Thieves are ok, just some limitation on d/p permanent stealth.
Wars are not ok. Healing sig is gross op. 2k hammer auto is op. Prof with 5k hp and toughness built in premium, has top healing, significant condi immunity, chain hammer cc. I don’t get how has this fallen through ante cracks and how can this go w’out fix for so long.
Is this necro? With chain fears that would bring engi 30% → without even a chance to regain control? Or condi spike that would bring engi down before any cleansing spell finishes casting? Which can laugh at one or the other strictly conditioned partial immunity since he has better by having multiple life pools in single battle through death shroud?
What do you expect your build to be, afk win? I mean there is one, within the same prof by the way. go mm.
Backstab stealth builds usually had no drawbacks for missing a backstab. This was a pretty hot topic on /r/guildwars2.
Instead of just flat out revealing if you miss the backstab like /r/ suggested.
How about giving backstab a 3 second cooldown while being stealthed.
before people start complaining about burst/adrenaline having no risk, there is a risk with burst/adrenaline. It goes on CD for 8 second traited (off the top of my head).
backstab with posit req isnt easy to land, id leave it alone. aoe is risk and counter.
1. Lots of conditions on the power trait line.
2. Lots of conditions on skills.
3. High healing on a low recharge with a get out of damage free card.
1 makes a good point how condi engi needs to choose right traits with wrong stats (power) or right stats with useless traits. did you bring this as an example of shiny traits? really?
2 where else would engi has skills if not in tools? do you expect engi to get by with 3 skills on pistol, which has auto-attack of quarter of meta, and cooldown of whopping two confusions?
3 really? we are talking of this theoretical healing turret hps, which need combinations of five or six spells, which can be interrupted in five different ways, which binds you to a location, when healing signet gets the same for just being afk?
if youve been spiked for 17k by engi, i hate to say, but l2p. what did you do, aa under 5stack of confusion?
(edited by gesho.9468)
I really want this build to work. I really want to make use of that unlimited protection from the sigil/fire shield pops.
The sad, sad truth is it just can’t work. You have good protection here, but you have no regen (which is really important for a bunkery build like this). You’re also missing any reliable condi-cleanse.
And even if you can get the regen, you’re still a condi-build at the end of the day. Elementalists don’t do well with condi in their current state because:
A) We can only apply damage through burning + Bleeding (No poison, torment or confusion)
B) We don’t have a wide enough range of condis to ‘cover’ the damage-dealing condis.
C) We can’t apply conditions fast enough to overcome many passive-condi cleanse setups.I mean… if you really like the build, then run with it. But it will be very difficult to be competitive.
i agree this is behind condi necro or engi, but which ele build isnt?
im more into ele comparative mode: can this build be on par with s/? , d/d builds, fresh air trait?
i posted this in spvp forum, but didnt get much response there. i thought to pick your mind about ele build. i’m still struggling with ele build im comfy with. i’ve been hotjoining with this build recently. its all about signet, which proc fire-IX fire aura, which proc protection+swiftness+fury. these three boons (with help from runes, fire#5 and air#3) can be maintained nearly full uptime.
doesnt have much damage, but burning is popping from every button of this build. it has some survival given toughness, protection and all the focus survival skills. burning ticks around 600 and can add bleeding sustain from earth. there is also water#2. with dagger fire#2 can pressure teamfight with burning. this guy can run well, and has a lot of chills.
any thoughts? do you think this is worth pursuing in sPvp?
i have zero tolerance to abuse. yester i reported s’one on opposing team for calling his teammates garbage.
i think not showing ranks in the score board after a match has ended will help.
and how about not showing the names on scoreboard. sthing like:
xxxxxxxxxxxx – 240
xxxxxxxxxxxx – 120
your name – 110
xxxxxxxxx – 90
i’ve done it myself, but recently, with award-pve crowd this has gone extreme. its all r1-10 vs r20-40.
sthing needs to be done.
condi removal:
magnetic wave focus_earth#4: 3condi/25sec
signet of water: 1 condi/10sec
sigil of purity.
but yes, between power and condi, its more susceptible to condi.
and i forgot to add: this guy can run (25% signet + 33%swiftness), and he has a lot of chills (water#3, water#4, signet). especially signet chill is good.
all in all, a wouldnt complain on survival, survival is not bad. its more damage. it has to last to kill the foe through perma burning.
(edited by gesho.9468)
i thought to pick your mind about ele build. i’m still struggling with ele build im comfy with. i’ve been hotjoining with this build recently. its all about signet, which proc fire-IX fire aura, which proc protection+swiftness+fury. these three boons (with help from runes, fire#5 and air#3) can be maintained nearly full uptime.
doesnt have much damage, but burning is popping from every button of this build. it has some survival given toughness, protection and all the focus survival skills. with dagger fire#2 can pressure teamfight with burning.
any thoughts? do you think this is worth pursuing?
(edited by gesho.9468)
on what sort of map? and objective?
Killing creep at Start is Bad because it may be stealed vor you are outnumbered at mid
yes
mid is more important.
could be useful, but can also be grossly abused. might end up restricting soloQ access to all but top tier builds. i think soloQ is still not meant to have the sort of control you are looking for, its meant to provide access to ranked play to everyone. if you want control over team comp, thats tPvp. soloQ is meant to be regulated through mmr. in addition, if there was peer evaluation (rating by teammates, or judjing), that would help too.
conditions are one of the main reasons why the gw2 classes are not able to being balanced.
it’s nothing more then spamming. hmm, how about making removing conditions easier?
great. someone is spamming conditions, the other one is spamming condi removal. sounds like fun XD
are condis peculiarly available for spamming? I’ve seen heartseeker spamming, warrior hammer spamming, and what’s spammier then ranger longbow #1?
spamming might be a problem, but it has little to do with condi.
Nope there is no insults. I insult the game which has no feelings, it is an inanimate object. I never abuse anyone personally, devs or players – or I try not to.
you are not the worst offender, though one neednt go beyond 1st page of your posts to find you calling anet “money grabbers”.
but my point is not so much insult (which should straight get infractions) but overall toxicity: either enjoy the game with the rest, or quit it and let the rest of the community to enjoy it. you talk about criticism. criticism is great, but after being critical you draw a bottom line and say that overall game is good and you play it, or not and you quit it. when post after post its all about how kitten this game is, and you keep doing this month after month, please, save yourself, or at least save us.
I wouldn’t really mind making CnD non-crittable, but I can understand why people wouldn’t want this. It’ll already be taking a bit of a hit with the crit damage changes anyways.
I do want them to get rid of the chain stealthing though. It can be a bit hard to land on actual players sometimes, especially in a 1v1 scenario when they can focus more directly on you specifically. However, in places like WvW you can just use random mobs, pets, and clones (sometimes) to stealth chain since they don’t make any kind of effort to avoid you. I can even do this off keep walls if I want, which is incredibly silly (i.e. I can run around SM’s outer wall essentially having perma stealth).
Mug should be fine as is though.
well, then one needs to keep spvp away from this. everyone is already running d/p. further nerfing cnd will make */d further less viable. i like d/d best, but cnd is its least reliable part. blocked, dodged and above all – range. without cnd no stealth, without stealth noone will let you to get in 130 range, without range – no cnd, one gets circle of failure. other then one time cooldowns, there is no reliable mechanic for stealth with */d.
Tired of people like me.
wouldnt hurt for you to like something once in a while. you often have valid points (healing signet on livestream, upcoming double signet for 2h warrior), but your rage (borderline insults), thats a downer imo.
cnd is very hard to land, i wouldnt nerf it.
Because conditions can be removed before they deal significant damage, their theoretical DPS is higher.
what facts do you have to make this claim?
backstab? rapid fire? blumberbass?
2k dps on warrior ham just for auto?
Spirit watch is the worst map in game, by far. It should be removed from competitive play. The mechanics of this map require far too much multitasking for the average player. 90% of the people who play this map do not know how to properly rotate on this map. And with the clusterkitten orb in the middle far removed from the conquest nodes, it is too easy to wipe a group in the mid as u have 1 guy capping the top. I have never been in a spirit watch that was a close match. They are always blow outs, based on which team has the most combined experience with the map.
i have been in a closed match spirit watch. settled by me and my target throwing junk at each other in downed state. we lost
can you please add reputation to users, who’ll earn it thought rating posts? i’m tired with the flood of negativity generated by a handful of users.
Mid-cast I don’t believe it’ll do anything. Fairly certain its on skill use/activation, not per animation or damage source dealt.
i thought so. i guess that’s fair
if i confuse say ranger through his rapid fire, will it tick each time rapid fire ticks, or just once per entire spell?
condis arent op
immobilize not stacking: “we are kicking ideas around, cant say much right now”
new maps: “we are kicking ideas around, cant say much right now”
new rewards: significant rewards have been granted in the end of the last year, and they have been appreciated, as evidence of new player influx points to. also, “we are kicking ideas around, cant say much right now”
1. p/s condi engi
2-3-4: phanta mesmer, d/d thief, staff+scepter/dagger condi necro
5: ele (still in flux on fav build)
6-8: warrior-ranger-guardian (I only play these to know it for counter)
I usually play one toon a evening. I play 1-5 each week for 5 days, remaining 2 days I rotate 2 out of 3 from 6-8.
imo condi vs power is balanced and if anything, power currently has upper hand.
just “moar numbers” crowd cant tolerate anything but their burst popping on the screen
dunno, may be im acting on rage, but i just renewed my wow sub.
didnt mama tell me: stick to the brand!
i cant imagine any game allowing disbalance like war healing signet going unchecked for so long.
if one looks through my threads, 10 are pro gw2 may be one critical, but this is impossible. just out of hotjoins, 7/15 players were un-killable.
why not just have single amulet with (re)forging. i can ask npc to forge any combo, having 7points to spend, 1point for each of usual stats:
284 power
284 preciscion
15 crit dmg
so forth.
one can add 3stacks per stat cap.
I’m pretty sure they did that for WoW, but nobody ever used it. They still used TS/Vent/Mumble instead.
sadly, this is true
yes, this should be done in hotjoins too, waitlist and only allow even join on both sides
@Swagg.9236
how are dmg numbers calculated?
The prototypes of those new game modes looked hopeful~
is there a link? when did new modes got previewed?
+1
or such privilege of being two places at once should be significantly compensated by lower dps/hps
in parallels to the other thread about bunker vs glass cannon.
is 798th power = 798th vitality?
may be popularity of glass cannons is due to imba amulets?
id put 2cap per profession for starters.
What this game really needs is attribute point distribution and trait point distribution to be two separate entities as .
+1, why not?
as for amulets, devs said they’ll add more combinations.
i would not touch other gear/stats though, would undermine balance.
i doubt this experiment eliminates bias, even “happy with status quo” type, and there could be others.
for skyhammer, imo it is unpopular because it takes players out of their established comfort zones. i have to switch from pistol to rifle engi, swap into flamethrower (which i normally dont use) and play mostly oriented on cc and positioning. things like dps, hps, burst and sustain are diminished.
does above means map is good or bad? depends what criteria one uses. if criteria is: “by majority vote”, the immediate answer would probably be – it is a bad map. but then the same majority keeps communicating that it is “bored by conquest” (but also hates spirit and skyham, two maps where alt mechanics are significant), so question then is how rational is the player-base and is viable to build a game based on their vote and feedback. it cant be entirely ignored (who are you making this game for), but in some parts it should be. i dont even think that there would be a majority consensus that would make a viable game (all conquest or diverse modes? pvp or pve focus? integrated or separate pve/pvp? twitch or consistent skills? rng or pixilated spreadsheets?), but even if it was – it would not necessarily be a good game and the very same majority might end up hating it.
also – how about that 20% that loves the map? should not game cater to diverse playerbase by diverse modes? after all there are no two absolutely similar players, the only way to accommodate any community is offering diverse choice.
with that, imo WoW like rule, where one could disqualify two maps from pool, makes best sense. skyham diehards can keep meeting and blasting each other off the cannon platform, while the rest of the community will keep their rotation routine in Foefire.
So you are being sarcastic, after all
I actually have a more noble aim with this thread than mere sarcasm, which you will see tomorrow US time
:gigi: didnt u sort of reveal your hand by that post? but ill keep quite, not to spoil your mise en scene
Doesn’t look like we are getting much useful discussion here.
On my part I still think macro could do with better management.
That map (Foefire) is awesome!
One of best PvP map.But my aoe does not cover the entire mid point and I can’t one-shot people from stealth!
I also find it weird that you can run many different builds and classes successfully on Foefire, wouldn’t it be better if only a few builds/classes have a huge map specific advantage?
And how about the secondary objective? Don’t you think its a little too complex? I mean if you take lord too soon you can lose the game, or if you send someone into lord keep you can pull a few opposing players away from key positions giving you an advantage. It just seems too strategically deep for tpvp. Shouldn’t it be more like if you kill the Lord huge undodgable/unblockable fireballs fall out of the sky targeting all enemy players every 10 secs and oneshotting most eles?
You guys say this map is good but none of you can even express why you think that way.
So you are being sarcastic, after all
……..The MAIN reason defensive builds are played more by better player is because the game is tuned to benefit them. Defensive condi builds are too efficient because there is no defense against condi (as in, no stat that reduces condi dmg) the only way to deal with them is to outheal/remove them and that takes time.
you contradict yourself in a single sentence. condi has all the same counters as power and on the top of it has removal and delay.
i would expect that only about 2/3 of condi damage ultimately makes it to enemy health bar and even that you may have to wait for 8-10 sec delay while they tick. some power burst can bring you down (stomp included) in half of that time.
As far as I know, John Smith has the authority to make those decisions and those changes, and he seems to be pretty satisfied with how things are going. He’s willing to step in to handle an emergency situation, but he doesn’t do requests.
i think question rather is if you are okay with gw2 economy.
@Lordrosicky.5813 lol, suffer in silence type, is we? dignity and grace :chest_beat:
@Behellagh.1468, Romek.4201: sure, gold volume only relevant VS whatever is happening with the rest of the game, all those factors are in-separable with price levels. and the fact that game is changing makes macro management more challenging.
@tolunart.2095, Teofa Tsavo.9863: i do not expect think tanks and policy institutes here, but on the other hand it only takes adjusting few reward tweaks. when witnessing across the board price swing, why not add/cut a silver or two to few dailies or pve routines? have a monster money sink in closet to loose when too much gold around? or, from what i hear, queens gauntlet was a gold supply debacle.
Macroeconomics, not macro as in TP trading cheats.
@gesho – if there’s a use demand goes up and unless supply follows, price goes up. Demand goes away or supply catches up, price goes back down. You may find it troublesome that prices move like that but if say supply is huge on some item. So much so that the price is inverted to the proposed “quality”, they they introduce a means to consume that excess supply which will eventually consume that supply and in turn raise prices. When the new demand is satiated or the event that material is needed for is over, the supply will once again climb and price will fall.
There is no reason to expect a stable market on some of these basic or refined materials.
i believe we’ll be able to talk much better if we recognize difference market pricing mechanism in general VS long term macro instability. i have nothing against price variation, in fact i hope for it. my (and i believe gw2) problem is that there is a persistent, strong and long term OVERALL price trends, which override medium and short term price fluctuations. such across the board long term trends can only be a consequence of supply/demand instabilities in one particular “commodity” – gold.
there can be no other reason why prices go up across the board for 1 year and then go down across the board for another six month. someone has to take a better management of gold supply and overall price level to offer price stability, which doesnt mean stability of individual prices, but stability of prices in general, macro stability.
wouldn’t be game better of, if more spells where moved to targeted category, rather then self-aimed.
for example thief heart-seeker, or pistol #4
or mesmers phatasms, which now essentially turn pvp into pve.
i believe lol ppl call them vector targeted and wildstar calls them area-targeting. in gw2 we have ground targeted, but many spells which would be targeted are self-aimed.
