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I think the best attempt to make a burst dps comp work and beat the meta would be DPS Guard, Mesmer with Time Warp, S/D Burst Ele, Mace/Shield GS War with Frenzy, and D/P Burst Thief with Haste. You play it like an old school glass burst comp, where you zerg 4 to a point and use stealth and quickness to burst people down and get 1 stomped quickly before the condis get a chance to take over and out-sustain you. The quickness is also needed to try to make sure and stomp/kill faster than people can react with res utils to extend the fight. Fights lasting more than 20-30 seconds or so are not what this comp is looking for, so this would be most effective when piloted by very good players who can coordinate bursts together well and call out when people are using their quickness so it doesn’t overlap.
I’ve been aware of this build for a while, and to be honest, I can’t say I’ve really ever understood it. It’s basically just a port of the classic sPvP support/bunker build, but you use it as a solo roaming build using dps weapons. If you’re building and traiting for support (the last 2 trees are support trees) with shouts and maxed out boon duration, why not just call a spade a spade and run staff + mace/shield with big symbols and go with a group of 5 and support em? For solo play, somewhere along the lines of 10/30/30/0/0 or 0/5/30/30/5 with more aggressive gearing would be a lot more effective at actually killing things, no? Got to imagine its dang near impossible to actually kill anyone competent (aka, worth your time killing to help your server) 1v1 with that defensive of a build (sure, you can kill upleveled bads with it, but same goes for just about any class and build + level 80 gear). If your goal is to just be tanky, never die but not be able to kill anyone worthwhile either, and spit out long duration boons, you may as well be doing it with a bunch of allies with ya and with real support weapons, no?
Quick side note: how do you ever actually hit anyone good with ZD 1v1 without scepter to immob them first? That’s like… impossible XD
In short, here’s the logical disconnect in this build: you’re built very defensively with great team support characteristics, but wielding aggressive DPS weapons that dont synergize the best together, and you’re using that to roam solo and try to kill things, not to defend or support things. That makes no sense.
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Cool vid (I won’t nitpick it), but I don’t really see the relevance to the title of the thread. :P AH DPS has its moments, for sure, but I can’t see making any claims of it being better than bunker overall, they fill totally different roles.
OMFG. What. Need. Give. Now.
Regarding the rewording, it depends on what they were trying to convey to the player.
“Immune below 25% hp” could also have wrongly mistaken as acting on pre-existant conditions, after all. While the new tooltip, knowing that condition duration applies at the conditions’ application, is clearer in that regard – as in, it works only on conditions applied below 25%.
But well, it all depends on what they mean with the trait’s wording.
Well, two points. First point being, if all they wanted to do was to clear up the wording, I would say neither description is particularly accurate. If you wanted to clear the wording up, all you would do is add a single word to the old description. “Become immune to new conditions when health is below 25%.”
The second point is, refer to the developer clarification to Berserker’s Stance that Lopez mentioned earlier, which has the same wording as the new wording of AR.
That makes no sense, since the minor traits are all based on the tree they’re in and compliment the theme and/or passives of that tree. Also, why not keep recommendations to a more reasonable level of change to the original design, since something like that would require a complete rebalancing of many classes and is extremely unlikely to happen.
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Yeah, although explaining one possible reason doesn’t really excuse the fact that this and many similar mistakes have been made in the past and seemingly without an end in sight. I think a good, hard look at their development → QA → live process may be in order since so many of these mistakes slip through the cracks. I know that people I’ve worked with over the years have gotten in serious trouble for mistakes like these happening with regularity (particularly unacceptable when your clients are businesses instead of individual consumers, for instance). I’m not really annoyed, just concerned.
Not sure how much you know about programming, but in big software development projects, there is a main trunk revision (a snapshot of this eventually gets pushed to the live servers after QA testing) and then there are many branch versions created by different developers for adding and testing new features. New stuff is added in branches so that if something gets broken in their branch, it doesn’t affect the trunk revisions (and thus bother other devs that are updating their code from the trunk). Once the new features are tested and deemed “live-worthy”, it gets added back to the trunk in time for the next patch to the live servers.
Maybe what happened is while batching together these completed and tested branches for this latest patch, someone either forgot or wasn’t ready to push the branch containing this change (either because it failed testing, or there wasn’t sufficient time to test). However, the description changes were done in a separate branch (which is likely since the text changes are done by different people than the game engine changes), and thus went live without the related engine change.
Yes, it was changed in the June 25th patch to match the wording of the updated Berserker’s Stance.
@OP, I am sure you’re right in that it’s “bugged” (honestly I think someone was just lazy or too busy and just chose not to implement it yet) because they explicitly changed the wording of the tooltip from what it used to be, “Become immune to conditions when health is below 25%.” to what it is now “Condition duration is reduced by 100% when health is below 25%.” but it still has the same effect now as it did under the previous description.
To the people that are confused, here is a rewording of Lopez’s argument. Keep in mind, I’m not saying anything about class balance here, just about whether the trait is working as intended according to its wording.
What AR did under the old description: at 25% health and below, new condition applications will always have the word “Immune” pop up above the Engineer. No calculation is done related to the applier’s condition duration, the Engi is just immune to all new conditions that would be applied.
What AR should now do to match the new description: all new conditions should have 100% added to the Engineer’s -condition duration% in the following formula:
(final duration) = 100% + (source’s +condition duration%) – (target’s -condition duration%)
So, for example, let’s say the source is a Necromancer that has +40% condition duration and additionally has +50% fear duration. If that Necro tries to apply a fear with 1s base duration to an Engineer with AR active, it currently does nothing, but if it acted as the AR description says it should, then the resulting duration of the fear using the formula would be:
100% + (50% + 40%) – 100% = 90%
1s * .90 = .9s
So, the Engineer in this example would get feared for 9/10 of a second with AR active (down from 1.9s without AR active) according to the new description, whereas at the moment they don’t get feared at all. Kapeesh?
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Actually, I think the best thing to play in a low MMR setting, assuming you can play it well, is d/p thief burst. Low rated players don’t know how to properly deal with thieves, and you can roam all over the map getting ganks, decaps, and npc kills. I think, on the whole, playing thief well will result in the most point differential when it comes to carrying a bad team vs another bad team.
Let’s also keep in mind that a good chunk of these mobility items you’re listing aren’t really used at all in high level play (like all the run speed signets, necro warhorn)
lol thanks tek…@cymer this question I get asked a lot and it is really difficult to explain. Both builds are strong and viable and I believe it comes down to personal preference…do you u want 3 group condi removals on one skill or do u want 1 condi removal on each shout (3 shouts)…Also for this build u can use around 4-5 diff amulets and it will still work so it all depends on who you are up against and what u feel like playing lol this build is very versatile
Well no, PoV + Soldier runes means 2 conditions removed per shout (and one of those gets converted to a boon, which procs AH). And actually, right now PoV is bugged, so at the moment you’re clearing 3 condis AoE per shout (2 converted to boons). So, in total, you can clear up to 9 condis AoE right now with your 3 utilities, but normally it’s only 6.
Here are some great beginner hints that should help:
- For sPvP, turn off nameplates for everything except Players. This will make it much easier for you to see where the real Mesmer is, or sort out where the real characters are in the middle of a fight where there are a lot of pets and other AI critters around mucking up your view of the action. Don’t forget to change this setting when you leave PvP.
- Pick one build known to be “viable”, and play that in hot join or solo queue till you feel you’re becoming reasonably competent at it (know what all the skills do and have an idea of when to use each). Links to builds have even given above in this thread, or if you PM me with class and preferred play style, I can send you one. By sticking to one build, you will gain confidence with it, and by picking one known to be reasonably good, you’ll know that you have a solid base to work off of. The goal here is to get good enough with a build such that you can afford to pay less attention to simply playing your character and more attention on other factors, such as enemy attacks and such.
- Figure out what classes are giving you the most trouble, and then do some homework. Look up what their abilities do, and if possible, have a friend duel you on those classes. Get practice at recognizing what abilities they are using, and what you can do to counter or play against those abilities. Even better, make a character of that class and play it yourself for a little bit. The point here isn’t to become a multi-class superstar, it’s to acquire a basic understanding of the classes so you can more properly fight against them.
- Start trying to expand your awareness as you grow in skill. At first, your eyes will largely be preoccupied by your skill bar and the main view, but you need to keep your eyes moving, and keep constant note of your HP, your conditions, enemy buffs (especially protection and stability), the minimap, and your allies HP. The more you can keep aware of at once, the more you will be able to react properly as situations change, and they constantly will in pvp.
- The best and most fun way to grow in pvp is with friends. Some will naturally know more than you about certain nuances, so just by playing with others you will learn new tidbits all the time. As long as you keep playing and maintain a critical eye to what you can be doing better, you will automatically keep improving for a long time.
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So, what’s the rationale for running this build over the usual 0/5/30/30/5 or 0/0/30/30/10 build with 3 shouts, AH, PoV, and Soldier runes? Seems like it accomplishes something similar but with more build synergy; Virtues is a fairly weak tree for a dps build (aside from the Might duration). Plus, you could go Zerk ammy with that setup and still achieve good sustain.
By the way, the build I posted was Cymberdown’s build. He is the best Guardian and Theorycrafter in the game.
Naw, I wouldn’t say that, but I do enjoy me some theorycrafting Thanks for the compliment though, I do appreciate it!
Good thing condi Warriors aren’t getting attention yet. Combustive Shot aoe fire field can do 8k damage and its aoe. How to kill a Warrior? Kite him. But kill yourself in the process when you’ve got torment constantly being reapplied. If it stacks up to 5 and you keep moving. It will do a cool 6k damage. Dont mind the quickest application of bleeds of any class either. That’s not a problem. I’ll kite him. Even though i’ll be immoblized in a fire field with bleeds and torment taking chunks of my health similar to how a burst class would take your health down. Borderline overpowerd Condi Warriors and the other classes take the limelight. Fine with me!
Condi Warrior not viable in s/tPvP
Eh that’s just your opinion. Sorry it don’t have any stuns.
Don’t need stuns to be viable, need consistent pressure to be viable.
Condi Warrior takes to long to make a full impact. Unlike Necros or Engis who can front-load conditions immediately for spike, Warriors have to get into the thick of battle to provide their highest Condi spike (Bleed).
That means you’re taking considerable AoE cleave to provide a spike of 1 condition. Compared to other condi classes who can AoE condition from a range to avoid spike, and apply 3+ at once.
Condi Warrior doesn’t work in tPvP mi amor. Atleast, not at a high level.
Yeah, it doesn’t apply enough different conditions to pressure their cleanses at a fast enough rate to be viable in top tier pvp where almost every team has a shout guardian. It falls into the same category as bleed caltrop thief — fun, but leave it in hotjoin.
Thanks, glad to see that it’s being taken care of!
This is the best spirit weapon build.
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http://intothemists.com/calc/?build=-7Z-g;1RFF80V3RG-90;9;4T;0JJ59A;428-48-S-F6;2H7l1AoF28BB
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I think it does more burst than any other profession in the game.
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Summon your weapons… Empower them with your staff… F1, Switch to Greatsword… watch your spirits die to aoe very quickly without doing anything.Fixd
It really depends on what classes you’re fighting against and how big the team fight is. Spirit Weapon build is much better as a far point pusher, you generally want to avoid 4v4 and up. I wouldn’t say any build that uses AI pets isn’t viable just because they can get cleaved, for example Spirit Ranger. For me, the biggest trouble I have is against good players that kite the weapons well and know when to dodge the hammer.
Bump! Hoping a dev notices this soon
Look there are problems but if you lose alot then you are probably bad.
This is incredibly close-minded. Just pointing out that what you said ignores what you’re talking about which is solo queues in a team game. There are roles to fill and not all of those roles are filled by nature of its randomness. Players that play a support or bunker spec are at the mercy of the noobs they queued with. Thieves, mesmers and high physical DPS classes can vary in effectiveness from completely useless to god among men based on who’s on the other team and what map it happens to be.
Solo queues are so ridiculous that you can win EVERY SINGLE FIGHT, win 2v1s and hold a point an entire game and STILL lose because your team sucks. That is not hyperbole. It’s happened to me dozens of times solo queueing.
Just sayin. Just because you lose doesn’t mean you’re worse than your opponents or did worse than your opponents.
Also, back on topic, yes this is totally unfair and should at least be minimized. It’s also a problem when you get the same people over and over again on your team when you’re legit solo queueing. It’s frustrating playing with the same set of glassy players over and over.
I just think what he was trying to say is that everyone, given sufficient sample size, will encounter the same types of problems you mentioned the same percentage of the time. So, if you lose more than other people over a long period of time, the main variable that is left is your own play skill. Of course, there are other factors too, such as the class(es) you can play (some classes can carry harder than others depending on the matchup). Being able to multiclass, or at least play multiple builds for a single class well, will put you farther ahead in SoloQ. Also, communicating with text and map pings will help you too. But personal skill is the main factor that will enable you to win games that would otherwise be close and that extra little bit of carry changes it from a loss to a win.
I would agree with this if we were allowed to change classes. Sadly we can’t, at least we aren’t intended to, we can’t leave a rated match to switch classes or we’ll be punished.
The only time I’d give what he said any sort of credit is if there were 2 people playing the same class and same build over a very large sample size. But is statement is easily read as “you lose, you’re bad” when the reality of it is incredibly nuanced and it’s impossible to carry on most classes in this game.
Well, you can change class before the match starts, though, so if your group doesn’t have a Guard you can switch to it to add a bunker to the group, or doesn’t have a Spirit Ranger, or whatever else is OP that would round the group out and give you higher winning chances. That’s all I meant. But I agree that there’s other factors, as you say.
Update: my own team came together, so I won’t be needing a team for now. Thanks for the replies!
It’s not that they are trying to sync, I think it’s just unintentional. For instance, I somehow queued with my friend Mini Ken for 5 matches in a row, however I wasn’t trying to sync with him.
Vozsuda for president 2013
I’m on it, check again.
There are a lot of possible ways to prevent effective syncing, but I don’t think the devs could have just overlooked it.
Well, I have been in matches where the teams were clearly not split the way I am suggesting. The top several players among the 10 in my match were all on the same team.
It’s not syncing. I’m pretty sure it has to do with how the group forming algorithm works. I believe it’s currently working the same way that it forms teams from partial groups in Team Arena. I’m pretty sure the way that works is it tries to bin you in with 4 other people of similar rating and makes a group out of that (expanding the search regularly as time continues to pass). Once it makes a full group for you, it waits for other full groups to finish and then tries to bin you into a match based on the groups’ average ratings. This is bad for solo q because the way that ends up working out in off-peak hours is that all the top guys end up in a group together, and they end up playing a group of all lower guys, because there aren’t enough people on to form other top groups to match against them.
The correct solution here is to use a different grouping algorithm for solo q. What it should do is try to bin together a group of 10 players of similar rating, not groups of 5. Then, take that group of 10 and divide them up so that you make 2 roughly balanced groups of 5, then have those 2 groups play each other. Like so:
1 is on Team A
2 and 3 are on Team B
4 and 5 are on Team A
6 and 7 are on Team B
8 and 9 are on Team A
10 is on Team B
This would provide more challenging and equally matched games, even in off peak hours. I hope a dev reads this!
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- Rank doesn’t directly correlate to skill level. In fact, I don’t believe rank is even considered in the matchmaking process, nor should it be, it just uses the hidden ELO.
- Play some more matches to stabilize your rating, as you move up your groups will get better on average (but so will the opponents). This leader board is still new, so ratings will be pretty volatile for a while yet.
- Don’t read so much into a small sample size. Some games will be lopsided, some will be close and fun. Play it some more before you judge.
- Small player base. Unless you want to wait 30 mins for a queue pop, just take what you can get, especially off-peak hours.
- Relax, it’s just solo queue. Don’t get too uptight over winning or losing, you only have so much control over the result.
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I like random maps, but this needs a longer time before the game starts. Either to switch characters or switch a build.
Random maps screams for build templates though. My necro is pretty versatile so I don’t need to change much but on other classes I really feel the need for a quick swap of build.I like having spirit and skyhammer on the rotation though.
Agree, I like having spirit and skyhammer in SoloQ rotation. SoloQ is a bit more relaxed than TeamQ, and it’s good to have those maps in there for fun and variety.
Look there are problems but if you lose alot then you are probably bad.
This is incredibly close-minded. Just pointing out that what you said ignores what you’re talking about which is solo queues in a team game. There are roles to fill and not all of those roles are filled by nature of its randomness. Players that play a support or bunker spec are at the mercy of the noobs they queued with. Thieves, mesmers and high physical DPS classes can vary in effectiveness from completely useless to god among men based on who’s on the other team and what map it happens to be.
Solo queues are so ridiculous that you can win EVERY SINGLE FIGHT, win 2v1s and hold a point an entire game and STILL lose because your team sucks. That is not hyperbole. It’s happened to me dozens of times solo queueing.
Just sayin. Just because you lose doesn’t mean you’re worse than your opponents or did worse than your opponents.
Also, back on topic, yes this is totally unfair and should at least be minimized. It’s also a problem when you get the same people over and over again on your team when you’re legit solo queueing. It’s frustrating playing with the same set of glassy players over and over.
I just think what he was trying to say is that everyone, given sufficient sample size, will encounter the same types of problems you mentioned the same percentage of the time. So, if you lose more than other people over a long period of time, the main variable that is left is your own play skill. Of course, there are other factors too, such as the class(es) you can play (some classes can carry harder than others depending on the matchup). Being able to multiclass, or at least play multiple builds for a single class well, will put you farther ahead in SoloQ. Also, communicating with text and map pings will help you too. But personal skill is the main factor that will enable you to win games that would otherwise be close and that extra little bit of carry changes it from a loss to a win.
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They testing the player community to see how they like longer respawns due to longer load screens.
Kinda nice to make killing people a little bigger difference than capping points due to them being out of game longer.
True, though it makes the game more “swingy”. Harder to come back from a partial team wipe. =\
Just to bring more attention to this, Legacy of the Foefire has a bug whereby whenever you load the map (including on every respawn), there is a ~10 sec loading screen that comes up. It wasn’t doing that before the Aug 6 patch. This is a big deal; please hotfix!
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I was talking about soloQ, where the team comps are not totally random as there are quite a lot of players who switch out their profession depending on the team.
It was also meant as a response to Eurantien’s post, which suggested that you have to play one of the three classes that are currently viewed as the best to be able to get a high placement.
Right, I see what you mean. Yeah, I agree, on a less organized team and with random teams, the classes balance isn’t too bad. For organized top-level, though, it still needs a bit of work, but they’re working hard to get it right.
Totally agree, I think people are expecting something perfect. Let’s just remind ourselves, the whole point of this is to be able to queue alone without facing premades. That doesn’t mean you will get queued with 4 pros and roflstomp every match. You get what you get, and you do your best to help your team win. Don’t expect it to be more than that, and I think you will enjoy SoloQ as much as I am
Well, the top 10 players are rangers, necros, engis. The three specs atm that can 1 v 1, bunker for a bit if needed, and support team fights. That being said the top 25 players are also good players that also run things like, ele, thief, guardian. Teams that end up with 2 or 3 thieves and warriors against a team of 2 necros, a ranger, an engi, and a guard are gonna have a harder time because they can’t fill the rolls that need to be filled.
Well, after my 11 games yesterday – exclusively played as ele – I was ranked at place 2 when I first appeared on the leaderboard (with a red downside-arrow in the first column, which seems weird to me, as I expected a gray line… so internally I was 1st for a short time? Hooray, I guess ^^). My only lose was with a team where two players constantly whined about the absolute uselessness of eles (we had 2 – the game before was won with 3 eles on the team). Play more & QQ less I guess.
Phantaram (currently rank 4) also played Ele in a match with me, though I don’t know if that was his only profession in the 16 games so far.That doesn’t really mean a lot with the low number of matches, but at least it shows that the balance isn’t as far off as a lot of people here claim it to be. Winning duels vs. Spirit Rangers and Engis was absolutely possible. CC warriors were a much harder matchup for me. Necro dmg seemed a little over the top though, even with my build that has lots of condition cleanse.
Well, hold on. Are we talking about class balance in terms of SoloQ, where team comps are random and team skill and coordination are generally lower? Or are we talking about TeamQ, where you can fully control the team comp and team skill coordination are at the maximum? Those are two totally different scenarios we’re talking about in terms of overall class balance.
Pretty weird to call out some random guy you don’t know on the leader board for maybe thinking about sitting on his rating on day 1 of solo queue. Why would you make a thread about that? C’mon now.
It’s important to at least try to communicate stuff with the team if you want your best chances of winning. Even if not everyone listens, if only 1 or 2 do, that’s still an improvement on your EV.
And I dunno, when you play bunker guard and you haul your team to victory by ressing the same guy 4 times in a row to win the fight, it does feel kinda powerful
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As should be understood, this analysis refers to the current best builds for these classes, and is from the perspective of overall efficacy in high-level play.
S Tier
=Ranger The amount of burning and protection offered in a team fight as well as having good 1v1 dueling capability, ease of play, and a powerful res utility make Spirit Ranger the current king of the hill. A slight reduction to burn duration, or small increase to spirit passive cool downs may be all that’s needed.
=Necromancer Damage was nerfed slightly in the last patch, but sustainability was increased to compensate. I think Necro is moving in the right direction, perhaps reverting the fear duration on Doom and lowering the duration slightly on Spectral Wall would make the amount of CC and Terror damage more reasonable, since at the moment Necro does a little too much damage for the amount of sustain and CC they were given.
A Tier
+Thief Their great map mobility along with their ability to pressure Necros make them a great meta choice. Overall, I think Thief is at a good power level, the main thing I believe needs adjusting is Shadow Trap. Reducing the duration on it to 75 or 90 seconds would restrict their map mobility a little bit while not killing it entirely.
=Guardian Despite many changes to other classes, Guardians have remained a steady part of the meta, since they offer aoe stability, protection, and cleanses in a team fight while being able to stay on a node for long periods of time. In order for other classes to have viable bunker builds, more access to those 3 aforementioned abilities need to be given to those classes so that they can compete with Guardian.
=Engineer Engis fit pretty well into a condition meta, and add good point pressure to a comp. Having the flexibility of pushing far node when needed, or adding an additional res utility to a team fight is a very powerful option to have.
B Tier
+Warrior The classic underdog class. This may be an unpopular opinion, but I believe with the latest patch, certain Warrior builds are becoming tournament-viable. In particular, CC builds featuring Mace main-hand can lock down and kill glass cannons that lack access to Stability. With proper boon removal support (especially from Mesmer once burst becomes more viable), Warriors should become more prevalent in high-level play, especially if juicy CC targets like Necro and Engi remain as part of the meta.
=Elementalist I believe Elementalist is in a reasonable place balance-wise currently, however, they do not do enough compared to Spirit Ranger and Necromancer in this condition meta that currently exists. Once the currently dominant condi builds are toned down a little bit and burst becomes more viable again, Ele will once again return to A Tier.
=Mesmer Mesmers were key players on burst teams due to their excellent team utility, good burst, ability to stack vulnerability on targets, and ability to strip protection and stability. Due to conditions becoming strong, mesmers have struggled to fit in, but if conditions are toned down a bit, Mesmers will quickly return to A Tier.
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Devs please check this immediately. Especially Legacy of the Foefire.
No, because they aren’t all Qing up at the same time, or even playing the game at the same time, and even if they are qing up simultaneously, they might not get put into the same match. It’s just more likely that they will play against each other, not 100% likely. Let’s also remember that solo q is only a few hrs old; it’s quite reasonable for people to have very high win rates when the ratings are still so volatile and the sample size is very small. Check back in a few weeks after things get a chance to stabilize.
Bump! Still looking for a new team.
what is this I don’t even
Honestly, character progression from PvP is something that should have been in the game from launch. SWTOR had it, and coming from there I was dumbfounded that I couldn’t PvP while still advancing my character at the same time. It’s a design oversight to not have it be that way, and I’m pretty shocked that almost year later there is still no exp gain from doing sPvP.
Looking to try out for a top NA team, please contact via PM with serious inquiries! Available practice time: around 6:30-10:30 PM EST most days. Thanks
Best pvp announcement of the year right here, easily. Thanks for the hard work devs, you’re about to make a ton of pvpers very very happy!
I actually wasn’t talking about you, but about said thread. In 24 hours, that thread generated more dev comments and actual balance changes than the entire Necromancer subforum has in a year. THAT is what I am disgusted by.
Oh, ok. Nevermind then, and I get where you’re coming from.
Mons,
What I’m saying is that he didn’t give his all in this, come on he burst for 8 k on a Necro without protection. I mean, on a gardian he would have done something like 6k for his Burst?What i think is that vid is a joke and a shame for burst elementalist. Just look at this video, for his burst he use two atunement : earth and air. No more. No stack of might and really really poor crits number. Not even a stack of vulnerability.
Now, if you don’t think that he can’t do way better then this poor kitten burst, then yeah, I’ll say it I can do way better then that. I’ll even say that tons of elementalist can do way better then that.
So What I think is that guy can do way better with an elementalist if he want but, this vid is a joke that only say : “hey look this guy is really famous but he can’t kill me while in death shroud!”. This lead to nothing. It’s obvious that he is not even trying.
He was demonstrating a particular s/d burst sequence that is used in high level play that will 1-shot most GC builds in under a second if most of it crits, and that sequence is all performed in earth and air attunements. It goes earth 2 4 air lightning flash double arcane 2 4. So, most GCs would have been downed or at very low health if they eat that combo, but the necro in spectral armor and DS only took about 20% life force. It was just meant to show off the tankyness of the new Spectral Armor.
snip
I assume you’re referring to me as the Guardian, and the only reason I made that thread was as a response to a post by Allie Murdock in the thread called, “Constructive necromancer thoughts.” saying that they were considering putting in a hotfix before the tournament. I made my thread as a place to put the community’s suggestions as to what could/should be in that hotfix, and they were only my opinions. ArenaNet has said many times that they’re willing to listen to the community’s thoughts on what should be done about balance; I was only giving my own. After watching this game develop over the past several months, I’ve seen both good and, in my opinion, poor balance decisions made, so if my own voice can help steer them in what I perceive as the correct direction, then I shouldn’t stay silent about it. There was a whole 10+ page thread about Necromancer balance in this forum before I made that post, with many of those posts calling for an adjustment to Dhuumfire, so it would be pretty narcissistic of me to think that my little thread had much, if anything to do with their final decision (which wasn’t even implemented how I suggested).
(edited by cymerdown.4103)
cymerdown.4103, Thank you so much for the kind words! I’ve been running around like a madwoman the past few days trying to make this happen. Really appreciate the encouragement.
No problem, I know you all really love the game and care about the community. While we may not all agree with each and every single decision made along the way, the game is moving in a generally positive direction, and that’s due to the hard work of you and the devs. Thanks!
Weakness is 6 seconds on Enfeebling Blood (25 second cooldown) no traits or condition duration. Weakening Shroud has ICD of 15 seconds I believe.
Yeah, I just checked it in game, the wiki was outdated and still shows 10s when it’s 6s now. Nevermind about that change, then. I updated my post to reflect this.