I can understand from a PvE stand point, Yes, it will stack bleeds but even with that, it still doesnt compare to how much condition damage other classes push out. In a realistic fight against other real people, this is a huge nerf. 1 sec of chill duration for 671 damage is better than 1 stack of bleed for 120. With the amount of dodges, invul, blocks, and immune, you are luck to get 4-6 stacks of bleed with a necro. Not to mention that resistance is becoming more available so when someone gets 3 sec of resistance, all my condi damage is useless and with people running -20% condi dur, all you need is 3 sec of resistance to cancel the damage. Also, many other classes now gain regen very easily which counters bleed and poison pretty easy. I agree that it was strong even with the previous nerf but instead of getting rid of its damage they could of toned it down to like 500ish @1700 condition and have the trait remove one or both of the other abilities chill gave. So it would force the player to chose damage over speed and skill reduction.
With the amount of boon corruption we have, other classes melt between the conditions we pump out and the boons they try to use that we corrupt. Even with a decent number of cleanses, it’s pretty much impossible to be condi free with a necro going at you. And that hasn’t changed with the change of one trait.
It has. If you cleanse the bleed, you are gucci to go.
Exactly. And melt is a strong word unless you meant us.
And before they could cleanse the chill. I don’t see how that’s an argument.
Chill wasn’t our “other” primary damage set, was instant (did more damage up front, and didn’t need stacked every time to deal significant damage) pressure. Our chills also last less time making it easier to remove bleeds. I have a hard time seeing how anyone thinks this isn’t a massive nerf… It’s very logical and simple. o.O
But before if they cleansed, they removed the chill AND the damage. Now they have to remove 2 conditions instead of one to get rid of all the suck they are dealing with.
I am only addressing DC btw. I recognize that the reduced durations are a nerf. I’m not stupid, I’m just focused on the one trait right now.
Edit: Maybe I haven’t been clear on that. Yes, the duration reduction is a nerf. Obviously. As is the stability thing. I don’t disagree about those. I do think our uptime for chill was previously insane (we had a ton of it, lets be honest). Whether they duration nerfs were excessive, I haven’t tested that part out yet.
(edited by bearshaman.3421)
Guys, any build that uses Viper, Sinister, Rampager, Carrion, Celestial, and a couple others is a Hybrid build, because you traited for high Power and Condition Damage. If you only need condi, use Dire (and some other ones that don’t have power as a stat).
The reason viper and sinister are used in PvE is because defense is a wasted stat. Even if the power only increases your damage 1%, it’s better than having extra defense that is 100% wasted. You can almost argue the extra power is wasted on many professions condi builds, but it’s better than defense. And obviously viper gets you the critical 100% condi duration, the power is even less relevant there.
Agreed in general, although I still allow that Vitality is useful, especially for player that are still getting used to a class, and against monster groups that pump out condi.
Also Rabid is a condi set, and the precision is useful without power because of how many traits in different professions proc conditions on crit.
You can add as much power as you want to a torch, it’s not a hybrid weapon. Axe isn’t hybrid if you’re not using the autoattack in PvE. It’s hybrid when you use the autoattack in PvP and have power. Nearly all of your damage comes from condis = condi build.
Whether a weapon is hybrid or not has nothing to do with how you use it. A knife doesn’t cease being sharp because you decided to cut your bread with the back side of it. If the weapon has a mix of good power and condi options in its set of skills, it’s a hybrid weapon. Period. You can use it for a pure power or condi build, but the fact that you can use it for both only proves what I said.
Note: WvW I am not very familiar with. I would lump it in with PvP in terms of what skills it would get, since the same balance issues apply.
Not really no. Take the pet leash range nerf as a case in point. That was due to sPvP points being close to each other, and it killed a lot of the beastmaster fun in roaming.
If anything, WvW should be going back to the original vision: a glorious massive chaos where you get to play with all your imbalanced skills against plenty of other players.
So WvW could just use the PvE set of skills? I dunno, I won’t speak to that either way. Just know that PvE and PvP need to be split from each other.
I don’t agree. Not generally. Skill splitting should be a last resort and a temporary measure until a better solution/idea for the skill in terms of balance can come about.
S&R wasn’t so game breaking that it needed a split and in it’s current iteration, it’s garbage in all game modes.
It needed a nerf, CD wise. They went way too far with the range nerf on top of that though.
I have to disagree with you. Skills need to be balanced separately for each game mode or they end up being severely broken or subpar in certain modes.
Pretty much what he said. Only the most generic of skills and traits are useful in both. Most you can tell are tuned more for pve or pvp, or at least have their usefulness in that game mode. And I am speaking generally, not just with SnR.
Hi,
Sixth day since path. No explanation yet.
I’m starting to think that ANet just make change without considering the bug picture (the opposite we all hear from Hugh lips in the past guild chat). After six days playing and trying builds, I can’t understand why chill (condition, trait and skills) and Infusing Terror had to be nerfed, above all seeing how other classes can stack much more conditions (heavy damage conditions) and CCs.
Hugh said that we have to consider all the game modes if we make sugestions. Well, here my question, did you (balance team) do that for this patch? Don’t you (balance team) think you forgot sPvP?
Thank you.
You realize devs don’t answer questions on the forums, right?
I can understand from a PvE stand point, Yes, it will stack bleeds but even with that, it still doesnt compare to how much condition damage other classes push out. In a realistic fight against other real people, this is a huge nerf. 1 sec of chill duration for 671 damage is better than 1 stack of bleed for 120. With the amount of dodges, invul, blocks, and immune, you are luck to get 4-6 stacks of bleed with a necro. Not to mention that resistance is becoming more available so when someone gets 3 sec of resistance, all my condi damage is useless and with people running -20% condi dur, all you need is 3 sec of resistance to cancel the damage. Also, many other classes now gain regen very easily which counters bleed and poison pretty easy. I agree that it was strong even with the previous nerf but instead of getting rid of its damage they could of toned it down to like 500ish @1700 condition and have the trait remove one or both of the other abilities chill gave. So it would force the player to chose damage over speed and skill reduction.
With the amount of boon corruption we have, other classes melt between the conditions we pump out and the boons they try to use that we corrupt. Even with a decent number of cleanses, it’s pretty much impossible to be condi free with a necro going at you. And that hasn’t changed with the change of one trait.
It has. If you cleanse the bleed, you are gucci to go.
Exactly. And melt is a strong word unless you meant us.
And before they could cleanse the chill. I don’t see how that’s an argument.
I can understand from a PvE stand point, Yes, it will stack bleeds but even with that, it still doesnt compare to how much condition damage other classes push out. In a realistic fight against other real people, this is a huge nerf. 1 sec of chill duration for 671 damage is better than 1 stack of bleed for 120. With the amount of dodges, invul, blocks, and immune, you are luck to get 4-6 stacks of bleed with a necro. Not to mention that resistance is becoming more available so when someone gets 3 sec of resistance, all my condi damage is useless and with people running -20% condi dur, all you need is 3 sec of resistance to cancel the damage. Also, many other classes now gain regen very easily which counters bleed and poison pretty easy. I agree that it was strong even with the previous nerf but instead of getting rid of its damage they could of toned it down to like 500ish @1700 condition and have the trait remove one or both of the other abilities chill gave. So it would force the player to chose damage over speed and skill reduction.
With the amount of boon corruption we have, other classes melt between the conditions we pump out and the boons they try to use that we corrupt. Even with a decent number of cleanses, it’s pretty much impossible to be condi free with a necro going at you. And that hasn’t changed with the change of one trait.
If you think it’s dead, delete your necro, make a new character, and move on. I’ll still be here doing more damage than before, and without the sound of your QQ.
People aren’t gonna accept that this isn’t a nerf because they don’t want to change how they had their reapers built. They can be just effective, but that requires change, and if there’s one thing I’ve learned in life is most people hate change. They’ll eventually get over it, accept that chill damage isn’t coming back (and was a dumb idea to begin with), and move on, especially if they want to stay relevant, but it will be a few months… probably after the summer update gives them something new to gripe about.
Another argument for a PvP/PvE split. some of these are utterly worthless in PvE, like Lead the Wind.
Note: WvW I am not very familiar with. I would lump it in with PvP in terms of what skills it would get, since the same balance issues apply.
Not really no. Take the pet leash range nerf as a case in point. That was due to sPvP points being close to each other, and it killed a lot of the beastmaster fun in roaming.
If anything, WvW should be going back to the original vision: a glorious massive chaos where you get to play with all your imbalanced skills against plenty of other players.
So WvW could just use the PvE set of skills? I dunno, I won’t speak to that either way. Just know that PvE and PvP need to be split from each other.
Guys, any build that uses Viper, Sinister, Rampager, Carrion, Celestial, and a couple others is a Hybrid build, because you traited for high Power and Condition Damage. If you only need condi, use Dire (and some other ones that don’t have power as a stat).
I don’t understand why there would be a need to split the skill at all. It’s an easy fix across the board. Give it back 1200 range and make the CD appropriate for the utility.
Maybe 900 with a more forgiving CD as a compromise. Splitting the skill for the various game modes isn’t necessary in this situation IMO.
Because it’s not just this skill. Most skills and traits in the game suffer from being tuned for either PvP or PvE, because what is needed for balance in each is different. In PvP, the professions need to be balanced AGAINST each other, whereas in PvE they need to be useful in all situations, so no class is left in the cold when doing fractals, dungeons, or raids. And this is a problem for all the professions as well. If you look at the reactions to any updates Anet does to profession mechanics, the reactions are almost always split along PvP and PvE lines.
Note: WvW I am not very familiar with. I would lump it in with PvP in terms of what skills it would get, since the same balance issues apply.
I am following it. I just didn’t run off the tracks. But whatever. Hope you’ll at least try to enjoy the game.
Haven’t had a chance to test out stuff, but yeah, just from reading the build notes this is overall one of the best updates I’ve seen since I started playing this game. Thanks alot ANET!!!
But to me, that says if we are struggling to even hold onto our forward base, we aren’t ready for whatever awaits us further in. The Pact didn’t even wait for reinforcements from the 5 nations, beyond the presence of 3 of the 5 members of Destiny’s Edge.
I don’t think you could go wrong with light or medium tbh. Thief’s condi is a little weak imo, and relies heavily on SA to make it work, so I personally would lean towards a light armor set over medium.
I can’t wait for the next pvp season, just to watch all the back-pedaling on here as at least one if not multiple reapers using DC make it to the finals. You guys will be giving lessons to politicians on how to do a 180.
It wasn’t my intent to nullify acro’s existence, I was just saying it’s not relevant for balance.
ArenaNet said that it is relevant for balance since they balance the game including solo contents.
“…general changes were also made that will make exploration and solo play in the map more rewarding.”
Second sentence from the recent patch note.
There, you no longer have a ground to stand on.
EDIT: Additional Reference.
GW2 AMA on reddit;
Q: are we going to see the HoT zones be a bit more solo player friendly? …don’t have much interest in taking part in multi-hour long zergs.
ArenaNet: Yes. You shouldn’t have to take part in multi-hour-long zergs. There’s a lot of content in HoT and we’re trying to make it rewarding to play in a variety of play styles.
This is in reference to the changes they made involving the map events and rewards systems. This has nothing to do with changes to individual professions. It’s not even quoted from the profession section of the build notes.
I can’t wait for the next tournament, because there is gonna be a reaper in the finals who is using DC to great effect, and I’m gonna laugh my kitten off at all the back-pedaling that’s gonna happen in these forums…
It wasn’t my intent to nullify acro’s existence, I was just saying it’s not relevant for balance. If they would have made acro that good so you could call yourself a thief bunker or tank when using and to be on par with the other bunkers/tanks in the game that would have been a sort of balance. But as it is now it’s neither powerful enough to shine in group content and also the rest of thief issues for other builds were sort of left unexplored.
I’m not sure when we got into the idea of using solo content to determine balance, but that wasn’t anything I was arguing for. In general, I would agree that that’s not how you balance pve. You balance pve by making sure all the classes are desirable and have something to offer in group content, like dungeons, fractals, raids, and even open world meta events. There is a need for balance in pve, and this is what you use to balance it. Pvp balance concerns are completely different, thus why I think they should be split. As soon as something is made useful for one gametype, it frequently results in a negative for the other.
Its a PvP nerf and yes we are nerfed, if you don’t think stability nerf along with chill reduction is a strong nerf your crazy.
I think DC needed to be altered. As far as chill duration reductions, that part was probably unnecessary, I dunno. Equally uncertain about the stability nerf.
Please don’t do that. Another condition to maintain at 100% duration it’s hard in PVE.
Bleed is fine and we are, all of us, caped in duration.Torment sux in PVE and Necro doesn’t focus on burns.
Which is why I’m fine with bleed. Also, you couldn’t stack intensity with the old Deathly Chill because chill stacks duration! Even if one stack of bleed is less than what it did before, you will quickly outpace the old damage. 4-5 stacks will be cake to achieve, especially with no CD on the trait, and you will likely blow past that to do even greater damage.
Two reasons, I think. He seemed to be exhausted or somehow magically depleted after the cleansing ritual, and it’s just bad form to throw your leader into the middle of a meat grinder confrontation, which is what the aerial battle boiled down to. He wouldn’t have been able to do any good, and putting him needlessly at risk could’ve done a lot of harm to the cause.
Yep.
This (the second half) is why I’ve never really understood why so many people were upset that we didn’t get to be the Pact leader. The final battle isn’t really that unusual, throughout the story Trahearne actually spends a lot of time in Fort Trinity coordinating other people’s activities and waiting for them to report back on the outcome. He only goes into the field when he’s confident his specific expertise will be needed on the ground.
It’s the same in Season 2 – he’s moved to Camp Resolve in the Silverwastes but still spends his time in camp directing everyone else. He only takes a more active role during the HoT storyline because even after all that time investigating Mordremoth they’re pretty much going in blind – their plan comes down to “fly into jungle, find dragon, hit it with everything we’ve got”. So he needed to be on one of the airships to coordinate the attack.
I suspect (based on what he says afterwards) if he had been feeling better he would have been there to see Zhaitan defeated. But it would have been largely as an observer, maybe occasionally calling out targets, rather than an active participant.
A side note to what you said. I honestly didn’t think it made sense for him to be on the fleet attacking Mordremoth, but I guess since you (the commander) were occupied elsewhere, he felt he had no other choice?
Also, seriously, why did the Pact go in so woefully unprepared? They should sent in scouts, forward teams, etc to get the lay of the land, gather intel, etc before walking into what will become known as one of the biggest miliary disasters in Tyrian history?
Don’t know why people are considering the Deathly Chill change to be a nerf, but I can only assume it’s pvp only players, since this is much better for pve groups.
Still want a skill split for pve and pvp.
You guessed right, now theres no GM worth taking for PvP
I would disagree. Deathly Chill is still a good trait, and gives you two conditions where before only one existed, making condi cleanse more of a pain for everyone else. Also, this trait was taken primarily for condi builds, which will now have another way to stack bleeds on top of everything else. Plus the aforementioned new synergy with Blood Bond.
You make it seem like we always had issues applying bleed as a condition to not be able to proc blood bond. The damage is horrible now with the deathly chill trait. I was testing it in both PvP and PvE and ya in PvP you do feel the nerf alot worst but in PvE the amount of bleeds you can stack with deathly chill doesn’t even come close to the damage that the trait use to put out before. You need to sustain between 4-5 bleed to make it so you do comparable damage to what it was before…not to mention most of our chill abilities have long cooldowns and our duration on most chill abilities got nerfed ontop of that.
Not saying that we had problems doing that before, but now we can do it in more ways, which allows for more diversity of builds (always a good thing).
And I’ve been advocating for pve/pvp skill splits pretty much after the second month of playing the game. We will keep having these problems in different places until that happens. Balance in both game types at the same time is impossible.
Edit: On a different tack, there is a thread that is discussing the idea of a different condition being used other than bleed. That I think is a more useful discussion of what can be done with Deathly Chill then wanting it changed back to the previous form that was useless in any group PVE.
(edited by bearshaman.3421)
Either way patch was a disappointment for the entire community.
Please refrain from making blatantly ridiculous blanket statements. Many of us are really happy with this patch. Thief got a lot of improvements, as did other classes in areas where it was needed. The things that got nerfed or just altered to work differently were also needed. Everyone I’ve seen who has complained about the patch has either been a) looking at it from the perspective of ONE gametype instead of overall, or b) been looking at it from the perspective of one profession and not all of them. Both viewpoints are invalid when designing a game, and are selfish and laughable.
So getting imbalance/not fixing balance issues in one game type is an overall good balance practice?
They need to split the skills for pve and pvp. If there is a flaw in their practice, it’s this. Because the balance you seek is unachievable (sp?) across both types. I never said it was perfect, but to ignore that things improved just because they’re not perfect is ridiculous.
Deathly Chill needs 2 stacks of bleeding instead of just 1. Because right now, it just took about an 80% damage nerf and now have to apply chill 5 times just to break even.
Recalculate the damage with Blood Bond trait active.
Also are people using this trait on power builds or condi builds?
The change was obviously aimed at PvP, not PvE. It’s just talk to avoid the disussion.
There is one explanation for Deathly Chill change – they wanted it to go away for now. That’s it. They haven’t added any synergy with new version of trait, in fact, only reduced the potential synergy by nerfing whirl finisher on Soul Spiral.
It’s just a shame that no other GM Reaper trait could actually replace it.
Wrong. This is a boon for PVE because now the damage from it can’t be delayed by other profession’s applications of chill. Also it now has synergy with the Blood Bond trait. Also no cooldown, so you will be stack a lot of bleed very quickly, proccing blood bond a lot more.
Just because it doesn’t have what you want it to have, doesn’t mean it isn’t really good.
I had tested this trait out in PvE and trust me the one stack of bleeding you get for applying chill is trash and not worth the grandmaster trait. you have to get between 4-5 stacks of bleeding and sustain them to even come close to what the damage was before. The ramp up time on the damage is just to slow.
Then I’m curious to know what build you’re using. Because I can’t fathom how a condi build would have any of the problems you’re describing.
I was more concerned about the change to RS4 and 3 than losing the chill damage….it had to happen though
Still 1 stack of bleeding is insulting… kinda saying “here we intend to butcher this trait into oblivion and then spit in yo face”.
How is that? As has been stated, there is no CD on this, and with the amount of chill application reaper has, you will have tons of bleed in no time. Any more stacks or duration would have made it more broken than it was. As it is now, you can stack this with Blood Bond for some nice synergy across trait lines.
I like the new changes a lot. Deathly Chill needed something to be done. I can see torment as a valid option over bleed, however then it would lose the synergy with Blood Bond. Also, I don’t know that torment really fits with anything else the necro has. Just my two cents.
Congrats on creating a more useful thread about the changes then the QQ ones I’ve seen so far.
The change was obviously aimed at PvP, not PvE. It’s just talk to avoid the disussion.
There is one explanation for Deathly Chill change – they wanted it to go away for now. That’s it. They haven’t added any synergy with new version of trait, in fact, only reduced the potential synergy by nerfing whirl finisher on Soul Spiral.
It’s just a shame that no other GM Reaper trait could actually replace it.
Wrong. This is a boon for PVE because now the damage from it can’t be delayed by other profession’s applications of chill. Also it now has synergy with the Blood Bond trait. Also no cooldown, so you will be stack a lot of bleed very quickly, proccing blood bond a lot more.
Just because it doesn’t have what you want it to have, doesn’t mean it isn’t really good.
Don’t know why people are considering the Deathly Chill change to be a nerf, but I can only assume it’s pvp only players, since this is much better for pve groups.
Still want a skill split for pve and pvp.
You guessed right, now theres no GM worth taking for PvP
I would disagree. Deathly Chill is still a good trait, and gives you two conditions where before only one existed, making condi cleanse more of a pain for everyone else. Also, this trait was taken primarily for condi builds, which will now have another way to stack bleeds on top of everything else. Plus the aforementioned new synergy with Blood Bond.
Either way patch was a disappointment for the entire community.
Please refrain from making blatantly ridiculous blanket statements. Many of us are really happy with this patch. Thief got a lot of improvements, as did other classes in areas where it was needed. The things that got nerfed or just altered to work differently were also needed. Everyone I’ve seen who has complained about the patch has either been a) looking at it from the perspective of ONE gametype instead of overall, or b) been looking at it from the perspective of one profession and not all of them. Both viewpoints are invalid when designing a game, and are selfish and laughable.
The balance portion of the patch is an embarrassment for the whole community.
See previous statement.
Edit: I will say that a split between pve and pvp/wvw for skills needs to happen. That is the biggest and most important change that needs to happen in this game imho.
(edited by bearshaman.3421)
PvP balance, guys. They don’t give a rat’s kitten about PvE in this game.
Reaper shouts and traits are still garbage in PvE, but hey PvP whine so nerf some more.
What the hell are you on about?
Reaper is perfectly fine in PvE.
Yeah I don’t know what he’s going on about either.
Either way patch was a disappointment for the entire community.
Please refrain from making blatantly ridiculous blanket statements. Many of us are really happy with this patch. Thief got a lot of improvements, as did other classes in areas where it was needed. The things that got nerfed or just altered to work differently were also needed. Everyone I’ve seen who has complained about the patch has either been a) looking at it from the perspective of ONE gametype instead of overall, or b) been looking at it from the perspective of one profession and not all of them. Both viewpoints are invalid when designing a game, and are selfish and laughable.
I would guess Chill of Death would use the new Spinal Shivers and see it as a buff to Spite-based power builds.
Deathly Chill being converted to a bleed may actually be not so bad. In fact, it looks fairly good to me.
Chill, the soft CC, had its up-time trimmed but there is still a lot of access.
Also, 8 seconds of bleed will happen on every chill application. I do not see mention of a cool down on the trait. Chill often to stack long bleeds.
Then, there is also the new synergy with bleeding duration runes and greatsword. Mad King or Krait runes along with the expertise stat and consumables could help Necro/Reaper get more bursty in condition damage. The Runes of the Reaper might be useful on condition/shout builds if they are chained.
Finally, there will also be synergy between scepter as a ranged condi-weapon, greatsword as a short-ranged hybrid, shouts, and other sources of chill like Spinal Shivers and Chilblaines so bleed stacks do not diminish to nothing after swapping out scepter. The way it was, nothing but scepter could apply significant bleed stacks so condition damage dps was almost reliant on camping scepter AA and staying out of shroud.
Edit: The bleed on chill sounds like a pretty good way of separating the soft CC from condition damage. The dev’s can adjust applied bleed duration independently of the various chill durations. It gives them another knob to turn in tweaking Necromancer condi damage output.
Agreed on all points. I personally think the fix for Deathly Chill was a great one. Now you still do your damage when you use chill even if there are already chill stacks on the enemy. Besides, any time you change a condition to work a particular way for one class, but differently for everyone else, that’s not a good game design. This sticks with what’s already in the game, and makes the damage something that is far more streamlined and easier to manage.
This in no way weakens condi reaper. You just have to adjust things a bit, but seriously, so much bleed…
And as someone pointed out, this with Blood Bond? That could be pretty awesome, and with the cooldowns lowered on the wells? Can’t wait to test these out… XD
Edit: Did we get everything we wanted? No. But no one did, there’s too much. Did we get a good balance patch? Definitely. Don’t know why people are considering the Deathly Chill change to be a nerf, but I can only assume it’s pvp only players, since this is much better for pve groups.
Still want a skill split for pve and pvp.
(edited by bearshaman.3421)
EDIT: I think people believe SB to be a bad weapon because they don’t utilize around it. It is a bad weapon if you don’t invest into bleeding specifically but you go for conditions all-in-all.
hmmm… food for thought…
[quote=6107108;Tragic Positive.9356:We have been asking for this ever since release. Yet once we finally get it done – people magically start hating it…
… I’m not really surprised since I knew it’s gonna be like this – but it’s a subject for having a thought.[/quote]
That basically sums up the attitude I’ve been seeing everywhere. We ask for something, we get it, people complain they didn’t get this other thing over here, or that it didn’t help their special snowflake build so what good is it, or the whole pve vs. pvp arguments, etc.
Ah. Another case of judging something in very specific settings, not in general. Got it. I’ll let you continue ranting
I will point out, sinister gear is for hybrid builds, as is any stat set that has power and condi (carrion, rampager, etc). Dire, rabid, and trailblazer(I think) are examples of pure condi stat sets.
This patch was a good one, need to get a short bow to test out the changes there. I loved axe before, and they made it better (yay!). War horn is fine as it is, someone’s off their rocker there.
This patch was massive, and in my opinion, a much needed one. They made several game modes much better than they have been (dungeons, fractals, events in HoM maps, etc.) and it goes on. The game overall is vastly improved from what it has been since the expansion.
Many classes got changes that were needed, this one included. Just because the changes you specifically were hoping for didn’t make it in this round doesn’t make it a bad patch. In fact, most of the complaints seem to be coming from players who mainly (maybe exclusively?) play pvp and/or WvW. It’s not Anets fault that you are ignoring a huge chunk of the game, they have an entire game to think about, not just your one section of it.
No nerfs for us, just improvements on stuff that, by all accounts of people that have actually used them, feel really good. How often have we been able to say that in the past?
There will be more balance patches and they will address more concerns as time goes on. This one was a win for us, and even if you didnt get what yo wanted, you should still be happy for the class and the game as a whole.
A condition necro could feel very battlemage like. Curses/death magic/blood magic with dagger/x and staff would work really well. Dagger is arguably their best melee weapon, even sometimes better than the reaper’s greatsword. A power necro not so much, though if you use the blood magic traitline with the vampiric wells, that can be pretty awesome, and doesn’t require reaper. I played with spite/bloodmagic/soul reaping dagger/X and staff for a long time before getting reaper.
Guardian can be sorta, though I feel like they are much heavier on the battle than the mage side of things. It’s more like having a few passive magical effects that proc while you are swinging your weapon in melee than it is an even split between the two.
What I was told (correct me if I’m wrong) is that you can change the stats on ascended gear with an exotic insignia/inscription of the stat set you want and I know not what else. I was just wondering if anyone knew what the cheapest ascended stat set gear is to make, since I’m just gonna change it anyway. Also what are the other items needed to affect this change?
So I know about the trick of crafting ascended gear and then using the mystic forge to change it to the stats you want for the more expensive stat gear like Viper. So what is the cheapest gear to craft?
This, like so many other complaints, is solely a pvp issue. PVE is what you make of it.
I do agree that the elite specs are upgrades, however there will be more of those, and you will have to choose one, so once they have more elite specs, it will be more or less the way it was before. (I think).
I can’t believe you guys are offended by this. Have people no sense of humor?
I’m more offended by the state of warrior itself and pvp than this.
I feel that people who got really upset over it probably felt like a black person when a white person makes jokes about slavery when that persons family used to own slaves.
Was it a joke? yes was it funny? In a ironic way yes.
Are people gonna get mad about it, of course. I agree with you completely, the state of PvP is horrible right now.
As a black person and a warrior player. FeelsBadMan, NotLikeThis
And yeah, I’m kinda offended that you equated her april fool’s joke to slavery. I mean seriously?
#yesiamblack #nothisisnothinglikethat
It’s a professionalism thing
Professionalism? If you want to get upset about that, start with half the people on the forums. But in any case, THIS IS A GAME!!!
The irony being they had their resident Ranger post an April Fool’s joke that left out the Ranger profession. For those that don’t know, Gaile plays Ranger.
Another reason to take it as a joke and nothing else.
First step: Ignore people who tell you to use Berserker gear without any clue of what your playstyle is or what build you like.
Second step: Ignore people who think PVE is brainless and don’t offer any useful advice.
Third: Go to the profession forums. Most of them have a thread (stickied or otherwise) where a list of various builds are listed.
I have multiple classes at 80 as well, and ranger is a pretty good class for soloing. it’s good at all ranges, the pets have a wide range of abilities and can tank/distract for you. pretty versatile in terms of builds and roles too.
Well if you take everything in a good way, it proves that ANET somewhat understands which classes need a buff and which ones need a nerf.
At the very least we didn’t got nerfed in this joke. Hahahaha
Yes we did. The joke is, all those things will never happen — meaning we’ll never be Caithe. It’s the ultimate nerf.
That’s one way to interpret it. I think it just means that they won’t turn thieves into the most hated class ever. Permastealth that doesn’t break? Yeah that’s not broken at all… No wonder Caithe ran off by herself through all of Maguuma. She could kill everything and no one would know what happened…