed to 20s CD meaning condition necros can no longer reliably AOE.
4. Barbed precision nerfed from 66% to 33%, meaning we lose the ability to stack bleeds past ~20 now, basically rendering the condition changes moot.
5. Can’t take terror even at master level because we need to take master of corruption if we want to even be playable.
6. dumbfire is so useless now it shouldn’t even be a minor trait let alone a grandmaster.
I don’t get it, necro was already bottom tier, every other class got HUGE buffs to all their skills and they decide necros needed big nerfs instead? I think Anet just gave up and wants us to stop playing necros.
For condition necros you can take master of corruption and get the CD down to 20s, 5s SHORTER than it is now.
Consume Conditions: This skill is now considered a corruption skill and applies 10 stacks of vulnerability to you for 4 seconds after use. Increased recharge to 30 seconds.
Ouch…
Blood is Power: This skill now applies 8 stacks of might for 8 seconds to nearby allies.
Nice…
Spectral Walk: This skill can no longer be activated while in mid-air.
Lame…
Overall seems like a ton of nerfs and a few nice things skills wise…
I don’t understand things like this at all:
Master of Corruption: Reduces recharge of corruption skills by 33% but causes corruption skills to apply additional conditions to you when cast. (Condition applied varies per skill.)
Why does every other class in the game get straight up buffs with their skills but necro traits actually hurt us instead of helping us? WTF?
Terror moved to master !!!
Other allies near you do not bleed out while downed (combat only).
That’s kinda cool
“Vampiric Presense: You and allies near you siphon health with attacks (combat only). This effect stacks with the siphoning granted by Vampiric.”
This could be really awesome
Transfusion: Shroud skill 4 heals and partially revives nearby allies. Additionally you teleport up to 5 nearby downed allies to your location while channeling this skill.
Looks like necros will be the king of saving allies
Overall looks pretty good. Not sure the nerfs were really warranted, but i’m tried so maybe i’m missing some OP combos.
In What Way Is HoT Adding "Progression"?
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
Masteries are literally the definition of horizontal progression. You do things in the world to level them, and they give you different benefits.
Well except they aren’t horizontal they are vertical. You can’t complete the maps without them.
But yes, as of now the only announced progression is the new rep grinds.
Just because you need them to complete maps, it doesn’t make them vertical progression (although I will concede that some of the Masteries are vertical progression.
Horizontal progression is the opening up of options (gliding and mushroom jumping), whereas vertical progression is an increase in power (reduced condition damage and increased damage Masteries).
How is that any different then WoW’s progression then?
In WoW you need to gain levels in order to complete higher level zones. In GW2 you need to gain mastery levels in order to complete many areas of every zone.
In WoW you need to gain gear in order to complete harder challenges. In GW2 you need to gain additional mastery levels in order to complete harder challenges.
It seems to be exactly the same progression just under a different name. I don’t really mind, I always liked progressing, but pretending it is something completely new is kind of odd since it is exactly the same with a twist.
I do think some masteries are more horizontal progression though. Unlocking vendors, finding hidden resources/areas (that aren’t required for anything), those are pure horizontal progression. But things like gliding longer, further, higher, those could have been horizontal, but they seem to have locked many of the areas/events in places that need those masteries to access.
In What Way Is HoT Adding "Progression"?
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
Masteries are literally the definition of horizontal progression. You do things in the world to level them, and they give you different benefits.
Well except they aren’t horizontal they are vertical. You can’t complete the maps without them.
But yes, as of now the only announced progression is the new rep grinds.
Unless they rebalance bosses, they will be trivialised. Esp teq and jormag who will be obliterated in their phases. Vinewrath bosses will never fail as well.
Triple headed wurm may benefit from greater success rates tho
This is incorrect.
1. 5 power users = 5000 dps each = 25,000 dps total
2. 5 condition users = 3000 dps each = 3000 dps total
3. 10 power users = 5000 dps each = 50,000 dps total
4. 5 condition users + 5 power users = 3000 dps each + 5000 dps each = 28,0000 dps total
After the changes
5. 10 power users = 5000 dps each = 50,000 dps total
6. 5 condition users + 5 power users = 3000 dps each + 5000 dps each = 40,0000 dps total
What you are saying in your post is that 5 is perfectly balanced and ok, but 6 is unbalanced and will trivialize content.
I think people underestimate some condition builds. Group theoretical cond damage right now is over 11k.
Build up time & overlapping conditions bring that down. But vuln changes & increased cond damage with the change might actually make condi warrior good enough to be competitive, if not the absolute best.
First off he states the maximum is 9k not 11k, so there goes 2k right off the bat.
but my question is, where does all the extra dps come from? He never actually shows the build in the video in action.
even assuming 100% uptime of 25 might stacks (is this possible solo?) and 100% uptime of 25 stacks of bleed (is this possible on warrior?) that is only 4.3k dps
100% burn uptime is 1.2k dps
that gives 5.5k dps, where is his other 4k coming from? I highly doubt condition warrior attacks do 4k dps in rabid gear. If they can then they need a serious nerf. a full condition necro does ~250dps in full rabid gear without condition.
There are already traits like that. http://wiki.guildwars2.com/wiki/Poison_Master for example.
Actually the biggest problem would be the fact that condition damage does nothing against objects. :/
I think they’re going to keep that on purpose so that Phy damage will still have a huge influence for taking down objects. Or least I hope, because bleeding a fence (while would be funny as hell) is not practical.
I guess we should reduce sword damage against stone enemies by 99% as well then? And I mean hitting a sword on a fence would dull it so quickly that it would no longer be a sword within a few seconds. Just being practical…
It would be hard to buff conditions to the point that they do as much damage as direct damage.
If you’ve ever run the numbers you would realize how pathetically unbalanced it was before.
I won’t redo the calculations here, but even when you were NOT effected by the condition cap, direct damage builds did ~10-12k dps, with no build up time, while condition users did an average of 3-5k dps with a slow build up.
They would need to more than double condition damage for it to be on the same level as direct damage, and it would still only be viable in long fights.
You say 10-12k dps but I think you are confusing dps with burst. You won’t be doing 12k dps over the course of a fight. Those are just perfect situation simulation numbers.
Those are top tier meta theoretical sustained dps numbers for both direct and condition damage builds.
So i’m not sure what the issue is. I compared them equally, it is just until now conditions were just that much worse. Note that these are “pure” condition builds, not any sort of condition/power hybrid builds.
They arent, they are top tier meta theoretical numbers based on 25 second burst in a perfect situation. The people thinking they are running zerker gear and always doing 12k per second sustained are delusional.
my ele can easily hit 9k sustained with 12k short bursts on IB CD. It of course requires 25 stacks vuln, and 25 stacks might. But for an organized group that isn’t actually that hard to achieve. Most bosses also die within 25 seconds at those numbers, so it is the entire duration for the fight.
I’m hoping this is tied in with the new raids or “challenging group content”.
Combine that with the condition changes and this is shaping up to be a great month for GW2.
Condition Build should never compete in a 1:1 basis with direct damage builds and you know why?
Because direct damage builds require alot more player skills, than condition builds.
it requires alot more and better positioning of the direct damage build, the direct damage build in itself is also alot riskier to play because you need for example as thief to be in direct near to the enemy, risking to be hit self alot, while the condi builds can spam their aoe condis oftenyl from wide away from a safe spot, like Mesmers and Necromancers with their 1200 range condit skills and home in clones that cause conditons on destruction/defeat.Condition builds are basically made for beginners with less game experience in this game, because the condis allow you to be successful without requiring too much positioning, cause when you can spam your enemy full with conditions faster, than he can remove all the Dots that you keep constantly on reapplying much faster, than any of the games condi removals can reload, then its for the condi spammer just a waiting game, until the DoTs do most of the job for you.
If you suffer on all DoTs at the same time and you don’t get them quickly awayy, because they get covered with other junk like weakness, cripple or immobilize and fear, then this is NO FUN.It would be more balanced, if you as a player could directly decide over it, which conditions your removel skills should remove for you by markign them, before you use the skill. Then you could react a bit better on the situation by giving priority over what is more important to you to remove instantly and very often its alot better to remove a strong DoT over a silly condition like weakness
That’s literally not at all how conditions work in this game… I would suggest reading up on condition builds in this game, or going to try one out. There isn’t a single thing right in your post so I won’t bother going over what is wrong about each thing.
I’ll just comment and say that condition builds require much more complex rotations that suffer much more from mistakes then direct damage builds.
Also base conditions are getting nerfed pretty hard. Builds that used full zerker gear and still got 20% of their damage from conditions will no longer exist. Using conditions with a non-condition build will now get you very little. We will probably see a lot more sinister geared players now.
Also with the removal of the cap condition damage, condition duration, and precision all increase condition dps now. Condition duration will need to be balanced, but a damage,duration,precision gear set could be the “zerker” of conditions.
Terror and Deathly Chill will just have to go
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
You are thinking of damaging traits that give damage per second. These are not treated as conditions by the game and suffer from some unique situations and problems such as no partial ticks.
So you think that traited chill and terror will do damage through resistance?
It will depend on how the resistance boon is calculated.
Chill and fear damage are done through the traits, but they are still bound by condition damage formulas. If the condition is cleansed they still stop, and if your condition damage is modified they change with the modification. As such I think resistance will still stop their damage since it probably is set to set all condition modifiers to 0 for the duration of the effect. Clarification would be helpful, but I am 99.9% sure that is how it will work.
It will all depend on how much they buff conditions.
Currently with 25 stacks of might and full sinister gear:
25 stacks of bleed =4k dps
Burning = 1k dps
Poison = 300 dpstotal dps = 5.3k dps (single target)
Meta ele build with 25 stacks of might (stacks it themselves) = 12k dps (AOE)
Meta thief build with 25 stacks of might = 11-13k (Single target)To bring conditions up to meta status this change would have to more than double the damage from conditions, and even then that doesn’t count build up time.
How do you work that out, because a stack (the little number) is the intensity, NOT the value of each unit, you can have 20 stacks, with a small unit value and it does less damage then 15 stacks with a higher unit value,
This was assuming full ascended condition gear (i.e. ~2100 condition damage).
It’s highly unlikely to ever actually happen, these are theoretical numbers, with max might stacks and somehow maintaining full 25 stacks with 100% uptime. Real numbers are much lower for both power specs and condition specs.
since they are changing the way condition damage per tick scales with the condition damage stat, those numbers for that amount of stacks could very well be much higher, in addition to the cap removal.
Yeah that is why i’m saying we’ll have to see what the new scaling is. It could be very good. The cap had very little to do with a single characters low dps. I know on my necro I can only hit the bleed cap solo once every 15s or so, with a more consistant 22 stacks of bleed. At least for necro the removal of the cap won’t influence my solo dps very much. Not sure about other classes, though I suspect they too could only hit it in bursts, not sustained.
It’s also important to remember that conditions are not fire and forget in this game like other popular MMO’s. The damage rotation to maintain 20+ stacks of bleed on my necro is much more complicated than that of my direct damage thief or ele. One slip up and your average stacks on the target will decrease by 3 or 4. It is harder to notice the damage decrease since it is delayed, but it is still there and even more punishing than direct damage.
Lost to a subpar condition build eh? It’s ok keep practicing you’ll get better.
Jewelcrafting & cooking 500 skill cap
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
I never understood why they never turned it on. I mean they already added it ingame, the mats and everything have been added to the bank storage for over a year. It’s very odd. It’s like they just got lazy and said “eh we did most of them, i’m sure the players won’t mind if we just stop here”
It will all depend on how much they buff conditions.
Currently with 25 stacks of might and full sinister gear:
25 stacks of bleed =4k dps
Burning = 1k dps
Poison = 300 dps
total dps = 5.3k dps (single target)
Meta ele build with 25 stacks of might (stacks it themselves) = 12k dps (AOE)
Meta thief build with 25 stacks of might = 11-13k (Single target)
To bring conditions up to meta status this change would have to more than double the damage from conditions, and even then that doesn’t count build up time.
Since they said they will be “significantly” lowering the damage of non condition builds, and the break even point is only 700 condition damage, I suspect we will see double if not not more damage increase.
The leap changes do suck though
Terror and Deathly Chill will just have to go
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
Chill and fear are not damaging conditions so they will not stack in intensity.
You are thinking of damaging traits that give damage per second. These are not treated as conditions by the game and suffer from some unique situations and problems such as no partial ticks.
It would be hard to buff conditions to the point that they do as much damage as direct damage.
If you’ve ever run the numbers you would realize how pathetically unbalanced it was before.
I won’t redo the calculations here, but even when you were NOT effected by the condition cap, direct damage builds did ~10-12k dps, with no build up time, while condition users did an average of 3-5k dps with a slow build up.
They would need to more than double condition damage for it to be on the same level as direct damage, and it would still only be viable in long fights.
You say 10-12k dps but I think you are confusing dps with burst. You won’t be doing 12k dps over the course of a fight. Those are just perfect situation simulation numbers.
Those are top tier meta theoretical sustained dps numbers for both direct and condition damage builds.
So i’m not sure what the issue is. I compared them equally, it is just until now conditions were just that much worse. Note that these are “pure” condition builds, not any sort of condition/power hybrid builds.
It’s actually the exact opposite of arbitrary. It is set exactly to 25 to allow for exactly a 25% maximum damage increase.
Setting a DR system that gives less and less benefit for each additional stack… now that would be arbitrary.
I fail to see how this will change with the stacking change. Can you elaborate?
If your poison CD is lower than the poison duration you maintain 100% uptime.
If your poison CD is longer than the poison duration you maintain the same % uptime
If you poison CD is exactly the same as the poison duration you maintain 100% uptime
What situation are you referring to?
Someone probably didn’t realize that these still drop from the wintersday harvesting tools and thought if they bought up all the supply they could make a profit.
People make bad investments all the time, you just don’t hear about them since they don’t advertise their failures.
It would be hard to buff conditions to the point that they do as much damage as direct damage.
If you’ve ever run the numbers you would realize how pathetically unbalanced it was before.
I won’t redo the calculations here, but even when you were NOT effected by the condition cap, direct damage builds did ~10-12k dps, with no build up time, while condition users did an average of 3-5k dps with a slow build up.
They would need to more than double condition damage for it to be on the same level as direct damage, and it would still only be viable in long fights.
Reference Post: https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
I have a few questions as i’m sure others do too:
1. Will retaliation be changed? it seems odd to say confusion is fickle but make no changes to retaliation
2. Will necromancer’s epidemic be changed or left the same? As a necro i’d love for you to leave it, but I suspect a more balanced approach would be to spread only the necros conditions.
3. Will condition duration still be capped at 100%?
4. Will a “zerker” equivalent for condition users be added (Condition Damage, Condition Duration, Precision)?
Please add any questions you may have so we can hopefully get some answers!
https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
-Vuln effects condition damage
-Condition specs significantly boosted dps
-no more caps
-all conditions are intensity stacking now
THANK YOU ANET!!!!!!!!!!!!!!!!!!!!!!!
This is like every change I wanted all at once!
Edit:
To above poster there are 3 stats that effect condition dps. Damage, Duration and Precision. Prior to now the second two were worthless due to the cap. With it removed they will directly effect total dps now. We still need a gear set with those stats though.
There are always changes in MMOs. It’s part of the landscape. Adapting to changes has always been part of the MMO landscape. Sometimes that sucks and sometimes it doesn’t. Your build gets nerfed or your profession gets buffed. Either way, the name of the game is adapting.
I wouldn’t expect a refund.
Actually I think this problem is pretty unique to Anet. At least all the MMO’s i’ve played in the past gear was tied to your class, you didn’t get to pick what kind you wanted.
In WoW for example, if you were playing a healing paladin you got healing paladin gear. There was very little choice in what gear you took. If they changed stats it didn’t matter because you still used healing paladin gear.
Gw2 is unique in that aspect where changes to balance can actually change what gear you wear. Even after 3 years I still haven’t decided if that is something I like or not, I go back and forth depending on the week.
It certainly isn’t “necessary” for them to offer us a one time stat change. I am personally plenty rich enough to just get a new set of armor if I need it. However I do think it would be a nice gesture and get Anet some good will, which imo is something they could really use.
Guess i’ll have to keep practicing. The key seems to be to close the distance, but we don’t have a lot of great distance closing skills. Is there an obvious tell on their long range KB? I always try to dodge it but I never seem to time it right. Also rapid fire I can dodge like 2 of the 500 hits it does, but what do you do for the rest of them?
They didnt offer swaps when they nerfed crit damage. They wont do it this time. Especially as this time it effects a much smaller amount of people and barely effects the builds.
The difference is that didn’t actually change anything. Zerker was still the highest crit damage build, assassin as still the next highest, etc…
These changes have the potential to make armor sets no longer viable. A one time stat swap seems reasonable to me. If you are happy with your set up just save them or use it to change to the same thing. If you are unhappy with the new system or your build was nerfed to oblivion, or your set up was reduced in efficiency, this will let you not have wasted all that effort. All ascended equipment is account bound so it won’t have any effect on the market, and it can’t even be salvaged so no problem there either.
None of that is changing though. Zerk will still be the highest dps. Sin will still be second, etc etc. Our base stats are getting buffed. The base armor stats are getting buffed. To compensate the loss of stats from the trait lines. None of the armor is changing in such a drastic way as to be no longer viable as you’re claiming.
The only exception is the direct loss of boon/condi duration which you could only really build via the trait lines, not armor. They may be removing this completely, maybe not. Maybe they’ll reintroduce it to the game in the form of a new armor/weapon/trinket combination.
Base stats are going form 926→1000 I believe. The other 200+ points are getting moved to gear.
For some builds this won’t be a problem. But certain builds used full zerker gear because their meta builds contained the lines that gave +300 vit and +300 toughness. Now their zerker gear may not be usable for their skill level after the change. Or someone used nomad gear because they took the power and cit lines and were still able to do decent damage while being tanky. Now they won’t be able to kill anything with these changes and will need to swap out their gear for more offensive gear. These are the people that will be screwed over, and they are much more likely to just quit then they are to grind out another 700g for a new armor and weapon set. A one time gear swap hurts no one but greatly benefits many many players.
They didnt offer swaps when they nerfed crit damage. They wont do it this time. Especially as this time it effects a much smaller amount of people and barely effects the builds.
The difference is that didn’t actually change anything. Zerker was still the highest crit damage build, assassin as still the next highest, etc…
These changes have the potential to make armor sets no longer viable. A one time stat swap seems reasonable to me. If you are happy with your set up just save them or use it to change to the same thing. If you are unhappy with the new system or your build was nerfed to oblivion, or your set up was reduced in efficiency, this will let you not have wasted all that effort. All ascended equipment is account bound so it won’t have any effect on the market, and it can’t even be salvaged so no problem there either.
Yeah i’ll never buy something that takes away 90% of the appeal of the game in the form of customization.
I’m sure there have been threads about this before, but no search….
I run a terrormancer build in sPvP. I can beat most classes 1v1, some I struggle with more than others, but I simply can’t even get close to beating rangers. In fact most of the time they end the fight with a full health bar.
They have a terrain advantage in almost every map, so that I need to close nearly 2500 range to get to them. They have numerous KB’s that they can use before my blinds are even in range. If I do manage to get in range and start hurting them they disappear and then reappear at 1500 range again with full health. If by some miracle I get them to 50% health they get complete invuln and cleanse all my conditions. I can clear conditions pretty well, but they have 100% immobilize uptime which makes it even harder to get in range in the first place.
What is your strategy for beating a ranger with necro? right now my strategy is let them kill me as fast as possible so I can respawn somewhere they aren’t.
I saw this by accident doing map completion on my second account. Didnt bother me, didnt bother anyone on the map so whats the problem?
The problem is either:
1. The OP farmed this for multiple months and now is tired of it so he wants to get it nerfed so people can’t make more money.
or
2. The OP is heavily invested in something that comes out of the bags, or the bags themselves and he wants to stop them from dropping so he can make money.
This is just a disguised pump and dump thread. You bring interest to an item on the forums, people increase the buying of that item, then you sell the 10,000 of that item you bought for dirt cheap the previous week. It’s the fastest way to make money in this game.
People seem to be missing a couple of very important points in this discussion:
1. We are losing 30% condition duration from traits
2. we are losing 300 condition damage from traits
- These are not base stats so they are not part of the stat increase being done, they are just gone, straight up nerf.
3. 100% increase from lingering curses makes condition duration food and runes and sigils useless since it caps at 100%. The devs said they “may remove the cap in the future”, so basically they aren’t removing it, meaning you will be taking a big hit if you take this trait just to get back the 300 condition damage you were just nerfed.
Once you take into account these 3 things we are pretty doing pretty poorly. If you thought condition specs were bad now, you will see a significant decrease in their output power after this goes through if there are no changes. This isn’t about things being too strong, this is about them being weaker than they already are.
One step closer to holy trinity with Ventari
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
:( dont be mean and laugh, i paid for this game and deserve an opinon. im just like you
you dont think this means trinty? why not? ventrilo can heal a tank that has taunt to holed agro on mobs for dps
this absolutly opens up trinty gameplay
all theyd need to do is nerf self heal abilites and we have a trinty meta!
But is doesnt open it up at all………….
Ele and Guard can both heal an AMAZING amount, we never had trinity before that.
And Taunt is like a 2-3 sec Reverse fear that Many classes are getting. Taunt I see more as a way to help please res or be able to get the mob off them for a short time to heal/wait for a cool down.
As far as I know the best healing before now was a staff ele… which had 3 heals. a 200/s heal on auto attack, geyser, a burst heal which heals ~3k + 800/s for 3s (20s CD) and healing rain which grants 12s of regen and curse 3 conditions (45s cd)… That gives 200/s + 270/s + 60/s = 500-600/s.
Rev gets 1400 healing on 3rd auto attack (2s combo), 1500 healing (15s CD), heal skill that heals 900 on 2s CD, passive heal that heals 100/s, unlimited projectile reflect, 1900 healing every 2s, condition removal (35s CD), 1200 healing fragments (no CD, high energy cost).
That gives 700/s + 100/s +450/s + 100/s +950/s = 2300/s plus burst heals and condition removal
That of course doesn’t use the fact that rev can get traits for plus 40% healing increase plus 1.5% healing output per 100 healing power, bringing the total to 3200hp/s without healing power gear…so yeah it seems rev is 5x better at healing than any current healers, and that doesn’t even count the HUGE boost they will get from healing power.
With a healing rev you could have the rest of your group facetank the entire game. No need to waste time dodging or moving out of fire, just DPS it down!
You need to do ele stats again with the correct traits…..
No I don’t. I didn’t include stats or traits in this calculation… 500 for ele 2300 for rev, no traits or stats included. They both get access to stats and traits (rev gets much more than ele anyway). That’s 5x, it gets closer to 7x if you want to include traits and stats since rev gets much better healing traits.
Also with that much healing you won’t need to dodge or move so it doesn’t need to be taken into account, plus PvE is stack and spam anyway, so this will just further enforce that.
Um? Yeah stack and spam is really gonna help you in HoT. Not. Watch any of the videos.
Well I don’t know about any videos, but i’ve played HoT and stack and spam is still the name of the game. The only potential candidate for removing that is the upcoming raids, but we have heard nothing about those yet, and if anything they will require more trinity not less.
I currently count over 100 items you can make for a 1g+ profit on the TP. Some up to a 10g profit.
Will everyone please stop treating stronghold like some big adddition? Seriously the “new game mode” is one spvp map. ONE.
In no way can that be considered “expansion worthy” when sitting right next to new WvW borderlands (new content equally big to old one), or Heart of Maguuma.In spvp we have like….7 maps? Add 3 maps at least, and then we can talk about spvp getting an expansion. Right now we’re getting crumbs.
You mean aside from that it’s a new game mode with, most likely, having it’s own Go4/ESL? It’s not ’’just’’ 1 map. It’s a whole new game mode for PvP. I rather have 1 good game mode being added than 3 more boring conquest maps. There should only be 5 anyway since you’re not gonna do more than best of 5…
How exactly is it a new game mode? All they did was remove the circles you stand in… still has a 500 point cap, still has a 15 minute timer, still get the same points for killing other players, still get points for killing lord, still 5v5. It is legacy of the foefire with points for downing the gates. I was expecting this awesome new game mode but when I got there it was just legacy of the foefire with increased PvE and decreased PvP. It’s hardly expansion worthy. Maybe if they added 5-6 more maps or 2-3 new maps of an actual new game mode.
Lets take the lowest dps specs in the game, and remove the stats that make them better!
What exactly are you attempting to solve with the change? It seems you are making a change just for the sake of changing something?
If you want to make a useful change make a “zerker” condition spec:
+condition damage
+condition duration
+precision
Give each piece ~10% condition duration, allowing condition specs to get an overall 200-250% duration increase. Combine that with the removal of the condition cap, and increase condition damage overall by ~20% from all sources and that will give you condition specs that are at least close to power based builds in dps.
One step closer to holy trinity with Ventari
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
:( dont be mean and laugh, i paid for this game and deserve an opinon. im just like you
you dont think this means trinty? why not? ventrilo can heal a tank that has taunt to holed agro on mobs for dps
this absolutly opens up trinty gameplay
all theyd need to do is nerf self heal abilites and we have a trinty meta!
But is doesnt open it up at all………….
Ele and Guard can both heal an AMAZING amount, we never had trinity before that.
And Taunt is like a 2-3 sec Reverse fear that Many classes are getting. Taunt I see more as a way to help please res or be able to get the mob off them for a short time to heal/wait for a cool down.
As far as I know the best healing before now was a staff ele… which had 3 heals. a 200/s heal on auto attack, geyser, a burst heal which heals ~3k + 800/s for 3s (20s CD) and healing rain which grants 12s of regen and curse 3 conditions (45s cd)… That gives 200/s + 270/s + 60/s = 500-600/s.
Rev gets 1400 healing on 3rd auto attack (2s combo), 1500 healing (15s CD), heal skill that heals 900 on 2s CD, passive heal that heals 100/s, unlimited projectile reflect, 1900 healing every 2s, condition removal (35s CD), 1200 healing fragments (no CD, high energy cost).
That gives 700/s + 100/s +450/s + 100/s +950/s = 2300/s plus burst heals and condition removal
That of course doesn’t use the fact that rev can get traits for plus 40% healing increase plus 1.5% healing output per 100 healing power, bringing the total to 3200hp/s without healing power gear…so yeah it seems rev is 5x better at healing than any current healers, and that doesn’t even count the HUGE boost they will get from healing power.
With a healing rev you could have the rest of your group facetank the entire game. No need to waste time dodging or moving out of fire, just DPS it down!
You need to do ele stats again with the correct traits…..
No I don’t. I didn’t include stats or traits in this calculation… 500 for ele 2300 for rev, no traits or stats included. They both get access to stats and traits (rev gets much more than ele anyway). That’s 5x, it gets closer to 7x if you want to include traits and stats since rev gets much better healing traits.
Also with that much healing you won’t need to dodge or move so it doesn’t need to be taken into account, plus PvE is stack and spam anyway, so this will just further enforce that.
I think the reason this expansion is only 15-20% of a real expansion is because they thought they didn’t need one for the first 2 years. For the size of the expansion they should be set to release a new one every 6-8 months after the launch of this one. That is what more recent MMO’s like SWTOR have done. If you look at their expansions they added a similar amount of content and features as HoT is but they have released 4 of them since launch. We lost a lot of time due to Anet’s arrogance, but I think we should hopefully be able to catch up now.
Next week is E3, where we will either get a HUUUUUGGGGEEEE amount of information or this expansion is really just a sham to string people along. Either way I doubt we will see anything this week.
One step closer to holy trinity with Ventari
in Guild Wars 2: Heart of Thorns
Posted by: ZudetGambeous.9573
:( dont be mean and laugh, i paid for this game and deserve an opinon. im just like you
you dont think this means trinty? why not? ventrilo can heal a tank that has taunt to holed agro on mobs for dps
this absolutly opens up trinty gameplay
all theyd need to do is nerf self heal abilites and we have a trinty meta!
But is doesnt open it up at all………….
Ele and Guard can both heal an AMAZING amount, we never had trinity before that.
And Taunt is like a 2-3 sec Reverse fear that Many classes are getting. Taunt I see more as a way to help please res or be able to get the mob off them for a short time to heal/wait for a cool down.
As far as I know the best healing before now was a staff ele… which had 3 heals. a 200/s heal on auto attack, geyser, a burst heal which heals ~3k + 800/s for 3s (20s CD) and healing rain which grants 12s of regen and curse 3 conditions (45s cd)… That gives 200/s + 270/s + 60/s = 500-600/s.
Rev gets 1400 healing on 3rd auto attack (2s combo), 1500 healing (15s CD), heal skill that heals 900 on 2s CD, passive heal that heals 100/s, unlimited projectile reflect, 1900 healing every 2s, condition removal (35s CD), 1200 healing fragments (no CD, high energy cost).
That gives 700/s + 100/s +450/s + 100/s +950/s = 2300/s plus burst heals and condition removal
That of course doesn’t use the fact that rev can get traits for plus 40% healing increase plus 1.5% healing output per 100 healing power, bringing the total to 3200hp/s without healing power gear…so yeah it seems rev is 5x better at healing than any current healers, and that doesn’t even count the HUGE boost they will get from healing power.
With a healing rev you could have the rest of your group facetank the entire game. No need to waste time dodging or moving out of fire, just DPS it down!
1. Yes it is mandatory in the same way WoW is mandatory. All future content will require HoT to play, you will be at a significant disadvantage in both mats/economics, cosmetics, and story.
2. Probably $10-25 based on the amount of content being given to us.
Edit: actually it will be worse than WoW since you will be at a disadvantage in PvP without access to specializations. So it will be MORE mandatory than WoW is.
Except that in a wow expansion the level cap goes up, and that would put you at a disadvantage in WoW PvP if I’m not mistaken.
WoW tiers their PvP, or at least they did when I played. Levels 1-20 are a tier, 20-30, 30-40, etc…. 80, 81-84, 85, 86-89, 90.
If you don’t buy their expansions then you just stay in your tier. Granted there are a lot less players since most of the players do buy the expansion, but you won’t be at a disadvantage.
if necro would have gotten a trait that gives them 100% condi duration thats not stacking why would there be runes/sigils traits etc. the intention must have been a base duration increase like the current and new lingering curse. same goes for master of terror.